Fix for Arlinn Kord
Comments
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Speaking of Nissa 2 because of the energy requirement, I agree that she's probably the worst planeswalker from Kaladesh at present. It's bad enough that her abilities are all energy-dependent (can't fully remember what on top of my head), but worst of all, without Scour From Existence, monogreen has lost its only true removal. (especially true removal at lower rarity; Great Aurora is mythic, as you know)
Arlinn may have lost werewolf tribe, but at least her red color affords her some good cards to support her.
Back to the topic, I personally think that rather than fully changing her abilities so that they are not all werewolf specific, a doable fix is to have her ultimate on both sides to boost ALL your creatures instead of just werewolves. My reasoning is that because her flip-side's second ability (summon werewolf) also works in Standard if you run swarm (and let's not forget the tokens have berserker + trample, a dangerous combination, and Cartouche of Zeal also adds Haste, making it even more dangerous), so that means out of her 6 abilities, we can now use 4: Normal's 1st and 3rd, and Flip's 2nd and 3rd.
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Believe it or not, it actually is in their best interest to make as many planeswalkers as useful as they can.
The more planeswalkers people can use, the more they will use, and the more that they use, the more cards they need to make it work.
It just feeds into the cycle of driving more demand for specific cards.
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if you can get onto her werewolf side all of arlinn's
abilities are usable. (beefing up your ability 2
summoned werewolf using ability 1 is plenty
powerful at only 3 loyalty points, even if it does not
transform the creature.)
she'd work fine if her flip side was the default.
HH2 -
[arNero] said:Speaking of Nissa 2 because of the energy requirement, I agree that she's probably the worst planeswalker from Kaladesh at present. It's bad enough that her abilities are all energy-dependent (can't fully remember what on top of my head), but worst of all, without Scour From Existence, monogreen has lost its only true removal. (especially true removal at lower rarity; Great Aurora is mythic, as you know)
Arlinn may have lost werewolf tribe, but at least her red color affords her some good cards to support her.
Back to the topic, I personally think that rather than fully changing her abilities so that they are not all werewolf specific, a doable fix is to have her ultimate on both sides to boost ALL your creatures instead of just werewolves. My reasoning is that because her flip-side's second ability (summon werewolf) also works in Standard if you run swarm (and let's not forget the tokens have berserker + trample, a dangerous combination, and Cartouche of Zeal also adds Haste, making it even more dangerous), so that means out of her 6 abilities, we can now use 4: Normal's 1st and 3rd, and Flip's 2nd and 3rd.0 -
Tilwin90 said:
Nissa2 is the worst planeswalker? Try Chandra2. Her +1 is strictly inferior to Koth's long term and her last two abilities don't actually function without energy. After energy leaves Standard say bye-bye to her having ANY use.
Ok, touche.
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I doubt Arlin well get any attention. Now that Samut, the Tested has been leaked from Hour of Devastation.
1
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