Arlinn, the Pack's Hope

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Arlinn, the Moon's Fury  Flip

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Vanguard Legal
Vintage Legal

Arlinn, the Pack's Hope

Legendary Planeswalker — Arlinn

Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

+1: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters the battlefield with an additional +1/+1 counter on it.

-3: Create two 2/2 green Wolf creature tokens.

wallisface on Cold Wolf Bois

1 year ago

My experiences with Werewolves is they do best playing fast and aggressively. I’d drop all the slower cards, like Ulrich of the Krallenhorde  Flip and Arlinn, the Pack's Hope  Flip in favour of more low-to-the-ground power (particularly, i think you need 4-more 1-drop creatures).

I also see no reason to be playing Nature's Claim, so u’d suggest ditching that.

I think you want the full playset of Full Moon's Rise

TheBubbaEA on Jund

2 years ago

Balaam__ so Arlinn, the Pack's Hope  Flip acts as a 4th blood braid and has obvious similarities to huntmaster.

But more often than not she baits a removal and we are left with wolves so far in testing.

In sideboarding she generally seems like the first thing out. But that’s because it’s hard to gauge her value in some matchups when sideboard cards are so good.

As far as flipping, if you untap on dayside, it’s insane. Like truly insane. 4/3 Dauthi? An end step grist if you don’t use removal has been a ton of fun. I think that more often than not in testing though you end up on nightside on your following turn which means you generally aren’t plussing. The mana so far has only been relevant in real specific situations where multiple cards are needed.

I think she has a place in the deck on both sides. Dayside for the bodies, and nightside as a one woman army. The problem I see so far is that most jund players want to play the more competitive lurrus/ragavan builds which means this card needs to be bonkers to find a place in the “standard” jund.

Balaam__ on Jund

2 years ago

I’ve not seen a Jund build running Arlinn, the Pack's Hope  Flip before. Does she pull her weight, or do you find she flips too often to reliably count on either side’s abilities?

TheBubbaEA on [Primer] - Jund Midrange

2 years ago

Love the list! Some questions for your thoughts and experiences:

  • 24 lands feels like a lot with W&6 being able to bring them back. Do you feel like this number of lands is required even with a way to replay lands?

  • Notably you don't play Ignoble Hierarch and Dauthi Voidwalker. Any specific reason these don't make the cut?

  • I read through your notable new releases and wanted to ask what you thought of Graveyard Trespasser  Flip and Arlinn, the Pack's Hope  Flip. Arlinn is reminiscent of huntmaster and Trespasser has GY hate + 2-for-1's spot removal.

  • How often do you, if ever, play 2 Dark Confidant in a game? Currently running 1 (especially since I don't have any foil W&6), but I want to run more but I don't know if I can justify getting more than 1 in a game. Like if my life total can even handle it without inherent life gain.

Thanks for your dedication to the list and the page is wonderful :)

Gadianten on

2 years ago

You really need at least 36 lands so to make room for them I would drop Descendants' Path, Sensei's Divining Top, Herald's Horn, Arlinn, Voice of the Pack, Jeska's Will and Unnatural Moonrise. The reasons for these drops are because your commander will often render slow incremental advantage pointless from cards like Sensei's Divining Top when you will be drawing two or more cards a turn, Herald's Horn and Descendants' Path do not really warrant a spot considering the explosive potential of your deck, you are better off with impactful cards like Shamanic Revelation instead. Unnatural Moonrise is very disappointing as its not even instant removing combat tricks and half your werewolves wont care about this effect anyway, its literally a weaker version of your cheap, cheap commanders passive but at the price of mana and a card slot.

Arlinn, the Pack's Hope  Flip is hard to control and does not really add much, although I understand the desire to have werewolf planeswalkers in the deck. I think Beastmaster Ascension however, would be pretty nasty, is not hard to activate and inexpensive to get out. You really want your creature enablers and spell effects make people flinch when they hit board.

Elmoisamac is very much on point about green fetch land spells and using basic lands with Blood Moon, don't underestimate Blood Moon in its abilty to cripple decks. You should have at least 16 basic lands so as not to be a victim of your own Blood Moon.