Difference between revisions of "Arlinn Kord"

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Revision as of 01:34, 3 January 2019

Template:Infobox pw

Stats

Template:PWLevel60Stats

All level details 1-60          Up-down-arrow-icon.png Click to
Level

cost

Mana bonus Deck limits Health Abilities
Icon W.png Icon U.png Icon B.png Icon R.png Icon G.png Icon L.png Creature-Icon.png Spell-Icon.png Support-Icon.png 1 2 3
1-5

1220Rune.png

-1 -2 -2 +1 +1 0 4 3 3 30 AbilityLev0.png AbilityLev0.png AbilityLev0.png
5 3 3
33
-1 -2 -2 +2 +1 0
36
6-10

4580Rune.png

AbilityLev1.png
39
5 3 4
42
-1 -2 -2 +2 +2 0
11-15

9260Rune.png

45
AbilityLev1.png
48
5 4 4
51
16-20

15640Rune.png

-1 -2 -1 +2 +2 0
54
AbilityLev1.png
57
21-25

23690Rune.png

60
-1 -1 -1 +2 +2 0
63
AbilityLev2.png
66
26-30

33380Rune.png

6 4 4
69
0 -1 -1 +2 +2 0
72
AbilityLev2.png
31-35

44660Rune.png

75
6 4 5
78
0 -1 -1 +3 +2 0
81
36-40

57530Rune.png

AbilityLev2.png
84
6 5 5
87
AbilityLev3.png
41-45

71960Rune.png

90
0 -1 -1 +3 +3 0
93
96
46-50

87920Rune.png

AbilityLev3.png
99
0 -1 0 +3 +3 0
102
7 5 5
51-55

112320Rune.png

105
AbilityLev3.png
108
0 0 0 +3 +3 0
111
56-60

160720Rune.png

AbilityLev4.png
114
AbilityLev4.png
AbilityLev4.png

Abilities

1: Strength of the Wolf
Ability Level PW level Icon L.png Effect
AbilityLev1.png 6-23 6 Target creature you control gets +1/+1, Haste, Trample, and Berserker until the end of your turn.
AbilityLev2.png 24-39 6 Target creature you control gets +2/+2, Haste, Trample, and Berserker until the end of your turn.
AbilityLev3.png 40-55 6 Target creature you control gets +3/+3, Haste, Trample, and Berserker until the end of your turn.
AbilityLev4.png 56-60 6 Target creature you control gets +4/+4, Haste, Trample, and Berserker until the end of your turn.
2: Call the Pack
Ability Level PW level Icon L.png Effect
AbilityLev1.png 12-29 9 Fetch the next Werewolf in your deck.
AbilityLev2.png 30-45 9 Fetch the next Werewolf in your deck and it gains 3 mana.
AbilityLev3.png 46-57 9 Fetch the next Werewolf in your deck and it gains 6 mana.
AbilityLev4.png 58-60 9 Fetch the next Werewolf in your deck and it gains 9 mana.
3: Touch of the Moon
Ability Level PW level Icon L.png Effect
AbilityLev1.png 18-35 12 Each Werewolf you control gets +1/+1. Arlinn Kord Transforms.
AbilityLev2.png 36-51 12 Each Werewolf you control gets +2/+2. Arlinn Kord Transforms.
AbilityLev3.png 52-59 12 Each Werewolf you control gets +3/+3. Arlinn Kord Transforms.
AbilityLev4.png 60 12 Each Werewolf you control gets +4/+4. Arlinn Kord Transforms.

Abilities (Transformed)

1: Moon's Embrace
Ability Level PW level Icon L.png Effect
AbilityLev1.png 6-23 3 Target Werewolf Transforms.
AbilityLev2.png 24-39 3 Target Werewolf Transforms and gets +1/+1.
AbilityLev3.png 40-55 3 Target Werewolf Transforms and gets +2/+2.
AbilityLev4.png 56-60 3 Target Werewolf Transforms and gets +3/+3.
2: Hunt with the Pack
Ability Level PW level Icon L.png Effect
AbilityLev1.png 12-29 12 Summon 1 2/2 Werewolf token with Berserker and Trample.
AbilityLev2.png 30-45 12 Summon 2 2/2 Werewolf tokens with Berserker and Trample.
AbilityLev3.png 46-57 12 Summon 3 2/2 Werewolf tokens with Berserker and Trample.
AbilityLev4.png 58-60 12 Summon 4 2/2 Werewolf tokens with Berserker and Trample.
3: Lycanthropic Frenzy
Ability Level PW level Icon L.png Effect
AbilityLev1.png 18-35 18 Each Werewolf you control gets +4/+4. Arlinn Kord Transforms.
AbilityLev2.png 36-51 18 Each Werewolf you control gets +6/+6. Arlinn Kord Transforms.
AbilityLev3.png 52-59 18 Each Werewolf you control gets +8/+8. Arlinn Kord Transforms.
AbilityLev4.png 60 18 Each Werewolf you control gets +10/+10. Arlinn Kord Transforms.

Starting Deck

Story

Arlinn Kord is a tormented werewolf, originally from Avabruck, who has a gift unique among her kind: she is a Planeswalker.

Arlinn was a teenager when the howls of the Mondronen werewolf pack summoned her into the forest and she completed her First Hunt. She always fought against the change, and used Avacynian charms, prayers, and fasting to ward it off as much as possible. She even studied magic in the Church, becoming an Archmage of Goldnight while successfully hiding her curse from her teachers and mentors—until the night came when she couldn't contain the change any longer and she killed several hierarchs before her spark ignited and she found herself rampaging through the woods of another plane.

To her horror, she regained her senses in the morning—but not her human form. For better or worse, the experience of retaining her human mind in wolf form gave her a new appreciation for the wild spirit that shared her body. The only way she could return to her human form was to planeswalk back to Innistrad, but now she finds that she can control the transformation, in both directions, with relative ease. And though she is still horrified by the slaughter she wrought in the church, she is embracing the power she wields in wolf form as a natural complement to her magic.

Above all else, Arlinn is desperate to ensure the survival of her kind. She has come to think of herself as part of the pack. And in a world where Avacyn either cursemuted or killed hundreds of werewolves, and where the angel's church is launching a new inquisition more terrifying than anything they've done before, Arlinn fears that if she does not act, the lycanthropes of Innistrad could meet a very real and permanent end very soon.