Daily Deck Tech Hunt: Arlinn and Her Wolves

Every workday ahead of the set's release, Insight is taking a quick look at a deck featuring new cards from the upcoming Innistrad: Midnight Hunt. Werewolves are back and ready to disembowel opponents. How do we do that? Let's start with one that doesn't start out as a Werewolf or even a creature.

arlinn, the pack's hope


Here's the plan: we drop on three, hopefully, with the help of an accelerator (say, ). Her Wolves should be able to defend her, especially if we were on the play. Next turn, we plus Arlinn and pass to trigger her transformation, but we'll still have access to our mana in the opponent's turn. So how about we deploy more threats, either during combat, if needed, or in the end step? This way, we untap with enough power on the board for a massive swing, or with up to eight mana available, if we prefer to uptick Arlinn rather than have her turn into her Werewolf form.


arlinn, the pack's hope arlinn, the moon's fury

Structuring the curve is crucial here. At one, we don't have great options. On the other hand, we have the issue of a dual-colored mana base in an environment currently scarce on fixing, so we can plan to take the first turn off to develop a tap land.

At two, we definitely want to load up on the very thematic , which gets us body size and potential card advantage in one nice package. also fits the list perfectly, transforming into a lord and sometimes ramping into Arlinn. creates a Wolf, as well as giving us something to do that doesn't count as casting spells.


kessig naturalist lord of the ulvenwald

At three, another high-synergy card is . It's the deck's -like draw engine, but it also provides a activation when transformed. When Arlinn attacks as an indestructible 5/5 trampler, odds are Tovolar will net us a card. is off-tribe but remains a dependable beater that lets us lower the land count.


tovolar tovolar

At four, Stompy darling is not right for the deck, since it's a nombo with Arlinn's +1. seems worth a shot, as a way to protect our creatures and increase their connection rate. But here's a spicy one. Remember , the best green common from Kaldheim Limited? Well, foretelling doesn't disrupt the day/night mechanic, which means we can exile a Packmate when we first plus Arlinn, and then cast it in the opponent's turn for two, as a self-replacing 4/4!

Add some removal and you're ready to take the pack for a joyride. Awooo!


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