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Arlinn, the Pack's Hope (MID-211) - Innistrad: Midnight Hunt - Magic The Gathering
Condition: Near Mint.
Image is sample only. Real cards may vary slightly in centering, colour, or print details.
Legendary Planeswalker — Arlinn // Legendary Planeswalker — Arlinn
Mythic
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.
----------------------
Arlinn, the Moon's Fury
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
+2: Add RG
±0: Until end of turn, Arlinn, the Moon's Fury becomes a 5/5 Werewolf creature with trample, indestructible, and haste.
+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.
----------------------
Arlinn, the Moon's Fury
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
+2: Add RG
±0: Until end of turn, Arlinn, the Moon's Fury becomes a 5/5 Werewolf creature with trample, indestructible, and haste.
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 with an additional +1/+1 counter on it.
−3: Create two 2/2 green Wolf creature tokens.
+1: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters with an additional +1/+1 counter on it.
−3: Create two 2/2 green Wolf creature tokens.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
+2: Add
.
0: Until end of turn, Arlinn becomes a 5/5 Werewolf creature with trample, indestructible, and haste.
+2: Add
0: Until end of turn, Arlinn becomes a 5/5 Werewolf creature with trample, indestructible, and haste.
$4.85
Arlinn, the Pack's Hope (MID-211) - Innistrad: Midnight Hunt - Magic The Gathering—
$4.85
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Description
Condition: Near Mint.
Image is sample only. Real cards may vary slightly in centering, colour, or print details.
Legendary Planeswalker — Arlinn // Legendary Planeswalker — Arlinn
Mythic
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.
----------------------
Arlinn, the Moon's Fury
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
+2: Add RG
±0: Until end of turn, Arlinn, the Moon's Fury becomes a 5/5 Werewolf creature with trample, indestructible, and haste.
+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.
----------------------
Arlinn, the Moon's Fury
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
+2: Add RG
±0: Until end of turn, Arlinn, the Moon's Fury becomes a 5/5 Werewolf creature with trample, indestructible, and haste.
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 with an additional +1/+1 counter on it.
−3: Create two 2/2 green Wolf creature tokens.
+1: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters with an additional +1/+1 counter on it.
−3: Create two 2/2 green Wolf creature tokens.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
+2: Add
.
0: Until end of turn, Arlinn becomes a 5/5 Werewolf creature with trample, indestructible, and haste.
+2: Add
0: Until end of turn, Arlinn becomes a 5/5 Werewolf creature with trample, indestructible, and haste.























