Arlinn, the Pack's Hope // Arlinn, the Moon's Fury card image

Preview only. Your saved copies stay unchanged.

Innistrad: Double Feature

Arlinn, the Pack's Hope // Arlinn, the Moon's Fury

Legendary Planeswalker — Arlinn // 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 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.

Color profile

Color identity

  • Red
  • Green

Format check

Legality

TLR
Duel
Brawl
Penny
PreDH
Future
Legacy
Modern
Pauper
Alchemy
Pioneer
Vintage
Historic
Standard
Timeless
Commander
Gladiator
Old School
Premodern
Oathbreaker
Standard Brawl
Pauper Commander
Competitive Brawl

Official notes

Rulings

9
  1. Wizards of the Coast

    Permanents with daybound and nightbound can't transform via any means other than their daybound and nightbound abilities. Notably, older cards such as Moonmist that instruct a player to transform permanents don't affect permanents with daybound or nightbound.

  2. Wizards of the Coast

    Before a player untaps their permanents during the untap step, the game checks to see if the day/night designation should change.

  3. Wizards of the Coast

    Double-faced permanents with daybound transform to their nightbound faces as it becomes night. Similarly, double-faced permanents with nightbound transform to their daybound faces as it becomes day. This happens immediately and is not a state-based action. It happens any time it becomes day or night, not just during the untap step.

  4. Wizards of the Coast

    Day and night are designations that the game itself can have. The game starts as neither. Once the game becomes day (or less commonly, night), the game will be exactly one of them—day or night—going back and forth for the rest of the game.

  5. Wizards of the Coast

    If it's neither day nor night, and a creature with daybound and a creature with nightbound somehow appear on the battlefield at the same time, it becomes day. The creature with nightbound will transform.

  6. Wizards of the Coast

    If it is night, permanents with daybound that enter the battlefield without being cast will enter with their nightbound faces up.

  7. Wizards of the Coast

    If it is night, and the active player of the previous turn cast two or more spells during their turn, it becomes day.

  8. Wizards of the Coast

    If it is day, and the active player of the previous turn cast no spells during their turn, it becomes night.

  9. Wizards of the Coast

    If you cast a spell with daybound during night, that spell will be front face up (that is, daybound face up) on the stack. However, it will enter the battlefield with its back face up (that is, with its nightbound face up). It won't enter with its daybound face up and then transform.

Public deck signals

Often played with

0 results

Cards found together in sampled public decks. Lands are excluded and different printings count as one card. This suggests shared play, not a proven combo.

No sampled co-occurrences found

No other nonland cards were found alongside this card in the sampled public decks.

Same Oracle card

Other printings

6 results