Werewolves are returning in Innistrad: Midnight Hunt, and with them a somewhat familiar (but keyworded) take on their classic mechanic, daybound/nightbound. Unsurprisingly, another card with daybound/nightbound is Arlinn, the Pack’s Hope, which as a multicolored planeswalker, is certainly one of the more important cards to try out in today’s brew: Standard Gruul Werewolves.
So, Arlinn when entering Daybound will very often just -3 to make a couple of 2/2s. This deck has a fair amount of Wolf synergies actually, so this might be pretty strong. Four mana for two 2/2s that leaves a planeswalker around is certainly good. Of course, you want to note that because of the daybound/nightbound rules, after Arlinn has been in play for a cycle, if it’s daybound on your turn, you can uptick Arlinn, then when it flips, just cast your creatures on your opponent’s turn.
Also, you can get pretty aggressive starts with this deck, and sometimes you’ll be able to play Arlinn onto a nightbound board as a 5/5 Werewolf with trample, indestructible and haste. In some rare cases, you may even play Arlinn onto a nightbound board, plus to get its loyalty up to six and play an additional spell, which will of course flip it back to daybound.
4 Arlinn, the Pack's Hope