r Arkn

Released on Friday 08/05/09

To patrol the long and winding corridors of the sewers leading to the GHEIST'S HQ, Vryer created Arkn - giant spiders with metal legs, controlled by a rat's brain. Fast, silent, clever and cruel, they wipe out anything that crosses their path. All in all, they're perfect for the job.

First development of the 2 of this character’s different developments:

  • GHEISTArknpicture
    2Ability unlocked at
    4Stop Opp. Ability
  • GHEISTArknpicture
    5-10 Opp Attack, Min 5
    4Stop Opp. Ability

Ability of Arkn:

-10 Opp Attack, Min 5

The opponent’s Attack points are reduced by 10 points or up to a minimum of 5. If the opponent’s number of Attack points are lower or equal to 5, then the ability has no effect.



Stop Opp. Ability

The opponent’s Ability is cancelled if they have one.

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48 comments about Arkn

Thursday 19/01/2012, 20:35

UR, the amount of character you have been banning is despicable. I joined this game in 2009 and I had nothing. To earn clintz, you need good cards. If you don't have connections; you must invest. I have invested over 400 US dollars in credits and gotten packs- and for what?! ANY of the good cards I can use have been banned because people complain about them. And it's not so much that these cards get banned because they are unfair; players complain about these specific cards because it hurts their specific decks in which they use to get to the top of Elo. Other players get upset because either they can never beat them (simply because they have a poor ethic in pill usage) or simply because they can't afford it and see it is easier to complain about a card and have it banned than to learn how to play the game well. From packs, I have recieved more than 900 cards from packs and only a good chunk of them were good cards that could aid me in Elo. And little by little, ALL of them have been banned. But you guys don't ban the Cr's such as Kerozinn or Marlysa that are not easily obtained and only FEW players have the resources to obtain? COME ON! Admins are supposed to be looking out for the best interests of ALL the players; not just their own. Since when do beginners use DJ Korr Cr or General Cr??? THEY DON'T. But when they are able to work for months playing daily tournaments and busting their *** trying to save up enough clintz, then they actually buy the cards they need to get better scores in Elo and daily tournaments, you guys will ban those cards? Then what happens? Their entire decks become useless! Stop these ridiculous bans and allow the game to be played the way it was supposed to be played from the start: EQUALLY!!!!!

Monday 21/11/2011, 12:40

Are you kidding?! ELO Banned ? Why? I't a excellent card for ELO and that's all. I see no reason to ban!!! Why?!?!?!?!?! ;__;

Saturday 05/02/2011, 16:34

Arkn AND Z3r0 D34d staff banned?
Rate green to stop this madness!!! :eek:

Monday 28/11/2011, 16:55


Wednesday 10/11/2010, 15:39

Vryer's Experiment Log:

Experiment #209


Though we(the GHEIST) relocate to my different bases from time to time, our positions are easily compromised and located. I mean, even though we are a secret crime organization, we're not that hard to locate. And as such, we have many (unwanted) visitors who seem to pop out of nowhere. As such, this presented a problem, and Toro ordered me to correct at once. I thought and thought of a way to come up with an experiment of sorts, until I spotted a spider crawling around on one of the pipes in our base. And that was when I had come up with the perfect idea.

After months of experimenting, tinkering, and building, I finally presented my idea to Toro. Arkn, a metallic spider with metal legs controlled by a rat's brain, with missiles as an added bonus. As I programmed them, I gave them all one simple mission: to search and destroy any intruders trying to sneak into the base. Ruthless, they do not hesitate to wipe out anyone they conceive as an enemy. Toro was very pleased.

Much to my pleasure, the Arkn have done a magnificent job guarding the base as the number of intruders have rapidly decreased. And even if they are destroyed(which sometimes they are), they can be easily replaced with many materials lying around the base. After all, supplies isn't that hard to come by. I truly am impressed with my invention. Sometimes, I amaze myself.

Scientist of GHEIST

Monday 19/04/2010, 18:03

:*: Want the full artwork? :*:
0=) Please rate up so everybody can find this easily 0=) (When copying the direct links, delete the (R) if it shows up)

Direct Links:

Artist Tony Semedo's Site:

Thanks to Slify for finding the Tony Semedo Site

Monday 24/05/2010, 20:06

Arkn - "Low Pill "

Ability: subtracts 10 points from your Opp's attack to a minimum of 5.

+ -10 attack is wonderful in low pill battles.
+ 4 damge is very decent for a 2*
+ 2* is easy to fit into a deck

- 5 Power is low.
- SoA cards strip him of his potential.
- Some prefer Z3r0 D34d and his more stable power.

----5--- Power
---5---- Damage
------7- Ability
------7- Ability/bonus synergy

Overall: 8/10


Arkn is wonderful in the correct context. In low pill battles favourite artificial arachnid cleans up with his deadly -10attack. Unopposed and coupled with his clan bonus, Arkn can tear apart low pill defenses.

The real value of Arkn is his 4 damage. That's definitely a worry enough to want to stop. Throw him out with only a couple of pillz and many 8 star cards are going to need to pill one more to beat him. This makes using him as a no pill bluff very effective.

Also, because of his low power and weakness in higher pill situations, putting a few more pillz than normal into Arkn can sometimes work in your favour as your Opp will calculate the more obvious 2 pill cover. And even if you overpill a little too much, you still hit with 4 damge.

Arkn's minimum of 5 is often looked upon as a negative, however, as his power matches the minimum, his 2* count means that he'll almost always win in a stalemate attack situation.

Arkn is best suited to low pill scrims and bluff tactics, but he has the damage potential to risk higher pill investments (especially later in the game).

Tuesday 29/11/2011, 23:34

My issue with his ban is that it came out of nowhere. Players never voted to kick him out. I've never even played against him (though I played the card, hence my complaints.) It was never on the staff ban list until a week ago, and then suddenly he was perma-banned. I play GEIST and Nightmares, and it made sense to see, say, Toro and Ghumbo take the hit; they've been on those staff lists quite often, and it seems like the staff was preparing to axe them. But Arkn is just a rat brain in a jar that may or may not be any better than Z4r0 D34d, and was almost always less expensive.

I'm not going to beg for Arkn to be unbanned. I'd just like some good reasons why they did it so suddenly.

Monday 21/11/2011, 04:40

Wow i wouldn't expect that Arkn would get banned by the staff..... isn't this the first time it ever gotten banned?

Monday 19/03/2012, 00:11

Good: ☑
Bad: ☐