Suspicious Stowaway // Seafaring Werewolf (MID-288) - Innistrad: Midnight Hunt: (Showcase, Double Faced Transform)
Suspicious Stowaway // Seafaring Werewolf (MID-288) - Innistrad: Midnight Hunt: (Showcase, Double Faced Transform)
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NOT LEGAL
Standard
NOT LEGAL
Future
LEGAL
Historic
LEGAL
Timeless
LEGAL
Gladiator
LEGAL
Pioneer
LEGAL
Explorer
LEGAL
Modern
LEGAL
Legacy
NOT LEGAL
Pauper
LEGAL
Vintage
LEGAL
Penny
LEGAL
Commander
LEGAL
Oathbreaker
NOT LEGAL
Standardbrawl
LEGAL
Brawl
NOT LEGAL
Alchemy
NOT LEGAL
Pauper Commander
LEGAL
Duel
NOT LEGAL
Oldschool
NOT LEGAL
Premodern
NOT LEGAL
Predh
Suspicious Stowaway can't be blocked.
Whenever Suspicious Stowaway deals combat damage to a player, draw a card, then discard a card.
Daybound
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Seafaring Werewolf
Seafaring Werewolf can't be blocked.
Whenever Seafaring Werewolf deals combat damage to a player, draw a card.
Nightbound
Whenever Suspicious Stowaway deals combat damage to a player, draw a card, then discard a card.
Daybound
----------------------
Seafaring Werewolf
Seafaring Werewolf can't be blocked.
Whenever Seafaring Werewolf deals combat damage to a player, draw a card.
Nightbound
Suspicious Stowaway can't be blocked.
Whenever Suspicious Stowaway deals combat damage to a player, draw a card, then discard a card.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Whenever Suspicious Stowaway deals combat damage to a player, draw a card, then discard a card.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Seafaring Werewolf can't be blocked.
Whenever Seafaring Werewolf deals combat damage to a player, draw a card.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Whenever Seafaring Werewolf deals combat damage to a player, draw a card.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)