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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.)
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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 (If a player casts at least two spells during their own turn, it becomes day next turn.)
Whenever this creature 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 this creature 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.)
Innistrad: Midnight Hunt Promos
Suspicious Stowaway (PRE-80S) - Innistrad: Midnight Hunt Promos: (Double Faced Transform) Foil
- Regular price
- $ 1.27
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
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 this creature 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 this creature 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.)
- Regular price
- $ 1.27
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Product Description
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
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 this creature 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 this creature 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.)