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Suspicious Stowaway [MID - 80]
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Suspicious Stowaway [MID - 80]

Suspicious Stowaway [MID - 80]

  • Rarity: R
  • #: 80
  • Creature Type or Sub Type: Creature — Human Rogue Werewolf // Creature — Werewolf
  • P: 1/2
  • T: 1/1
  • Rules Text Contains: 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.)
    //
    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.)
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Suspicious Stowaway [MID - 80]
$0.50

Suspicious Stowaway [MID - 80]

  • Rarity: R
  • #: 80
  • Creature Type or Sub Type: Creature — Human Rogue Werewolf // Creature — Werewolf
  • P: 1/2
  • T: 1/1
  • Rules Text Contains: 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.)
    //
    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.)

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  • Rarity: R
  • #: 80
  • Creature Type or Sub Type: Creature — Human Rogue Werewolf // Creature — Werewolf
  • P: 1/2
  • T: 1/1
  • Rules Text Contains: 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.)
    //
    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.)
Suspicious Stowaway [MID - 80] | Pats Games