Suspicious Stowaway // Seafaring Werewolf

Suspicious Stowaway // Seafaring Werewolf

Creature — Human Rogue Werewolf // Creature — Werewolf

Mana cost: {1}{U}

How we read this card

This creature can't be blocked.

static — restricts what can block it

Whenever this creature deals combat damage to a player, draw a card, then discard a card.

triggered — draws you 1 card

triggered —

Daybound
This creature can't be blocked.

static — restricts what can block it

Whenever this creature deals combat damage to a player, draw a card.

triggered — draws you 1 card

Nightbound

Causes: draw a card, discard a card.

Cares about: nothing.

Works well with

a Werewolf enters the battlefield — 134 cards in the game can cause this (Suspicious Stowaway is one).

  1. Geier Reach Bandit // Vildin-Pack Alpha — When Suspicious Stowaway // Seafaring Werewolf enters, Geier Reach Bandit // Vildin-Pack Alpha triggers

a Rogue attacks — 636 cards in the game can cause this (Suspicious Stowaway is one).

  1. Soaring Thought-Thief — When Suspicious Stowaway // Seafaring Werewolf attacks, Soaring Thought-Thief mills a card

a Rogue deals combat damage — 636 cards in the game can cause this (Suspicious Stowaway is one).

  1. Anowon, the Ruin Thief — When Suspicious Stowaway // Seafaring Werewolf deals combat damage, Anowon, the Ruin Thief mills a card

2 other cards care about it too. These are the ones with the most connections.

a Rogue creature enters the battlefield — 657 cards in the game can cause this (Suspicious Stowaway is one).

  1. Cloak and Dagger — When Suspicious Stowaway // Seafaring Werewolf enters, Cloak and Dagger triggers

a Rogue enters the battlefield — 659 cards in the game can cause this (Suspicious Stowaway is one).

  1. Thieves' Guild Enforcer — When Suspicious Stowaway // Seafaring Werewolf enters, Thieves' Guild Enforcer mills a card

a card is discarded — 2,042 cards in the game can cause this (Suspicious Stowaway is one).

When Suspicious Stowaway // Seafaring Werewolf makes a player discard a card:

  1. Ivora, Insatiable Heir — puts a +1/+1 counter on itself
  2. Cool but Rude — deals 2 damage
  3. Containment Construct — brings a card back
  4. Moonstone, Harsh Mistress — brings a card back
  5. Sangromancer — gains you 3 life
  6. Lo and Li, Royal Advisors — puts a counter on an Advisor
  7. Nath of the Gilt-Leaf — makes a token
  8. Inti, Seneschal of the Sun — exiles a card from your library
  9. Pitchstone Wall — sacrifices itself
  10. Currency Converter — exiles it

51 other cards care about it too. These are the ones with the most connections.

a card is drawn — 3,815 cards in the game can cause this (Suspicious Stowaway is one).

When Suspicious Stowaway // Seafaring Werewolf makes a player draw a card:

  1. Temmet, Naktamun's Will — gives +1/+1
  2. Niv-Mizzet, Parun — deals 1 damage
  3. Aether Syphon — mills a card
  4. The Locust God — makes a token
  5. Starving Revenant — makes each opponent lose 1 life
  6. Diviner's Wand — gets +1/+1
  7. Ominous Seas — puts a foreshadow counter on itself
  8. Dream Trawler — gets +1/+0
  9. Iron Man, Armored Avenger — puts a counter on a creature
  10. The Astonishing Ant-Man — puts a +1/+1 counter on itself

57 other cards care about it too. These are the ones with the most connections.

a Human enters the battlefield — 4,639 cards in the game can cause this (Suspicious Stowaway is one).

When Suspicious Stowaway // Seafaring Werewolf enters:

  1. General Kudro of Drannith — hits a graveyard
  2. Heronblade Elite — puts a +1/+1 counter on itself
  3. Kyler, Sigardian Emissary — puts a +1/+1 counter on itself
  4. Thalia's Lieutenant — puts a +1/+1 counter on itself
  5. Champion of the Parish — puts a +1/+1 counter on itself
  6. Captain of the Mists — untaps itself
  7. Erkenbrand, Lord of Westfold — gives +1/+0
  8. Beregond of the Guard — gives +1/+1
  9. Théoden, King of Rohan — grants double strike
  10. Lossarnach Captain — taps a creature an opponent controls

2 other cards care about it too. These are the ones with the most connections.

a card in a graveyard — 7,589 cards in the game can cause this (Suspicious Stowaway is one).

Suspicious Stowaway // Seafaring Werewolf:

  1. Samwise Gamgee — puts cards into the graveyard that Samwise Gamgee can bring back
  2. Bloodbond March — puts cards into the graveyard that Bloodbond March can bring back
  3. Thor, God of Thunder — puts cards into the graveyard that Thor, God of Thunder can bring back
  4. Gale, Waterdeep Prodigy — puts cards into the graveyard that Gale, Waterdeep Prodigy can bring back
  5. Harness the Storm — puts cards into the graveyard that Harness the Storm can bring back
  6. Transplant Theorist — puts cards into the graveyard that Transplant Theorist can bring back
  7. Heart-Shaped Herb — puts cards into the graveyard that Heart-Shaped Herb can bring back
  8. Wayward Angel — fills your graveyard toward the 7 or more cards Wayward Angel needs
  9. Rescue from the Underworld — puts cards into the graveyard that Rescue from the Underworld can bring back
  10. Victimize — puts cards into the graveyard that Victimize can bring back

434 other cards care about it too. These are the ones with the most connections.

anything goes to a graveyard — 7,589 cards in the game can cause this (Suspicious Stowaway is one).

When a card hits the graveyard thanks to Suspicious Stowaway // Seafaring Werewolf:

  1. The Haunt of Hightower — puts a +1/+1 counter on itself
  2. Duskmantle Guildmage — makes each opponent lose 1 life
  3. Vulturous Zombie — puts a +1/+1 counter on itself
  4. Quest for Ancient Secrets — puts a quest counter on itself
  5. Bloodchief Ascension — makes each opponent lose 2 life
  6. Compost — draws you 1 card
  7. Planar Void — hits a graveyard
  8. Measure of Wickedness — gives an opponent control of itself
  9. Energy Field — sacrifices itself

2 other cards care about it too. These are the ones with the most connections.

anything attacks — 17,934 cards in the game can cause this (Suspicious Stowaway is one).

When Suspicious Stowaway // Seafaring Werewolf attacks:

  1. Far Fortune, End Boss — deals 1 damage
  2. Invisible Woman — triggers
  3. Caesar, Legion's Emperor — sacrifices a creature

128 other cards care about it too. These are the ones with the most connections.

a creature attacks — 17,934 cards in the game can cause this (Suspicious Stowaway is one).

  1. Adaptive Omnitool — When Suspicious Stowaway // Seafaring Werewolf attacks, Adaptive Omnitool searches a library

201 other cards care about it too. These are the ones with the most connections.

a creature enters the battlefield — 19,800 cards in the game can cause this (Suspicious Stowaway is one).

  1. Slash, Reptile Rampager — When Suspicious Stowaway // Seafaring Werewolf enters, Slash, Reptile Rampager deals 2 damage

364 other cards care about it too. These are the ones with the most connections.

anything enters the battlefield — 26,499 cards in the game can cause this (Suspicious Stowaway is one).

  1. Prowl, Stoic Strategist // Prowl, Pursuit Vehicle — When Suspicious Stowaway // Seafaring Werewolf enters, Prowl, Stoic Strategist // Prowl, Pursuit Vehicle puts a +1/+1 counter on itself

61 other cards care about it too. These are the ones with the most connections.