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Suspicious Stowaway // Seafaring Werewolf MID

Other printings of "Suspicious Stowaway // Seafaring Werewolf": DBL #80 DBL #80 MID #80 MID #80 PMID #80s PMID #80s MID #288 MID #288

Card

id54513
artistJake Murray
artistIdsbe53e4e1-ab31-494a-b154-e00ee97eb463
asciiName
attractionLights
availabilityarena, mtgo, paper
boosterTypesdefault
borderColorblack
colorIdentityG, U
colorIndicatorG
colorsG
defense
duelDeck
edhrecRank13153
edhrecSaltiness0.17
faceConvertedManaCost0
faceFlavorName
faceManaValue0
faceNameSeafaring Werewolf
finishesnonfoil, foil
flavorName
flavorText
frameEffectssunmoondfc
frameVersion2015
hand
hasAlternativeDeckLimit
hasContentWarning
hasFoil1
hasNonFoil1
isAlternative
isFullArt
isFunny
isGameChanger
isOnlineOnly
isOversized
isPromo
isRebalanced
isReprint
isReserved
isStarter
isStorySpotlight
isTextless
isTimeshifted
keywordsNightbound
languageEnglish
layouttransform
leadershipSkills
life
loyalty
manaCost
manaValue2
nameSuspicious Stowaway // Seafaring Werewolf
number80
originalPrintings
originalReleaseDate
originalTextSeafaring 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.)
otherFaceIds68907426-a42c-5c2f-a4ec-675df6271eeb
power2
printingsDBL, MID, PMID
promoTypes
rarityrare
rebalancedPrintings
relatedCards
securityStampoval
setCodeMID
sideb
signature
sourceProducts
subsets
subtypesWerewolf
supertypes
textThis creature can't be blocked.
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.)
toughness1
typeCreature — Werewolf
typesCreature
uuidae246422-37b8-51b2-a6cd-4cecb425f3cf
variationsc9626980-d33e-5921-9f4d-7ae8e7e47686
watermark
setNameInnistrad: Midnight Hunt

Identifiers

id54513
cardKingdomEtchedId
cardKingdomFoilId250929
cardKingdomId250531
cardsphereFoilId80824
cardsphereId80782
deckboxId59979
mcmId574921
mcmMetaId345427
mtgArenaId78417
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId
mtgjsonV4Idade22ffc-ac88-56cc-807d-d8e0f6247f8a
mtgoFoilId
mtgoId93106
multiverseId534847
scryfallCardBackId
scryfallIdab17c8fa-4c06-4542-848a-e3f2f9f47c27
scryfallIllustrationId18cd7f08-f1de-41c4-b04f-6dec4b6a1245
scryfallOracleIdda412474-1da8-409b-bd7b-87cbfc239fb0
tcgplayerEtchedProductId
tcgplayerProductId248114
uuidae246422-37b8-51b2-a6cd-4cecb425f3cf

Legalities

id54513
alchemy
brawlLegal
commanderLegal
duelLegal
future
gladiatorLegal
historicLegal
legacyLegal
modernLegal
oathbreakerLegal
oldschool
pauper
paupercommander
pennyLegal
pioneerLegal
predh
premodern
standard
standardbrawl
timelessLegal
uuidae246422-37b8-51b2-a6cd-4cecb425f3cf
vintageLegal

Purchase URLs

id54513
cardKingdomhttps://mtgjson.com/links/e0dc06779c2d63ec
cardKingdomEtched
cardKingdomFoilhttps://mtgjson.com/links/b1ee3deb6f32c771
cardmarkethttps://mtgjson.com/links/f85110bf99b333d5
tcgplayerhttps://mtgjson.com/links/4d84c5adee4b5502
tcgplayerEtched
uuidae246422-37b8-51b2-a6cd-4cecb425f3cf

Foreign Data (per language)

languagenamefaceNameflavorTexttypetextmultiverseId
Chinese Simplified可疑偷渡客 // 远洋狼人远洋狼人生物 — 狼人远洋狼人不能被阻挡。
每当远洋狼人对任一牌手造成战斗伤害时,抓一张牌。
夜形(如果牌手于自己回合中施放至少两个咒语,则下一个回合成为白昼。)
537690
Chinese Traditional可疑偷渡客 // 遠洋狼人遠洋狼人生物 — 狼人遠洋狼人不能被阻擋。
每當遠洋狼人對任一玩家造成戰鬥傷害時,抽一張牌。
夜形(如果玩家於自己回合中施放至少兩個咒語,則下一個回合成為白晝。)
538006
FrenchClandestine suspecte // Loup-garou de merLoup-garou de merCréature — loup-garouLe Loup-garou de mer ne peut pas être bloqué.
À chaque fois que le Loup-garou de mer inflige des blessures de combat à un joueur, piochez une carte.
Nocturne (Si un joueur lance au moins deux sorts pendant son propre tour, on passe au jour au prochain tour.)
535794
GermanBlinde Passagierin // Seefahrender WerwolfSeefahrender WerwolfKreatur — WerwolfDer Seefahrende Werwolf kann nicht geblockt werden.
Immer wenn der Seefahrende Werwolf einem Spieler Kampfschaden zufügt, ziehe eine Karte.
Nachtaktiv (Falls ein Spieler in seinem eigenen Zug zwei oder mehr Zaubersprüche wirkt, wird es im nächsten Zug Tag.)
535162
ItalianClandestina Sospetta // Lupa di Mare MannaraLupa di Mare MannaraCreatura — MannaroLa Lupa di Mare Mannara non può essere bloccata.
Ogniqualvolta la Lupa di Mare Mannara infligge danno da combattimento a un giocatore, pesca una carta.
Notturno (Se un giocatore lancia almeno due magie durante il suo turno, diventa giorno nel turno successivo.)
536110
Japanese怪しげな密航者 // 船乗りの人狼船乗りの人狼クリーチャー — 狼男船乗りの人狼はブロックされない。
船乗りの人狼がプレイヤー1人に戦闘ダメージを与えるたび、カード1枚を引く。
夜明(プレイヤーが自分のターンに2つ以上の呪文を唱えたなら、次のターンに昼になる。)
536426
Korean수상한 밀항자 // 항해하는 늑대인간항해하는 늑대인간생물 — 늑대인간항해하는 늑대인간은 방어될 수 없다.
항해하는 늑대인간이 플레이어에게 전투피해를 입힐 때마다, 카드 한 장을 뽑는다.
밤 종속 (플레이어가 자신의 턴 동안 주문을 두 개 이상 발동하는 경우, 다음 턴에 낮이 된다.)
536742
Portuguese (Brazil)Clandestina Suspeita // Lobisomem MarinheiraLobisomem MarinheiraCriatura — LobisomemLobisomem Marinheira não pode ser bloqueada.
Toda vez que Lobisomem Marinheira causar dano de combate a um jogador, compre um card.
Noturno (Se um jogador conjura ao menos duas mágicas durante o próprio turno, torna-se dia no turno seguinte.)
537058
RussianПодозрительная Безбилетница // Корабельный ВервольфКорабельный ВервольфСущество — ВервольфКорабельный Вервольф не может быть заблокирован.
Каждый раз, когда Корабельный Вервольф наносит боевые повреждения игроку, возьмите карту.
Созданье ночи (Если игрок разыгрывает не менее двух заклинаний во время своего хода, то в следующем ходу наступает день.)
537374
SpanishPolizona sospechosa // Licántropa marítimaLicántropa marítimaCriatura — LicántropoLa Licántropa marítima no puede ser bloqueada.
Siempre que la Licántropa marítima haga daño de combate a un jugador, roba una carta.
Nocturno. (Si un jugador lanza al menos dos hechizos durante su propio turno, se hace de día al turno siguiente.)
535478

Rulings

datetext
2021-09-24Before a player untaps their permanents during the untap step, the game checks to see if the day/night designation should change.
2021-09-24Day and night are designations that the game itself can have. The game starts as neither. Once the game becomes day (or less commonly, night), the game will be exactly one of them—day or night—going back and forth for the rest of the game.
2021-09-24Double-faced permanents with daybound transform to their nightbound faces as it becomes night. Similarly, double-faced permanents with nightbound transform to their daybound faces as it becomes day. This happens immediately and is not a state-based action. It happens any time it becomes day or night, not just during the untap step.
2021-09-24If it is day, and the active player of the previous turn cast no spells during their turn, it becomes night.
2021-09-24If it is night, and the active player of the previous turn cast two or more spells during their turn, it becomes day.
2021-09-24If it is night, permanents with daybound that enter the battlefield without being cast will enter with their nightbound faces up.
2021-09-24If it's neither day nor night, and a creature with daybound and a creature with nightbound somehow appear on the battlefield at the same time, it becomes day. The creature with nightbound will transform.
2021-09-24If you cast a spell with daybound during night, that spell will be front face up (that is, daybound face up) on the stack. However, it will enter the battlefield with its back face up (that is, with its nightbound face up). It won't enter with its daybound face up and then transform.
2021-09-24Permanents with daybound and nightbound can't transform via any means other than their daybound and nightbound abilities. Notably, older cards such as Moonmist that instruct a player to transform permanents don't affect permanents with daybound or nightbound.

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