Suspicious Stowaway

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Seafaring Werewolf  Flip

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Suspicious Stowaway

Creature — Human Rogue Werewolf

This can't be blocked.

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

Daybound (When this enters the battlefield, if it's not day or night, this game becomes day for all players. If a player casts no spells during their own turn, this game becomes night for all players next turn during the untap step. When it becomes night, all permanents on the battlefield transform into their nightbound side if they have one, and any new permanents that enter the battlefield will enter on their nightbound side if they have one. Becoming day/night does not use the stack and cannot be responded to.)

wthompson714 on Custom Commander Brew

1 year ago

Some thoughts:

Since your commander already gives evasion, I don't think you need both Swiftfoot Boots and Lightning Greaves.

The group decided Cyclonic Rift is banned in tier 3. I don't know what tier these decks are considered...

Burgeoning is less good the fewer lands you have in the deck. I don't think you will find it as helpful as you would want it to be. I think you have enough ramp to not need it, but if you want something that will ramp similarly to that, consider Carpet of Flowers or Utopia Sprawl.

I like Distortion Strike and Artful Dodge in more casual decks, but I think they are simply less good in commander. I think it would be better to have creatures that simply are unblockable. I do see the value of making anything (including your stand alone commander) unblockable, but only being able to do it twice isn't good enough in my mind. Aqueous Form is great! But some suggested replacements (with extra upsides) for the others are Invisible Stalker, Flitterstep Eidolon, Mercurial Spelldancer, Suspicious Stowaway  Flip, Silhana Ledgewalker, Temmet, Vizier of Naktamun, Surge Engine. I also think these cards would be better than Wu Light Cavalry, Treetop Scout, and Nettle Sentinel (not sure why this is in the deck).

I like a little bit of additional flicker magic for value, but I think Yorion, Sky Nomad and Roon of the Hidden Realm are too slow. I like Brago, King Eternal and Displacer Kitten.

Mavinda, Students' Advocate doesn't seem to fit here. It only works with instant and sorceries that are targeting creatures you control. Yes, it works with Distortion Strike, but Artful Dodge already has flashback, and it isn't good enough to include mavinda only for Cloudshift and Distortion Strike. I think it can go along with the other two.

You have 18 instances of ramp. I think this may be too much. initial cuts: Llanowar Elves, Ranger's Path, and Burgeoning. Growth Spiral is good, but I think you need to be playing 2 more lands to include. Nature's Lore and Three Visits are great, but you need more dual lands with basic land types to make those good. Otherwise, Rampant Growth is better. Other thing to consider here: If you have fewer mana rocks, the better chance that your commander's ability will help you blow up artifacts. I guess in general, you may want to try to limit the number of card types you play.

Treva's Ruins and Flood Plain seem too slow. And again, as a midrange value deck, I think you need to be playing at least 38 lands.

I think Venser, the Sojourner is better here than Sun Quan, Lord of Wu. You can make the team unblockable for one less mana, and if that isn't helpful at the time, you can flicker stuff while you wait. Ultimating is just an insane bonus.

I gotta go, but I will try to come back and offer some suggestions on other cards you should include!

paintman37 on Fynn and Jake

2 years ago

Thanks for this. Fynn's one of my favorite cards from Kaldheim & I'm amazed people aren't using him more. One recommendation I have is Suspicious Stowaway  Flip. It gives you a blue creature that's super helpful, especially for the strategy for Fynn. Plus is will always give you card draw with Toski.

A card that I haven't seen used much but could be good is Saryth, the Viper's Fang. I haven't seen it used AT ALL since mid got released but Fynn was the first person I thought of when I saw this. She can easily protect him from any removal if he's untapped or at least eat up one of the opponent's removal spells before getting Fynn himself. Or make them use a boardwipe. But otherwise, love to see Fynn getting used.

Lanzo493 on Consultation Tasigur (Spicy-ish)

2 years ago

Another creature-attack-draw is Oakhame Adversary. He’s very good. I do like Suspicious Stowaway  Flip as well. Augur of Autumn is in a bit of an awkward spot in the deck since it’ll play out best when you activate Tasigur’s ability during your own turn, which isn’t the best.

Scytec on Consultation Tasigur (Spicy-ish)

2 years ago

@ jaymc1130 - I agree. I do want to add in Freed from the Real lines in the future, but i am going to avoid scepter reversal combo for now because i do not own most of the fast mana artifacts. The main things i want to acquire for now are additional lands with the subtype forest so i can reduce my number of basic lands low enough to also add in Tainted Pact. Suspicious Stowaway  Flip will probably make it into this build as well. I saw the combo energy tap made with tasigur and got excited, one mana for 6 is a good trade, but i arrived at the same conclusion you did, admittedly not as detailed, but my concern was also what to spend the mana on. Other than that what do you think of the list? Do you have any other recommendations for me? This is my primary focus right now, unfortunately due to the relatively low average power of my meta, i have only gotten to play it once.

Polaris on Suspicious Stowaway color identity

2 years ago

Suspicious Stowaway  Flip is a mono blue card for all effects that care about the colors of cards (until it transforms). However, Commander uses a different rule called color identity for deck building. Color only looks at the mana cost, the color indicator (for zero mana cards like Asmoranomardicadaistinaculdacar), or "this card is [color] abilities on the card itself, and it only checks the front side.

Color identity checks all of that plus any mana symbols in the card's text, and looks at both sides of the card, so when building a commander deck, Stowaway can only go on a deck with both blue and green.

bonettig on None

2 years ago

Hi everyone, since I'm a commander player I'd like to understand how the color identity rule works with daybound/nightbound creatures. Example: Suspicious Stowaway  Flip counts as a blue card or as a simic card? Thanks!

amerika00 on Budget Standard Tempo

2 years ago

Spectral Adversary, maybe Poppet Stitcher  Flip, Suspicious Stowaway  Flip can all be considered. Agree with ChrisHansonBiomancin, the Spirit is also a worthwile inclusion. I personally made my version of this deck with Demilich, although it very well might be too slow. I would also consider adding at least a few more lands, yes you have Silundi Vision in the deck but with tempo you need to hit your land-drops or it's not going to come together.

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