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.)
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seafaring werewolf (2/1)
creature — 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.)