Creature — Human Rogue Werewolf // Creature — WerewolfInnistrad: Midnight Hunt
50/100
Plays about the same in 2HG as it does in any other format.
No 2HG-specific rules fire on this card — it plays much the same here as anywhere else.
Ratings start at a neutral 50 and are adjusted by rules derived from 2HG's structure — shared 60 life, shared turns, two opponents. They'll be recalibrated against real play rates once teams start submitting decklists.
Suspicious Stowaway This creature can't be blocked. Whenever this creature 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 This 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.)
View Suspicious Stowaway // Seafaring Werewolf on Scryfall ↗
Fits the same colour identity — good candidates for your teammate's deck.
Suggestions are characteristic-based for now. Once teams submit pairings, this becomes a real co-occurrence score: played in X% of teams whose partner deck runs Suspicious Stowaway // Seafaring Werewolf.