![](https://i.imgur.com/EbJcK2g.png)
Here's my revised entry, an Action-Attack-Duration! Stowaway is sort of a mashup of Gear and Ambassador: you save cards from this hand for next hand, and give a copy of one of them to your opponents. Early game, this will neatly keep Estates and extra Coppers out of your shuffles while junking the other players, though being a duration means it only works every other turn. In the mid and late game, a pair of these can function as handy utility cards to keep your shuffles clean, as well as set up big turns, just be sure to keep some junk around to hand out copies of (or perhaps a Province when you're ready to end the game).
*Revised to change to an Action type instead of Night, so to fit within the parameters of this week's contest.
To me, this is the best card, and it’s not even close. I’d love to play with it! Some reasons:
1.) Its constructive part is imho the most interesting one in this weeks competition. You can
- setup a big turn
- use it as pseudotrashing
- bring synergic cards together
It’s gear on steroids, without being terminal. There might be “double stowaway decks” similar to “double tac” - but without the nasty “discard your hand” part.
2.) The card seems balanced to me.
Despite having a very interesting constructive part and a strong attack, I don’t think it’s OP, because it is a duration and doesn’t draw, which is both a huge downside.
3.) It defends against itself via pseudotrashing.
Unlike other junk attacks, the game needn’t turn into a slog.
4.) I like games encouraging to buy curses.
This is always an interesting mini-game for me.