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17 May 2024: Card library updated.

Moonfolk Puzzlemaker

2U · Artifact Creature — Moonfolk Wizard

Flying Whenever Moonfolk Puzzlemaker becomes tapped, scry 1. 1/4

Similar cards

Color identity:
NameManaTypeText
Golden Argosy 4Legendary Artifact — Vehicle Whenever Golden Argosy attacks, exile each creature that crewed it this turn. Return them to the battlefield tapped under their owner's control at the beginning of the next end step. Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) 3/6
Glassblower's Puzzleknot 2Artifact When Glassblower's Puzzleknot enters the battlefield, scry 2, then you get {E}{E}. (You get two energy counters. To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) {2}{U}, Sacrifice Glassblower's Puzzleknot: Scry 2, then you get {E}{E}.
Treacherous Blessing 2BEnchantment When Treacherous Blessing enters the battlefield, draw three cards. Whenever you cast a spell, you lose 1 life. When Treacherous Blessing becomes the target of a spell or ability, sacrifice it.
Sea Sprite 1UCreature — Faerie Flying, protection from red 1/1
Weatherseed Faeries 2UCreature — Faerie Flying, protection from red 2/1
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Eccentric Apprentice 2UCreature — Tiefling Wizard Flying When Eccentric Apprentice enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.) At the beginning of combat on your turn, if you've completed a dungeon, up to one target creature becomes a Bird with base power and toughness 1/1 and flying until end of turn. 2/2
Koilos Roc 4UCreature — Bird Flash Flying When Koilos Roc enters the battlefield, create a tapped Powerstone token. (It's an artifact with "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.") 3/3
Skyline Savior 1WWCreature — Angel Flying When Skyline Savior enters the battlefield, return a permanent you control to its owner's hand. If it's a non-Angel creature card, it perpetually gets +1/+1, gains flying, and becomes an Angel in addition to its other types. 3/4
Spark Fiend 4RCreature — Beast When Spark Fiend enters the battlefield, roll two six-sided dice. If you rolled 2, 3, or 12, sacrifice Spark Fiend. If you rolled 7 or 11, don't roll dice for Spark Fiend during any of your following upkeeps. If you rolled any other total, note that total. At the beginning of your upkeep, roll two six-sided dice. If you rolled 7, sacrifice Spark Fiend. If you roll the noted total, don't roll dice for Spark Fiend during any of your following upkeeps. Otherwise, do nothing. 5/6
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