Ward {3} Whenever you cast your second spell each turn, copy it, except the copy isn’t legendary. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
Flash Whenever Thieves’ Guild Enforcer or another Rogue you control enters, each opponent mills two cards. As long as an opponent has eight or more cards in their graveyard, Thieves’ Guild Enforcer gets +2/+1 and has deathtouch.
{G}, {T}, Discard a creature card: Search your library for a creature card, reveal it, put it into your hand, then shuffle.
{T}: Add {C}. {3}, {T}: Draw a card. Activate only if you control a creature with power 4 or greater.
When Aether Hub enters, you get {E} (an energy counter). {T}: Add {C}. {T}, Pay {E}: Add one mana of any color.
Celestial Colonnade enters tapped. {T}: Add {W} or {U}. {3}{W}{U}: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It’s still a land.
{T}: Add {C}. {4}, {T}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)Land
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) Windbrisk Heights enters tapped. {T}: Add {W}. {W}, {T}: You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.