Flash Whenever Thieves' Guild Enforcer or another Rogue enters the battlefield under your control, 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.
Temple of Triumph enters the battlefield tapped. When Temple of Triumph enters the battlefield, scry 1. {T}: Add {R} or {W}.
Temple of Silence enters the battlefield tapped. When Temple of Silence enters the battlefield, scry 1. {T}: Add {W} or {B}.
Temple of Mystery enters the battlefield tapped. When Temple of Mystery enters the battlefield, scry 1. {T}: Add {G} or {U}.
Temple of Malady enters the battlefield tapped. When Temple of Malady enters the battlefield, scry 1. {T}: Add {B} or {G}.
Temple of Epiphany enters the battlefield tapped. When Temple of Epiphany enters the battlefield, scry 1. {T}: Add {U} or {R}.
{W}, {T}: Put a +1/+1 counter on target creature with a +1/+1 counter on it. {4}{W}{W}, {T}: Put a +1/+1 counter on target creature.
You may activate loyalty abilities of Teferi, Master of Time on any player's turn any time you could cast an instant. [+1]: Draw a card, then discard a card. [−3]: Target creature you don't control phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.) [−10]: Take two extra turns after this one.
{1}{U}, {T}: Draw a card, then discard a card.
{T}, Pay 3 life: Flip a coin. If you win the flip, you gain 6 life.
Swiftwater Cliffs enters the battlefield tapped. When Swiftwater Cliffs enters the battlefield, you gain 1 life. {T}: Add {U} or {R}.
Destroy target tapped creature.
({T}: Add {B}.)
Target creature gets +3/+0 and gains first strike until end of turn.
Choose one or more — • Counter target spell • Counter target activated or triggered ability. • Return target nonland permanent to its owner's hand. • Create a token that's a copy of target creature you control. • Target player draws a card.
Haste {1}: Another target creature with power 2 or less can't be blocked this turn. {1}{R}, {T}, Discard your hand: Until end of turn, whenever a creature you control with power 2 or less deals combat damage to a player, draw a card.
This spell costs {2}{U} less to cast if you've cast an instant or sorcery spell this turn. Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When Stormwing Entity enters the battlefield, scry 2.