FlyingEach other Rogue creature you control enters with an additional +1/+1 counter on it.Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, that player discards a card.
At the beginning of your upkeep and whenever you cast a red spell, put a charge counter on this artifact., , Sacrifice this artifact: It deals damage equal to the number of charge counters on it to any target.
When this creature enters, if you control two or more Mountains, you may destroy target artifact.When this creature enters, if you control two or more Plains, you may destroy target enchantment.
When this creature enters, you may search your library for an artifact card with mana value 6 or greater, reveal it, put it into your hand, then shuffle.
Whenever a player casts a spell, that player flips a coin. If the player loses the flip, counter that spell.Whenever chaos ensues, target player reveals the top card of their library. If it's a nonland card, you may cast it without paying its mana cost.
FlyingDeathtouch (Any amount of damage this deals to a creature is enough to destroy it.)Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Whenever a player taps a land for mana, Tember City deals 1 damage to that player.Whenever chaos ensues, each other player sacrifices a nonland permanent of their choice.
Fiery Temper deals 3 damage to any target.Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
All permanents untap during each player's untap step.Whenever chaos ensues, you may search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
Creatures without flying or islandwalk can't attack.Whenever chaos ensues, until a player planeswalks, you can't lose the game and your opponents can't win the game.
When you set this scheme in motion, after this main phase, there is an additional combat phase followed by an additional main phase. Creatures you control gain vigilance until end of turn.