I like the ideas here but I wouldn't allow this at my table.
Tricks Up The Sleeve -- wait, we needed to make guidance EVEN BETTER?
Dragon gambit -- for a bonus action, holy crap, this seems like a lot of damage.
Loaded dice -- I actually like this a lot, but it has some weird interactions with Uncanny Dodge (you can't do both) and I've really come to hate the whole "You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll hits or misses" language. Like, who pauses before determining hit/miss? Shouldn't it be obvious? The shield spell doesn't need this language; how is this different?\
Playing Cards -- I like the idea of playing cards as weapons but this is phrased in a complex and heavily restricted way. I'd just say something like, "You are proficient in the use of a playing card as a thrown ranged weapon that deals 1d4 slashing damage and has a range of 20/60 feet."
Wild Card Suit Table -- I like this idea too but holy crap, sneak-attack-and-a-half damage? That's sick. Half your sneak attack as healing that also converts to temporary hit points is also gratuitously strong.
Shifting the Odds -- cute, but this doesn't need to deal that much damage, or deal force damage, or deal any damage at all, really. Recovery on a short rest is also too much. A simpler and better balanced version would just say "You can cast misty step without any components. Once you use this ability, you can't use it again until you finish a short or long rest."
Twist of Fate -- love it, but the wording makes it seem like you are forcing your ally to agree with you. (I think a better but less obvious interpretation is that your ally must agree with you in order for the swap to take place.) This may be OP since enemies get no save if you swap with them.
Joker Wild -- holy crap, this reads like a paladin subclass capstone. Very OP in the hands of most rogues, who don't generally need this level of toughness or mobility in order to be super dangerous.