Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.): Add ., : Draw a card. Activate only if you have the city's blessing.
FlyingOther Merfolk you control get +1/+0 and have flying.Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Kicker . X can't be 0. (You may pay an additional as you cast this spell.)FlyingWhen Thieving Skydiver enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to Thieving Skydiver.
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)Whenever Cold-Eyed Selkie deals combat damage to a player, you may draw that many cards.
Put target spell or nonland permanent into its owner's library second from the top.Aftermath (Cast this spell only from your graveyard. Then exile it.)Each player shuffles their hand and graveyard into their library, then draws seven cards.
Whenever Gemcutter Buccaneer or another Pirate you control enters, create a tapped Treasure token.Treasures you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0," equip Pirate , and equip .
Attacking Vampires you control have deathtouch and lifelink. (Any amount of damage they deal to a creature is enough to destroy it. Damage dealt by those creatures also causes their controller to gain that much life.)Whenever a Vampire you control dies, you may pay 2 life. If you do, draw a card.