Enchant creatureEnchanted creature gets +2/+1 and has first strike.At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice See Red.
Menace, Discard a card: Tomb Robber explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Equipped creature gets +2/+0, has menace, and is a Pirate in addition to its other creature types.Whenever Captain's Hook becomes unattached from a permanent, destroy that permanent.Equip
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)Skymarcher Aspirant has flying as long as you have the city's blessing.
When Jungleborn Pioneer enters, create a 1/1 blue Merfolk creature token with hexproof. (It can't be the target of spells or abilities your opponents control.)
When Induced Amnesia enters, target player exiles all cards from their hand face down, then draws that many cards.When Induced Amnesia is put into a graveyard from the battlefield, return the exiled cards to their owner's hand.
When Bishop of Binding enters, exile target creature an opponent controls until Bishop of Binding leaves the battlefield.Whenever Bishop of Binding attacks, target Vampire gets +X/+X until end of turn, where X is the power of the exiled card.