At the beginning of each upkeep, creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.
Equipped creature gets +1/+1 and has vigilance. Whenever equipped creature attacks, look at the top six cards of your library. You may reveal a card that shares a creature type with that creature from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Equip {1}
Renown 2 Whenever one or more +1/+1 counters are put on Constable of the Realm, exile up to one other target nonland permanent until Constable of the Realm leaves the battlefield.
Sliver creatures you control have "When this creature enters, you may exile target creature an opponent controls until this creature leaves the battlefield."
Slivers are often seen toying with enemies they capture, not out of cruelty, but to fully learn their physical capabilities.
When Consul's Shieldguard enters, you get {E}{E}. Whenever Consul's Shieldguard attacks, you may pay {E}. If you do, another target attacking creature gains indestructible until end of turn.
When Consulate Surveillance enters, you get {E}{E}{E}{E}. Pay {E}{E}: Prevent all damage that would be dealt to you this turn by a source of your choice.
Exile target creature, then roll a d20. 1—9 | Its controller creates a 4/4 green Ox creature token. 10—19 | Its controller creates a 2/2 green Boar creature token. 20 | Its controller creates a 0/1 white Goat creature token.