When this creature enters, if you control another Knight, look at the top five cards of your library. You may reveal a Knight, Aura, Equipment, or legendary artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
When this creature enters, target opponent reveals a number of cards from their hand equal to the number of creatures in your party. You choose one of those cards. That player discards that card.
Other Pirates you control get +1/+1. At the beginning of your end step, gain control of target nonland permanent controlled by a player who was dealt combat damage by three or more Pirates this turn.
"You and your ship will make a fine addition to my fleet."
Whenever a Samurai or Warrior you control attacks alone, you may pay {1}. When you do, attach this Equipment to it. Equipped creature gets +2/+1. Equip {3}
Flying, double strike Whenever a creature you control deals combat damage to a player, you and that player each gain that much life. At the beginning of your end step, if you have at least 15 life more than your starting life total, each player this creature attacked this turn loses the game.
Flying When this creature enters, you may exile target nonland permanent an opponent controls until this creature leaves the battlefield. Embalm {5}{W}
Flying You have hexproof. Angelic Enforcer's power and toughness are each equal to your life total. Whenever this creature attacks, double your life total.