When Wormfang Turtle enters the battlefield, exile a land you control. When Wormfang Turtle leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Players can't play lands. Lands can't enter the battlefield. At the beginning of each upkeep, any player may sacrifice two lands or have Worms of the Earth deal 5 damage to that player. If a player does either, destroy Worms of the Earth.
The ground collapsed, leaving nothing but the great Worms' mucous residues.
{G}: Wormwood Dryad gains forestwalk until end of turn and deals 1 damage to you. {B}: Wormwood Dryad gains swampwalk until end of turn and deals 1 damage to you.
{G}{G}: Wormwood Treefolk gains forestwalk until end of turn and deals 2 damage to you. {B}{B}: Wormwood Treefolk gains swampwalk until end of turn and deals 2 damage to you.
When Wort, the Raidmother enters the battlefield, create two 1/1 red and green Goblin Warrior creature tokens. Each red or green instant or sorcery spell you cast has conspire.
Some nature mages unknowingly took advantage of the temporal energies still swirling on Dominaria. What they mistook for healing magic was in fact the manipulation of time.
When Wrath of Marit Lage enters the battlefield, tap all red creatures. Red creatures don't untap during their controllers' untap steps.
"Marit Lage lies frozen in a glacier's heart. Still her dreams take form in our world, stealing the heat from our souls." —Halvor Arenson, Kjeldoran priest
You get X {E}, then you may pay any amount of {E}. Destroy each artifact, creature, and enchantment with mana value less than or equal to the amount of {E} paid this way.
Even the weather of Dominaria shifts to assail would-be invaders.