When Wormfang Behemoth enters the battlefield, exile all cards from your hand. When Wormfang Behemoth leaves the battlefield, return the exiled cards to their owner's hand.
Wormfang Crab can't be blocked. When Wormfang Crab enters the battlefield, an opponent chooses a permanent you control other than Wormfang Crab and exiles it. When Wormfang Crab leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Flying When Wormfang Drake enters the battlefield, sacrifice it unless you exile a creature you control other than Wormfang Drake. When Wormfang Drake leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Flying When Wormfang Manta enters the battlefield, you skip your next turn. When Wormfang Manta leaves the battlefield, you take an extra turn after this one.
When Wormfang Newt enters the battlefield, exile a land you control. When Wormfang Newt leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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.