{T}: Orcish Artillery deals 2 damage to any target and 3 damage to you.
In a rare display of ingenuity, the Orcs invented an incredibly destructive weapon. Most Orcish artillerists are those who dared criticize its effectiveness.
Enchant creature When Paralyze enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may pay {4}. If the player does, untap the creature.
"'Do you know, I always thought Unicorns were fabulous monsters, too? I never saw one alive before!' 'Well, now that we have seen each other,' said the Unicorn, 'if you'll believe in me, I'll believe in you.'" —Lewis Carroll
{0}: The next 1 damage that would be dealt to Personal Incarnation this turn is dealt to its owner instead. Only Personal Incarnation's owner may activate this ability. When Personal Incarnation dies, its owner loses half their life, rounded up.
At the beginning of the end step, if no creatures are on the battlefield, sacrifice Pestilence. {B}: Pestilence deals 1 damage to each creature and each player.
"While, like a ghastly rapid river, Through the pale door, A hideous throng rush out forever, And laugh—but smile no more." —Edgar Allan Poe, "The Haunted Palace"
Pirate Ship can't attack unless defending player controls an Island. {T}: Pirate Ship deals 1 damage to any target. When you control no Islands, sacrifice Pirate Ship.
Enchant enchantment At the beginning of the upkeep of enchanted enchantment's controller, that player may pay any amount of mana. Power Leak deals 2 damage to that player. Prevent X of that damage, where X is the amount of mana that player paid this way.
Counter target spell unless its controller pays {X}. If that player doesn't, they tap all lands with mana abilities they control and lose all unspent mana.
At the beginning of each player's upkeep, Power Surge deals X damage to that player, where X is the number of untapped lands they controlled at the beginning of this turn.
Whenever one or more creatures you control attack, each defending player divides all creatures without flying they control into a "left" pile and a "right" pile. Then, for each attacking creature you control, choose "left" or "right." That creature can't be blocked this combat except by creatures with flying and creatures in a pile with the chosen label.