This spell costs {1} less to cast for each land your opponents control that could produce {C}. Flying When this creature enters, destroy target nonbasic land an opponent controls.
{1}{R}{R}: Put a blaze counter on target land without a blaze counter on it. For as long as that land has a blaze counter on it, it has "At the beginning of your upkeep, this land deals 1 damage to you."
When this creature enters, you gain 4 life. If a spell or ability an opponent controls causes you to discard this card, put it onto the battlefield instead of putting it into your graveyard.
(Any opponent may attack this battle. When an opponent defeats this, exile it, then put it onto the battlefield under that player's control with 4 defense counters. This is different from sieges!) At the beginning of your combat step, put a +1/+1 counter on target creature you control.
Trample This creature enters with X +1/+1 counters on it. Split — When this creature dies, if it had two or more +1/+1 counters on it, create a token that's a copy of it at the beginning of the next end step. The token enters with half that many +1/+1 counters on it, rounded down.
Trample Ward {2} Ochre Jelly enters with X +1/+1 counters on it. Split — When Ochre Jelly dies, if it had two or more +1/+1 counters on it, create a token that's a copy of it at the beginning of the next end step. The token enters with half that many +1/+1 counters on it, rounded down.
First strike Whenever this creature attacks, you may cast target instant or sorcery card from your graveyard by paying {R}{R} in addition to its other costs. If that spell would be put into a graveyard, exile it instead. When you cast that spell, this creature gets +X/+0 until end of turn, where X is that spell's mana value.
Menace Whenever this creature enters or attacks, create two 1/1 black Rat creature tokens with "This token can't block." Then if you control five or more Rats, each Rat you control gets +2/+0 until end of turn.
Whenever this creature attacks, gain control of target Equipment an opponent controls until end of turn. Attach it to this creature. When you lose control of that Equipment, unattach it.
Whenever a player casts a spell, tap this creature.
"Those ogres who did not embrace oni worship were cast out, cursed, and forced into hermitage, waiting for the day the oni would come for them." —The History of Kamigawa
"You have to appreciate the genius of it. Why bother building defenses when you can just fill the pass with angry ogres?" —Javad Nasrin, Ondu relic hunter