Nowhere to Run

Enchantment {1}{B}

Card Information

Enchantment {1}{B}

Card Rules

Flash When Nowhere to Run enters, target creature an opponent controls gets -3/-3 until end of turn. Creatures your opponents control can be the targets of spells and abilities as though they didn't have hexproof. Ward abilities of those creatures don't trigger.

Editions

Legality

  • Legal in Standard
  • Legal in Extended
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

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