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Nowhere to Run

Nowhere to Run

{1}{B}
Enchantment

Flash

When this enchantment 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.

Illustrated by Jodie Muir

Formats
Legalstandard
Legalhistoric
Legaltimeless
Legalpioneer
Legalmodern
Legallegacy
Not Legalpauper
Legalvintage
Not Legalpenny
Legalcommander
Legaloathbreaker
Legalbrawl
Legalalchemy

This printing

Number#111
RarityUncommon
ReleasedSep 27, 2024
EDHREC rank#2,900

Prices

USD$0.52
USD foil$0.90
EUR€0.51
EUR foil€0.76
MTGO0.05 tix
Rulings (3)
  • If a spell or ability targeting a creature an opponent controls with a ward ability is on the stack, causing Nowhere to Run to leave the battlefield won't cause that ward ability to trigger.

    Sep 20, 2024 · Wizards of the Coast
  • If a spell or ability you control targets a creature an opponent controls with hexproof and Nowhere to Run leaves the battlefield while that spell or ability is on the stack, that creature becomes an illegal target for that spell or ability. This includes Nowhere to Run's own triggered ability.

    Sep 20, 2024 · Wizards of the Coast
  • Ward abilities of creatures your opponents control won't trigger as long as Nowhere to Run is on the battlefield. It doesn't matter whether or not they have hexproof.

    Sep 20, 2024 · Wizards of the Coast

Printings (2)

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