Nowhere to Run

Nowhere to Run

{1}{B}Enchantment

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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.

What it does

Tagged as Protection — the jobs the deck report counts it toward.

Keyword reminders

Flash. You may cast this any time you could cast an instant. · CR 702.8 Read more →

Official rulings

  1. 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. (2024-09-20)
  2. 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. (2024-09-20)
  3. 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. (2024-09-20)

Printings & prices

Every set Nowhere to Run has been printed in, with the art, the finishes and the market price of each — the headline price above is the cheapest of these.

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