Nowhere to Run
 
Community Rating:
0.51.01.52.02.53.03.54.04.55.0
Community Rating: 5 / 5  (0 votes)
Card Name:
Nowhere to Run
Mana Cost:
1Black
Mana Value:
2
Types:
Enchantment
Card Text:
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.
Rarity:
Uncommon
Card Number:
111
Artist:
Rulings
9/20/2024 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.
9/20/2024 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.
9/20/2024 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.
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