Nowhere to Run - Uncommon Enchantment card from Duskmourn: House of Horror
Back face of Nowhere to Run - Enchantment card

Nowhere to Run

Type: Enchantment
Colors:
Number: 111
Finishes:
nonfoilfoil
Reprint: No
Card Text:
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.
Finish Market Price Lowest Price Highest Price Average Price
Normal $0.63 $0.42 $3.27 $1.13
Foil $1.99 $0.63 $6.06 $1.94
Price History
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Legality

Alchemy

Brawl

Commander

Duel

Gladiator

Historic

Legacy

Modern

Oathbreaker

Pauper

Pauper Commander

Penny

Pioneer

Standard

Timeless

Rulings
Sep 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.

Sep 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.

Sep 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.