#111
Nowhere to Run Card BackNowhere to Run Card Front
CT Min Price
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US Market Price
$0.56
TYPE
Enchantment

ABILITY
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.

ILLUSTRATOR
Jodie Muir

LEGALITIES
Standard Future Historic Timeless Gladiator Pioneer Explorer Modern Legacy Pauper Vintage Penny Commander Oathbreaker Standardbrawl Brawl Alchemy Paupercommander Duel Oldschool Premodern Predh

LANGUAGES
DE EN ES FR IT JP

RULINGS
  • 2024-09-20 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 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 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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