Nowhere to Run
Enchantment
Regeltext
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.Community
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A keyword ability that lets a player play a card any time they could cast an instant. See rule 702.8, “Flash.”
Rulings (3)
Offizielle Rulings sind nur auf Englisch verfügbar.
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Wizards of the CoastIf 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.
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Wizards of the CoastIf 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.
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Wizards of the CoastWard 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.