Nowhere to Run

Nowhere to Run

Enchantment

Rarity

Rare

Mana Cost
1 B
Artist

Jodie Muir

Oracle 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.

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Rules for this card

  • A keyword ability that lets a player play a card any time they could cast an instant. See rule 702.8, “Flash.”

Rulings (3)

  • Wizards of the Coast
    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.
  • Wizards of the Coast
    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.
  • Wizards of the Coast
    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.

Other Printings