Nowhere to Run
Duskmourn: House of Horror · #111 · Uncommon

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Enchantment
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.
Card details
- Shown printing
- Duskmourn: House of Horror (DSK)
- Artist
- Jodie Muir
- Color identity
- Black
- Colors
- Black
- Mana value
- 2
- Keywords
- Flash
- First released
- September 27, 2024
- Printings
- 2
- EDHREC rank
- #2909 on EDHREC
- Market price
- $0.41 (cheapest printing, updated weekly)
Legality
- StandardLegal
- PioneerLegal
- ModernLegal
- LegacyLegal
- VintageLegal
- CommanderLegal
- PauperNot legal
- BrawlLegal
- Standard BrawlLegal
- HistoricLegal
- TimelessLegal
- AlchemyLegal
- GladiatorLegal
- OathbreakerLegal
- Pauper CommanderNot legal
- Duel CommanderLegal
- PreDHNot legal
- PremodernNot legal
- Old SchoolNot legal
- Penny DreadfulNot legal
- FutureLegal
Rulings (3)
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.
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.
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.
All printings
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Card data and images from Scryfall.