
Nowhere to Run
Card Information
Type: Enchantment
Mana Cost: 1
CMC: 2
Part of the Reserved List: No
Color Identity:
Set: Duskmourn: House of Horror (DSK)
Rarity: Uncommon
Collector Number: 111
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.
Keywords
Format Legalities
Card Rulings
- September 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.
Source: wotc - September 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.
Source: wotc - September 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.
Source: wotc
Price History

To study a single card is to glimpse the heart of a spell - a frozen moment of ambition, artistry, and arcane intent. Within each glyph lies a spark: a story untold, a duel turned, a destiny altered. Treat it not as mere parchment, dear seeker, but as a shard of the Multiverse itself.