Nowhere to Run (Duskmourn: House of Horror #111)

Nowhere to Run {1}{B}

Enchantment

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.

Illustrated by Jodie Muir

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny