Nowhere to Run |
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 |
LEGAL Standard
LEGAL Pioneer LEGAL Modern LEGAL Legacy LEGAL Vintage
LEGAL Brawl
LEGAL Historic NOT LEGAL Pauper LEGAL Penny LEGAL Commander |