Nowhere to Run

Nowhere to Run from Duskmourn: House of Horror. Uncommon MTG card for deck building and Commander. View rules, legality, and compare prices from multiple sellers.

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Alchemy Legal
Brawl Legal
Commander Legal
Duel Legal
Explorer Legal
Future Legal
Gladiator Legal
Historic Legal
Legacy Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Standard Legal
Standardbrawl Legal
Timeless Legal
Vintage Legal
Card Set Duskmourn: House of Horror  
Card Type Enchantment
Rarity   Uncommon  
Mana Cost
Card 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.
Card Number #111
Artist Jodie Muir
Keywords Flash
Card Languages English , French , German , Italian , Japanese , Spanish
Frame Version 2015
Border Color Black
EDHREC Rank 6075
Reprint? No
Is Promo? No
Oversized? No
Joke Card? No
In Starter? No
Time Shifted? No
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3rd Party Listings

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3rd Party Offer Image Title Price
eBay

Nowhere to Run (DSK 111), Normal, Duskmourn: House of Horror, MTG

$1.70

Price History

Card Rulings

2024-09-20

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.

2024-09-20

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.

2024-09-20

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.