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Nowhere to Run (Foil)

Duskmourn: House of Horror · #111

UncommonEnchantment
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Overview

Legality, special rules, and flavor text

Rules

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.

Rulings

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.

Card details

Printing, type line, and catalog data

Identity & printing

Card ID
DSK-111--foil
Name
Nowhere to Run (Foil)
Number
111
Rarity
Uncommon
Variant
Foil

Type line & Magic stats

Mana cost
{1}{B}
Mana value
2
Keywords
Flash

Set, artist & references

Language
English
Game name
Magic: The Gathering

Battle

Abilities, attacks, weakness & resistance

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