Nowhere to Run - Deep Dive
Understanding "Nowhere to Run"
Before diving into why "Nowhere to Run" is so powerful, it's important to first break down the mechanics of the card itself.
Card Name: Nowhere to Run
Mana Cost: 1C, B (1 colorless mana, 1 black mana)
Card Type: Instant
Text Box: 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.
At first glance, "Nowhere to Run" might appear to be a narrow utility card, particularly if you're not already familiar with the finer points of "hexproof" and "ward" mechanics in MTG. However, as we will explore in greater depth, this card’s ability to disrupt these protective abilities makes it a powerhouse in specific matchups.
The fact that it is an enchantment, gives -3/-3, and has flash for only 2 mana is also very impressive.
Hexproof and Ward: A Brief Primer
Before diving deeper into the value of "Nowhere to Run," it's essential to understand what "hexproof" and "ward" mean and why they are so important.
Hexproof: A creature with hexproof cannot be the target of spells or abilities controlled by an opponent. This ability is often used to protect key creatures, especially those with important utility or powerful stats, from removal and other targeted effects. It can be frustrating for an opponent because it effectively makes the creature untouchable by most removal spells.
Ward: Ward is a keyword ability that forces a player to pay an additional cost if they want to target a creature with a spell or ability. For example, a creature with "ward—pay 3 life" would require an opponent to pay 3 life if they attempt to target it with a spell or ability. Ward is a relatively recent mechanic that adds another layer of protection to creatures, making them even harder to remove.
Both hexproof and ward are designed to protect creatures from being targeted. While hexproof is straightforward in its protection, ward requires a player to make an additional sacrifice, whether in the form of mana or another resource, to target the creature.
Now, let’s turn our attention to why "Nowhere to Run" is so valuable in dealing with these abilities.
Shutting Off Hexproof and Ward: A Game-Changer
At its core, Nowhere to Run can be described as a spell that targets protection itself. The card’s primary function is to disable hexproof and ward for a target creature, meaning that the creature loses these abilities for as long as Nowhere to Run remains in play.
Disabling Hexproof: When you cast Nowhere to Run, the target creature loses hexproof until the spell leaves the battlefield. This means that any removal or targeted spells you control can now target the creature, even if it would normally be protected by hexproof.
For example, imagine your opponent controls a creature like Sigarda, Host of Herons or Shalai, Voice of Plenty—creatures that usually can’t be targeted because of their hexproof. Normally, you couldn’t interact with them using targeted removal spells. However, by casting Nowhere to Run, you can bypass their hexproof and target them with spells like Doom Blade or Terror that would otherwise be ineffective.
Disabling Ward: In addition to disabling hexproof, Nowhere to Run also disables ward until the spell leaves the battlefield. This means you no longer have to pay any additional costs to target creatures with ward. Ward, which requires players to pay a specific cost (like life, mana, or discarding a card) to target a creature, can be a significant deterrent. With Nowhere to Run on the stack, creatures with ward become much easier to deal with, as you no longer have to deal with their additional cost.
For instance, a creature like Teferi, Who Slows the Sunset with "ward—discard a card" could be incredibly difficult to target and remove under normal circumstances. However, casting Nowhere to Run removes the ward ability, allowing you to target the creature without needing to discard a card or pay any additional costs.
Effectiveness In The Current Meta.
This card has seen a lot of play in the current meta, and is usally a staple in any deck that has a black mana source. It is effective against aggro decks because of the -3/-3, and even moreso against effects like ward 1 from Innkeeper's Talent. It also has it's place against decks like the Domain Decks, by allowing you to interact with the enchantments that Zur, Eternal Schemer turns into creatures. One of the best cards that Nowhere to Run counters is Sheltered by Ghosts, which is seeing a decent amount of play. Bypassing the ward 2 is really back breaking for you oppenent in most cases.