Card

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.


  Duskmourn: House of Horror (DSK)
#111, Uncommon

Illustrated by: Jodie Muir
Multiverse ID: 673516

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