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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.
Legality
Vintage
Legacy
Modern
Pioneer
Historic
Standard

Duel Commander
Commander Multi
Illus. Jodie Muir