Nowhere to Run

Nowhere to Run [DSK - 111]

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  • Rarity:

    U

  • #:

    111

  • Creature Type or Sub Type:

    Enchantment

  • Rules Text Contains:

    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.

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