Nowhere to Run

Nowhere to Run

    1 B
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 target of spells or abilities as though they didn't have hexproof. Ward abilities of those creatures don't trigger.

illus. Jodie Muir # 111/276

Oracle Text

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 target of spells or abilities as though they didn't have hexproof. Ward abilities of those creatures don't trigger.