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Nowhere to Run [DSK - 111]
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Nowhere to Run [DSK - 111]

Nowhere to Run [DSK - 111]

  • 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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Nowhere to Run [DSK - 111]
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Nowhere to Run [DSK - 111]

  • 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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  • 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.
Nowhere to Run [DSK - 111] | Pats Games