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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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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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Description
- 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.












