Nowhere to Run (111) [DSK]

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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.

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