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Nowhere to Run (111)

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Nowhere to Run (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.
Set: Duskmourn: House of Horror
Number: 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.
Set: Duskmourn: House of Horror
Number: 111
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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.
Set: Duskmourn: House of Horror
Number: 111