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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 |
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Nowhere to Run (111)
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 |
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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 |












