ENCHANTMENT
Nowhere to Run
Flash
When this enchantment 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.
FORMATS
CommanderLEGAL
Brawl (Historic)STAPLE 3.1%
DraftNOT LEGAL
StandardSTAPLE 1.2%
ModernLEGAL
PioneerSTAPLE 2.7%
REMINDER TEXT · 1
- WOTC Official Reminder Textofficial rulesFlash — You may cast this spell any time you could cast an instant.
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- WWizards of the Coast2024-09-20Official RulingIf a spell or ability targeting a creature an opponent controls with a ward ability is on the stack, causing Nowhere to Run to leave the battlefield won't cause that ward ability to trigger.
- WWizards of the Coast2024-09-20Official RulingIf a spell or ability you control targets a creature an opponent controls with hexproof and Nowhere to Run leaves the battlefield while that spell or ability is on the stack, that creature becomes an illegal target for that spell or ability. This includes Nowhere to Run's own triggered ability.
- WWizards of the Coast2024-09-20Official RulingWard abilities of creatures your opponents control won't trigger as long as Nowhere to Run is on the battlefield. It doesn't matter whether or not they have hexproof.
Rulings via Scryfall
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