Nowhere to Run

Nowhere to Run

1

Enchantment

Text

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.

#3,059 EDHREC 🖌 Jodie Muir

Market prices

updated on 06/17/2026
from €0.74
Source Normal Foil
Card Kingdom $1.29 $8.99
Cardmarket €0.74 €1.39
TCGplayer $0.74 $9.05

Trend · last 90 days · EUR

€0.74
min €0.34 max €0.74

Rulings (3)

If 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.

09/20/2024

If 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.

09/20/2024

Ward 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.

09/20/2024

Legality by format

Brawl Legal
Commander Legal
Duel Commander Legal
Legacy Legal
Modern Legal
Oathbreaker Legal
Old School Not legal
Pauper Not legal
Pioneer Legal
Premodern Not legal
Standard Legal
Vintage Legal
Block Constructed Not legal
Extended Not legal
Frontier Not legal
Tiny Leaders Not legal