Magic the Gathering Card - Magic the Gathering Card - Nowhere to Run - MTG Circle - MTG Circle

Nowhere to Run

Magic the Gathering mana symbolMagic the Gathering mana symbol
Enchantment

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.

standard
Legal
alchemy
Legal
pioneer
Legal
explorer
Legal
modern
Legal
historic
Legal
standard brawl
Legal
historic brawl
Legal
timeless
Legal

Rulings

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.
(wotc2024-09-20)
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.
(wotc2024-09-20)
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.
(wotc2024-09-20)
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