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Nowhere to Run

{1}{B}

Enchantment

PW26Wizards Play Network 2026#1rare
Promo
WPN
Finishes
Nonfoil · Foil
Border
black
Frame
1997
Illustrator
Jodie Muir
Printings2EDHREC rank#2,916
CommanderLegalModernLegalStandardLegal
Format legality

Constructed

StandardLegal
PioneerLegal
ModernLegal
LegacyLegal
VintageLegal
PauperNot legal

Commander

CommanderLegal
Pauper CommanderNot legal
Duel CommanderLegal
PreDHNot legal
OathbreakerLegal
Tiny LeadersLegal

Arena

AlchemyLegal
HistoricLegal
TimelessLegal
BrawlLegal
Standard BrawlLegal
Competitive BrawlLegal
GladiatorLegal

Other

PremodernNot legal
Old SchoolNot legal
Penny DreadfulNot legal
Future StandardLegal
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.
Flash
Plays as:
Protection Spell
Market · per finishspark updated 48m ago · prices as of 2026-08-30
Nonfoil-5.6%
$0.85
$0.50 low-$0.40 gapTCGplayer
Foil-2.2%
$3.63
$3.52 low$2.02 gapTCGplayer
Cheapest playable copy$0.57· across 2 printings· view the cheapest printing ›

Rulings

3 · latest Sep 20, 2024
  • WotCSep 20, 2024

    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.

  • WotCSep 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.

  • WotCSep 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.