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Wizards

Nowhere to Run #111

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Nowhere to Run{1}{B}

Enchantment

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.

Illustrated by Jodie Muir

Negro

Duskmourn: House of Horror

Enchantment

uncommon

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