Mox Toolbox
Commanders
Collection
Decks
Membership
Sign in
Nowhere to Run
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.
Mana cost
1
B
Mana value
2
Printings
From
$0.54
EDHREC rank
#2882
Buy
Formats
Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Rulings
20 Sept 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.
20 Sept 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.
20 Sept 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.

Similar cards

by what they do
Bonds of Mortality
Soul Enervation
Feebleness
Grave Servitude
Maggot Therapy
Archetype of Endurance
Mox Toolbox is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Card data and images from Scryfall. Prices are indicative and often out of date.
Terms of use
Privacy policy
Release notes
Contact
Scryfall
Fan Content Policy