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Magic: The Gathering

Nowhere to Run (DSK-111) - [Duskmourn: House of Horror]

Nowhere to Run (DSK-111) - [Duskmourn: House of Horror]

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Enchantment
Uncommon
Jodie Muir
Standard
Future
Historic
Timeless
Gladiator
Pioneer
Explorer
Modern
Legacy
Pauper
Vintage
Penny
Commander
Oathbreaker
Brawl
Alchemy
Pauper Commander
Duel
Oldschool
Premodern
Predh
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.
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