Nowhere to Run (111) - DSK
Duskmourn: House of Horror
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.
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.
Illustrated by Jodie Muir
All Magic: The Gathering (MTG) card images and symbols © Wizards of the Coast
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Nowhere to Run (111) - DSK—
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Description
Duskmourn: House of Horror
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.
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.
Illustrated by Jodie Muir
All Magic: The Gathering (MTG) card images and symbols © Wizards of the Coast











