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Wizards of the Coast

Nowhere to Run (U 111 DSK)

Nowhere to Run (U 111 DSK)

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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.

uncommon
Enchantment
From the Magic: The Gathering set Duskmourn: House of Horror.
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