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Nowhere to Run

Nowhere to Run
Nowhere to Run
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.

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Showing cards 1 - 1 of 1.

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Releases Aug 2nd