
Nowhere to Run 111
Enchantment
Uncommon
Jodie Muir
LEGAL
Standard
LEGAL
Future
LEGAL
Historic
LEGAL
Timeless
LEGAL
Gladiator
LEGAL
Pioneer
LEGAL
Modern
LEGAL
Legacy
NOT LEGAL
Pauper
LEGAL
Vintage
NOT LEGAL
Penny
LEGAL
Commander
LEGAL
Oathbreaker
LEGAL
Standardbrawl
LEGAL
Brawl
LEGAL
Alchemy
NOT LEGAL
Pauper Commander
LEGAL
Duel
NOT LEGAL
Oldschool
NOT LEGAL
Premodern
NOT LEGAL
Predh
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.
$0.21
Original: $0.59
-64%Nowhere to Run 111—
$0.59
$0.21Product Information
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Description
Enchantment
Uncommon
Jodie Muir
LEGAL
Standard
LEGAL
Future
LEGAL
Historic
LEGAL
Timeless
LEGAL
Gladiator
LEGAL
Pioneer
LEGAL
Modern
LEGAL
Legacy
NOT LEGAL
Pauper
LEGAL
Vintage
NOT LEGAL
Penny
LEGAL
Commander
LEGAL
Oathbreaker
LEGAL
Standardbrawl
LEGAL
Brawl
LEGAL
Alchemy
NOT LEGAL
Pauper Commander
LEGAL
Duel
NOT LEGAL
Oldschool
NOT LEGAL
Premodern
NOT LEGAL
Predh
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.











