Home / Magic: The Gathering / Wizards Play Network 2026 / Nowhere to Run
Nowhere to Run
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Enchantment

Nowhere to Run

rare · Enchantment · Wizards Play Network 2026
$0.65
Low
$0.76
Market
$0.95
High

Oracle Text

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.

Card Details

-/-Power / Toughness
{1}{B}Mana Cost
2Prints

Character Background

Nowhere to Run is a clean, hostile little piece of Duskmourn design: it feels like the house itself has cornered its prey, stripping away the safety of hexproof and ward while leaving nowhere for a key creature to hide. In gameplay, it most strongly supports control and tempo shells, especially black-based decks that want to answer a threat at instant speed while still developing their own board. The flash makes it excellent as a blowout against an attacker, a protected utility creature, or a commander that thought it was untouchable. The -3/-3 enter-the-battlefield trigger can also pick off mana dorks, aggressive utility creatures, and many early evasive threats. Deckbuilding-wise, it pairs well with repeatable removal, sacrifice effects, and targeted interaction that usually struggles against hexproof; cards that care about creatures dying or being targeted become much stronger when opponents’ “safe” creatures are suddenly fair game.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.65 - $0.95
At the current market price of $0.76.
Average Time to Sell
3 days
At the current market price of $0.76.

Public Decks Using This Card

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Character Background

Nowhere to Run is a clean, hostile little piece of Duskmourn design: it feels like the house itself has cornered its prey, stripping away the safety of hexproof and ward while leaving nowhere for a key creature to hide. In gameplay, it most strongly supports control and tempo shells, especially black-based decks that want to answer a threat at instant speed while still developing their own board. The flash makes it excellent as a blowout against an attacker, a protected utility creature, or a commander that thought it was untouchable. The -3/-3 enter-the-battlefield trigger can also pick off mana dorks, aggressive utility creatures, and many early evasive threats. Deckbuilding-wise, it pairs well with repeatable removal, sacrifice effects, and targeted interaction that usually struggles against hexproof; cards that care about creatures dying or being targeted become much stronger when opponents’ “safe” creatures are suddenly fair game.

Generated using gpt-5.4-mini · Updated at 2026-08-11 08:40:45 UTC

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