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Nowhere to Run
{1}{B} · Enchantment · from $0.56
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.
Format legality
- Standard: Legal
- Pioneer: Legal
- Modern: Legal
- Legacy: Legal
- Vintage: Legal
- Pauper: Not legal
- Premodern: Not legal
Tournament decks playing Nowhere to Run
- Golgari Unholy Annex (Pioneer, 12.3% of the meta): 1.5 in the sideboard of 50% of lists
- Golgari Midrange (Pioneer, 11.1% of the meta): 1.7 in the sideboard of 78% of lists
- Dimir Midrange (Standard, 9.7% of the meta): 1.2 in the sideboard of 7% of lists
- Jeskai Control (Standard, 5.6% of the meta): 1.8 in the main deck of 24% of lists
- Dimir Ninjas (Pioneer, 4.3% of the meta): 1 in the main deck of 58% of lists
- Dimir Deceit (Standard, 4.2% of the meta): 1 in the sideboard of 14% of lists
- Dimir Self Bounce (Pioneer, 2.8% of the meta): 4 in the main deck of 100% of lists
- Dimir Excruciator (Standard, 2.1% of the meta): 1 in the sideboard of 2% of lists
- Dimir Control (Standard, 1.6% of the meta): 1.5 in the sideboard of 8% of lists
- Golgari Midrange (Standard, 1.4% of the meta): 1.4 in the main deck of 27% of lists
- Golgari Graveyard (Standard, 0.6% of the meta): 3 in the main deck of 11% of lists
- Mono-Black Aggro (Standard, 0.5% of the meta): 1 in the sideboard of 5% of lists
Add Nowhere to Run to a deck on the75