Nowhere to Run
by on
Nowhere to Run
by on

Nowhere to Run

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.

Love this card?

Support janejudge's creations
with a gift of Premium Membership!

Gift

Card Comments