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Nowhere to Run [DSK - 111]

Nowhere to Run [DSK - 111]

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  • Rarity: U
  • #: 111
  • Creature Type or Sub Type: Enchantment
  • Rules Text Contains: 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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