Nowhere to Run

Nowhere to Run

Enchantment

Mana cost: {1}{B}

How we read this card

Flash
When this enchantment enters, target creature an opponent controls gets -3/-3 until end of turn.

triggered — shrinks a creature by -3/-3

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.

Causes: nothing.

Cares about: nothing.

Works well with

an enchantment is cast — 3,673 cards in the game can cause this (Nowhere to Run is one).

When Nowhere to Run is cast:

  1. Hallowed Haunting — makes a token
  2. Daxos the Returned — puts a counter on a permanent
  3. Tatsunari, Toad Rider — makes a token
  4. Sythis, Harvest's Hand — gains you 1 life
  5. Sigil of the Empty Throne — makes a token
  6. Dawnhart Geist — gains you 2 life
  7. Herald of the Pantheon — gains you 1 life
  8. Kami of Transience — puts a +1/+1 counter on itself
  9. Argothian Enchantress — draws you 1 card
  10. Mesa Enchantress — draws you 1 card

255 other cards care about it too. These are the ones with the most connections.

a nontoken enchantment enters the battlefield — 3,691 cards in the game can cause this (Nowhere to Run is one).

  1. Historian's Boon — When Nowhere to Run enters, Historian's Boon makes a token

an enchantment enters the battlefield — 3,743 cards in the game can cause this (Nowhere to Run is one).

When Nowhere to Run enters:

  1. Calix, Guided by Fate — puts a counter on a creature
  2. Elvish Archivist — draws you 1 card
  3. Victor, Valgavoth's Seneschal — surveils
  4. Strength from the Fallen — gives +X/+X, where X is the number of creature cards in your graveyard
  5. Doomwake Giant — shrinks a creature by -1/-1
  6. Cacophony Unleashed — turns something into a creature
  7. Ghostly Dancers — makes a token
  8. Thassa's Devourer — mills a card
  9. Killian, Decisive Mentor — taps a creature
  10. Thoughtrender Lamia — makes an opponent discard a card

59 other cards care about it too. These are the ones with the most connections.

anything enters the battlefield — 26,499 cards in the game can cause this (Nowhere to Run is one).

  1. Nature's Wrath — When Nowhere to Run enters, Nature's Wrath makes a player sacrifice a Swamp or permanent

20 other cards care about it too. These are the ones with the most connections.