Nowhere to Run is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card 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.
How it works : Nowhere to Run
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If a spell or ability you control targets a creature an opponent controls with hexproof and Nowhere to Run leaves the battlefield while that spell or ability is on the stack, that creature becomes an illegal target for that spell or ability. This includes Nowhere to Run's own triggered ability.
No other card is named in this ruling.
- #2· Wizards of the Coast
If a spell or ability targeting a creature an opponent controls with a ward ability is on the stack, causing Nowhere to Run to leave the battlefield won't cause that ward ability to trigger.
No other card is named in this ruling.
- #3· Wizards of the Coast
Ward abilities of creatures your opponents control won't trigger as long as Nowhere to Run is on the battlefield. It doesn't matter whether or not they have hexproof.
No other card is named in this ruling.
Legal formats
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Meta decks with Nowhere to Run
No archived Top 8 deck with this card yet.




