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Rules guide · Instant

Run Away TogetherHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Lorwyn Eclipsed· January 23, 2026
Carte Magic Run Away Together

Run Away Together 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.

01

Official card text

Choose two target creatures controlled by different players. Return those creatures to their owners' hands.

Complete guide

Run Away Together is a versatile blue instant that provides a double bounce effect with a unique political twist. By forcing two different players to return a creature to their hands, you can save your own resources while disrupting an opponent's board.

Dual Targeting Requirements

To cast Run Away Together, you must choose two target creatures that are currently controlled by different players. This means you cannot target two creatures owned and controlled by the same opponent, nor can you target two of your own creatures. The most common use is targeting one creature you control and one creature an opponent controls.

Resolving the Spell

Upon resolution, the spell checks if the targets are still legal. If one target becomes illegal (for example, if it is sacrificed or gains Hexproof), the spell still attempts to resolve. It uses last known information to confirm the controllers were different. If the remaining target is still legal, it is returned to its owner's hand.

Common Pitfalls

A critical mistake occurs if the control of the creatures changes before the spell resolves. If a player gains control of the other target creature while the spell is on the stack, both creatures will be controlled by the same player. In this scenario, both targets become illegal, and Run Away Together will fail to resolve entirely.

When to Cast

This spell is excellent for reusing your own 'enters-the-battlefield' abilities while simultaneously removing a threat from the board. Because it is an instant, it can be used during combat to negate an attack or in response to a removal spell directed at your creature.

Interaction examples

Saving a Creature from Counter-Magic

If you cast a creature and your opponent responds with Counterspell, Run Away Together cannot save that creature because it is still a spell on the stack, not a creature on the battlefield. You must target permanents already in play.

Responding to Negation

If you target your creature and an opponent's creature, and the opponent responds by casting An Offer You Can't Refuse to counter Run Away Together, your spell will be moved to the graveyard and you will create two Treasure tokens instead of bouncing the creatures.

Maintaining Targets

You target your own creature and an opponent's creature. Before resolution, your opponent destroys their own creature. Run Away Together still resolves because your creature is still a legal target. Your creature returns to your hand, and the spell does as much as it can.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Run Away Together

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If one of the two target creatures becomes an illegal target, Run Away Together can still determine its controller only to check whether the other creature is a legal target. If the illegal target has left the battlefield, use its last known information. If the other creature is still a legal target, it's returned to its owner's hand.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If both creatures are controlled by the same player as Run Away Together tries to resolve, both targets are illegal. The spell doesn't resolve.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If both creatures are controlled by the same player as Run Away Together tries to resolve, both targets are illegal. The spell doesn't resolve.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If one of the two target creatures becomes an illegal target, Run Away Together can still determine its controller only to check whether the other creature is a legal target. If the illegal target has left the battlefield, use its last known information. If the other creature is still a legal target, it's returned to its owner's hand.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If one of the two target creatures becomes an illegal target, Run Away Together can still determine its controller only to check whether the other creature is a legal target. If the illegal target has left the battlefield, use its last known information. If the other creature is still a legal target, it's returned to its owner's hand.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    If both creatures are controlled by the same player as Run Away Together tries to resolve, both targets are illegal. The spell doesn't resolve.

    No other card is named in this ruling.

02

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacypaupervintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemypaupercommanderdueltlr
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