There Is No Refuge 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
When you set this scheme in motion, it deals 3 damage to up to one target creature. Create a 3/3 black Horror creature token.
Complete guide
Prepare to face the inescapable terrors of the Archenemy with There Is No Refuge, a scheme designed to punish your opponents and bolster your forces simultaneously. This scheme ensures that your presence on the battlefield remains dominant while your enemies find their defenses crumbling away. As the Archenemy, you will find that sanctuary is a luxury your victims can no longer afford.
Unpacking the Scheme
When you set There Is No Refuge in motion, it triggers a two-part effect. First, it deals 3 damage to up to one target creature, allowing you to pick off a pesky utility creature or weaken a larger threat. Second, regardless of whether you targeted a creature, you create a 3/3 black Horror creature token to join your ranks. Interestingly, this scheme also grants you the ability to play an additional land during your turn, a hidden layer of utility that helps you outpace the table.
Resolution Step-by-Step
When the scheme is set in motion at the beginning of your precombat main phase, you first choose your target creature (or choose no target). If you chose a target, the ability checks if it is still legal upon resolution. If the target is legal, the creature takes 3 damage and you create your 3/3 Horror token. If you chose no target at all, you skip the damage and proceed directly to creating the token. Finally, you gain the permission to play an extra land for the rest of the turn.
Common Pitfalls
The most common mistake involves target legality. If you choose a target creature and that creature leaves the battlefield or gains protection before the ability resolves, the entire ability is countered. This means you will not get your 3/3 Horror token. If you absolutely need the token, it is often safer to choose zero targets. Additionally, remember that the extra land play follows normal timing rules; you cannot play a land on an opponent's turn or while the stack is not empty.
When to Set It in Motion
This scheme is best utilized when an opponent has a critical creature with 3 or less toughness, such as a mana dork or a commander with a powerful passive ability. However, even on an empty board, it provides valuable board presence with the Horror token and helps you ramp into your larger Archenemy spells by utilizing the extra land drop permission.
Interaction examples
After setting There Is No Refuge in motion and creating your Horror token, you can play a Command Tower as your normal land for the turn, and then play a second land because of the scheme's cumulative effect, doubling your mana development for the round.
If your opponents have no creatures, you can choose 'zero targets' for the scheme. You won't deal damage, but the ability resolves successfully, giving you a 3/3 Horror token and allowing you to use your Sol Ring to cast even more spells alongside your extra land play.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : There Is No Refuge
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
You can choose to target zero creatures. If you do, you’ll still create the Horror token.
Card named in this ruling
- #2· Wizards of the Coast
This scheme’s effect allows you to play an additional land during your main phase. Doing so follows the normal timing rules for playing lands.
No other card is named in this ruling.
- #3· Wizards of the Coast
If you choose a target creature and it becomes an illegal target by the time this scheme’s triggered ability would resolve, the entire ability doesn’t resolve. You won’t create a Horror token.
Card named in this ruling
- #4· Wizards of the Coast
The effects of this scheme’s triggered ability in multiples within the same turn are cumulative. It’s also cumulative with other effects that let you play additional lands, such as that of Explore.
No other card is named in this ruling.
Related cards and tokens
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Meta decks with There Is No Refuge
No archived Top 8 deck with this card yet.



Command Tower
Horror
Sol Ring