Nowhere to Run
Enchantment
$0.48
Market price
$0.87
Foil
3
Public decks
Rules Text
Card Facts
Legality
Alchemy
LegalBrawl
LegalCommander
LegalCompetitive Brawl
LegalDuel Commander
LegalFuture
LegalGladiator
LegalHistoric
LegalLegacy
LegalModern
LegalOathbreaker
LegalPioneer
LegalStandard
LegalStandard Brawl
LegalTimeless
LegalTLR
LegalVintage
LegalOld School
Not legalPauper
Not legalPauper Commander
Not legalPenny Dreadful
Not legalPreDH
Not legalPremodern
Not legalRulings
- Sep 20, 2024 · 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.
- Sep 20, 2024 · 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.
- Sep 20, 2024 · 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.
Every version
Each printing we have of this card; pick one to see its price and set.
Decks using this card
3 public decks run Nowhere to Run.




