Nowhere to Run [DSK-111]

$1.89 CAD
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Condition
Finish


Flash When Nowhere to Run 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.
Wizards of the Coast

Nowhere to Run [DSK-111]

NM / Regular $1.89 CAD
In stock: 0
NM / Foil $2.37 CAD
In stock: 0
Flash When Nowhere to Run 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.

Condition

  • NM
  • SP
  • MP

Finish

  • Regular
  • Foil
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