🎉 Up to 70% Off Selected ItemsShop Sale
![Nowhere to Run (Retro Frame) [Wizards Play Network 2026]](https://img.astralgameshq.shop/images/product/nowhere-to-run-retro-frame-wizards-play-network-2026-1.png)
Nowhere to Run (Retro Frame) [Wizards Play Network 2026]
| Set: | Wizards Play Network 2026 |
| Type: | Enchantment |
| Rarity: | Rare |
| Cost: | {1}{B} |
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.
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.
Select Title
From $3.08
Original: $8.80
-65%Nowhere to Run (Retro Frame) [Wizards Play Network 2026]—
$8.80
$3.08Nowhere to Run (Retro Frame) [Wizards Play Network 2026]
| Set: | Wizards Play Network 2026 |
| Type: | Enchantment |
| Rarity: | Rare |
| Cost: | {1}{B} |
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.
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.
Product Information
Product Information
Shipping & Returns
Shipping & Returns
Description
| Set: | Wizards Play Network 2026 |
| Type: | Enchantment |
| Rarity: | Rare |
| Cost: | {1}{B} |
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.
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.











