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Nowhere to Run 111 (Duskmourn: House of Horror)
Nowhere to Run 111 (Duskmourn: House of Horror)
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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.
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