Ward abilities of creatures your opponents control won't trigger as long as Nowhere to Run is on the battlefield
Suddenly, the state of being legendary wasnt so much a limitation to the playability of a card, and the colors that legendary creatures occupied became a huge deal for the playability of entire archetypes
Their hand: 3 cards Their battlefield: Your battlefield: Your hand: Our Graveyard: Daze Spell Snare Force of Will Their Graveyard: Tarmogoyf Hymn to Tourach Thoughtseize Maze of Ith Our opponent has missed his land drop the turn prior, and on this turn played a Windswept Heath, presumably off the top of his deck and activates it
The trick is finding big spells that actually matter
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Last Chance Extra turns can be frustrating to play against if your opponent is unable to piece together a win