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Rules guide · Creature

NightmareHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Welcome Deck 2017· April 15, 2017
Carte Magic Nightmare

Nightmare is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Flying (This creature can't be blocked except by creatures with flying or reach.) Nightmare's power and toughness are each equal to the number of Swamps you control.

How it works : Nightmare

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The ability that defines Nightmare’s power and toughness works everywhere, not just on the battlefield.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Nightmare’s ability counts all lands you control with the subtype Swamp, not just ones named Swamp.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Nightmare’s power and toughness changes as the number of Swamps you control changes.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If you control 0 swamps, then the Nightmare has 0 toughness and will be put into its owner’s graveyard as a state-based action right before the next player gains priority.

    No other card is named in this ruling.

02

Interactions with other cards

These cards' text mentions Nightmare.

Gisela, the Broken Blade
Gisela, the Broken Blade

Flying, first strike, lifelink At the beginning of your end step, if you both own and control Gisela and a creature named Bruna, the Fading Light, exile them, then meld them into Brisela, Voice of Nightmares.

Ancient Cellarspawn
Ancient Cellarspawn

Each spell you cast that's a Demon, Horror, or Nightmare costs {1} less to cast. Whenever you cast a spell, if the amount of mana spent to cast it was less than its mana value, target opponent loses life equal to the difference.

Abyssal Harvester
Abyssal Harvester

{T}: Exile target creature card from a graveyard that was put there this turn. Create a token that's a copy of it, except it's a Nightmare in addition to its other types. Then exile all other Nightmare tokens you control.

Nightmare Shepherd
Nightmare Shepherd

Flying Whenever another nontoken creature you control dies, you may exile it. If you do, create a token that's a copy of that creature, except it's 1/1 and it's a Nightmare in addition to its other types.

Restless Fortress
Restless Fortress

This land enters tapped. {T}: Add {W} or {B}. {2}{W}{B}: This land becomes a 1/4 white and black Nightmare creature until end of turn. It's still a land. Whenever this land attacks, defending player loses 2 life and you gain 2 life.

Chainer, Dementia Master
Chainer, Dementia Master

All Nightmares get +1/+1. {B}{B}{B}, Pay 3 life: Put target creature card from a graveyard onto the battlefield under your control. That creature is black and is a Nightmare in addition to its other creature types. When Chainer leaves the battlefield, exile all Nightmares.

Kaheera, the Orphanguard
Kaheera, the Orphanguard

Companion — Each creature card in your starting deck is a Cat, Elemental, Nightmare, Dinosaur, or Beast card. (If this card is your chosen companion, you may put it into your hand from outside the game for {3} as a sorcery.) Vigilance Each other creature you control that's a Cat, Elemental, Nightmare, Dinosaur, or Beast gets +1/+1 and has vigilance.

Ashiok, Nightmare Muse
Ashiok, Nightmare Muse

+1: Create a 2/3 blue and black Nightmare creature token with "Whenever this token attacks or blocks, each opponent exiles the top two cards of their library." −3: Return target nonland permanent to its owner's hand, then that player exiles a card from their hand. −7: You may cast up to three spells from among face-up cards your opponents own from exile without paying their mana costs.

Cacophony Unleashed
Cacophony Unleashed

When this enchantment enters, if you cast it, destroy all nonenchantment creatures. Whenever this enchantment or another enchantment you control enters, until end of turn, this enchantment becomes a legendary 6/6 Nightmare God creature with menace and deathtouch. It's still an enchantment.

Umbris, Fear Manifest
Umbris, Fear Manifest

Umbris gets +1/+1 for each card your opponents own in exile. Whenever Umbris or another Nightmare or Horror you control enters, target opponent exiles cards from the top of their library until they exile a land card.

Ashiok, Nightmare Weaver
Ashiok, Nightmare Weaver

+2: Exile the top three cards of target opponent's library. −X: Put a creature card with mana value X exiled with Ashiok onto the battlefield under your control. That creature is a Nightmare in addition to its other types. −10: Exile all cards from all opponents' hands and graveyards.

Ashiok, Wicked Manipulator
Ashiok, Wicked Manipulator

If you would pay life while your library has at least that many cards in it, exile that many cards from the top of your library instead. +1: Look at the top two cards of your library. Exile one of them and put the other into your hand. −2: Create two 1/1 black Nightmare creature tokens with "At the beginning of combat on your turn, if a card was put into exile this turn, put a +1/+1 counter on this token." −7: Target player exiles the top X cards of their library, where X is the total mana value of cards you own in exile.

03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawlalchemyduelpremodernpredh
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