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Angel of Suffering
   ( 5)
Creature — Nightmare Angel
(5/3)
Flying If damage would be dealt to you, prevent that damage and mill twice that many cards.
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Ashiok's Reaper
  ( 4)
Creature — Nightmare
(3/3)
Whenever an enchantment you control is put into a graveyard from the battlefield, draw a card.
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Ashiok's Skulker
  ( 5)
Creature — Nightmare
(3/5)
 : This creature can't be blocked this turn.
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Boneyard Lurker
   ( 4)
Creature — Nightmare Beast
(4/4)
Mutate   (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Whenever this creature mutates, return target permanent card from your graveyard to your hand.
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Braids, Arisen Nightmare
   ( 3)
Legendary Creature — Nightmare
(3/3)
At the beginning of your end step, you may sacrifice an artifact, creature, enchantment, land, or planeswalker. If you do, each opponent may sacrifice a permanent of their choice that shares a card type with it. For each opponent who doesn't, that player loses 2 life and you draw a card.
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Carnival Hellsteed
   ( 6)
Creature — Nightmare Horse
(5/4)
First strike, haste Unleash (You may have this creature enter with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.)
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Cavern Whisperer
  ( 5)
Creature — Nightmare
(4/4)
Mutate  (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Menace (This creature can't be blocked except by two or more creatures.) Whenever this creature mutates, each opponent discards a card.
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Chittering Harvester
  ( 6)
Creature — Nightmare
(4/6)
Mutate  (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Whenever this creature mutates, each opponent sacrifices a creature of their choice.
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Cruel Somnophage
  ( 2)
Creature — Nightmare
(*/*)
Cruel Somnophage's power and toughness are each equal to the number of creature cards in all graveyards.
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Cursed Wombat
  ( 2)
Creature — Nightmare Wombat
(2/3)
  : Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)
Permanents you control have "Whenever one or more +1/+1 counters are put on this permanent, put an additional +1/+1 counter on it. This ability triggers only once each turn."
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Devourer of Memory
  ( 2)
Creature — Nightmare
(2/1)
Whenever one or more cards are put into your graveyard from your library, this creature gets +1/+1 until end of turn and can't be blocked this turn.   : Mill a card.
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Doom Whisperer
   ( 5)
Creature — Nightmare Demon
(6/6)
Flying, trample Pay 2 life: Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
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Dread Presence
  ( 4)
Creature — Nightmare
(3/3)
Whenever a Swamp you control enters, choose one — • You draw a card and you lose 1 life. • This creature deals 2 damage to any target and you gain 2 life.
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Dreadwing Scavenger
   ( 3)
Creature — Nightmare Bird
(2/2)
Flying Whenever this creature enters or attacks, draw a card, then discard a card. Threshold — This creature gets +1/+1 and has deathtouch as long as there are seven or more cards in your graveyard.
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Dream Eater
   ( 6)
Creature — Nightmare Sphinx
(4/3)
Flash Flying When this creature enters, surveil 4. When you do, you may return target nonland permanent an opponent controls to its owner's hand. (To surveil 4, look at the top four cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
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Faceless Butcher
   ( 4)
Creature — Nightmare Horror
(2/3)
When this creature enters, exile another target creature. When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Faceless Devourer
  ( 3)
Creature — Nightmare Horror
(2/1)
Shadow (This creature can block or be blocked by only creatures with shadow.) When this creature enters, exile another target creature with shadow. When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Falthis, Shadowcat Familiar
  ( 3)
Legendary Creature — Nightmare Cat
(2/2)
Commanders you control have menace and deathtouch. Partner (You can have two commanders if both have partner.)
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Fear of Abduction
   ( 6)
Enchantment Creature — Nightmare
(5/5)
As an additional cost to cast this spell, exile a creature you control. Flying When this creature enters, exile target creature an opponent controls. When this creature leaves the battlefield, put each card exiled with it into its owner's hand.
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Fear of Being Hunted
   ( 3)
Enchantment Creature — Nightmare
(4/2)
Haste This creature must be blocked if able.
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Fear of Burning Alive
   ( 6)
Enchantment Creature — Nightmare
(4/4)
When this creature enters, it deals 4 damage to each opponent. Delirium — Whenever a source you control deals noncombat damage to an opponent, if there are four or more card types among cards in your graveyard, this creature deals that amount of damage to target creature that player controls.
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Fear of Exposure
  ( 3)
Enchantment Creature — Nightmare
(5/4)
As an additional cost to cast this spell, tap two untapped creatures and/or lands you control. Trample
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Fear of Failed Tests
  ( 5)
Enchantment Creature — Nightmare
(2/7)
Whenever this creature deals combat damage to a player, draw that many cards.
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Fear of Falling
   ( 5)
Enchantment Creature — Nightmare
(4/4)
Flying Whenever this creature attacks, target creature defending player controls gets -2/-0 and loses flying until your next turn.
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Fear of Immobility
  ( 5)
Enchantment Creature — Nightmare
(4/4)
When this creature enters, tap up to one target creature. If an opponent controls that creature, put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Fear of Impostors
   ( 3)
Enchantment Creature — Nightmare
(3/2)
Flash When this creature enters, counter target spell. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
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Fear of Infinity
   ( 3)
Enchantment Creature — Nightmare
(2/2)
Flying, lifelink This creature can't block. Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, you may return this card from your graveyard to your hand.
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Fear of Isolation
  ( 2)
Enchantment Creature — Nightmare
(2/3)
As an additional cost to cast this spell, return a permanent you control to its owner's hand. Flying
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Fear of Lost Teeth
 ( 1)
Enchantment Creature — Nightmare
(1/1)
When this creature dies, it deals 1 damage to any target and you gain 1 life.
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Fear of Missing Out
  ( 2)
Enchantment Creature — Nightmare
(2/3)
When this creature enters, discard a card, then draw a card. Delirium — Whenever this creature attacks for the first time each turn, if there are four or more card types among cards in your graveyard, untap target creature. After this phase, there is an additional combat phase.
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Fear of Sleep Paralysis
  ( 6)
Enchantment Creature — Nightmare
(6/6)
Flying Eerie — Whenever this creature or another enchantment you control enters and whenever you fully unlock a Room, tap up to one target creature and put a stun counter on it. Stun counters can't be removed from permanents your opponents control. (They won't untap if they have stun counters.)
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Fear of Surveillance
  ( 2)
Enchantment Creature — Nightmare
(2/2)
Vigilance Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Fear of the Dark
  ( 5)
Enchantment Creature — Nightmare
(5/5)
Whenever this creature attacks, if defending player controls no Glimmer creatures, it gains menace and deathtouch until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
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Fiend Artisan
  ( 2)
Creature — Nightmare
(1/1)
This creature gets +1/+1 for each creature card in your graveyard.  , , Sacrifice another creature: Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle. Activate only as a sorcery.
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Foul Watcher
  ( 2)
Creature — Nightmare Bird
(1/2)
Flying When this creature enters, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.) Delirium — This creature gets +1/+0 as long as there are four or more card types among cards in your graveyard.
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Gibbering Barricade
  ( 3)
Creature — Nightmare Wall
(2/4)
Defender  , Sacrifice a creature: You gain 1 life and draw a card.
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Gloomfang Mauler
   ( 7)
Creature — Nightmare
(5/5)
Swampcycling ( , Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.) Backup 2 (When this creature enters, put two +1/+1 counters on target creature. If that's another creature, it gains the following ability until end of turn.) Menace
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Gravegouger
  ( 3)
Creature — Nightmare Horror
(2/2)
When this creature enters, exile up to two target cards from a single graveyard. When this creature leaves the battlefield, return the exiled cards to their owner's graveyard.
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Grimdancer
   ( 3)
Creature — Nightmare
(3/3)
This creature enters with your choice of two different counters on it from among menace, deathtouch, and lifelink.
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Haunt of the Dead Marshes
 ( 1)
Creature — Nightmare Elf
(1/1)
When this creature enters, scry 1.  : Return this card from your graveyard to the battlefield tapped. Activate only if you control a legendary creature.
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Helica Glider
  ( 3)
Creature — Nightmare Squirrel
(2/2)
This creature enters with your choice of a flying counter or a first strike counter on it.
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Hell Mongrel
  ( 4)
Creature — Nightmare Dog
(4/3)
Discard a card: This creature gets +1/+1 until end of turn. Madness  (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Hunted Nightmare
   ( 3)
Creature — Nightmare
(4/5)
Menace When this creature enters, target opponent puts a deathtouch counter on a creature they control.
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Hypnox
    ( 11)
Creature — Nightmare Horror
(8/8)
Flying When this creature enters, if you cast it from your hand, exile all cards from target opponent's hand. When this creature leaves the battlefield, return the exiled cards to their owner's hand.
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Insatiable Hemophage
  ( 4)
Creature — Nightmare
(3/3)
Mutate  (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Deathtouch Whenever this creature mutates, each opponent loses X life and you gain X life, where X is the number of times this creature has mutated.
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Kathril, Aspect Warper
    ( 5)
Legendary Creature — Nightmare Insect
(3/3)
When Kathril enters, put a flying counter on any creature you control if a creature card in your graveyard has flying. Repeat this process for first strike, double strike, deathtouch, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance. Then put a +1/+1 counter on Kathril for each counter put on a creature this way.
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Labyrinth Raptor
  ( 2)
Creature — Nightmare Dinosaur
(2/2)
Menace Whenever a creature you control with menace becomes blocked, defending player sacrifices a creature of their choice that's blocking it.  : Creatures you control with menace get +1/+0 until end of turn.
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Laquatus's Champion
   ( 6)
Creature — Nightmare Horror
(6/3)
When this creature enters, target player loses 6 life. When this creature leaves the battlefield, that player gains 6 life. : Regenerate this creature.
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Leyline Prowler
   ( 3)
Creature — Nightmare Beast
(2/3)
Deathtouch, lifelink : Add one mana of any color.
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Lurrus of the Dream-Den
   ( 3)
Legendary Creature — Cat Nightmare
(3/2)
Companion — Each permanent card in your starting deck has mana value 2 or less. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.) Lifelink Once during each of your turns, you may cast a permanent spell with mana value 2 or less from your graveyard.
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Mesmeric Fiend
  ( 2)
Creature — Nightmare Horror
(1/1)
When this creature enters, target opponent reveals their hand and you choose a nonland card from it. Exile that card. When this creature leaves the battlefield, return the exiled card to its owner's hand.
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Mindleecher
   ( 6)
Creature — Nightmare
(5/5)
Mutate  (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Flying Whenever this creature mutates, exile the top card of each opponent's library face down. You may look at and play those cards for as long as they remain exiled.
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Necropanther
   ( 3)
Creature — Cat Nightmare
(3/3)
Mutate   (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Whenever this creature mutates, return target creature card with mana value 3 or less from your graveyard to the battlefield.
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Nightmare
  ( 6)
Creature — Nightmare Horse
(*/*)
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.
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Ovika, Enigma Goliath
   ( 7)
Legendary Creature — Phyrexian Nightmare
(6/6)
Flying Ward— , Pay 3 life. Whenever you cast a noncreature spell, create X 1/1 red Phyrexian Goblin creature tokens, where X is the mana value of that spell. They gain haste until end of turn.
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Persistent Nightmare
( 0)
Creature — Nightmare
(1/1)
Skulk (This creature can't be blocked by creatures with greater power.) When this creature deals combat damage to a player, return it to its owner's hand.
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Petradon
   ( 8)
Creature — Nightmare Beast
(5/6)
When this creature enters, exile two target lands. When this creature leaves the battlefield, return the exiled cards to the battlefield under their owners' control. : This creature gets +1/+0 until end of turn.
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Petravark
  ( 4)
Creature — Nightmare Beast
(2/2)
When this creature enters, exile target land. When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Plague Mare
   ( 3)
Creature — Nightmare Horse
(2/2)
This creature can't be blocked by white creatures. When this creature enters, creatures your opponents control get -1/-1 until end of turn.
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Psychic Symbiont
   ( 6)
Creature — Nightmare Horror
(3/3)
Flying When this creature enters, target opponent discards a card and you draw a card.
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Silvar, Devourer of the Free
   ( 5)
Legendary Creature — Cat Nightmare
(4/2)
Partner with Trynn, Champion of Freedom (When this creature enters, target player may put Trynn into their hand from their library, then shuffle.) Menace Sacrifice a Human: Put a +1/+1 counter on Silvar. It gains indestructible until end of turn.
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Slitherwisp
   ( 3)
Creature — Elemental Nightmare
(3/2)
Flash Whenever you cast another spell that has flash, you draw a card and each opponent loses 1 life.
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Slithery Stalker
   ( 3)
Creature — Nightmare Horror
(1/1)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) When this creature enters, exile target green or white creature an opponent controls. When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Soul Scourge
  ( 5)
Creature — Nightmare Horror
(3/2)
Flying When this creature enters, target player loses 3 life. When this creature leaves the battlefield, that player gains 3 life.
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Soulgorger Orgg
   ( 5)
Creature — Nightmare Orgg
(6/6)
Trample When this creature enters, you lose all but 1 life. When this creature leaves the battlefield, you gain life equal to the life you lost when it entered.
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Spellgorger Barbarian
  ( 4)
Creature — Human Nightmare Barbarian
(3/1)
When this creature enters, discard a card at random. When this creature leaves the battlefield, draw a card.
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Stallion of Ashmouth
  ( 4)
Creature — Nightmare Horse
(3/3)
Delirium —  : This creature gets +1/+1 until end of turn. Activate only if there are four or more card types among cards in your graveyard.
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Swimmer in Nightmares
  ( 3)
Creature — Nightmare Merfolk
(1/4)
This creature gets +3/+0 as long as there are ten or more cards in a single graveyard. This creature can't be blocked as long as you control an Ashiok planeswalker.
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Tayam, Luminous Enigma
    ( 4)
Legendary Creature — Nightmare Beast
(3/3)
Each other creature you control enters with an additional vigilance counter on it. , Remove three counters from among creatures you control: Mill three cards, then return a permanent card with mana value 3 or less from your graveyard to the battlefield.
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The Mindskinner
   ( 3)
Legendary Enchantment Creature — Nightmare
(10/1)
The Mindskinner can't be blocked. If a source you control would deal damage to an opponent, prevent that damage and each opponent mills that many cards.
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Umbris, Fear Manifest
   ( 5)
Legendary Creature — Nightmare Horror
(1/1)
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.
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Underworld Charger
  ( 3)
Creature — Nightmare Horse
(3/3)
This creature can't block. Escape— , Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) This creature escapes with two +1/+1 counters on it.
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Vitality Hunter
  ( 4)
Creature — Nightmare
(3/4)
Lifelink   : Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
When this creature becomes monstrous, put a lifelink counter on each of up to X target creatures.
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Void Beckoner
   ( 8)
Creature — Nightmare Horror
(8/8)
Deathtouch Cycling  ( , Discard this card: Draw a card.) When you cycle this card, put a deathtouch counter on target creature you control.
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Wicked Visitor
  ( 2)
Creature — Nightmare
(2/2)
Whenever an enchantment you control is put into a graveyard from the battlefield, each opponent loses 1 life.
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Worldgorger Dragon
    ( 6)
Creature — Nightmare Dragon
(7/7)
Flying, trample When this creature enters, exile all other permanents you control. When this creature leaves the battlefield, return the exiled cards to the battlefield under their owners' control.
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Wormfang Behemoth
   ( 5)
Creature — Nightmare Fish Beast
(5/5)
When this creature enters, exile all cards from your hand. When this creature leaves the battlefield, return the exiled cards to their owner's hand.
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Wormfang Crab
  ( 4)
Creature — Nightmare Crab
(3/6)
This creature can't be blocked. When this creature enters, an opponent chooses a permanent you control other than this creature and exiles it. When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Wormfang Drake
  ( 3)
Creature — Nightmare Drake
(3/4)
Flying When this creature enters, sacrifice it unless you exile a creature you control other than this creature. When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Wormfang Manta
   ( 7)
Creature — Nightmare Fish Beast
(6/1)
Flying When this creature enters, you skip your next turn. When this creature leaves the battlefield, you take an extra turn after this one.
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Wormfang Newt
  ( 2)
Creature — Nightmare Salamander Beast
(2/2)
When this creature enters, exile a land you control. When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Wormfang Turtle
  ( 3)
Creature — Nightmare Turtle Beast
(2/4)
When this creature enters, exile a land you control. When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Zagoth Mamba
 ( 1)
Creature — Nightmare Snake
(1/1)
Whenever this creature mutates, target creature an opponent controls gets -2/-2 until end of turn.
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Zaxara, the Exemplary
    ( 4)
Legendary Creature — Nightmare Hydra
(2/3)
Deathtouch : Add two mana of any one color.
Whenever you cast a spell with in its mana cost, create a 0/0 green Hydra creature token, then put X +1/+1 counters on it.
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