|(Subtype for creature/tribal cards)|
30% 43.3% 16.7% 3.3% 3.3% 3.3%
Storyline[edit | edit source]
Dominaria[edit | edit source]
Nightmare horses[edit | edit source]
These horses with fiery manes arise from the swamps. As the poisoned land spreads, so does the Nightmares' rage and terrifying strength.
Dementia creatures[edit | edit source]
Dementia casters like Chainer, Dementia Master and other members of the Cabal on Otaria have the unique ability to summon horrors from their personal "dementia space", a place populated with the caster's greatest fears and all beings he or she has killed. These so called Nightmare Horrors appear also in white, blue, red and green.
Innistrad[edit | edit source]
The nightmares of Innistrad are twofold. One variant has little in common with the equines encountered on other planes. Instead, they manifest as spirit-like entities that torment sleepers (Persistent Nightmare). Others resemble classical nightmares and are closely tied to the demons of Ashmouth. (Stallion of Ashmouth)
Ravnica[edit | edit source]
The Nightmares on Ravnica are aligned with the Rakdos. They resemble an eight-legged, two-headed horse with fleshless heads that are carnivorous. (Carnival Hellsteed) There are also a Nightmare Sphinx and a Nightmare Demon associated with the Dimir. During the War of the Spark, Ashiok created his own brand of nightmares.
Ashiok[edit | edit source]
Ashiok is a planeswalker from an unknown plane who discovered not only a great skill at culling the nightmares from others, but also the ability to make them manifest in reality (Ashiok, Nightmare Weaver). Ashiok enjoys watching those who see themselves as untouchable and superior reduced to screaming and blubbering. Because all sentient beings feel fear, Ashiok believes in its power as the great equalizer.
Notable Nightmares[edit | edit source]
The Nightmare mechanic[edit | edit source]
The nightmare mechanic was designed by Richard Garfield for the Odyssey set but later moved to Torment. Torment featured seven black Nightmare Horrors and two red Nightmare Beasts. Judgement featured three red "Gorger" Nightmares and six blue "Wormfang" Nightmares.
Whenever one of the a Nightmare creatures, as featured in Torment, comes into play, another card (of a type specified in the Horror's rules text) in play or in hand is removed. When the creature leaves play, the card it "replaced" is returned to play. Some nightmares make an opponent lose and gain life respectively, instead.
Each of the blue Nightmares of Judgement requires the loss of a particular resource, usually permanents, excluding the rare ones, which take a turn or your hand, but return them on leaving the field. There are two vertical cycles in this category. —Wormfang Drake and Wormfang Newt in common, Wormfang Turtle and Wormfang Crab in uncommon and Wormfang Behemoth and Wormfang Manta in rare.
Nightmare tokens[edit | edit source]
|Nightmare Horror||Black||Creature — Nightmare Horror||X/X|
Non-creature Nightmares[edit | edit source]
- Nightmare Lash is an artifact.
- Recurring Nightmare is an enchantment.
- Startled Awake is a sorcery that transforms into the Nightmare creature Persistent Nightmare.
- The Ultimate Nightmare of Wizards of the Coast® Customer Service defies all logic.
- Waking Nightmare, Nightmare Void and Nightmare Incursion are sorceries.
References[edit | edit source]
- Mark Rosewater (January 07, 2002). "A Nightmare To Remember". magicthegathering.com. Wizards of the Coast.
- Mark Rosewater (February 18, 2018). "The “Nightmare”mechanic, where does it rate on the Storm Scale?". Blogatog. Tumblr.