Card Codex

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17 May 2024: Card library updated.

Nightmare

5B · 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. */*

Similar cards

Color identity:
NameManaTypeText
Final Punishment 3BBSorcery Target player loses life equal to the damage already dealt to that player this turn.
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Harvesttide Sentry 1GCreature — Human Warrior Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, Harvesttide Sentry can't be blocked by creatures with power 2 or less this turn. 3/1
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The Wedding of River Song 2WSorcery Draw two cards, then you may exile a nonland card from your hand with a number of time counters on it equal to its mana value. Then target opponent does the same. Cards exiled this way that don't have suspend gain suspend. Time travel. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.)
The Parting of the Ways 4RREnchantment — Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Exile the top five cards of your library. For each nonland card exiled this way, put a number of time counters on that card equal to its mana value. If it doesn't have suspend, it gains suspend. II — Time travel, then time travel. III — For each opponent, destroy up to one target artifact that player controls.
Greenhilt Trainee 3GCreature — Elf Warrior {T}: Target creature gets +4/+4 until end of turn. Activate only if Greenhilt Trainee's power is 4 or greater. 2/3
Armed and Armored 1WInstant Vehicles you control become artifact creatures until end of turn. Choose a Dwarf you control. Attach any number of Equipment you control to it.
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