Nightmare
Creature — Nightmare Horse
7EDSeventh Edition#150★rare
The thunder of its hooves beats dreams into despair.
- Finishes
- Foil
- Border
- black
- Frame
- 1997
- Illustrator
- Carl Critchlow
CommanderLegalModernLegalStandardNot legal
Format legality
Constructed
StandardNot legal
PioneerLegal
ModernLegal
LegacyLegal
VintageLegal
PauperNot legal
Commander
CommanderLegal
Pauper CommanderNot legal
Duel CommanderLegal
PreDHLegal
OathbreakerLegal
Tiny LeadersNot legal
Arena
AlchemyLegal
HistoricLegal
TimelessLegal
BrawlLegal
Standard BrawlNot legal
Competitive BrawlLegal
GladiatorLegal
Other
PremodernLegal
Old SchoolNot legal
Penny DreadfulLegal
Future StandardNot legal
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.
*/*Flying
Market · per finishtrend updated 6h ago · prices as of Oct 15, 2026
$0.32 low
$125.00 low
Lowest listing
$0.32Buylist
—Buy / Sell Gap
—30D range$93.84to$99.99Since May 2024:H $115.42L $87.69
Lowest listing
$125.00Buylist
—Buy / Sell Gap
—Price history
last 30 days · set by the window above · each finish on its own scaleNonfoil$0.54per TCGplayer0.0%30D
30D flat at$0.54Since Feb 2024:H $0.59L $0.38Foil$99.99+6.6%30D185× nonfoil
30D range$93.84to$99.99Since May 2024:H $115.42L $87.69Loading other printings
Found in
2 productsRounded oddsProductPriceFoil
Seventh Edition MTGO Redemption Foil
Box Set · —
—Foil 1+ copiesSeventh Edition Booster Pack
Booster Pack · $110.94
$110.94Foil under 1%
Rulings
4 · latest Jul 1, 2013
- WotCJul 1, 2013
Nightmare’s ability counts all lands you control with the subtype Swamp, not just ones named Swamp.
- WotCJul 1, 2013
The ability that defines Nightmare’s power and toughness works everywhere, not just on the battlefield.
- WotCOct 1, 2009
Nightmare’s power and toughness changes as the number of Swamps you control changes.
- WotCApr 1, 2008
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.