Nightmare (Magic Origins #282)

Nachtmahr {5}{B}

Kreatur — Nachtmahr, Pferd

Fliegend (Diese Kreatur kann außer von fliegenden Kreaturen und Kreaturen mit Reichweite nicht geblockt werden.)Stärke und Widerstandskraft des Nachtmahrs sind gleich der Anzahl an Sümpfen, die du kontrollierst.

Der Donner seiner Hufe verwandelt Träume in Verzweiflung.

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Illustrated by Vance Kovacs

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for Nachtmahr:
  • Only the English version of a Magic card receives Oracle updates and errata. View this card in English. (Scryfall note)
  • 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. (2008-04-01)
  • Nightmare’s power and toughness changes as the number of Swamps you control changes. (2009-10-01)
  • The ability that defines Nightmare’s power and toughness works everywhere, not just on the battlefield. (2013-07-01)
  • Nightmare’s ability counts all lands you control with the subtype Swamp, not just ones named Swamp. (2013-07-01)