Magic The Gathering Cards of types 'Nightmare' and 'enchantment'

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Click for list of card names (22)
Fear of Falling
Fear of Infinity
Fear of Burning Alive
Fear of Isolation
Fear of Missing Out
Fear of Unsleeved Decks
Fear of Failed Tests
Fear of Lost Teeth
Fear of Change
Fear of Surveillance
Fear of Impostors
Fear of Ridicule
Fear of Going 0-2 Drop
Fear of Abduction
Fear of the Dark
Fear of Being Hunted
Fear of Sleep Paralysis
Fear of Exposure
Fear of the Unknown
Fear of Immobility
The Mindskinner
Braska's Final Aeon


Fear of Falling

{3}{U}{U}

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Enchantment Creature - Nightmare
Flying Whenever this creature attacks, target creature defending player controls gets -2/-0 and loses flying until your next turn.
4/4

Fear of Infinity

{1}{U}{B}

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Enchantment Creature - Nightmare
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.
2/2

Fear of Burning Alive

{4}{R}{R}

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Enchantment Creature - Nightmare
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.
4/4

Fear of Isolation

{1}{U}

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Enchantment Creature - Nightmare
As an additional cost to cast this spell, return a permanent you control to its owner's hand. Flying
2/3

Fear of Missing Out

{1}{R}

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Enchantment Creature - Nightmare
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.
2/3

Fear of Unsleeved Decks

{3}{G}

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Enchantment Creature - Nightmare
As long as you aren't playing with sleeves, Fear of Unsleeved Decks gets +1/+1 and has trample. (No, you can't start with sleeves and then remove them.)
4/4

Fear of Failed Tests

{4}{U}

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Enchantment Creature - Nightmare
Whenever this creature deals combat damage to a player, draw that many cards.
2/7

Fear of Lost Teeth

{B}

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Enchantment Creature - Nightmare
When this creature dies, it deals 1 damage to any target and you gain 1 life.
1/1

Fear of Change

{G}{U}

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Enchantment Creature - Nightmare
When this creature enters or dies, exile another creature you control. If you do, conjure a duplicate of a random creature card with mana value X onto the battlefield, where X is 2 plus the exiled creature's mana value.
2/3

Fear of Surveillance

{1}{W}

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Enchantment Creature - Nightmare
Vigilance Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
2/2

Fear of Impostors

{1}{U}{U}

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Enchantment Creature - Nightmare
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.)
3/2

Fear of Ridicule

{1}{B}{B}

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Enchantment Creature - Nightmare
Enchantment creatures you control have menace. Whenever one or more enchantment creatures you control deal combat damage to a player, exile a random creature card from that player's library. Create a token that's a copy of that card, except it's a 1/1 enchantment creature.
2/3

Fear of Going 0-2 Drop

{1}{R}

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Enchantment Creature - Nightmare
Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent. As long as you have exactly one loss in the event you're playing, this creature gets +2/+0. (For example, if your record is 0-1, this creature gets +2/+0.)
0/2

Fear of Abduction

{4}{W}{W}

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Enchantment Creature - Nightmare
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.
5/5

Fear of the Dark

{4}{B}

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Enchantment Creature - Nightmare
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.)
5/5

Fear of Being Hunted

{1}{R}{R}

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Enchantment Creature - Nightmare
Haste This creature must be blocked if able.
4/2

Fear of Sleep Paralysis

{5}{U}

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Enchantment Creature - Nightmare
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.)
6/6

Fear of Exposure

{2}{G}

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Enchantment Creature - Nightmare
As an additional cost to cast this spell, tap two untapped creatures and/or lands you control. Trample
5/4

Fear of the Unknown

{6}

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Enchantment Creature - Nightmare
Trample When you cast this spell, choose a playtest card you own from outside the game. Exile it. You may cast that card as long as it remains exiled. Mana of any type can be spent to cast that spell. (In a sealed event, outside the game is your sideboard.)
6/6

Fear of Immobility

{4}{W}

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Enchantment Creature - Nightmare
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.)
4/4

The Mindskinner

{U}{U}{U}

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Legendary Enchantment Creature - Nightmare
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.
10/1

Braska's Final Aeon

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Legendary Enchantment Creature - Saga Nightmare
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II - Jecht Beam - Each opponent discards a card and you draw a card. III - Ultimate Jecht Shot - Each opponent sacrifices two creatures of their choice. Menace
7/7