← Back to Cards
Nightmare card artwork
SilentSkillRare

Nightmare

Nightmare is only worth the price when the copied card is already strong enough to decide the next turn by itself.

Curated Decision Signal

Fast Card Decision Snapshot

Nightmare is not a blind take. Use this strip to see the keep signal, the trap case, and the real breakpoint before you read the full detail page.

ReviewedMarch 28, 2026
Keep signal

Nightmare is only worth the price when the copied card is already strong enough to decide the next turn by itself.

Overrate risk

The usual mistake is reading the ceiling and ignoring the shell.

Real breakpoint

Dropping from three energy to two is the breakpoint because Nightmare can finally fit beside the same defensive turn that keeps you alive.

Pass signal

Skip it in hallway-tempo decks that cannot spend a setup turn or lack any target worth paying three energy for.

Base Cost3
Upgrade Cost2
TargetSelf
PoolSilent

Editorial Strategy Notes

Nightmare is only worth the price when the copied card is already strong enough to decide the next turn by itself.

Editorial PassMarch 28, 2026
When It Is Worth Taking
  • Take it in slower Silent decks with standout targets that become absurd when three extra copies arrive at once.
When It Is Not Worth Taking
  • Skip it in hallway-tempo decks that cannot spend a setup turn or lack any target worth paying three energy for.
Upgrade Breakpoints
  • Dropping from three energy to two is the breakpoint because Nightmare can finally fit beside the same defensive turn that keeps you alive.
Common Fits
  • Wraith Form, Adrenaline, Well-Laid Plans, and any premium card you would happily see four times in a boss fight.
Common Trap Fits
  • It is a trap in low-payoff decks where copying an ordinary card still produces an ordinary hand.

Decision Breakdown

Card Decision Breakdown

The short panel above is the fast answer. This section slows the judgment down: where the card is live, where it is bait, and which next decision actually changes the call.

Why Pick It

Nightmare is only worth the price when the copied card is already strong enough to decide the next turn by itself. Take it in slower Silent decks with standout targets that become absurd when three extra copies arrive at once. Best homes include Wraith Form, Adrenaline, Well-Laid Plans, and any premium card you would happily see four times in a boss fight. When that support already exists, Nightmare stops being theoretical upside and starts changing the next few fights immediately.

Why Skip It

Skip it in hallway-tempo decks that cannot spend a setup turn or lack any target worth paying three energy for. It is a trap in low-payoff decks where copying an ordinary card still produces an ordinary hand. Nightmare drops fast once the run no longer needs the exact job it was drafted to solve, which is where a premium-looking text box turns into dead weight.

Breakpoint

Dropping from three energy to two is the breakpoint because Nightmare can finally fit beside the same defensive turn that keeps you alive. That breakpoint only matters if it changes smith priority, turn sequencing, or the damage math you expect to face next. If that shift is not changing a real decision right now, the premium story is mostly cosmetic.

Best Shells

The clean homes are Wraith Form, Adrenaline, Well-Laid Plans, and any premium card you would happily see four times in a boss fight. Nightmare wants a shell that can cash the upside on the same turn or the same cycle it matters. Those decks convert the text into tempo, stability, or a faster kill clock instead of waiting several fights for the promise to come true.

Bad Shells

It is a trap in low-payoff decks where copying an ordinary card still produces an ordinary hand. Those are the shells that make Nightmare look stronger in draft than it feels in play. Nightmare either arrives too early, lands too late, or asks for support the run never actually built.

Route Context

Route context matters because Nightmare is only premium when it fixes the next failure point instead of adding one more nice idea to a deck that already has too many ideas. The next check is Open Silent Guide. Use the guide to judge whether Nightmare has real copy targets or is just a greedy dead draw. If the call is still close after that, use Check Rest Site Optimizer. Compare the Nightmare smith against upgrades that shorten the same dangerous fights. If the next rooms are asking a different question, verify the line before you spend draft equity, a smith, or route safety on it.

Example Line

Take it in slower Silent decks with standout targets that become absurd when three extra copies arrive at once. The support package already includes Wraith Form, Adrenaline, Well-Laid Plans, and any premium card you would happily see four times in a boss fight. Dropping from three energy to two is the breakpoint because Nightmare can finally fit beside the same defensive turn that keeps you alive. That is the version of the run where Nightmare stops being speculative and starts changing what you can safely do in the next room or at the next campfire.

Common Misread

The usual mistake is reading the ceiling and ignoring the shell. Skip it in hallway-tempo decks that cannot spend a setup turn or lack any target worth paying three energy for. It is a trap in low-payoff decks where copying an ordinary card still produces an ordinary hand. Nightmare gets overrated when players remember the best-case output but forget how rarely the current deck actually produces that state.

Maintenance Signals

Who Maintains This Page

Curated detail pages should not be anonymous. This block tells you who maintains the human review layer, when it was checked, and why only selected entries carry this extra judgment.

Maintained bySTS2 Calculator Card Review Desk

Only curated high-value card pages get a human-written review layer and maintenance signals. The rest stay plain reference pages on purpose.

Responsible editorSTS2 Calculator Site Operator

Final site operator and responsible editor. Final contact for corrections, rights notices, and maintenance triage via [email protected].

Last reviewedMarch 28, 2026

The curated summary, pairings, traps, and next-step routes for this card were checked on the date shown here.

Revision noteVisible update

Nightmare was rechecked in the current curated card review cycle. The core decision signal, the main trap case, and the first linked follow-up page were all confirmed on this pass.

Patch verifiedCurrent curated card-review cycle

This page is rechecked when card text, upgrade delta, or the surrounding draft environment moves enough to make the old note dishonest.

Applies toNightmare as a curated card detail page inside the maintained live-site card set.

The page is meant to answer when this card is worth taking, when it is a trap, and which deeper page should come next.

DisclaimerCurated evaluation, not universal draft truth.

A strong card still fails in the wrong shell. Use the card database, guides, and calculators when context does more work than the card text itself.

Upgrade Comparison

The comparison stays stacked from top to bottom, so the card text is easy to read on both desktop and mobile.

Base

Cost 3 · Exhaust

Choose a card.
Next turn, add 3 copies of that card into your Hand.

Upgraded

Cost 2 · Exhaust

Choose a card.
Next turn, add 3 copies of that card into your Hand.

What Changes on Upgrade

  • Energy Cost3 → 2

Card Details

Printed metadata matters because search filters are only useful when the labels are clean.

Keywords
Exhaust
Tags
None
Upgrade Snapshot

Energy Cost: 3 -> 2