Nightmare (Group)

The Nightmare Group is a multi-colored Group (blue/green) that mainly focuses on clogging up the opponent's hand with Nightmare tokens, which will make the opponent unable to draw any cards with a full hand. The only way to "discard" a Nightmare is to cast it, forcing both players to draw one card and discarding it at the end of the turn. This is overwhelming against control decks, as they need time to take complete control of the board.
Nightmare Fighters generally have low attack (0-200 attack) when played, but give Nightmares to the opponent when played. Nightmare fighters have the ability to buff themselves as well, but they generally don't focus on buffing each other. Some Nightmare Fighters can also trigger very potent effects depending on the opponent's hand size and number of Nightmares in their hand. Dehabilitator, for example, can only trigger its effect if the opponent has 3 or more nightmare cards in his hand. When it does however, it destroys itself and forces the opponent to draw 7 cards, discarding any cards that were drawn after the hand size cap in the process.
Nightmare Actions will usually control the opponent, whether through adding nightmares to their hand or inflicting burn, often leading to the opponent's death through fatigue. Supporting cards like The Shadow Realm will return all non-Nightmare fighters to their hand, which is useful as it'll clog up their hand even more or delete the cards if they already have a full hand.
The Nightmare token is either obtained through cards like Fenfie08 and Jojobinks321. When played, it draws a card for both players and discards the card the caster drew at the end of their turn. It costs 0 studs to cast however, so you have to plan ahead to use the effects that trigger off of your opponent having multiple Nightmare cards in hand.
Their weakness are aggro decks, as Nightmare decks require to set up the field and slowly fill up the opponent's hand, and aggro decks will usually dump all their Nightmare tokens almost immediately after being given them.
Pros:
* Unique way to control your opponent by flooding their hand with Nightmares and milling.
* Can be an annoyance to most decks, especially other slow decks.
* Attrition and stud denial potential.
* Great at late-game and rewards you generously if so.
* You don't need all the nightmares to have a nightmare deck.
Cons:
* Slow; weak early game.
* Lack of power early, which makes them extremely vulnerable when debuffed.
* Only form of Group removal/bread is Traumaturge.
*May clog the user’s hand with your own nightmares if not your hand is not handled properly.
=LIST OF NIGHTMARE CARDS=
<tabber>Nightmares (Colourless)=
=FIGHTERS=
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=ACTIONS=
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|-|Nightmares (Blue)=
=FIGHTERS=
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=ACTIONS=
|-|Nightmares (Green)=
=FIGHTERS=
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|-|Nightmare Alt Arts=
=COLOURLESS=
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=BLUE=
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=GREEN=
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</tabber>
Category:Groups
Category:Lists