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

Nightmare+
Skill
2
Choose a card.
Next turn, add 3 copies of that card into your Hand.
Exhaust.
Next turn, add 3 copies of that card into your Hand.
Exhaust.
Nightmare
SilentSkillRare
You choose a card in your Hand; the card stays where it is. At the start of your next turn, before you draw, 3 copies of it are created in your Hand, keeping its upgrade but with any affliction cleared. Nightmare itself Exhausts after the choice. The copies are generated cards that count toward the 10-card Hand limit. It costs 3, or 2 upgraded.
When to take Nightmare
Pick the card whose third copy is worth the most, a Power like Noxious Fumes or Adrenaline. It suits slower decks that can spend a turn setting up, so upgrade it to keep Energy free.
Cards that synergize with Nightmare

Adrenaline
Skill
0
Gain .
Draw 2 cards.
Exhaust.
Draw 2 cards.
Exhaust.
AdrenalineAdrenaline copies pay for themselves and draw 6.Gain .
Draw 2 cards.
Exhaust.
Draw 2 cards.
Exhaust.

Noxious Fumes
Power
1
At the start of your turn, apply 2 Poison to ALL enemies.
Noxious FumesNoxious Fumes and Wraith Form are Powers whose stacks add up.At the start of your turn, apply 2 Poison to ALL enemies.

Wraith Form
Power
3
Gain 2 Intangible.
At the start of your turn, lose 1 Dexterity.
At the start of your turn, lose 1 Dexterity.
Wraith FormNoxious Fumes and Wraith Form are Powers whose stacks add up.Gain 2 Intangible.
At the start of your turn, lose 1 Dexterity.
At the start of your turn, lose 1 Dexterity.

Burst
Skill
1
This turn, your next Skill is played an extra time.
BurstBurst on a copied Skill doubles it again.This turn, your next Skill is played an extra time.

Bullet Time
Skill
3
You cannot draw additional cards this turn. ALL cards in your Hand are free to play this turn.
Bullet TimeBullet Time makes the crowded Hand free.You cannot draw additional cards this turn. ALL cards in your Hand are free to play this turn.

Blade Dance
Skill
1
Add 3 Shivs into your Hand.
Exhaust.
Exhaust.
Blade DanceBlade Dance copies become 9 Shivs in one turn.Add 3 Shivs into your Hand.
Exhaust.
Exhaust.
Relics that synergize with Nightmare
Burning SticksBurning SticksBurning Sticks triggers when cards are Exhausted, and Nightmare Exhausts itselfThe first time each combat you Exhaust a Skill, add a copy of it into your Hand.
Joss PaperJoss PaperJoss Paper triggers when cards are Exhausted, and Nightmare Exhausts itselfEvery 5 times you Exhaust a card, draw 1 card.
Forgotten SoulForgotten SoulForgotten Soul triggers when cards are Exhausted, and Nightmare Exhausts itselfWhenever you Exhaust a card, deal 1 damage to a random enemy.
Intimidating HelmetIntimidating HelmetIntimidating Helmet triggers on cards that cost 2 or more, and Nightmare is oneWhenever you play a card that costs or more, gain 4 Block.
Changes by version
- Nightmare card can no longer be generated during combat
- Nightmare card VFX no longer plays for all players
- Nightmare card VFX no longer plays for all players
All 11 patch notes8 older
- If you play it and select a card with an Affliction on it, that Affliction is now removed from the copies added to your hand the following turn
- Fixed Nightmare VFX
- Nightmare card now properlyspawns in cloned cards before hand is drawn
- Added VFX for Nightmare cardBug fixInternal playtestEffects applied to a card after its been selected by Nightmare no longer apply to its copies
- Nightmare card no longer makes copies share the same deck version (proccing Kindle when you don't want to)
- Nightmare now exhausts like in sts1
- Nightmare no longer softlocks after adding more than 10 cards
- Nightmare prompt not working
Internal playtest notes are from before the Early Access release. Names and numbers in them can differ from the game today.

Purchase today

If you haven't bought Slay The Spire 2 yet, it's time. Support the devs, they made an amazing game.











