Chthonian Nightmare (Borderless) – MTG Proxy Modern Horizons 3

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Chthonian Nightmare

1 generic manaBlack mana

Mana value: 2 · Color identity: Black

Enchantment

When this enchantment enters, you get {E}{E}{E} (three energy counters).
Pay X {E}, Sacrifice a creature, Return this enchantment to its owner's hand: Return target creature card with mana value X from your graveyard to the battlefield. Activate only as a sorcery.
Card format legality
Commander
Legal
Modern
Legal
Pioneer
Not legal
Standard
Not legal
Legacy
Legal
Vintage
Legal
Pauper
Not legal

Format status describes the underlying Magic card, not eligibility of this printed product for sanctioned play.

Updated

Card rulings 11
  1. Chthonian Nightmare's last ability must have a target to be activated. You can't activate it without a target in order to return Chthonian Nightmare to your hand.
  2. If a card in your graveyard has X mana in its mana cost, X is 0 when determining its mana value.
  3. {E} is the energy symbol. It represents one energy counter.
  4. Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
  5. Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)
  6. If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
  7. Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.
  8. Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.
  9. Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.
  10. If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.
  11. Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}.

Updated

Chthonian Nightmare exchanges a creature on the battlefield for one in the graveyard while using energy to set the size of the return. Its entry supplies three energy. Activating it spends energy equal to the target creature's mana value, sacrifices a creature, and returns the enchantment to your hand before the chosen creature comes back.

That return-to-hand cost lets you cast the enchantment again for another entry and another three energy. Cheap creatures with useful entry or death abilities make the exchanges productive. A small creature that already drew a card can become a removal creature, then later exchanges can continue rebuilding the board according to what the graveyard contains.

The target must already be in the graveyard when you activate. You cannot choose the creature you are about to sacrifice as the target of that same activation because target selection happens before paying the sacrifice cost. You also need the required energy available when paying; the enchantment's next cast cannot retroactively fund the current return.

Returning a creature with mana value two spends two of the three energy from the first entry. If you later recast the Nightmare, its new entry adds three more energy to the remaining one. Keeping track of that reserve can enable a larger return later in the sequence.

Sorcery-speed activation means this is a planned engine for your own main phase rather than an instant-speed rescue. Opponents can disrupt the graveyard target after costs are paid, even though the Nightmare itself has already returned to hand. Black creature-value decks can use the card for repeated exchanges, especially when their low-cost creatures do useful work each time they enter or die. Count energy and mana separately when planning several activations in a turn.

Weight 0.0125 lbs
Dimensions 0.0 × 0.0 × 0.0 in
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