Nightmare
Win Rate
24.0%
Pick Rate
1.1%
Δ vs Avg
+10.0

NightmareSkill

Rare
TypeSkill
RarityRare
Cost3
ClassSilent
MethodologyData Methodology

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

Is Nightmare good in Slay the Spire 2?

In Slay the Spire 2, Nightmare is a rare skill from the Silent card pool. Its effect: Choose a card. Next turn, add 3 copies of that card into your Hand. The data flags it as a weaker pick, settling at D tier — usually one to pass on unless your deck specifically wants it.

Over 122 tracked runs its win rate sits at 24.0%, 10.0% ahead of the 13.9% all-deck baseline. It sees niche play, included in only 1.1% of eligible runs. Offer data argues the other way: taken 16.5% of the time it is shown, runs that picked it win 25.8% against 36.4% for runs that passed — a -9.6% pick lift across 93 decided runs. Within Silent runs it’s drafted 4.1% of the time, making it a regular part of that class’s decks. Decks that include it run about 1.1 copies on average.

Its standout pairing so far is Storm of Steel, which lifts its win rate by +29.4% when the two share a deck. On the relic side, Blood Vial is its standout companion, worth a +27.4% win-rate swing alongside it. It costs 3 energy, gets upgraded 42.1% of the time, and tends to be picked up near floor 16.

Upgrading the card adds -1 EnergyCost to its stat line. Of the runs that drafted it, 29 ended in victory against 92 deaths and 1 abandons. Its most common run-ender is Test Subject Boss, finishing 8.2% of the runs it shows up in. See the synergies, class split, and threats below for the full picture of where Nightmare fits a Silent deck.

Nightmare Win Rate & Pick Rate

At a 24.0% win rate, Nightmare runs 10.0% ahead of the 13.9% all-deck baseline — the bars below put the two side by side.

Win rate24.0%
Average deck13.9%
+10.0% vs averagePick rate: 1.1%122 runs

Run Outcomes with Nightmare

Across the 122 tracked runs that drafted Nightmare, 29 ended in a win and 93 in a loss — a 23.8% win share, counting abandons as losses.

  • Wins 23.8%
  • Losses 76.2%

Pick or Skip: Nightmare

Players take Nightmare in 16.5% of the 581 offers it appears in; those runs win 25.8% against 36.4% for runs that passed, a pick lift of -9.6% over 93 decided runs.

Pick rate when offered16.5%581 offers

Taken 96 times out of 581 offers.

Win rate when picked25.8%93 runs
Win rate when skipped36.4%398 runs
-10.6% vs skippingPick lift: -9.6%Sample OK

Pick rate when offered counts offers, not runs: out of every time the game put this in front of a player, how often it was taken. It is not the same number as the share of runs that end up containing it.

Pick lift is the sample-adjusted gap between runs that took the option and runs that passed on it. It is the fair way to rank choices, because raw win rates put the smallest samples on top.

When to Pick Up Nightmare

Of the 4 pickup windows recorded for Nightmare, Act 2 is the best: 38.2% across 35 runs.

Starting deckNot enough data—6 runs
Act 113.3%75 runs
Act 238.2%35 runs
Act 3Not enough data—6 runs

Win rate of runs by the act Nightmare entered the deck. Acts that have not reached the sample floor show their run count only.

Best Cards to Pair with Nightmare

Nightmare’s strongest card pairings so far are Storm of Steel (+29.4%), Abrasive (+22.5%), and Assassinate (+21.9%), each shown with the win-rate lift it adds.

Based on small co-occurring samples — treat these as early signals, not final verdicts.

Nightmare Win Rate by Class

Exclusive to the Silent, Nightmare posts a 24.4% win rate over 120 tracked runs.

The SilentThe Silentappears in 4.1% of its runs (120 tracked)

Best Relics for Nightmare

The relics that swing Nightmare’s win rate the most are Blood Vial (+27.4%), Venerable Tea Set (+23.9%), and Pendulum (+22.2%), with each lift shown.

Based on small co-occurring samples — treat these as early signals, not final verdicts.

Nightmare Card Details

A 3-energy rare skill, Nightmare is upgraded 42.1% of the time and tends to enter the deck around floor 16.

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

Cost3
TypeSkill
RarityRare
ClassSilent
Avg copies / deck1.1
Upgraded42.1%
Typical pickup floor16

Upgrade: -1 EnergyCost

What Ends Runs with Nightmare

Runs holding Nightmare end most often against Test Subject Boss (8.2%), Knowledge Demon Boss (8.2%), and Decimillipede Elite (4.9%) — the share of its runs each accounts for is shown.

  • Test Subject Boss8.2% of runs
  • Knowledge Demon Boss8.2% of runs
  • Decimillipede Elite4.9% of runs
  • Kaiser Crab Boss4.9% of runs
  • Infested Prisms Elite3.3% of runs
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Nightmare – Frequently Asked Questions

Is Nightmare good in Slay the Spire 2?

Across 122 tracked runs, Nightmare has a 24.0% win rate — +10.0% above the average deck. Win rate reflects how often runs that include the card end in victory.

What does Nightmare do in Slay the Spire 2?

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

What class is Nightmare in Slay the Spire 2?

Nightmare is a Rare Silent Skill.

Is Nightmare worth upgrading in Slay the Spire 2?

Players upgrade Nightmare in 42.1% of runs. Upgrading it grants -1 EnergyCost.

What is the best relic for Nightmare?

In tracked runs, Nightmare has performed best alongside Blood Vial, which lifts its win rate by +27.4% over 21 runs together.

Should I take Nightmare when it is offered?

Players take Nightmare in 16.5% of its 581 recorded offers. Runs that picked it win 25.8% (93 decided runs) against 36.4% for runs that skipped it (398 decided runs) — a -10.6% difference, and a -9.6% pick lift once sample size is accounted for.

See Also

Keep exploring Slay the Spire 2 tier lists and stats below.