A Hero's Guide to Nightmist

Bit of information: The distribution iof NightMist's magic points is

1: 8

2: 11

3: 13

4: 8

I find the ring very useful.  +1 damage has more positive then negative effects (imho). I seem to play her more recklessly then most (as i do with AbZ), and taking a few extra points of damage a game is worth it because it is traded for substantially more damage to the enemy. Especially with her abundant ways to heal (and the incredible ease to get to them), and even has the ability to sit completely immune until she has a card like mist fueled recovery in hand to return to high health. I find that in most games im the one at the highest health despite keeping the ring in play the whole game after the first few turns. Now the card is not a sure play for all situations. If im in recovery mode or support mode you might not see it in front of me, but you can be sure to see it go down before or during damage dealing mode. Apparently she is bunker.....

 

As others have pointed out, your health means nothing until it as at 0, and i view it as yet another resource to aid me in defeating my enemies. 

 

 

Edit: flamethrower, i love your guides man. I usually look at them after trying a character for the first time (im still pretty new to the game) and this guide in particular really made nightmist click for me. Thank you

It's good to know they do what they're supposed to do.  Thanks, everybody!

I use Elder Ring quite regularly with Nightmist. Playing it at the right time is the key; only after the Amulet of the Elder Gods and one of Master of Magic or Starshield Amulet. At that point the extra damage to yourself doesn't matter (since you just heal it right back up every turn anyway), but the extra damage to everything else sure helps.

 

Normally I use the Tome of Elder Magic as discard fodder.

Like a lot of her tools, I find it depends. Tome of Elder Magic actually has helped me pretty signficantly a couple times when Nightmist has been under heavy fire and she only had Master of Magic out.

 

I have trouble remembering the details, but I recall a moment where it made more sense for the group if Nightmist stayed the highest health for at least a couple turns, she was sitting on a lot of damage boosts and her hand was mostly spells. Basically, between MoM and the Tome, she just turned into a one woman, self repairing spell turret. I think the Elder Ring even joined in. 

 

The more I play her, the more I think her complexity 3 is not from fiddly math but from all the constant judgment calls you have to make to sustain your current set up and/or the willingness you need to change your set up to suit the situation.

I like the tome with the promotional nightmist where its one card gain in your hand has even more significance since her power is to organize top of deck.

I like the Tome. I generally have nothing better to do with my power phase, so using it to get an extra card into my hand without causing HP damage is just fine by me.

My opinion on Tome of Elder Magic (and also Astral Premonition), is both of NightMist's base powers are too awesome. The only time I don't want/need to use Investigation is when I am at <10 HP without the amulet, necklace, or Master of Magic. The only time I don't want/need to use Attunement is when I will be spending the next couple of turns playing a card that doesn't rely on spell numbers. Her non-base powers really don't see a lot of use whenever I play her, since the times I want to avoid them are very limited.

I often play Elder Ring aswell. I'm someone who doesn't care about how much damage I am taking, as long as my HP is not at 0, though some people can say that there are often times that being at 0 isn't really an issue for me either. Though it's mostly a card I play when I lack anything better to play.

Tome of Elder Magic (Spell Number 4) is one of my favorite cards in her deck.  It consistently grants me 4 HP (Starshield Necklace), or deals 4 damage to one/all (non-hero) target(s) (Heedless Lash, Oblivion, redirecting damage with the Amulet of the Elder Gods when it is flipped for [Spell number] self-damage)!

 

I love the 4s… Especially that one since I don't miss it when it gets used in a spell.

Exactly!  Nightmist has a deck where you're hard-pressed to find a card that isn't appreciated.  If you're not going to play a card, then you can discard it to fuel other effects or utilize its spell number for her magic!

Yeah, Nightmist is pretty much a badass. That's why she's one of my favorites.

A question came up in a game with Nightmist tonight.  If Nightmist is "immune to damage" with Mistform, can she still redirect damage that "would be dealt" to her with the Amulet of the Elder Gods?  I'm inclined to think she can, since the damage is still being "assigned" to her, even though it wouldn't affect her if she did nothing.  But from reading this guide and a few game reports and such, it looks as if everyone just assumes it can't be done, not even if this is your only method of dealing damage that seriously needs to be dealt.

No, she can't. The reason is that you can only redirect damage. Damge = loss of hp. If there was no loss of hp, there was no damage, and there is nothing to redirect.

Because…?

EDIT - Oh, that's why.

The offical ruling was that you have to be able to take the damage to redirect it.

So if Stealth Bot was in play and Ra had Flesh of the sun God in play (no power used) and was about to get hit by the volcano you could not redirect the damage to Stealth Bot.

Yeah, it makes sense with Pydro's explanation.  Yours on the other hand just makes me wonder why you want to kill Stealth Bot.  What did she ever do to you?  Plus you're depriving Ra of a relaxing lava bath!  You fiend!

This really helps me understand her more thank you.

It's worth noting that Visionary's Twist the Ether is especially good for Nightmist. If Ra's willing to use Flesh of the Sun God and is turning all damage to fire damage, she can also go to town, particularly with Oblivion. 

Because of the "turn vs. round" distinction, Amulet of the Elder Gods makes a great combo with any hero that has an attack that damages multiple targets,  (Wraith's Throwing Knives, Expat's Assault Rifle, Fixer's Dual Crowbars, AZ's Thermal Shockwave, Tempest's Localized Hurricane, etc.).  If you have a target that you want to hit twice, direct your first attack at the target.  Aim your next attack at Nightmist, and have her redirect it with the Amulet (because it's your "turn," so it's the first damage she is facing that "turn") at the same target you just hit.  Congrats; you just did double the damage.