Me too! At first i compeltely disliked her. Her suppsoed "card loss, and suicidal tendencies" made me not think much. Then i read a guide to her. Found out her true pwoer, and BAM! Holy crap. She is wodnerful!
I have a guy in my group that adores her. He barely plays anyone else and is downright self-destructive with her deck. It usually works out for the best, as there isn't much left out on the board after he's done. We never play Unity with him when he's playing Nightmist, though. He has shown us in the past that he has no problem risking the destruction of Unity's entire field. It kind of disrupts the whole "teamwork" thing, but it makes for some interesting thematic interpretations after the game. The point of the story is it isn't worth playing Unity with his Nightmist.
We had NightMist and Unity both in play last night and I loved it. As NightMist, I showed a bit more consideration towards Unity.
I loved having both of them in the game. They are both characters that, given a chance to build up, become incredibly powerful. Particularly with a five-hero team, if the team can focus on taking the hits and discards so that those two build up, there's little they can't handle between them.
I completely agree. They are so much fun to play together, and it's so intense and exciting when a Nightmist player tentatively holds up an Oblivion with the Unity player solemnly nodding to go through with it. Will she pull up a one and a four or will it be the dreaded 3-3 Spell number split? Only time will tell, and Unity has made her teary eyed goodbye. This may be the end for her mechanical mayhem, but they will know they weren't destroyed in vain. But wait! The fabled 1-4 Spell number combo! Stealth Bot to the rescue! The same cannot be said for Voss's Minions, however...
Or, in our case, Nightmist will drop an Oblivion at the first opportunity, glass-jawed heroes and tiny hero targets beware.
I didn't understand Nightmist at first either, but I have come to appreciate her value a lot more. I didn't see all of her healing capabilities, so the idea of using your own HP as a resource seemed dumb to me. But now that I understand her more, she can be pretty cool.
I think I may possibly have mentioned a few times, you know, just once or twice, here and there on the forum that I'm fairly keen on Nightmist. You know, just a bit ;). I'll always check with my other player that he's okay with me using Oblivion. I dont tend to cast it till right near the end of the game anyway, usually spending my turns focusing on deck control and occasionally demolishing any bad nasty cards that can be got rid of with Planar Banishment. I think the main reason I like Nightmist so much is just because she's so good at healing herself - so many other heroes just end up getting whittled down with nothing they can do about it (usually), or they can heal but rather crappily (Fanatic, for example). I like Ab'Zero for this reason too, but I need to be in the mood for working out the numbers whenever I hit anything :D. Similarly with the Adept, actually - he's okay at healing once you get the right songs out but it always seems to take me ages to decide what to do on his turn, what with all the songs and instruments I have to play with.
I agree. At first, I thought NightMist was just too ridiculously powerful, like Tempest-and-Wraith-super-baby powerful. But after playing her many, many times, she is one excellent fighter and controller, without dipping too far into the 'HolyChristit'sTheWraithrun for coverwe'realldoomedbytheStunBolt' territory that certain characters hold so well.
Fanatic has been one of my go-to girls since the start, so I'm no stranger to utilizing my life force as another resource, but while Fanatic does it for justice, NightMist does it for chaos. And Zero...he does it for SCIENCE!
I honestly think it'd be interesting (and probably catastrophic) to play a game where none of the players ran anything by the others. So Nightmist uses Oblivion whenever she wants, and Unity steals everyone's equipment to feed her army.
Whoa, whoa, whoa. I'm gonna have to disagree. I think Rook City is the best expansion. It just gave us so much: new card stock, H damage, and some of the best heroes in the game. Not to mention two level 4 villains, and my personal favorite, Spite. Infernal Relics is great, yeah, but I still think Rook City is better.
Not saying your opinion is wrong, obviously. What makes IR your favorite?
I've never been a big fan of The Matriarch. Spite, Plague Rat, and The Chairman are intense fights and a lot of fun, but the ol' Bird Lady of Alcatraz just feels like pulling teeth everytime we face her! My group definitely plays IR a lot more than RC. But we also didn't Kickstart until IR, so there could be some loyalty issues clouding our judgement.
Still not a fan of the Matriarch, either way. Give me a horde of Gloomweaver's zombies in The Tomb of Anubis any day over her dumb birds and even dumber bigger birds! XP
I always wondered what a game like that would be. Before the game is set up, players could talk strategy and such, but, once the game is started, everyone remains silent and plays with no input from any other players. It would be similar to the idea that once a group of heroes is deep in battle, each hero must trust in his teammates abilities and teamwork as there really is no time to hash out any impromptu plans. Of course, this would be difficult the moment a tie has to be settled or a multi target card has to have the targets resolved.
One of the greatest things that can happen with Nightmist is when you heedless lash into an oblivion while wearing an amulet of the Elder Gods. It can potentially do a bit of damage to everyone, but you can easily do over 10 damage to the villain with one card.
Increasingly, my favourite Nightmist combo is Mistbound + Mists of Time (+Master of Magic). Not being able to play cards for 4 out of 5 rounds is not a lot of fun for most Villains.
But you can't play both cards in one turn, surely? You play Mistbound on one turn, putting it into your trash. Then next turn, you play Mists of Time to get Mistbound out of your trash (or rather, swap it with your deck, which amounts to the same thing). But then the villain gets to play a card on that turn because you have to wait to the next turn to play Mistbound, right? Unless you have the Adept or someone, who can let you play a card when it's not your turn, I supposeā¦
Turn 1: Play Mistbound #1 (optional, discard only non-spells)
Turn 2: Play Mistbound #2 (optional, discard only non-spells)
Turn 3: Play Mists of Time (optional, use Tome of Elder Magic to search for a spell)
Turn 4: Play Mistbound #1 (admittedly not 100% reliable, but surprisingly close)
Turn 5: Play Mistbound #2
One thing I've done when playing Nightmist and Tempest and Argent Adept aren't availagble is to play Mist-Fueled Recovery in order to recycle useful cards back into someone's deck, like Expatriette's Flak Jacket.