First Appearance: Sentinels of the Multiverse: Infernal Relics
Who she is: Mystical investigator of the Multiverse’s Dark Watch.
Innate Power: Investigation: NightMist deals herself 2 infernal damage. Draw 2 cards.
Primary Damage Type: Infernal
Secondary Damage Type: None
Nemesis: GloomWeaver and Man-Grove
Deck Concept: You play with fire when you play as NightMist. She can deal, redirect and heal copious amounts of HP. A quick note before we get started: all of NightMist’s cards have a Magic symbol on them with a number inside. Her cards play off this symbol and the number inside it.
Always start your turn with Investigation. You get a lot of card draw this way and can still play a card. NightMist doesn’t have too many other powers beyond Investigation, so you should always use it as your power allowance. You’re also going to have to make your peace with dealing damage to yourself. Keep in mind that you can heal a lot of damage too. But you should play the Amulet of the Elder Gods as soon as you can as it diverts damage from NightMist to another valid target. This is super good for both NightMist’s attacks and outside attacks.
The tactic of using Investigation every turn changes if you have someone—like Legacy—boosting hero damage. You may want to use Astral Premonition for its control ability or thin your deck with Tome of Elder Magic. You also need to make your peace with flying through your deck. NightMist has a lot of card draw and she needs it.
Mists of Time is a fun card to play near the beginning of the game as it trades your trash and deck. But you have to have some fantastic cards in your trash that can help. Mistbound comes to mind if you’re having trouble with either the environment or villain deck, while Planar Banishment can get rid of a pesky ongoing card. If you can time it right and you have a Mist-Fueled Recovery in your hand, Mists of Time could fuel this massive healing spell too.
You should also play Call Forth as often as possible as it serves two purposes. You grab a lot of relics at once—make sure you get the Amulet and the Necklace first—and thins your deck so you can draw into better cards—like NightMist’s awesome attacks: Heedless Lash and Oblivion. Keep in mind that you only have nine relics in your deck. If you’ve exhausted all of them, you won’t want to use Call Forth. It’d be a waste of a card.
Deck Strength: Damage: dealing, redirecting, manipulating, and healing. And card draw—lots of it.
Best Team Support Card: Mistbound: Discard 2 cards. If you do, you may select a deck. Cards from that deck cannot be played until the start of your next turn.
Best Personal Support Card: Mist-Fueled Recovery: Shuffle a hero’s trash into that hero’s deck. NightMist regains 1 HP for each 2 cards shuffled into that hero’s deck by this card. Immediately end your turn.
Best Attack: Headless Lash: Reveal the top card of your deck. NightMist deals herself and 1 other target that card’s (Magic symbol) infernal damage. Put the revealed card into your hand or into play.
Deck Weakness: Quit hitting yourself. (Punch.) Quit hitting yourself. (Punch.) Quit hitting yourself.
Worst Card: Scouring Mists: Reveal the top card of your deck. NightMist deals herself that card’s (Magic symbol) infernal damage. NightMist deals up to that card’s (Magic symbol) targets 2 infernal damage each. Put the revealed card into your trash.
Ultimate Team-up: NightMist loves heroes who heal, like The Argent Adept, or one who makes her immune to damage like Legacy or Ra. The only problem with Legacy is that he likes to buff all heroes, and he doesn’t always shield his teammates. Argent Adept works better since he selects which heroes get his boosts. You could also team NightMist with Wraith, Tempest and/or Visionary to get the most of deck control. Tempest’s Reclaim from the Deep and Argent Adept’s Inventive Preparation can also dictate which number is on top of NightMist’s deck.