Nightmist

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Stats

Alias: Faye Diamond
Age: 25
Height: 5’ 7”
Weight: 115 lbs (3 grams in mist form)
Hair Color: White
Eye Color: Green
Birthplace: Providence, Rhode Island
Power Source: Curse, The Occult
Occupation: Private Investigator, Adventurer
First Appearance: Freedom Five Annual #6
Group Affiliation: Dark Watch
Complexity: 3
Set: Infernal Relics
Nemesis: Gloomweaver, Bugbear, Man-Grove, and Heartbreaker

Nightmist

HP: 27
Innate Power:
Investigate - Nightmist deals herself 2 infernal damage. Draw 2 cards.
Incapacitated Powers: Choose one each turn
  • One Hero regains 1 HP.
  • One Player may Play a card now.
  • Destroy an Ongoing card.

Dark Watch: Nightmist

HP: 28
Innate Power:
Attunement - Reveal the top 3 cards of your deck. Put them back on top of your deck in any order
Incapacitated Powers: Choose one each turn
  • One Player may Draw a card now.
  • One Player may Play a card now.
  • Move the top card of a Trash pile to the top of its associated deck.


Biography

Nightmist Original Standard Front.png

Faye Diamond took over the Diamond Investigations when her father retired. Gaining access to the agency files, she began to investigate the disappearance of her grandfather Joe over 70 years earlier. That investigation took her to Arkham, Mass. and deep into the workings of a coven of witches where she first came face to face with the Occult and magical relics.

During her time with the coven she learned that “magic” is real, and, furthermore, she had a talent for it. The Study of the Occult and magic became an obsession for her until one day a spell went terribly awry - the Mists of R'lyeh backfired! Instead of transporting her to another dimension, it brought part of the dimension into her, transforming her body into incorporeal mists! Overcome with arcane energies, she blacked out. Hours later, when she recovered, she found that she was once again solid. The incident, however, had cursed her forever - parts of her shift from solid to mist in the presence of darkness or shadow.

Only a few weeks later, a wizened Chinese man appeared at the agency, identifying himself only as The Master. He claimed that he had been called by the mists and was here to teach her to handle both her gift of magic and her curse of the mists. Years of training with The Master went by, and yet, he repeatedly insisted that she was still unprepared to face the true terrors of the other planes.

One night, while Faye was poring over the Tome of Elder Magic, there was a rapid, insistent knocking at the door to Diamond Investigations - Tachyon had gathered information about paranormal investigators and had come seeking the help of the best: Faye Diamond. Taking the name “NightMist”, Faye assisted the Freedom Five in turning back the first assault of terror from the villainous entity known as GloomWeaver.

Since that time, NightMist has vigilantly patrolled the shadows of night, seeking a cure for her curse while protecting this world from things that come from the realms beyond our own!



Nightmist Dark Watch Standard Front.png

Dark Watch: Nightmist


Variant: Originally released during the 2013 Holiday Season

NightMist needed more power to fight the ever-stronger foes she faced. Knowing that vast stores of magical energy drifted untouched just outside our realm, NightMist used her cursed mistform to reach beyond her native plane and harvest that energy. It was easier than she had expected - she reached out into the void and drank deep of the eldritch power she found there. However, when she attempted to return to her mortal form, she found she was lost. She had become a creature more magical than mortal, and creatures such as herself did not exist in the material realm. Magical creatures, however, did recognize her now as one of their own, but also as potential prey.

She fought. The being who was once NightMist fought against all manner of unspeakable, unknowable forms for what must have been years - perhaps centuries. She was strong, and she used her strength to extract information from her attackers. That information led her to a jagged rift between worlds which pulsed open and closed erratically. Dozens of powerful entities fought at that gateway, each striving to be the one who dove through when the portal briefly opened. Striding forward, NightMist swept all of them aside, and took control of the portal, pointing it towards her home. When Faye Diamond reentered familiar surroundings, it had only been a few days since her disappearance. Though the world around her had hardly changed, she was a very different person.

While things deteriorated more and more in Rook City, the heroes who regularly patrolled the failing city grew increasingly concerned about the disappearance of Mr. Fixer. Three of those heroes joined forces: Expatriette, Setback, and NightMist. They worked together to protect Rook City and to investigate the loss of their friend. Without NightMist and her recent power fluctuations, they would not have been able to save him.


Card References

References for Cards in this deck and in other decks. See the full list here.
Link to sources for confirm-able information, separate unconfirmed in a different section, RL Card References in a third, and Art References in a fourth. See This page for more detailed information on how to categorize references


Edit this Reference

Art References

  • The card "Mists of Time" has numerous Easter Eggs and references in its artwork. From the bottom-left moving clockwise, it portrays:
    • A statue of Grand Warlord Voss
    • Legacy cradling the battered body of Paulina Parsons, an event which foreshadows the origin of Iron Legacy and visually refers to the cover of DC Comic's //Crisis On Infinite Earths// #7.
    • Akash'Bhuta's face dominating the surface of the planet Earth.
    • An unknown cosmic being gripping the Earth in the palm of its hand. As a purple cosmic entity of more-than-likely malign intent, this character is probably an analogue to the Marvel character Galactus, the eater of worlds.
    • Paulina Parsons cradling the battered form of Legacy, an image copied from the incapacitated side of Legacy's character card.
  • The silhouetted figure on "Astral Premonition" is Apostate.
  • "Oblivion" offers a glimpse at Nightmist's struggle to prevent Gloomweaver access to this dimension.
  • "Mistbound" shows Grand Warlord Voss being restrained by mist.
  • Nightmist faces off against The Seer on "Heedless Lash".
  • Adam drew this in 2014 showing Nightmist taking on a Nazi ghost GtGAdam Twitter

Unconfirmed

Confirmed

  • Notes from Letters Page Episode 12
    • Faye Diamond is actually a pretty early character for Sentinel Comics and was around plenty of time prior to her becoming "Nightmist". Thomas Diamond was created in the days of crime/mystery comics and his daughter, Faye, was introduced as a sidekick accompanying him (and her age was inconsistently presented).
    • Joe Diamond of Diamond Investigations started the family business - searching into the mysteries of the unknown. Followed by his son Thomas. Faye grew up with her father as a private investigator, her mother died in childbirth. He tried to instill in her the idea that things always had explanations; mysteries could be solved; there's no such thing as magic. As he aged he developed Alzheimer's Disease and she takes over the business. However, some of the things he starts to say as a result of his illness don't add up when compared to what she'd been told.
    • He talks about when his father disappeared, August 9 1938, when previously she'd been told that he had died. He also mentions a wall safe hidden in the office, but she can't get the combination out of him. Surprising nobody, the combination corresponds to the date of Joe's disappearance. The contents are a key and a piece of paper. The key is marked 2C and the paper has an address on it. Having the keen investigative mind that she has, she's able to follow the clues presented to an old storage facility. [The guys try to role-play the interaction between Faye and the old man running the front office at around the 12 minute mark.]
    • She opens the storage locker corresponding to the key. She finds: lots of full filing cabinets, books, papers, scrolls, and a strange bronze amulet (which she pockets). The files were odd, as they pertained to supernatural things/events that she'd been taught don't exist. Many of them were from her grandfather, but also her fathers - some of these latter indicating her father's investigation into Joe's disappearance, but this ended in his late 30s when he met Faye's mother and decided to put it behind him. She brings everything back to her office.
    • Further digging finds lots of references to cults/covens/lodges/secret societies/etc. based around Arkham, Massachusetts. In true H.P. Lovecraft-protagonist Call of Cthulhu Player Character private investigator fashion, she decides that the best course of action upon hearing about such groups is to go there to find out more. Her documents are decades out of date, but she's still able to corroborate a bunch of it and even manages to get in contact with a still-active coven of "witches". She's been dealing with this nonsense for a few days now, and isn't convinced, but goes to the meeting under the guise of wanting to join up. It's kind of sad, just people getting together and hanging out - "like a knitting circle, but instead of knitting they do 'magic'." She joins and finds that they actually can do some magic - nothing super impressive, minor telekinesis, remote viewing, "some light hexing".
    • They then teach her to cast Mists of R'lyeh [pretty great attempts to pronounce this at 17:30]. The amulet that she took from the storage facility reacts strongly to her casting this, though. It burns white hot, and her flinching from that results in her being cast, momentarily, into another realm full of mists and bizarre sights. She passes out and wakes up back in the normal reality, but not fully as now she's partially mist - different parts of her fluctuating between states, mostly parts of her hidden in shade. The coven isn't comfortable with how this went (it's showing much more "power" or whatever than they're normally dealing with) and ask her to leave.
    • She tries going back to her normal investigation job, but having random body parts dissolve into mist becomes increasingly frustrating. She's eventually visited by a very old Chinese man who introduces himself as "the Master". Now this is odd, but she figures it might be a paying job so agrees to talk to him. He seems to already know about her mist problem and says that he was drawn to her by her aura. He concentrates on her and manages to solidify her somewhat. This display prompts her to want to learn how to control herself.
    • He begins to train her and, once he hears her experiences, turns out to be familiar with the spell and amulet involved. He brings her a book with spells that she can learn about her condition and other magic. She's now getting into the "old family business" of paranormal investigation and starts using the name Nightmist. This is her starting point in Sentinel Comics with her own leading role. Freedome Five Annual #6 is a big fight against Gloomweaver's cultists, but they can't deal with the magic going on. Wraith had heard of this Nightmist person and Tachyon runs over to Rook City real quick to enlist her help. We get all of the backstory stuff in a 6-issue follow-up series to this introduction called The Curse.
    • She gets her own book, Nightmist, after a few more guest appearances in other stories (heroes run into some sort of magic problem and call on her to help - these issues are popular so they give her her own title). Her solo book does really well and winds up involved in a lot of the metaplot across SC titles.
      • She's part of the hero group that falls through a time portal into Silver Gulch (and since time travel is mostly multiversal travel, this experience gives her greater insight into how different realities are related - gains a limited pre- and post-cognition of events).
      • She single-handedly prevent members of the Blade Battalion from breaking Baron Blade out of prison.
      • She handles a return of Voss after the initial invasion story (a smaller guerilla strike) where she winds up opening a portal to another reality and banishes him.
      • Takes part in the Dreamer event (in her solo book) by trying to break the psychic connections between the Dreamer and her projections. The other heroes are fighting the symptoms while she's the one actually solving the problem.
    • Gloomweaver is an extra-dimensional deity who wants to invade our world and is kind of the primary antagonist for her. In her interactions with him she often saw him holding a glowing stone that he used as a kind of focus. It's eventually discovered that this stone represents the essence of Joe Diamond, which she has problems with. In a confrontation with Nightmist, Gloomweaver eventually shatters it as a means to taunt her. This is kind of an unsatisfactory resolution in the comics, but there's probably more on this to come in the Gloomweaver episode.
    • Vengeance: Nightmist is part of the team involved in the fight with Baron Blade himself. She gets hit by his regression serum darts and this removes her powers, but also the curse and she's once again just a normal person... for a few minutes before the mist starts encroaching again. As part of the follow-up story she has some discussions with Tachyon about reverse engineering the regression serum to make it permanent. For several issues her comic is just her without the mist powers - she's still doing the magic thing since she didn't lose her training (it's no longer as easy, though).
    • Crossover with Ra's plot - after his defeat by the Ennead and subsequent disappearance, Faye is one of the heroes to step up to deal with them. She has a big magic duel with Isis, which Faye loses. This rattles her as she has always been the hero to take care of these magical threats. After some soul-searching she recreates the events that curses her, regaining the mist powers, but due to her new knowledge she goes further, pulling on the magic of the Void, drawing it into herself (becoming more of a "magical being" than a mortal one, leaving her trapped there for subjective centuries until she manages to find her way back). This is touched upon in her Dark Watch bio. She's only been gone a few days in the "real world", but she's changed a lot and is "legit powerful" now. She rejoins the fight with the Ennead again and just wipes the floor with Isis.
    • Dark Watch forms (see the other members' episodes and stay tuned for the Dark Watch team installment).
    • Dark Watch later fights Bugbear, a blood-magic fueled beast of a man, who's hunting the Naturalist. She helps out here and sees similarities between her own circumstances and Bugbear's - somebody who's dealing with a curse. She recognizes what's going on and starts trying to "cure" him. She's able to cage off some of the magic, but is not able to separate them. This calms him enough to the point where he actually can kind of act like a hero for a while - fighting alongside Fanatic and Dark Visionary against Citizens Hammer and Anvil. The magic "cage" can't hold, though, and he turns against the heroes, mauling Fanatic's wing before Visionary takes him down ("practically lobotomized") - Nightmist checks him out afterwards and finds that between the curse and whatever Visionary did to him, he's a lost cause - not enough of him left to replace the beast. She banishes him out to the plane that she had been stuck in for so long - this is the last we see of him in the card game timeline.
    • Progeny event: fights the Prime Wardens, Dark Watch, Freedom Five. Destroys a large chunk of Rook City in the process. During the Dark Watch fight, they're joined by the Scholar but lose big. Last-ditch effort to summon all of her magical power to form a barrier, which is not able to even slow him down. She's exhausted after this and fades into mist entirely, unable to reform her solid form for the rest of the battles.
    • Shortly after, the Matriarch is having a breakdown and she helps her with control. This process of training is what brings her around to being the hero The Harpy (upcoming episode for more) in the run-up to OblivAeon.
    • Nightmist, as her effort to help fight OblivAeon, tries to open portals to all different realities to bring in more heroes. Harpy is involved as her magical apprentice. She draws upon a big source of power she finds to do this and opens all of these gates ("Be the Gate"), but tapping into this power in this way, she's no longer able to manifest physically. In this way she has an outsize effect on the OblivAeon events while simultaneously not being able to participate personally. That's the end of her story.
    • Questions:
      • What happens to her after OblivAeon? She is gone, for real. Noble sacrifice and probably the most important such sacrifice that allowed the event to be winnable.
      • Due to Joe Diamond tie-in, does Sentinel Comics share a setting with Arkham Horror? Nightmist and Gloomweaver were co-created by the guys and Richard Launius, one of the designers of the Arkham Horror board games. Mutual fandom got them all talking and they adapted some of his fan-created decks and ideas into the Nightmist, Gloomweaver, and the Realm of Discord decks for SotM. So, yes, they're tangentially related.
      • Is Faye Diamond becoming the gate a "fixed point" across realities, or are there still some out there in the multiverse? There are still realities with Faye Diamond, there are still realities with some version of "Nightmist" (not necessarily Faye), but as both the RPG and Tactics timelines branch off from the main card game timeline, she's not present in either.
      • What's The Curse book and how does it fit into the other titles? Already explained, backstory mini-series just after her introduction in FFA #6.
      • When/how does she get all of her artifacts? What happens to them after she becomes the gate? Amulet of the Elder Gods is the amulet she found in the storage unit mentioned previously. Tome of Elder Magic was given to her by the Master. Starshield Necklace was given to her by the witches before they kicked her out. Elder Ring was recovered from some Gloomweaver cultists who she defeated in The Curse books. Harpy uses the Amulet, the rest are kept by her but aren't something she uses.
      • What's the nature of her magic? We know that Zhu Long has older/darker magic, for example. She has artifacts, which could help just about everybody. Some people are naturally attuned to magic, and lacking that makes it very very difficult (like a lifetime of study). Having artifacts makes that process easier even without the innate ability. Faye has some innate ability, but the curse makes things easier too.
      • Where is the Kraken? We see her using "Planar Banishment" on one (there is more than one of them), sending it into another reality.
      • Her incap art shows her being locked behind her own magic, what's going on here? This is her banishing herself into the ethereal realm after her first battle with the Ennead and finding herself locked out of her own reality.
      • She seems focused, does she relax/have hobbies? She likes going to a local diner, doing the crossword, having black coffee and some pie.
      • She seems to have a lot of mentors (Grandpa Joe, the Master), is she the most mentored? Joe isn't a mentor for her as she never met him. She feels a connection to him (through his case files, from being near his essence when confronting Gloomweaver), but that's it. She wouldn't be the "most mentored" - Unity gets a lot of hands-on help, for example. Black Fist and the Operative get more mentoring. She's more "trained" than "mentored".
      • Had the witches had any presence other than in her backstory? They're fairly friendly, but haven't been present outside of the Nightmist book.
      • Has the Master been around much outside of her backstory? He shows up regularly in her solo book, more near the beginning, but less so after her training is complete. He's weird, we don't learn much about him.
      • Does she ever find out what happened to Joe (and what's up with the age disparity)? His essence was captured (and eventually destroyed) by Gloomweaver. We know that her parents were already on the older side when she was born and that Joe had disappeared when Thomas was pretty young. Also Comic Book Time - "Nightmist" debuted in the 1970s and she's still in her 20s.
      • In "Mists of Time" we see a few other events we recognize, Legacy incap stuff and OblivAeon, but what about Voss and Akash'Bhuta images? Voss is a statue from the reality where he conquers earth (also seen in Visionary's deck), Akash'Bhuta is one where she's succeeded in taking over the earth.
      • Man-grove is a nemesis, how did they meet as why would she need to go to a swamp? Swamps are great places to go if you're a sorceress. Lots of places of power there (like it's a top spot to go - others include old libraries, abandoned cathedrals). That's why Man-grove even exists in the first place - he was a grove of trees, then a bunch of bodies and toxic waste were dumped there (because Rook City), and then some Gloomweaver cult activity happened there and all of this combined to create Man-grove.
      • What's her relationship to the [Rod] of Anubis? While in the Tomb of Anubis she channels power through the Rod of Anubis, but Anubis is right there so there's not a role to her to fill like what happened to Ra or the Ennead (more detail on how that stuff works in their episodes). The Rod of Anubis and the Staff of Ra operate differently in the card game timeline.
      • What's going on with her using "Enlightenment" on Argent Adept? What kind of bond do they have as magic users? She spent time in the Void when she was doing her power-up stuff. The Argent Adept is the Virtuoso of the Void and his power comes from there anyway. Her magic isn't Void-based, but having been there she learns a lot about it. Since he's still trying to figure out his powers, she uses her expertise to help him learn and imparts this magically since explaining it verbally wasn't working. They get along well, even though they have different paths in magic. They consider each other colleagues. She has to study a lot while he's more into improvisation.
      • She has an "Astral Premonition" in Absolution #18 ("I shall not allow you to ravage this world as you have others!") what's going on here? Fighting Apostate (and how does she handle his type of magic)? What's Fanatic up to? They talking about Earth? This is an early appearance of Nightmist in other heroes' books. She shows up, sees Fanatic and assumes she's a baddie who needs to be stopped. She'd had a vision of the world in flames and a winged figure in charge. Classic hero vs. hero event. Nightmist eventually recognizes that Fanatic isn't the same entity that she'd seen in her vision, but predicts that Apostate is gonna happen and winds up being one of Fanatic's allies during that fight (more in the Fanatic/Apostate episodes).
    • Future:
      • None! Her dissipating during the OblivAeon events is not a fake-out.

Reference

  • The pentagrams shown on "Amulet of the Elder Gods," "Elder Ring," and "Oblivion" are Elder Signs. They are potent symbols of magic featured prominently in Fantasy Flight's Arkham Horror board game based on the horror stories of H.P. Lovecraft (and others). In Arkham Horror, Elder Signs are gathered by players to permanently seal portals to horrific alternate dimensions. Nightmist is using an Elder Sign to seal a portal shut on "Oblivion."
  • The inclusion of Elder Signs in Nightmist's artwork is just one of her many references/connections to the Arkham Horror series:
    • Nightmist is the descendant of Joe Diamond, the private eye character featured in the Arkham Horror base set.
    • Nightmist's powers stem from the Mists of R'lyeh. R'lyeh is an ancient underwater city that plays a prominent role in many Lovecraft novels and short stories. It also appears in Arkham Horror as an alternate dimension.
    • In addition to the above, "Mists of R'lyeh" is also a spell card in Arkham Horror. The card increases a player's stealth abilities, allowing them to sneak past enemies with greater ease. The card's artwork features a silhouetted man wearer a fedora and suit. The artwork for Joe Diamond's character card shows him wearing a fedora and suit, furthering the connection between the Mist's of R'lyeh and Nightmist.
    • Nightmist's goal of sealing Gloomweaver from the SOTM dimension mirrors the central goal of the Arkham Horror games, i.e. sealing away the Elder Gods.
  • The references above are intentional Easter eggs planted by the Greater Than Games staff and Nightmist's creator, Richard Launius. Richard Launius is the author of the Arkham Horror games
  • The card "Mistbound" includes two street signs in its artwork which read "KIRBY ST" and "TIMM BLVD." These are references to Jack Kirby, a pivotal artist of the Golden and Silver ages of comics, and Bruce Timm, the director of the Emmy-winning Batman animated series and its various spin-offs.
  • Several elements of Nightmist's backstory are clearly inspired by or references to the Cthulhu Mythos:
    • Nightmist's hometown, Arkham, Massachusetts, is a common setting in media related to the Cthulhu Mythos. It is town in which Miskatonic University, another famous Mythos setting, is located. Miskatonic University first appeared in the 1922 short "Herbert West: Reanimator" by HP Lovecraft. Arkham was first named in Lovecraft's "The Unknowable" in 1923.
    • R'lyeh is the name of the lost underwater city in which the elder god Cthulhu is imprisoned. It was first mentioned in HP Lovecraft's "Call of Cthulhu" in 1928.
    • Tome of Elder Magic is reminiscent of various books of forgotten or dangerous lore in the Cthulhu Mythos, most notably the Necronomicon, but there are many others.
  • Richard Launius created Nightmist and his nemesis purely as a fan thing, the >G crew saw his efforts and asked if he would like to co-design an expansion with them. Examples of the first Nightmist can be seen here, here, here and here
  • As a side note, the name "Arkham" was paid homage by DC comics with the now famous Elizabeth Arkham Asylum for the Criminally Insane, colloquially known as "Arkham Asylum," which first appeared in Batman #258 in 1974.
  • "Master of Magic" and "Oblivion" tie into a separate continuity, that of Marvel's Doctor Strange, Sorcerer Supreme. He's often depicted making hand signs resulting in various ring-shaped glowing effects around his hands.
    • Likewise, the "Tome of Elder Magic" also has a Doctor Strange parallel with the Book of the Vishanti and its evil counterpart, the Darkhold.



Incapacitated Images


Variant Pack New Artwork

The All Heroes Variant Pack released with OblivAeon contains new artwork for the heroes and their variant cards.



Nightmist Hero Deck

Special Information

Nightmist's deck uses spell numbers, a small number Spell 1, Spell 2, Spell 3, Spell 4 on the lower right of her cards. These numbers are referenced in her cards to create a variant effect.


Cards

Incapacitated - An image of Nightmist falling into what looks like the Realm of Discord with insignia of the Amulet of the Elder Gods over her.

One-Shot

Mist-Fueled Recovery (x2) Spell 3, Spell 4
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.
Art: Nightmist gathering the mists into her;
Flavor-text: "I am more than mere shadow - I am the mists themselves!" - Nightmist, The Curse #1

One-Shot, Spell

Call Forth (x3) Spell 1, Spell 2, Spell 4
Discard a card. Reveal cards from the top of your deck until the discarded card's Spell 0 Relics are revealed. Put the Relics into your hand. Shuffle the other revealed cards back into your deck.
Art: Nightmist standing in front of ManGrove while summoning the Tome of Elder Magic;
Flavor-text: "I hear your summons - I come to both impart and exact." - Tome of Elder Magic, The Curse #5
Enlightenment (x3) {Spell|1}}, Spell 2, Spell 3
Reveal the top card of your deck. Nightmist deals herself that card's Spell 0 Infernal Damage. One player may draw that card's Spell 0 cards. Put the revealed card into your trash.
Art: Nightmist with her hand on the Argent Adept's head. Light is coming off her hand;
Flavor-text: "Life and death. Space and time. Fate and chance. These are the forces of the universe." - Nightmist, Virtuoso of the Void #12
Heedless Lash (x3) Spell 1, Spell 2, Spell 3
Reveal the top card of your deck. Nightmist deals herself and 1 other Target that card's Spell 0 Infernal Damage. Put the revealed card into your hand or into play.
Art: Nightmist slashing at a person with mist from her hand;
Flavor-text: "By the light of the stars and the power of untold gods!" - Nightmist, Tome of the Bizaree #6
Mistbound (x2) Spell 1, Spell 4
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.
Art: Grand Warlord Voss being dragged from the corner of Kirby and Timm into the mist;
Flavor-text: "You have not heard the last of me!" - Grand Warlord Voss, Nightmist #51
Mists of Time (x2) Spell 3, Spell 4
Nightmist deals herself 2 Infernal Damage. Switch your trash and Hero deck. Shuffle your deck.
Art: Nightmist looking at a split image showing a statue of Grand Warlor Voss, Legacy holding an incapped Young Legacy, Akash'Bhuta, a figure crushing the world in his hand, and Young Legacy holding an incapped Legacy;
Flavor-text: "I can feel the bridge between this timeline and many others." - Nightmist, Nightmist #31
Oblivion (x4) Spell 1, Spell 2, Spell 3, Spell 4
Reveal the top 2 cards of your deck. Nightmist deals each Target one of the revealed card's Spell 0 Infernal Damage, then deals each non-Hero Target the other revealed card's Spell 0 Infernal Damage. Put the revealed cards into your trash.
Art: Nightmist trying to seal away Gloomweaver;
Flavor-text: "You shall not enter this world!" - Nightmist, Nightmist #22
Planar Banishment (x3) Spell 1, Spell 2, Spell 3
Reveal the top card of your deck. Nightmist deals herself that card's Spell 0 Infernal Damage. You may destroy up to that card's Spell 0 Ongoing and/or Environment cards. Put the revealed card into your trash.
Art: Nightmist in front of a broken statue at the ruins of Atlantis in mist form as a Kraken tentacle tries to swipe at her;
Flavor-text: "I cast thee through the gates of R'lyeh!" - Nightmist, Freedom Five #559
Scouring Mists (x3) Spell 2, Spell 3, Spell 4
Reveal the top card of your deck. Nightmist deals herself that card's Spell 0 Infernal Damage. Nightmist deals up to that card's Spell 0 Targets 2 Infernal Damage each. Put the revealed card into your trash.
Art: Blade Battalion members are being entangled by arms from the mist below them;
Flavor-text: "You have not yet faced true terror... " - Nightmist, Freedom Five #559

Ongoing

Astral Premonition (x2) Spell 2, Spell 4
Power: Discard 1 card. If you do, reveal the top 2 cards of a deck. Put 1 on the top of that deck and 1 on the bottom of that deck.
Art: An image of Nightmist's face showing in her head a silhouette of Apostate;
Flavor-text: "I shall not allow you to ravage this world as you have others!" - Nightmist, Absolution #18

Ongoing, Limited

Master of Magic (x2) Spell 2, Spell 3
Whenever you play a Spell card, Nightmist regains that card's Spell 0 HP.
Art: Nightmist casting a spell from the Tome of Elder Magic;
Flavor-text: "Touching sources of arcane power can both strengthen and destroy." - Nightmist, The Curse #4
Mist Form (x2) Spell 2, Spell 3
Nightmist is immune to Damage. You cannot play cards or use Powers. You may draw an additional card during your draw phase. At the start of your turn, you may destroy this card.
Art: Nightmist following a burglar who can't see since she is just mist;
Flavor-text: "Uhh, is someone there?" - Burglar, Nightmist #7

Equipment, Relic

Tome of Elder Magic (x2) Spell 3, Spell 4
Power: Reveal cards from the top of your deck until a Spell is revealed. Put it into your hand. Shuffle the other revealed cards back into your deck.
Art: Image of the Tome of Elder Magic;
Flavor-text: "You cannot open this book without losing something." - The Master, The Curse #3

Equipment, Relic, Limited

Amulet of the Elder Gods (x2) Spell 2, Spell 3
The first time Nightmist would be dealt Damage each turn, you may discard 2 cards. If you do, you may redirect that Damage to a Target of your choice.
Art: Image of Amulet of the Elder Gods;
Flavor-text: "This accursed amulet shall serve in my quest for redemption!" - Nightmist, The Curse #1
Elder Ring (x3) Spell 1, Spell 2, Spell 3
Increase the Damage dealt by Nightmist by 1.
Power: Draw a card. Destroy this card.
Art: Image of the Elder Ring;
Flavor-text: "No one is master of the ring - it chooses whom it will serve." - The Master, The Curse #3
Starshield Necklace (x2) Spell 1, Spell 3
At the end of your turn, you may discard a card. If you do, Nightmist regains that card's Spell 0 HP.
Art: Image of the Starshield Necklace around Nightmist's neck;
Flavor-text: "It is a charm against the evil which lurks in your dreams." - Nightmist, The Fabric of Despair #2


Clarifications

Fireside Chats

  • If NightMist has 1 card in hand while Amulet of the Elder Gods is in play and she would be dealt damage, she can discard the 1 card for no effect. Ground Pound works the same way.
  • Suppose NightMist, Amulet of the Elder Gods, and Citizens Tears and Blood are in play. If Citizen Tears deals damage to NightMist, that damage is increased by the cards NIghtMist discards to redirect the damage using the Amulet.
  • When Mists of Time swaps the deck and trash, the top card of the deck becomes the bottom card of the trash.
  • If Oblivion is played and there is only one card in the deck, it does that card’s magic number damage to all targets. No subsequent damage is dealt to all non-hero targets.
  • The cards revealed by Oblivion go into the trash in the same order that they were revealed.


Spiff's SotM Rules and Clarifications

Mist-Fueled Recovery

  • “Mist-Fueled Recovery” allows Nightmist to regain 1 HP for each 2 cards that are shuffled from her trash to her deck. Any effects in play which increase hp recovery will increase the amount she regains per 2 cards shuffled, rather than just affecting the total. For example, if she shuffled six cards into her deck, she would normally regain 3 hp (6 divided by 2, times 1 hp), but if “Phosphorescent Chamber” (a Ruins of Atlantis card that increases hp recovery by 1) were in play, she would regain 6 HP (6 divided by 2, times 2 hp), not 4. Note however, that Nightmist still needs to shuffle in an even number of cards to get the maximum benefit from “Mist-Fueled Recovery”. A +1 to HP recovery will not make it so that Nightmist will regain 1 hp for each one card she shuffles in. The last line of rules for this card reads, “immediately end your turn”. This means to proceed immediately to Nightmist’s end-of-turn phase, which is not the same as skipping the rest of her turn entirely. She may still take any end-of-turn actions she may have.