Since Ghost of the past is out, I have been playing around to see how effective is the fully buffed nightmare mechanic. The versions with precognition/nymph and/or additional gargoyles are good but IMHO do not use nightmare at its full extends (see here (
http://elementscommunity.org/forum/index.php/topic,22105.msg302214#msg302214), here (
http://elementscommunity.org/forum/index.php/topic,21525.msg294107#msg294107) and here (
http://elementscommunity.org/forum/index.php/topic,20254.msg274672#msg274672)). Most of them go more in the rush direction than in the full fear effect. I think that to make it work at its top, a second denial mechanism is to be added. In a time darkness duo, they are only two options: devourers and rewind. 7wavemaster already showed a nice defencive version with said devourer (here (
http://elementscommunity.org/forum/index.php/topic,20200.msg275029#msg275029)). The other alternative is rewind. I believe it makes an extremely powerful cocktail. I do realise that the master of darkness already proposed something similar here (
http://elementscommunity.org/forum/index.php/topic,20160.msg274560#msg274560) but I wanted to have a thread to discuss the mechanic involved. Here is the deck: (?? are GotP)
Hover over cards for details, click for permalink
7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q4 7q4 7q4 7q4 7q4 7q4 7qe 7qe 7qe 7qe 7qe 7qe 7tb 7tb 7th 7th 7th 7th 7th 7th 8pt
The strategy is simple. Play the GotP as early as possible and try not to wait to much to play your first nightmare. This creates the following phenomenum: (a) if he can play a card, your opponent will play it right away, (b) if he cannot he will discard anything but a GotP. The idea is to rewind the creatures he plays and to slowly fill his hand with GotP. The use of rewind combine with the draw denial will slow him down and you'll grind is HP (9 attack does the work quite well). If he can play a GotP just nightmare + rewind it, he'll discard next turn (doesn't work with opponent too rich in time). Around turn 7-8 (if he is not dead yet), your opponent hand is full of GotP and he'll discard. The most rewarding type of victory is when this discard is the "coup de grace".
Why 6 rewind + 2 vampire dagger and not 3 rewind + 2 eternity + 3 pillars? Because you don't really need more than 6 rewinds but you need them early. Rewinds are also generally faster than eternity and as you are not in a stall strategy you don't really need the loop. Moreover, the healing effect of the dagger is really nice to soften the damage of early creatures and eventually to EM.