So my Dreamer now has reinforcements. After spending a lot of time playing with only Teddy's, and then adding Lilu and Lilitu to the mix, I can finally spread my wings and try a bunch of different lists. My nightmares have expanded to include four new options: Coppelius, Alps, Stitched Togethers, and Daydreams.

Coppelius
The unique nightmare weighing in at a hefty 9 soulstones, this guy is great at control with a speciality in hurting the living. This monster skulks around Malifaux and uses his sharp claws to pick out peoples' eyes. It's horrifying enough that whenever he manages it (which he can do a couple of different ways - either by causing enough damage, or by hitting a trigger on his attacks), everyone nearby has to take Morale checks, and any who fail start taking damage too. He does not do a lot of damage, but he can cause living models to flee a number of different ways, and he can paralyze anyone he touches. Once he's collected some of those eyes, he'll be using them to either heal himself or others, or to summon more nightmares around him. All in all, a pretty solid piece, and one I'll be fielding in more than just my Dreamer armies.

Alps
These guys are designed to be swarmed, costing only 3 stones each. They're pretty simple to kill, and won't do a ton of melee damage themselves, but just being near them causes enemies fits. If you start near them, you have to test or become Slow, and the more that are nearer to you, the harder that test becomes. If you become Slow for any reason, each one of them will do damage to you. If you move or strike near them for any reason, they'll do damage to you. And if they manage to kill you because you became slow, a new one becomes summoned near them. A pretty nasty piece, especially with how cheap they are. Plus their attacks cause slow too. Not too shabby.

Daydreams
The Dreamer's totem hits the table. These guys can come three to a master, and it's possible to summon more of them as time goes on. Which is good because they're just great for the Dreamer. Essentially they offer a way to raise and bury Nightmares without relying on the Dreamer's activation. They can bury Lord Chompy Bits so he doesn't need to trigger it himself, and if they die, they can unbury any nightmare they want near them. If that happens to be LCB, it means Lord Chompy Bits gets to immediately activate (because of LCB's rules). Not a bad set of blokes.

Stitched Together
Okay, ignoring the fact that you can only field three, but they come two to a pack, these guys are pretty damn good. They're not fast, but the Dreamer's okay with that. They are hard to kill for their cost, and as you're killing them, you may be taking damage back. Plus, when they finally do die, they get to reactivate and can't be killed again for the rest of the turn (though they're dead at the end of that turn, so that's okay). Their damage isn't great either until you start pulling in their other tricks (a theme among nightmares, it seems). They can offer cover for my advancing army, control my opponent's hand, and have the potential to do a whole mess of damage with their Gamble Your Life ability. Has a chance of killing himself outright, but also might just as easily do 7 damage to you.
Overall, a bunch of great models for the Dreamer, nearly filling out his list of options from Book 2. Looking forward to getting them all on the table and seeing how they perform.

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