Lasts 10 turns. Back lash starts at 100. Performing any action will decrease the Back Lash by 10. Once the 10 turns are up, the Shadow Mimic will spawn as a Minion with all spells you have cast during the 10 turns as his deck and will attempt to copy your actions. This takes the form of the wizard but as a shadow. This Mimic's damage spells, charms, traps, and wards will all be Shadow Based. (Example, Storm Owl will deal up to 2000 Shadow Damage instead of Storm Damage)
2 Shadow Pip Spell
Dark Aura
Lasts 6 turns, Back lash starts at 20, reduced by gaining shadow pips. The Aura increases your shadow pip gain chance by 20% and Increases Shadow Damage by 50% but reduces all other Damage types by 20%. Applies to shadow mimic instead.
0 Shadow Pip Spell
Taint
Enchant
Converts the effected card into a shadow spell that takes 0 Shadow Pips (ONLY if there is no shadow pip cost prior) or removes the normal pip need. This will also convert the Damage, Buff, or Debuff to only effect Shadow Damage.
2 Shadow Pip Spell
Enthrall
Begiles an enemy for 5 turns and applies a locked 50 Back Lash to the target. Back Lash cannot be lowered unless the target uses a shadow spell.
X Shadow Pip Spell
Nightmare
Consumes ALL Pips and Shadow Pips. Power Pips count as half of a shadow pip instead of just 2 pips. The Nightmare will appear as a Field Spell, after 4 turns if no one on the opposite team manages to spend more pips then the user, the nightmare will collapse on the enemy and destroy all of their Charms, Wards, and Auras along with disabling pet and weapon maycasts and some cheats for 5 turns while applying a back lash to EVERYONE. Whoever has the highest back lash will take double the back lash amount of damage. If your cost is outclassed by the opposite side, YOUR TEAM will take the effects of Nightmare instead. (Yes Mana Burn can easily make this a dangerous spell but you are dumping EVERYTHING into this, make it count)