Okay so when I saw
Solitude, I knew I was going to have some fun with this set. The initial impression of that card is that it's a janky effect without much real potential. While you can kill people with it if you get a lot of power and a few
Dreamsnatcher ultimates popped, the real power it poses is in tandem with
Black Iron Manacles. I feel like most people forgot about that card a while ago, but a lot of cards from the previous set and the current set really
really jacked up its power. You absolutely don't need it to win, but if you stick it and it stays put on the opponent it's almost a win condition on its own with the way this deck works.
My goal with this deck most of the time is to start getting some recurring summon/entomb effects with the help of the
Memory Dredger. With the manacles, nightfall is a torch to face per turn, and recurring the
Fallen Oni's summon via the dredger will boost the Dreamsnatcher or do damage with the manacles. Solitude can straight up kill your opponent through the Manacles' damage instead of decking them completely, as can
Azindel's Gift if you can stick it.
I also currently have
Library Phoenix and
Crimson Firemaw around now for reverse ramp, which makes it easier to stick manacles and gifts, as well as play the big impact 4-drops which this deck has a critical mass of. I'm unsure of the reverse ramp cards (WIP) but I think they may be the catalyst that lets this whole thing actually work. Give it a shot without them if you're inclined and see if it's any better that way.
All in all, everything in this deck seems to interact with something else in this deck, so I'm sure fellow Timmys will have a blast with it. It's doing decently now, however it's still early in the set so viability is currently a nonfactor. Happy milling!