The Nemesis is Intangible every other turn starting from the 2nd, giving the fight a clear tempo of attack and defend. The buff switches on/off right after Nemesis acts. All incoming damage (including Poison and Thorns) is reduced to 1 during the Intangible turn. Players should generally avoid attacking while Intangible is up, but applying Poison or using power cards is recommended.
Nemesis' attacks do not increase in power through the fight, but without a source of Exhaust the player will eventually be overwhelmed with Burn cards, so they should take care not to let the fight last too long.
The Boot bypasses Intangible's damage reduction, so all unblocked attack damage dealt will be increased to 5. This is not run-changing, but serves some use in this fight.
The Pagan imagery of both the Silent and Nemesis hint at ritualistic conflict. Wearing similar ornaments, the Nemesis is revered by the Silent's tribe in some way, possibly a fallen predecessor or mythical enemy.
Patch V1.1: The Dealer
Fixed Nemesis gaining Intangible too early and messing up damage from Thorns.