Wandering Minstrel does not play well with Night cards that aren't Werewolf.
I would submit that Wandering Minstrel actually plays excellently with Night cards. For most Wm boards you want to be building an engine, the biggest problem with engines is having the engine whiff. Wm bottom decks something like half your stop cards (coins, green, nights) so you can much more reliably draw everything. Say nights and golds are your only payload - everything else is village/draw/+buy; ideally you want to have all your village/draw in the top half of your deck and all your payload in the bottom. Wm does this nicely. He makes your engine vastly more reliable at drawing through and he does so at a much lower opportunity cost than many other options.
Wm gets better with Nights when you time his addition to your deck well. Early on you may care more about playing power Nights than about deck drawing (e.g. Monastery), so do not buy Wm until after they are less useful. Conversely a lot of fun Night tricks are better after you are drawing deck (e.g. Changeling is mostly worthless until you can draw deck), don't bother with them until you can draw through. If you have double villages out, then certainly take the other one early and add in Wm in later.
It really is no different than Plats here. Sure may have a mid-game turn or two where you miss the plat from Wm, but pretty quickly your engine should hit and you can spend fewer buys on maintaining reliability. Reliable deck drawing is just that idiotically powerful.