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o provides the best stealth in the game, as its name suggests.
played in 484 decks, typically 2-6 copies
The best stealth money can buy, played in almost all o constructs.
played in 419 decks, typically 2-4 copies
This block denial modifier comes in very handy against a single minion. It works against all minions and vampires and can bypass even high levels of stacked intercept.
played in 406 decks, typically 2-4 copies
A single unlocked minion can be hard to get around if multiple actions are in order. This is an excellent tool in this case as it lets you lock the defending minion on the first block failure. Furthermore, it will work as a block denial against allies.
played in 382 decks, typically 1-5 copies
A versatile stealth modifier, the maneuver option comes in handy in decks with a decent combat module, or to avoid combat damage. Others find the combat option handy to avoid jamming the hand with unneeded stealth.
played in 329 decks, typically 1-5 copies
An additional source of stealth that becomes an excellent tool when not all vampires have o. It can also be stacked, by the vampire doing the action himself, then by another vampire with O.
played in 255 decks, typically 1-4 copies
An additional stealth modifier that can be stacked, it is also a counter against bounces: it allows one to suppress a high damage bleed that has been bounced to its grand-prey, which is actually a common situation.
played in 238 decks, typically 2-5 copies
Especially useful in decks with a political module, it gives such a high bonus to undirected actions that they become virtually unblockable. Its uselessness for directed actions still makes it absent from a lot of o modules.
played in 200 decks, typically 1-4 copies
Less widely used than {{ card("Cloak the Gathering") }} because it offers no direct stealth on an action, its efficiency increases in decks with many minions: a vampire with O can give +1 stealth to multiple consecutive bleeds, a nice setup for a lunge move.