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The Tremere and their antitribu have access to the unique and versatile t discipline. Alongside d and a, it makes for a powerful combination, used in many successful archetypes:
Finally, Tremere also appear in the {{ link("/archetypes/tzimisce-wall", _("Tzimisce Wall")) }} archetype as {{ card("Lord Tremere") }}, {{ card("Mistress Fanchon") }} and {{ card("Malgorzata") }} all have V alongside powerful abilities.
played in 156 decks, typically 2-8 copies
A good stealth enhancer, the only one available with the clan disciplines. Its combat avoidance effect at superior T can come in handy.
played in 141 decks, typically 2-5 copies
A rare effect in the game, the ability to fetch any equipment in the library is very strong. The +3 stealth bonus at superior T makes it very hard to block. Some decks use T for this card only.
played in 124 decks, typically 1-2 copies
The cheapest D pool can buy, he is played in many decks.
played in 86 decks, typically 5-11 copies
An excellent combat card: as it steals blood there is no damage to prevent, and at the end of the round it is a 4 blood difference between the two vampires, at no cost.
played in 77 decks, typically 2-12 copies
An excellent ally: not so expensive, not unique so many of them can be into play, they strike 1R with a press and prevent one damage per strike, so this means they do not lose any life against a vampire that does not play any combat card. They gave birth to the {{ link("/archetypes/nephandii", _("Nephandii")) }} archetype.
played in 73 decks, typically 1 copy
A good ally at a cheap price: he is quite the defender and very resilient as aggravated damage is required to kill him.
played in 73 decks, typically 1-3 copies
An expensive but powerful device to augment {{ link("/strategy/fundamentals", _("A&B"), _anchor="AB") }}. Its cost did not prevent it to be played in many t constructs, if only as an option.
played in 69 decks, typically 2-5 copies
Second pillar of the {{ link("/archetypes/nephandii", _("Nephandii")) }} archetype, his capacity is exceptionnal. Being able to put some allies into play without even taking an action that could be blocked is a definitive edge.
played in 63 decks, typically 1-2 copies
A good bloat device at a decent price. Few clans have access to this kind of location, but it generates a pool per turn so it is quickly profitable.
played in 63 decks, typically 1-3 copies
An Inner Circle with the classical 4 votes and +2 bleed bonus, she also has a unique ability to fetch the card she wants. Moreover, her ODA disciplines combination, alongside TV, is powerful in many decks.
played in 61 decks, typically 5-10 copies
A very versatile combat device: maneuver or press at no cost is a great tool.
played in 60 decks, typically 1-4 copies
A star among the Tremere, her +1 intercept an good disciplines for a decent cost makes her a favorite in many decks.
played in 57 decks, typically 2-16 copies
An infamous rush device, only available as an offensive tool for Tremere antitribu. They gave birth to the {{ link("/archetypes/tupdogs", _("Tupdogs")) }} archetype.
played in 58 decks, typically 1 copy
A good disciplines combination for only 3 pool, plus he is in the group 3 so he can be included in many crypts.
played in 52 decks, typically 1 copy
Yet another da for 3, included in many crypts for the same reason as {{ card("Saiz") }}: she's cheap and has good disciplines.
played in 51 decks, typically 1-5 copies
A very decent damage prevention card, even if not as powerful as f {{ card("Rolling With the Punches") }}, it is the only damage prevention available to the Tremere.