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p provides an excellent combat module.
played in 155 decks, typically 5-10 copies
One of the few combat cards that can counter combat ends, it also prevents the use of weapons and dodges. At P, it even gives a press, which can be useful offensively as well as defensively.
played in 102 decks, typically 2-4 copies
Given the damage potential of p, it can be used after a round of combat more often than not. When combined with c additional strikes or f prevention, it allows to defeat even the most powerful combattants.
played in 99 decks, typically 4-9 copies
The bread and butter of a majority of p combat modules, it provides +2 damage at no cost and works well with additional strikes as well as presses.
played in 64 decks, typically 1-3 copies
A nice alternative to {{ card("Torn Signpost") }} when one want to save some card slots in a deck. As it is an action though, it can always be blocked.
played in 51 decks, typically 1-3 copies
A stronger but more expensive version of {{ card("Preternatural Strength") }}, that can also mitigate the issue of ranged combat modules. Depending on the deck, one or the other might be better.
played in 45 decks, typically 2-6 copies
A bleed modifier available to PR decks. It is better than {{ card("Aire of Elation") }} for non-Toreador decks, as it does not cost a blood. The alternate use for some votes at inferior can come in handy if the deck has some political actions.
played in 44 decks, typically 1-5 copies
A good strike by itself, the maneuver is useful for pure p modules that do not have better options for maneuvers.
played in 36 decks, typically 1-6 copies
An excellent long range strike, it can also be used as an alternative against long range combat modules. In this case however, not too many copies can be included as it can jam the hand. The press at superior P is a nice plus, especially against a crippling {{ card("Sniper Rifle") }}.