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played in 1318 decks, typically 2-5 copies
Wake reaction cards are played in most decks. This one has no requirement, no cost and is immediately replaced, plus it can be used by allies. However, it may need to be complemented by other wakes because of its once per turn limit.
played in 625 decks, typically 1-3 copies
A very widespread defence against political actions. The action can still be performed again a turn later, but breaking a predator's lunge or preventing a prey's Consanguineous Boon can make a win. It is best used after the vote has taken place.
played in 538 decks, typically 1-2 copies
A cheap way to ensure an optimal card rotation throughout the game. It has no direct effect on the table so it is often overlooked, even though the fluidity it confers is often key to victory.
played in 533 decks, typically 1 copy
By far the most played ally of the game, he is an excellent blocker for a cheap price. An excellent addition in virtually any deck. Its combat ability makes him quite hard to take down and his existence alone is a deterrent to diablery, as he can be put into play to destroy the diabolist the next turn.
played in 466 decks, typically 2-6 copies
An excellent tool for bloating, it is often seen in rush decks. Played efficiently, it helps leech with cards like {{ card("Minion Tap") }} or {{ card("Blood Doll") }}.
played in 421 decks, typically 1 copy
It provides a deadly aggravated strike at any range for just one pool and is therefore the most cost-effective weapon of the game. Any deck expecting actual combat can play it.
played in 383 decks, typically 1-5 copies
Although only usable by a vampire and not replaced until the next turn, it has the advantage to be playable multiple times, so it is a good complement to the more common {{ card("On the Qui Vive") }}.
played in 342 decks, typically 1-6 copies
Yet another wake, this one is replaced but can cost a bit of blood. It can be a good complement or alternative to {{ card("On the Qui Vive") }} and {{ card("Wake with Evening's Freshness") }}.
played in 326 decks, typically 1 copy
A cheap permanent intercept device, although affecting only the predator. As a bonus, it can have a devastative effect against weenie constructs.
played in 310 decks, typically 1-2 copies
A key card to ally-oriented decks, it transforms any ally setup into a very cumbersome wall. An overall intercept bonus at no cost is already good, plus being an event makes it hard to remove from the table.
played in 294 decks, typically 1-2 copies
A permanent bleed boost at no cost only available for big capacity vampires, it also allows acting during other players turns: add the end of the predator turn to stay unlocked, or during the prey turn to bleed strong while {{ card("Archon Investigation") }} can not be played (as it is an out-of-turn). With a way to unlock the vampire, it can let a minion bleed in consecutive turns.
played in 280 decks, typically 2-6 copies
An excellent combat option, it usually gets through against deck with no heavy combat module. A single aggravated damage can even become three and burn a vampire. Because any minion can use it, it is also included in ally oriented decks.
played in 259 decks, typically 1 copy
Played in decks with non-Camarilla big capacity vampires, it is a straight-up boost in {{ link("/strategy/fundamentals", _("A&B"), _anchor="AB") }} for just one pool. Hard to block and hard to destroy in combat, he is safe in many situations.
played in 224 decks, typically 1 copy
Permanent intercept bonus at no cost, it is a good addition in any deck packing a defensive module with some intercept.
played in 215 decks, typically 1 copy
A good tool for pool damage for combat-oriented decks. The hand size diminution is totally acceptable if it means dealing 2 or 3 damages per turn to the prey.
played in 213 decks, typically 1-6 copies
The optional maneuver make it a cost-efficient option when it comes to ranged weapons. It is often combined with c for maximum efficiency as it is not limited to a single strike per round or combat: additional strikes transform this nice weapon into a real tool of destruction.
played in 207 decks, typically 1 copy
He is a good rusher open to all decks. Hard to block, he can pick his targets for maximum effects. Starting with 4 life, he often goes up to more. His ability lets him dispose of young vampire without good defensive options: a little pricey to be just a buffer in front of a rush deck, he becomes invaluable against weenie decks.
played in 198 decks, typically 1 copy
A death sentence for breed decks at no cost, it is often included in slow decks that have difficulties to cope with the overwhelming numbers of decks creating newborn vampires with cards like {{ card("The Embrace") }}.
played in 161 decks, typically 1-3 copies
An excellent option for decks with good intercept capabilities, it makes blocks more threatening and keep closed combat constructs at range, improving the {{ link("/strategy/combat", _("bruise"), _anchor="bruise") }} ratio of the deck substantially.
played in 148 decks, typically 1-7 copies
The eponymous card of rush decks, it allows for direct combat against any minion, with the nice bonus of a maneuver to control the range a bit. Some disciplines have better alternatives, like i with {{ card("Deep Song") }}, but otherwise it is a go-to card for combat greedy minions.
played in 145 decks, typically 3-6 copies
An efficient weapon at no cost, requiring no action to equip, it is a good alternative for toolbox decks not so much specialized in combat. Often played in association with f for damage prevention.
played in 136 decks, typically 3-8 copies
An excellent way to get a weapon without risking an action that could be blocked, it is most often associated with {{ card(".44 Magnums") }}.
played in 135 decks, typically 1-2 copies
A good addition to allies and imbued decks, his ability does not warrant an action and can be used anytime.
played in 132 decks, typically 1 copy
It can be a good deterrent and help keep one's allies alive, but can also be a damage source. It is worth playing only if the allies have a good chance to block vampires and is always accompanied by {{ card("The Unmasking") }}.