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The Imbued have a special place in the game: they are not vampires, but mortal allies. They are organised in creeds instead of clans, and have virtues instead of disciplines. Their bizarre handling and specific ruleset makes them unique, and they have given birth to their own {{ link("/archetypes/hunters", _("Hunters")) }} archetype.
They have a unique access to Powers (an easy inclusion as they are fetched at +1 stealth with unlock) and Convictions cards (all three played in imbued decks as they stack and have no downside).
played in 63 decks, typically 3-8 copies
The most played Conviction. Usually all three Conviction cards are played in imbued decks, but {{ card("Béatrice") }} is often added to vampire crypts for additional bleed, and all she really needs is this Conviction for a bit of stealth.
played in 61 decks, typically 3-6 copies
This is usually the first Conviction any Imbued fetches when he comes into play, as it protects them against anti-ally actions like {{ card("Entrancement") }}.
played in 61 decks, typically 3-8 copies
An excellent Conviction that boosts combat or bleed depending on the need. As it is a Conviction, it can be used every turn and come back into play during the unlock phase.
played in 14 decks, typically 1-3 copies
A good bleeding minion for just 3 pool, she gets included in vampire crypts to help with the bleed, as her ability makes her impractical in Imbued crypts. Helped by a {{ card("Second Sight") }} for stealth, she becomes an interesting minion.
played in 50 decks, typically 2-3 copies
Her ability is the cornerstone of most Imbued decks. Not only can the Imbued come back from Incapacity (their version of torpor) with only two Convictions instead of three, they can also do so during any turn. As Imbued are fragile, this additional protection is welcome.
played in 50 decks, typically 3-6 copies
A versatile out-of-turn Master. It can be used as a wake, but also as a way to bring equipment into play without being blocked. As Imbued do not get so much stealth, this is a real asset to gear them up.
played in 49 decks, typically 1-2 copies
A decent bloating device for Imbued decks, it is included in most of them, sometimes in multiple copies.
played in 45 decks, typically 1 copy
A powerful weapon only Imbued can wield. It gets included in most Imbued decks.
played in 44 decks, typically 2-3 copies
His virtues are useful and his ability is an excellent bloat device, so he gets included in many Imbued decks.
played in 44 decks, typically 1-2 copies
Good virtues for a decent price, his ability is also quite nice as it deters rush actions against him.
played in 44 decks, typically 3-5 copies
Jewel of the Justice virtue, the combination of drive and wake effects makes for a very nice bonus in {{ link("/strategy/fundamentals", _("A&B"), _anchor="AB") }}.
played in 43 decks, typically 1-2 copies
Excellent virtues with a good combat ability, he gets included in most Imbued decks.
played in 40 decks, typically 2-4 copies
Second excellent Justice power after Vigilance, it explains why the Justice virtue is the most played among Imbued. Combined with {{ card("The Unmasking") }}, it transforms the Imbued in excellent blockers.
played in 40 decks, typically 2-4 copies
This regeneration ability makes any Imbued with the Defense virtue quite sturdy. As Imbued can not hunt, this is one of the few ways they can get some life back.
played in 34 decks, typically 2-5 copies
The only bounce Imbued can use against bleeds, it is easy to include as {{ card("Jennie") }} has the Visionary virtue. It can also be used to cancel an action on the prey side, so it is very versatile.
played in 31 decks, typically 1-2 copies
Another good Defense power, as it can be used to "block" bleeds without even needing intercept. The Conviction cost is a bit high, but the threat of it alone can slow down an aggressive predator.