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Anarch have been on the rise the last few years, and they ramped up some classical archetypes to bring them to a new power level, like {{ link("/archetypes/saulot-and-friends", _("Saulot & Friends")) }}, {{ link("/archetypes/goratrix-high-tower", _("Goratrix High Tower")) }} or {{ link("/archetypes/nananimalism", _("Nananimalism")) }}, for example.
The anarch variation is a possibility for many archetypes, and it gives access to some unique cards.
played in 96 decks, typically 2-7 copies
A good pool-damage dealer if it can be defended, either with intercept capacities or votes.
played in 55 decks, typically 1-5 copies
An excellent vote to deliver pool damage, its effect is strong than {{ card("Kine Resources Contested") }}, for a higher blood cost. It is a bit tricky to gather enough independant or anarch votes to get it through, but worth the effort.
played in 46 decks, typically 1 copy
An excellent location, combining permanent intercept and the occasional blood bonus for the low cost of 1 pool. A no-brainer for most Anarch decks.
played in 40 decks, typically 1-2 copies
A versatile tool when playing a non-anarch crypt. It is the cheapest way to make a vampire anarch, although {{ card("Anarch Convert") }} and {{ card("The Red Question") }} are excellent alternatives, but it can also bring some welcome blood back on the table on occasions.
played in 34 decks, typically 1-2 copies
With an effect similar to {{ card("Smiling Jack, The Anarch") }}, they are most often played together for pool damage in decks that have enough block potential to defend it.
played in 33 decks, typically 1 copy
A decent source of stealth for a reasonable cost.
played in 27 decks, typically 1-3 copies
A very versatile combat utility, it finds it place in many Anarch decks with a combat module. The option to cancel an {{ card("Immortal Grapple") }} can be a life saver.
played in 22 decks, typically 1-3 copies
Although costly, it is a good bleed enhancer that requires no discipline. Invaluable in decks that have no access to other bleed enhancers, it can be a decisive tool for a lunge.
played in 22 decks, typically 3-8 copies
A unique effect that allows Anarch to recruit allies without the risk of being blocked, it can be used in ally-oriented archetypes like {{ link("/archetypes/war-ghouls", _("War Ghouls")) }}, {{ link("/archetypes/khazars-diary", _("Khazar's Diary")) }} or {{ link("/archetypes/nephandii", _("Nephandii")) }}.
played in 21 decks, typically 1-2 copies
An excellent bleed enhancer, although the blood cost can be a bummer. Combined with cards that help bring some pool back on the vampires, like {{ card("The Anarch Free Press") }} and {{ card("Twilight Camp") }}, it becomes a frightening pool damage device.
played in 21 decks, typically 1-2 copies
A nice way to make a vampire anarch at no cost, it is often played alongside {{ card("Twilight Camp") }}
played in 20 decks, typically 6-13 copies
A versatile combat tool for vampires having both c and f, the choice between prevention and additional strike is a unique combination: it is unlikely to jam the hand and can help offensively or defensively depending on the situation.
played in 20 decks, typically 1 copy
A decent rotation enhancer even without anarch cards, it becomes very useful if the unlock effect can be put to good use.
played in 18 decks, typically 3-18 copies
Although it provides no bleed bonus, having a stealthed bleed for r is a powerful tool, moreover when combined with {{ card("Power of One") }} to deliver a 2 stealth 2 pool bleed. The bloat effect is a nice bonus too.
played in 17 decks, typically 2-10 copies
Although pricier than {{ card("Bonding") }}, it provides stealth and bleed power at inferior r, which makes it usable by lower capacity vampires.
played in 14 decks, typically 1 copy
A decent recursion device, it is often seen in political decks, like {{ link("/archetypes/death-star", _("Death Star")) }}, where it can be used to get back some critical pool damaging vote in hand.