{% extends "archetypes/_layout.html" %} {% import "archetypes/_layout-erratum.html" as erratum with context %} {% import "archetypes/new-kids/qawiyya-caine.json" as deck_json %} {% block meta %} {% endblock %} {% block archetype_name %}
This is a rush deck built around {{ qawiyya_el_ghaduba }} as a star. She does all the work: the rest of the crypt is {{ andre_leroux }} and a handful of 1 and 2 capacity utility vampires used for a bit of additional bleed for the ousts.
The engine is lots of {{ freak_drive }} on top of her built-in unlock: she rushes, unlocks, and rushes again, easily grinding through three or more combats a turn. {{ sense_death }} is the premium rush, granting both a press and a maneuver at superior {{ VAL }}, backed by {{ nose_of_the_hound }} and a spread of singleton rush actions. The {{ twisted_bloodhound }} retainers — the eponymous kennel — provide a rush every turn without spending a single card.
The combat package is brutally simple: {{ immortal_grapple }} against {{ sce }} and other defenses, where her strikes start at 3 damage and climb to 5 and beyond with {{ rage_of_apedemak }}, {{ soulgrinder }}, or a permanent boost like {{ heroic_might }}. {{ rolling_with_the_punches }} and {{ unflinching_persistence }} prevent on {{ for }}, {{ death_seeker }} cancels the one combat card the opponent was counting on, and {{ taste_of_vitae }} refill her after every beating.
Winning combats is also how the deck ousts: {{ abuse_of_power }} and {{ augury_of_doom }} drain pool, and {{ righteous_aura }} sticks a +2 bleed on Qawiyya for the finish. With 6 {{ ashur_tablets }} recycling what's needed, the deck can keep up for a long game and only gets better as it goes on.
Blood management is the real skill test: the unlock ability costs 2 blood and prevention is not free, so every combat should end with {{ taste_of_vitae }} when possible. Against empty or low-blood vampires, {{ pulled_fangs }} ensures they never come back: unable to hunt, they go straight back to torpor.
{{ secure_haven }} is only here to contest a cumbersome copy played by an opponent.
The deck runs zero reaction cards: defense is preemptive violence, so keep the predator's minions in torpor too, not just the prey's. Maneuvers from {{ ir_goggles }} and superior {{ unflinching_persistence }} help drag gun decks back to close range where {{ immortal_grapple }} applies, and {{ the_book_of_going_forth_by_night }} turns ally-based defenses into recruits.
Do not overlook {{ andre_leroux }}: once the prey loses all their minions, he can shine and bleed for 2 or 4 every turn.
This is a brand-new archetype with only two tournament wins, both in 2026, and the lists are nearly identical. The first win was {{ bram_van_stappen_s_deck }}, with {{ giant_s_blood }} over {{ secure_haven }}, adds {{ harass }} and {{ charge_of_the_buffalo }} as extra rushes, plus {{ codex_of_the_edenic_groundskeepers }} as an alternative ousting tool, forgoing {{ soulgrinder }}.
{% endtrans %} {% endblock %}