{% extends "best-cards/_layout.html" %} {% import "best-cards/_layout_card_column.html" as layout with context%} {% block content %}

{{ true_brujah }} {% trans trimmed %} True Brujah {% endtrans %}

This list is compiled from statistics encompassing 30 years, as the legacy clan has not scored enough wins in the last 5 years for relevant statistics otherwise.

{% trans trimmed summon_history=card("Summon History"), fernando_grossi_s_deck=link("/deck-search", _("Fernando Grossi's deck"), id="2011sac") %} The True Brujah and their unique {{ tem }} discipline have some powerful vampires among their ranks. The use of {{ summon_history }} to put vampires or allies into play fast and cheap has given birth to interesting decklists, like {{ fernando_grossi_s_deck }} from 2011. {% endtrans %}

{% call layout.card_column("Al-Muntathir, God's Witness", decks=16, copies="3-6") %} {% trans trimmed freak_drive=card("Freak Drive") %} The most played vampire of the clan, its superior {{ FOR }} is often the reason of its presence in a crypt. As True Brujah are scarce, the ability to play {{ freak_drive }} is a good asset. {% endtrans %} {% endcall %} {% call layout.card_column("Shalmath", decks=14, copies="5-6") %} {% trans trimmed domain_of_evernight=card("Domain of Evernight") %} A capacity-10 powerhouse with superior {{ POT }}{{ PRE }}{{ TEM }}; unlocking once each turn lets him act twice - or thrice with {{ domain_of_evernight }} — and still defend. {% endtrans %} {% endcall %} {% call layout.card_column("Nehemiah", decks=9, copies="3-4") %} {% trans trimmed %} A capacity-9 vampire with two votes, superior {{ POT }}{{ PRE }}{{ TEM }} and a deep toolbox star, who sifts unwanted cards to the bottom of the library each turn. {% endtrans %} {% endcall %} {% call layout.card_column("Synesios", decks=8, copies="1-4") %} {% trans trimmed %} A capacity-8 vampire with two votes and superior {{ POT }}{{ PRE }}{{ TEM }}, his inferior {{ obf }} makes him an interesting option in {{ obf }}{{ PRE }} political decks. {% endtrans %} {% endcall %} {% call layout.card_column("Domain of Evernight", decks=107, copies="1-10") %} {% trans trimmed outside_the_hourglass=card("Outside the Hourglass") %} Often played for its additional stealth at inferior {{ obf }} outside of the clan, its {{ tem }} and {{ TEM }} effects makes it a useful tool in virtually all True Brujah decks. Combined with {{ outside_the_hourglass }}, it forms the most dreadful combat combination of the game. {% endtrans %} {% endcall %} {% call layout.card_column("Tabriz Assembly", decks=37, copies="1") %} {% trans trimmed %} A Hunting Ground giving +1 hand size at no cost is awesome, the fact that it is removable is not really an issue. {% endtrans %} {% endcall %} {% call layout.card_column("Summon History", decks=32, copies="2-10") %} {% trans trimmed the_ankara_citadel=card("The Ankara Citadel, Turkey", "The Ankara Citadel") %} A unique effect both at inferior {{ tem }} and superior {{ TEM }}. Combined with {{ the_ankara_citadel }}, it can put allies and vampires into play for half the price. {% endtrans %} {% endcall %} {% call layout.card_column("Outside the Hourglass", decks=30, copies="4-12") %} {% trans trimmed domain_of_evernight=card("Domain of Evernight"), disarm=card("Disarm") %} A unique effect: combined with {{ domain_of_evernight }} it can deliver aggravated damage before the strikes. Hard to prevent as it is not a strike, and oblivious to "combat ends", it can be combined with {{ disarm }} as it is not environmental. {% endtrans %} {% endcall %} {% endblock %}