{% extends "best-cards/_layout.html" %}
{% import "best-cards/_layout_card_column.html" as layout with context %}
{% block content %}
{{ _("No discipline") }}
{% call layout.card_column("On the Qui Vive", decks=667, copies="2-5") %}
{% trans trimmed %}
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.
{% endtrans %}
{% endcall %}
{% call layout.card_column("Heart of Nizchetus", decks=450, copies="1-2") %}
{% trans trimmed %}
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
a sure path to victory.
{% endtrans %}
{% endcall %}
{% call layout.card_column("Delaying Tactics", decks=400, copies="1-3") %}
{% trans trimmed consanguineous_boon=card("Consanguineous Boon") %}
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.
{% endtrans %}
{% endcall %}
{% call layout.card_column("Taste of Vitae", decks=240, copies="2-6") %}
{% trans trimmed
minion_tap=card("Minion Tap"),
blood_doll=card("Blood Doll")
%}
An excellent tool for bloating, it is often seen in rush decks. Played efficiently, it
helps leech with cards like {{ minion_tap }} or {{ blood_doll }}.
{% endtrans %}
{% endcall %}
{% call layout.card_column("Enkil Cog", decks=198, copies="1-3") %}
{% trans trimmed archon_investigation=card("Archon Investigation") %}
A permanent bleed boost at no cost, it allows acting during other players turns:
at the end of the predator turn to stay unlocked, or during the prey turn to bleed hard
without fear of {{ archon_investigation }}. With a way to unlock the vampire,
it lets a minion bleed twice in consecutive turns.
{% endtrans %}
{% endcall %}
{% call layout.card_column("Bowl of Convergence", decks=189, copies="1") %}
{% trans trimmed %}
A permanent intercept bonus for any bearer with {{ aus }}, with a second point available at
superior {{ AUS }} for a blood. A staple in {{ aus }} wall decks, though its Unique trait
limits it to one in play.
{% endtrans %}
{% endcall %}
{% call layout.card_column("Carlton Van Wyk", decks=179, copies="1") %}
{% trans trimmed %}
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 diablerie, as he can be put into play
to destroy the diabolist the next turn.
{% endtrans %}
{% endcall %}
{% call layout.card_column("Ivory Bow", decks=150, copies="1") %}
{% trans trimmed %}
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.
{% endtrans %}
{% endcall %}
{% call layout.card_column("The Unmasking", decks=142, copies="1-3") %}
{% trans trimmed %}
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.
{% endtrans %}
{% endcall %}
{% call layout.card_column(".44 Magnum", decks=128, copies="1-7") %}
{% trans trimmed %}
The optional maneuver make it a cost-efficient option when it comes to weapons. It is
often combined with {{ cel }} for maximum efficiency as it is not limited to a
single strike per round or combat: additional strikes transform this weapon into a real
tool of destruction.
{% endtrans %}
{% endcall %}
{% call layout.card_column("Mr. Winthrop", decks=126, copies="1") %}
{% trans trimmed %}
Permanent intercept bonus at no cost, it is a good addition in any deck packing a
defensive module with some intercept.
{% endtrans %}
{% endcall %}
{% call layout.card_column("Sniper Rifle", decks=112, copies="1-2") %}
{% trans trimmed grinding=link("/strategy/combat", _("grinding"), _anchor="posture") %}
An excellent option for decks with good intercept capabilities, it makes blocks more
threatening and keep closed combat modules at range, excellent for {{ grinding }}.
{% endtrans %}
{% endcall %}
{% call layout.card_column("Scourge of the Enochians", decks=108, copies="1") %}
{% trans trimmed the_embrace=card("The Embrace") %}
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 minions produced by decks
creating newborn vampires with cards like {{ the_embrace }}.
{% endtrans %}
{% endcall %}
{% call layout.card_column("Aranthebes, The Immortal", decks=107, copies="1") %}
{% trans trimmed %}
A cheap permanent intercept device, although affecting only the predator. As a bonus,
it can have a devastative effect against weenie constructs.
{% endtrans %}
{% endcall %}
{% call layout.card_column("Narrow Minds", decks=107, copies="1") %}
{% trans trimmed
deflection=card("Deflection"),
telepathic_misdirection=card("Telepathic Misdirection")
%}
An easy way to hinder bounce defense relying on cards like {{ deflection }} or
{{ telepathic_misdirection }}, especially for those who do not bounce themselves.
{% endtrans %}
{% endcall %}
{% call layout.card_column("Target Vitals", decks=105, copies="2-7") %}
{% trans trimmed %}
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.
{% endtrans %}
{% endcall %}
{% endblock %}