q Malkavian

The Malkavian are a prominent clan. With their unique e discipline beside the excellent oa disciplines, plus some really good vampires, they have led to many archetypes. Lutz Politics and Rachel Madness are two archetypes revolving around the powerful vampires Lutz von Hohenzollern and Rachel Brandywine respectively. On the other hand, Malkavian and their antitribu are also used into two strong weenie constructs: Dementation Bleed and Weenie AUS. The "classic" group 1 and new group 6 Malkavians provide solid DO bleed decks, Malk' 94 and Malk' 22.

Group 1 Malkavian have the doa disciplines combination, making them the only vampires of the game with do as clan disciplines. That got them into other archetypes, like the Mind Rape archetype, using Puppet Master to take control of opponents' vampires. Malkavian and their antitribu got e instead of d on group 2 to 5, an evolution right on tracks with the roleplaying game Vampire: the Masquerade. They got d back on group 6 with the release of the fifth edition.

Andi Liu

Andi Liu
played in 38 decks, typically 1-2 copies

A cheap Prince with great disciplines, she's the most played Malkavian q Prince. Her inferior r gives her a spot in multiclan or political decks.

Lutz von Hohenzollern

Lutz von Hohenzollern
played in 37 decks, typically 1-4 copies

Star of the Malkavian clan, he has a really powerful ability, 4 votes and +2 bleed like many Inner Circle, combined with all clan disciplines plus the useful R that gives access to excellent vote modifiers like Voter Captivation.

Alexander Silverson

Alexander Silverson
played in 27 decks, typically 1-3 copies

A solid Prince with all clan disciplines at superior, he sit comfortably on top of the Govern chain. His inferior Presence r can be useful in political builds.

Gilbert Duane (G6)

Gilbert Duane (G6)
played in 26 decks, typically 1-2 copies

The archetypal Malkavian, all three clan disciplines ADO at superior plus a Baron title: useful in both political and Anarch decks.

Abraham Mellon

Abraham Mellon
played in 24 decks, typically 1-4 copies

A solid 8-cap for the top of the Govern chain, the hand size bonus is nothing to scoff at.

Zöe

Zöe
played in 21 decks, typically 1-2 copies

Superior A at 3 pool is really a bargain. She has access to Telepathic Misdirection for the cheapest price.

Jason

Jason "Son" Newberry
played in 20 decks, typically 1-2 copies

All superior ADO with a bleed bonus that slots straight into the clan's DO bleed plan. A no-brainer.

Juliet Parr

Juliet Parr
played in 11 decks, typically 3-5 copies

A new Justicar with a hand-size boost on referendums that provides excellent cycling and hand-crafting capabilities. The free maneuver each combat is a good defence tool too.

Kindred Spirits

Kindred Spirits
played in 29 decks, typically 7-28 copies

This bleed action is central to the e discipline. It can deliver a bleed of 2 in combination with a 1 pool bloat. Moreover, the bleed can be directed to any Methuselah, not only the prey, offering additional table control.

Eyes of Chaos

Eyes of Chaos
played in 28 decks, typically 3-13 copies

A powerful bleed enhancer at no cost, although a bit less efficient than Conditioning.

Confusion

Confusion
played in 27 decks, typically 5-15 copies

An excellent bleed modifier at no cost, it provides stealth at superior E.

Muddled Vampire Hunter

Muddled Vampire Hunter
played in 17 decks, typically 1 copy

An excellent ally with good combat abilities at a reasonable price. He can help take down a cumbersome minion or deter an aggressive predator.

Deny

Deny
played in 16 decks, typically 2-8 copies

A good stealth enhancer at superior E, its inferior ability is seldom used but can still come in handy to get out of a Trap, for example.

Mind Tricks

Mind Tricks
played in 15 decks, typically 1-4 copies

+1 stealth for 1 blood: this is expensive. It is included in decks where o is not much available. Alongside Deny and Confusion, it can make for a very decent stealth & bleed module using just the E discipline.

Touch of Clarity

Touch of Clarity
played in 15 decks, typically 1-5 copies

The only card in the game that can counter d bounces like Deflection: depending on the environment, it can be a powerful device in the e arsenal when used sparingly.

Coma

Coma
played in 10 decks, typically 1-4 copies

A e strike that sends the opposing vampire straight to torpor. The cost is high, but the deterrence is real.