j True Brujah

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.

The True Brujah and their unique ? 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.

Al-Muntathir, God's Witness

Al-Muntathir, God's Witness
played in 16 decks, typically 3-6 copies

The most played vampire of the clan, its superior F 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.

Shalmath

Shalmath
played in 14 decks, typically 5-6 copies

A capacity-10 powerhouse with superior PR!; unlocking once each turn lets him act twice - or thrice with Domain of Evernight — and still defend.

Nehemiah

Nehemiah
played in 9 decks, typically 3-4 copies

A capacity-9 vampire with two votes, superior PR! and a deep toolbox star, who sifts unwanted cards to the bottom of the library each turn.

Synesios

Synesios
played in 8 decks, typically 1-4 copies

A capacity-8 vampire with two votes and superior PR!, his inferior o makes him an interesting option in oR political decks.

Domain of Evernight

Domain of Evernight
played in 107 decks, typically 1-10 copies

Often played for its additional stealth at inferior o outside of the clan, its ? and ! 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.

Tabriz Assembly

Tabriz Assembly
played in 37 decks, typically 1 copy

A Hunting Ground giving +1 hand size at no cost is awesome, the fact that it is removable is not really an issue.

Summon History

Summon History
played in 32 decks, typically 2-10 copies

A unique effect both at inferior ? and superior !. Combined with The Ankara Citadel, it can put allies and vampires into play for half the price.

Outside the Hourglass

Outside the Hourglass
played in 30 decks, typically 4-12 copies

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.