t Blood Sorcery

t offers a wide range of options. A bit of stealth, solid combat options including blood theft effects, and some unique effects.

Magic of the Smith

Magic of the Smith
played in 101 decks, typically 2-5 copies

A rare effect in the game, the ability to fetch any equipment in the library is very strong. The +3 stealth bonus at superior T makes it very hard to block. Some decks use T for this card only.

Mirror Walk

Mirror Walk
played in 84 decks, typically 3-8 copies

A good stealth enhancer, the only one available in t. Its combat avoidance effect at superior T can come in handy, and jam the hand of combat-heavy blockers.

Rego Motum

Rego Motum
played in 76 decks, typically 2-4 copies

A great prevention card, even if not as powerful as f Rolling with the Punches.

Theft of Vitae

Theft of Vitae
played in 43 decks, typically 4-9 copies

An excellent combat card: as it steals blood there is no damage to prevent, and at the end of the round it is a 4 blood difference between the two vampires, at no cost. Of course, Banu Haqim n will prefer the handier Hunger of Marduk that lets do the same with c additional strikes.

Rutor's Hand

Rutor's Hand
played in 36 decks, typically 1-2 copies

An expensive but powerful device to augment A&B. Its cost did not prevent it to be played in many t decks, if only as an option.

Apportation

Apportation
played in 18 decks, typically 2-6 copies

A very versatile combat device: maneuver or press at no cost is a great tool. Not on the same level as Flash though, so more of a Tremere u thing.

Blood Rage

Blood Rage
played in 14 decks, typically 1-4 copies

An interesting strike, useful both against Fortitude f and gun-based combat modules.

Walk of Flame

Walk of Flame
played in 12 decks, typically 1-2 copies

A typical Blood Sorcery t strike: even though it usually needs a second round to land, ranged aggravated damage is strong enough to justify its inclusion in some decks.