Blood Sorcery
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
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 makes it very hard to block. Some decks use for this card only.
Mirror Walk
played in 84 decks,
typically 3-8 copies
A good stealth enhancer, the only one available in . Its combat avoidance effect at superior can come in handy, and jam the hand of combat-heavy blockers.
Rego Motum
played in 76 decks,
typically 2-4 copies
A great prevention card, even if not as powerful as Rolling with the Punches.
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 additional strikes.
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 decks, if only as an option.
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
played in 14 decks,
typically 1-4 copies
An interesting strike, useful both against Fortitude and gun-based combat modules.
Walk of Flame
played in 12 decks,
typically 1-2 copies
A typical Blood Sorcery strike: even though it usually needs a second round to land, ranged aggravated damage is strong enough to justify its inclusion in some decks.