Celerity
provides an excellent combat module. Its ability to manage range and deliver additional strikes is much appreciated. It also gives access to some of the best combo cards with , , and .
Pursuit
played in 112 decks,
typically 2-10 copies
The core of combat modules using , it provides range control with the option to deliver an additional strike instead. The card is highly usable and does not jam the hand the way a simple maneuver would.
Forced March
played in 83 decks,
typically 2-6 copies
An excellent modifier, even at inferior : an unlock at no cost is a very good A&B enhancer. At superior, it can even provide a little bit of stealth for a combination of disciplines that do not have much of it.
Resist Earth's Grasp
played in 81 decks,
typically 2-6 copies
Its 1 blood cost is balanced by the fact that it provides good combat options (maneuver, press) along with a very rare stealth bonus at superior .
Instantaneous Transformation
played in 78 decks,
typically 3-7 copies
Requiring as well as , it doubles as a stealth modifier and, at superior, an unlock after a successful action. Chaining actions this way makes it a staple of aggressive decks.
Blur
played in 75 decks,
typically 2-5 copies
A serious enhancement for any combat module, the ability to deliver not one but two additional strikes is unique to .
Psyche!
played in 73 decks,
typically 2-10 copies
The ability to start a combat anew is one of the best counter against Combat Ends effects. Only a few cards in the game provide this effect, so it is a real asset for combat modules.
Quickness
played in 50 decks,
typically 2-5 copies
Quickly rose up the ranks after its upgrade errata in 2021, this is a free additional strike at inferior, and a non-limited one that can be stacked even on top of Blur at superior.
Sideslip
played in 45 decks,
typically 1-4 copies
A versatile defensive tool, it is unlikely to jam a hand too much, and the dodge or the damage prevention can save a vampire from a lethal blow. Pursuit and Sideslip provide more options and versatility at no cost than using Acrobatics, for example.
Side Strike
played in 40 decks,
typically 1-4 copies
A versatile combat tool, it can be either defensive or offensive depending on the situation. Although not as powerful as Pursuit or Blur, it is yet another source of additional strikes, with a defensive twist.
Hunter's Mark
played in 39 decks,
typically 3-8 copies
A directed rush that also grants an optional press, letting the aggressor keep the combat going. At superior the target cannot end the combat during the first round, so the rush reliably lands.
Scalpel Tongue
played in 37 decks,
typically 1-4 copies
A great votes enhancer, working both as a modifier or as a reaction. As a defense, it can nullify other vote enhancers like Bewitching Oration.
Flash
played in 34 decks,
typically 2-6 copies
A versatile device for any combat module, providing both maneuver and press as needed.
Infernal Pursuit
played in 29 decks,
typically 2-8 copies
A superb cards cycling device at superior . Often seen alongside Ashur Tablets, it requires a heavy combat module to shine.
Flurry of Action
played in 27 decks,
typically 3-7 copies
A nice bleed action, played when the unlock is useful, typically in The unnamed or Inner Circle decks, but the option to cycle a couple of cards can also come in handy.
Fast Hands
played in 20 decks,
typically 1-2 copies
A situational answer to weapons: rather than destroying the opponent's gun, it steals it outright, at superior even with first strike. One or two copies suffice, as it only shines against armed opponents.
Zephyr
played in 14 decks,
typically 1-2 copies
A consolation for a failed action: at superior the vampire unlocks at once, ready to block or act again. Cheap insurance against being shut down, though a copy or two is enough.