Caine
The Path of Caine is the game's rush path. Rather than bleed, its cards hunt the prey's minions down. Its first competitive home is the Qawiyya Caine archetype.
Algirdas, The Solar Prophet
played in 1 decks,
typically 1 copy
A seven-capacity Banu Haqim n bishop backing the path's combat pumps with superior . His strike tax drains a blood from younger opponents each time they answer a fight, blunting defenses.
Kalyani, Agent of Doom
played in 1 decks,
typically 1 copy
The same superior as her Banu Haqim n clanmate, with on top and a standing +1 strength that sharpens every hand strike. A capable seven-capacity bishop.
Abuse of Power
played in 4 decks,
typically 1-3 copies
The path's signature action and its entire thesis: a stealthy rush that bills the opposing Methuselah one pool whenever the fight ends with the opponent down.
Twisted Bloodhound
played in 4 decks,
typically 1-3 copies
A one-pool ghoul that hands its employer a rush on demand, the cheapest way to keep the prey's minions in combat turn after turn.
Rage of Apedemak
played in 3 decks,
typically 2-7 copies
The path's main damage pump, open to Animalism or Potence crypts. The extra hand size cannot be overestimated: it is a huge cycling effect, particularly handy in a combat deck.
Sentry Signal
played in 2 decks,
typically 1-2 copies
Defence for a crypt that could otherwise lack some: both the unlock and bleed reduction effects are interesting.
Soulgrinder
played in 2 decks,
typically 2-6 copies
A heavy strike for Potence or Blood Sorcery vampires. The +2 hand strike is already strong, but ignoring Fortitude prevention can be key depending on the meta.
Wall of Filth
played in 2 decks,
typically 2-5 copies
Great prevention for Protean , though Blood Sorcery already has Rego Motum. It also avoids jam easily as long as it is not played in too high numbers.