i Animalism

i Provide a strong long-range combat module and good intercept capabilities. Combined with a, it offers the best intercept in the game and access to the combo card Read the Winds.

Carrion Crows

played in 252 decks, typically 5-10 copies

An excellent combat card. It is not a strike so it cannot be dodged, it is harder to prevent and additional damage are still inflicted by the strike itself. Moreover, it is ranged damage.

Cats' Guidance

played in 222 decks, typically 2-5 copies

A versatile defence tool providing either intercept or an unlock effect. Not as suprising as a wake, but being unlocked can be better.

Canine Horde

played in 195 decks, typically 1-3 copies

An excellent counter against weapons, it is often included in i combat modules. Because i often uses Carrion Crows and Aid from Bats for a ranged combat module, a ranged weapon on the opponent side is especially cumbersome.

Deep Song

played in 194 decks, typically 3-10 copies

The choice between bleed and rush gives it so much versatility, it can be played in most table situations at an advantage. The fact that the opponent has to choose his strike first is a nice bonus.

Raven Spy

played in 182 decks, typically 2-6 copies

A base building block for most i based intercept modules. Permanent intercept is well worth the cost.

Sense the Savage Way

played in 167 decks, typically 2-6 copies

Even if it is only available to big capacity vampires, this is intercept and wake built in the same card, a no-brainer if the deck has intercept options. It is even arguably better than a Eyes of Argus, as the intercept can be used on an undirected action.

Aid from Bats

played in 152 decks, typically 6-14 copies

The second pillar of i combat modules, it provides a maneuver, one damage, plus a welcome press, either as a defensive tool to avoid a second round at close range, or as an offensive tool to continue combat. Played multiple times in a row, it can take an opponent down pretty fast. Coupled with a Carrion Crows, it delivers 6 damage with only two cards.

Army of Rats

played in 137 decks, typically 1-2 copies

i usually makes for excellent intercept and good combat, but it may lack pool damage to fence off one’s prey, with Deep Song bringing only a bit of pool damage. This is an excellent option to improve pool damage if the deck has enough intercept capabilities to protect it.