The Tremere and their antitribu have access to the unique and versatile t discipline. Alongside d and a, it makes for a powerful combination, used in many successful archetypes:
- The War Chantry, a toolbox using all three clan disciplines ad t.
- Mistress, an Inner Circle build using Mistress Fanchon.
- The Nephandii, using Antonio d'Erlette to put multiple Nephandus into play.
- The Goratrix High Tower, a wall using Goratrix and its superior I as star.
- Tupdogs, a rush archetype which uses Tremere antitribu to get some Tupdog into play and use them to dispose of the opponents minions.
Finally, Tremere also appear in the Tzimisce Wall archetype as Lord Tremere, Mistress Fanchon and Malgorzata all have V alongside powerful abilities.
played in 156 decks, typically 2-8 copies
A good stealth enhancer, the only one available with the clan disciplines. Its combat avoidance effect at superior T can come in handy.
Magic of the Smith
played in 141 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.
played in 124 decks, typically 1-2 copies
The cheapest D pool can buy, he is played in many decks.
Theft of Vitae
played in 86 decks, typically 5-11 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.
played in 77 decks, typically 2-12 copies
An excellent ally: not so expensive, not unique so many of them can be into play, they strike 1R with a press and prevent one damage per strike, so this means they do not lose any life against a vampire that does not play any combat card. They gave birth to the Nephandii archetype.
played in 73 decks, typically 1 copy
A good ally at a cheap price: he is quite the defender and very resilient as aggravated damage is required to kill him.
played in 73 decks, typically 1-3 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.
played in 69 decks, typically 2-5 copies
Second pillar of the Nephandii archetype, his capacity is exceptionnal. Being able to put some allies into play without even taking an action that could be blocked is a definitive edge.
played in 63 decks, typically 1-2 copies
A good bloat device at a decent price. Few clans have access to this kind of location, but it generates a pool per turn so it is quickly profitable.
played in 63 decks, typically 1-3 copies
An Inner Circle with the classical 4 votes and +2 bleed bonus, she also has a unique ability to fetch the card she wants. Moreover, her DO disciplines combination, alongside TV, is powerful in many decks.
played in 61 decks, typically 5-10 copies
A very versatile combat device: maneuver or press at no cost is a great tool.
Carna, the Princess Witch
played in 60 decks, typically 1-4 copies
A star among the Tremere, her +1 intercept an good disciplines for a decent cost makes her a favorite in many decks.
played in 57 decks, typically 2-16 copies
An infamous rush device, only available as an offensive tool for Tremere antitribu. They gave birth to the Tupdogs archetype.
played in 58 decks, typically 1 copy
A good disciplines combination for only 3 pool, plus he is in the group 3 so he can be included in many crypts.
played in 52 decks, typically 1 copy
Yet another da for 3, included in many crypts for the same reason as Saiz: she's cheap and has good disciplines.
played in 51 decks, typically 1-5 copies
A very decent damage prevention card, even if not as powerful as f Rolling With the Punches, it is the only damage prevention available to the Tremere.