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.

Raven Spy

Raven Spy
played in 107 decks, typically 2-5 copies

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

Deep Song

Deep Song
played in 83 decks, typically 2-9 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.

Army of Rats

Army of Rats
played in 78 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.

Carrion Crows

Carrion Crows
played in 71 decks, typically 5-9 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

Cats' Guidance
played in 62 decks, typically 2-5 copies

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

Sense the Savage Way

Sense the Savage Way
played in 51 decks, typically 2-7 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.

Canine Horde

Canine Horde
played in 41 decks, typically 1-2 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. The recent Voracious Vermin is now a serious alternative as it is more versatile.

Guard Dogs

Guard Dogs
played in 35 decks, typically 1-3 copies

A good alternative or addition to the basic On the Qui Vive wake, especially for those who don't have the capacity for Sense the Savage Way.

Aid from Bats

Aid from Bats
played in 31 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. Coupled with a Carrion Crows, it delivers 6 damage with only two cards.

Drawing Out the Beast

Drawing Out the Beast
played in 22 decks, typically 2-6 copies

A great range management device, ideal when you want to keep the range close. It is most often seen in ip modules.

Pack Alpha

Pack Alpha
played in 20 decks, typically 1-5 copies

An interesting option to help get more retainers like Raven Spy out faster, but other retainers can be used too, and the potential strength bonus can be very handy.

Terror Frenzy

Terror Frenzy
played in 17 decks, typically 2-4 copies

The other range management device, the opposite of Drawing Out the Beast, this time more often used in pure I modules relying on Aid from Bats.