Auspex
provides the best intercept in the game, plus the ability to bounce bleeds. It makes for an excellent defence.

Telepathic Misdirection
played in 257 decks,
typically 3-7 copies
By far the most played card in
, it is an excellent bounce. Its blood cost is fair and its basic effect can still be useful if the table context does not mandate bounces.
Eyes of Argus
played in 242 decks,
typically 3-8 copies
A +2 intercept bonus combined with a wake, a dream come true for block-oriented decks. The intercept only applies to directed actions though, and it cannot be used twice on the same action. So it needs to be completed by other wake and intercept reactions.

My Enemy's Enemy
played in 163 decks,
typically 1-3 copies
Another intercept source, with the interesting bounce option at no cost. Even though a bounce to one’s ally is a hard bargain, with luck it can bounce a bleed back to its original prey.

Bowl of Convergence
played in 149 decks,
typically 1 copy
Very consistently played in
decks fielding any decent intercept module, it is a solid permanent intercept at no cost.
Eagle's Sight
played in 103 decks,
typically 2-5 copies
Only three cards in the game allow the interception of cross table actions or actions directed to other players, this one, Falcon's Eye and Anneke. This precious ability helps wall decks hurt their prey more than others, leading to an oust rather than king-making. It's also a flexible defense against a grand-predator political actions, and a way to control the table balance and avoid early ousts.

Enhanced Senses
played in 87 decks,
typically 2-4 copies
An efficient intercept enhancer. Other enhancers are welcome as the same reaction card cannot be played twice on a single action. Note that this makes an enhancer with a twist like My Enemy's Enemy a valuable addition, compared to other enhancers with less useful effects like Precognition or Spirit's Touch.

Spirit's Touch
played in 29 decks,
typically 1-3 copies
Yet another intercept enhancer, its optional maneuver at superior
can be useful in constructs using long range combat after the block. Yet not as efficient as other reactions, it is used when additional intercept is needed.
Revelations
played in 21 decks,
typically 1-3 copies
The inferior is very useful to remove a bounce like Deflection from your prey's hand. The superior can come in handy if you're in position to defend it.

Aura Reading
played in 21 decks,
typically 1-4 copies
An excellent cycling device at superior
: even with a lightweight combat module it can help cycle just enough cards to bump the efficiency up.
Precognition
played in 21 decks,
typically 1-4 copies
An additional intercept enhancer, with a decent combat bonus at superior
. As reaching high scores of intercept requires stacking different reactions, it is used in constructs where more diversity is needed to achieve the desired intercept level.
Quicken Sight
played in 17 decks,
typically 2-5 copies
A great intercept enhancer, for decks where the crypt has a stable access to superior Enhanced Senses.
. It's even better than the pervasive