c Celerity

c provides an excellent combat module. Its ability to manage range and deliver additional strikes is much appreciated. It also gives access to some of the best combo cards with f, a, r and j.

Pursuit

Pursuit
played in 76 decks, typically 3-8 copies

The core of combat modules using c, it provides range control with the option to deliver an additional strike instead. The card is highly usable and does not jam the hand the way a simple maneuver would.

Forced March

Forced March
played in 62 decks, typically 2-5 copies

An excellent modifier, even at inferior cf: an unlock at no cost is a very good A&B enhancer. At superior, it can even provide a little bit of stealth for a combination of disciplines that do not have much of it.

Resist Earth's Grasp

Resist Earth's Grasp
played in 60 decks, typically 2-5 copies

Its 1 blood cost is balanced by the fact that it provides good combat options (maneuver, press) along with a very rare stealth bonus at superior C.

Blur

Blur
played in 56 decks, typically 2-5 copies

A serious enhancement for any combat module, the ability to deliver not one but two additional strikes is unique to c.

Psyche!

Psyche!
played in 52 decks, typically 2-8 copies

The ability to start a combat anew is one of the best counter against Combat Ends effects. Only a few cards in the game provide this effect, so it is a real asset for c combat modules.

Quickness

Quickness
played in 39 decks, typically 2-5 copies

Quickly rose up the ranks after its upgrade errata in 2021, this is a free additional strike at inferior, and a non-limited one you can stack even on top or Blur at superior.

Sideslip

Sideslip
played in 35 decks, typically 1-4 copies

A versatile defensive tool, it is unlikely to jam a hand too much, and the dodge or the damage prevention can save a vampire from a lethal blow. Pursuit and Sideslip provide more options and versatility at no cost than using Acrobatics, for example.

Flash

Flash
played in 28 decks, typically 2-5 copies

A versatile device for any combat module, providing both maneuver and press as needed.

Side Strike

Side Strike
played in 26 decks, typically 1-4 copies

A versatile combat tool, it can be either defensive or offensive depending on the situation. Although not as powerful as Pursuit or Blur, it is yet another source of additional strikes, with a defensive twist.

Flurry of Action

Flurry of Action
played in 23 decks, typically 4-7 copies

A nice bleed action, played when the unlock is useful, typically in The unnamed or Inner Circle decks, but the option to cycle a couple of cards can also come in handy.

Scalpel Tongue

Scalpel Tongue
played in 22 decks, typically 1-3 copies

A great votes enhancer, working both as a modifier or as a reaction. As a defense, it can nullify other vote enhancers like Bewitching Oration.

Infernal Pursuit

Infernal Pursuit
played in 20 decks, typically 3-7 copies

A superb cards cycling device at superior C. Often seen alongside Ashur Tablets, it requires a heavy combat module to shine.