Dominate
is the most played discipline of the game. It provides an excellent bleed module, good bloat and the best bounce in the game. More than a third of winning decks use this discipline.

Deflection
played in 293 decks,
typically 3-7 copies
It is the best bounce of the game. At superior
, it can be chained multiple times by the same vampire, an incredibly effective defence against even the most severe bleed constructs.
Govern the Unaligned
played in 209 decks,
typically 5-13 copies
An incredibly versatile tool, it helps getting more vampires out for cheap in the beginning of the game, and provides an excruciating bleed later on.

Conditioning
played in 193 decks,
typically 2-6 copies
It is the best bleed modifier of the game, and can be associated with Govern the Unaligned for a 6-pool bleed. The ability to use this modifier only after blocks have been declined makes it superior to bleed actions. The 1 blood cost is a bargain.

Foreshadowing Destruction
played in 103 decks,
typically 1-3 copies
An excellent lunge device, it has the same pool damage as a Conditioning at no cost, provided the prey is low enough in pool. Having both modifiers in hand can also be a good way to get around a Direct Intervention, as the modifier countered this way cannot be played again during the same action, but the other can.

Seduction
played in 92 decks,
typically 2-5 copies
An excellent block denial modifier. Well targeted, it can be enough to get a bleed through unopposed. Combined with another block denial modifier, it allows for a pure block denial module that can be used to get actions through without even bothering to use stealth.

Bonding
played in 78 decks,
typically 2-5 copies
Clearly it dos not have the same impact as Conditioning in terms of pool damage, but the +1 stealth is invaluable for decks with no alternative discipline for stealth.

Obedience
played in 55 decks,
typically 2-8 copies
A strong defensive tool for high capacity vampires, it can even escape Immortal Grapple combat modules.

Murmur of the False Will
played in 49 decks,
typically 1-4 copies
Another high capacity vampire tool, this one is all about adaptability: additional bounces just in case, but not jamming your hand if your predator is not bleeding. A nice complement to Deflection .

Redirection
played in 173 decks,
typically 1-4 copies
An alternative to Deflection at no cost, it is only used when is vastly prevalent in the crypt. Even then, Deflection is still often preferred because the minion does not lock.

Graverobbing
played in 28 decks,
typically 1-6 copies
A shrewd card allowing to steal opponents vampires, provided you manage to send them to torpor first. It is common in Malgorzata or Tupdogs.
capable combat decks, like
Dominate Kine
played in 27 decks,
typically 1-2 copies
Expensive for a bleed, but stealing a good location, for example a Hunting Ground, can be very neat.

Far Mastery
played in 22 decks,
typically 1 copy
An excellent action to get rid of cumbersome allies. The 1 blood cost is a bargain.