Master cards

Pentex™ Subversion

played in 1323 decks, typically 1-2 copies

Before its errata in september 2019, Pentex was played in over half of tournament decks and it was the most played card overall. It used to prevent the target minion from acting too, and that made it the most versatile card of the game. In the endgame its power is still worthwhile though: disabling a specific minion of the prey can be key to victory.

Dreams of the Sphinx

played in 1138 decks, typically 1-3 copies

Loved for its ubiquitousness, the Dreams provides either two pool (and can even accelerate the setup if played early) or help the deck rotation in critical moments by drawing two cards.

Giant's Blood

played in 984 decks, typically 1 copy

Even if it is only once per game, it brings more blood on the table than any other card, with the notable exception of Golconda: Inner Peace. It is often played in a single copy: with a bit of luck it brings a definitive advantage, otherwise it prevents an opponent to play it himself.


played in 868 decks, typically 2-4 copies

The most played leeching card, it is similar to Blood Doll. Both enable a 1 point leech per turn and allow to give some blood back to a thirsty vampire, which can avoid hunt actions and keep A&B high. Vessel cost is higher: it takes a full turn to kick in and costs 1 pool, making it 2 pool less efficient, but it cannot be destroyed and it is a Trifle.


played in 788 decks, typically 3-7 copies

Before its errata in 2018, it permitted to take back as much blood as desired from the target vampire with no upper limit. Its Trifle trait made it one of the best leech option, besting Minion Tap. The errata made Minion Tap relevant again, although only when getting more than 5 blood from a vampire is relevant.

Direct Intervention

played in 715 decks, typically 1-2 copies

The ability to cancel any minion card is extremely valuable. It has reliable role in wall decks to deal with block denial, otherwise its value varies depending on how godd a player is at assessing the importance of cards.

Information Highway

played in 566 decks, typically 1-3 copies

An excellent crypt accelerator at no cost, it is played both with big capacity crypts, but also with weenie crypts at 1-2 capacity to make it possible to draw and get out a vampire in a single turn. Even if it is Unique, some decks include it in multiple copies to improve their chances to draw it early on.

Blood Doll

played in 558 decks, typically 2-5 copies

Similar to Vessel in its effect, it is not a Trifle, so it does not fit in all decks depending on the number of Master cards. Even if it can be destroyed by a Vessel, it is immediately usable when played and costs zero pool.

Powerbase: Montreal

played in 504 decks, typically 1 copy

A good bloat device that generates one pool per turn at no cost. It is a no-brainer in decks able to defend it. It can also be a useful piece of bargain when dealing with other Methusalahs, as it can easily be borrowed as part of a deal.

Wider View

played in 475 decks, typically 1-2 copies

A cheap Trifle that provides some rotation to the crypt. For a lot of crypts, this is a useful asset in the mid game to help fetch a third vampire. It is even guaranteed to generate one pool at some point.


played in 423 decks, typically 1-2 copies

A key card for combat heavy decks, usually used on the prey's minions, it provides excellent pool damage. The fact that it is Unique means it can not easily be abused, though.

Archon Investigation

played in 411 decks, typically 1-2 copies

A dreadful deterrent against too powerful bleeders. A must have for decks who do not have access to bounces, it can be included in virtually any deck just to discourage the 6-7 bleed scores d and r can achieve.


played in 391 decks, typically 1-3 copies

Countering Master cards is often useful: the best move is to counter a bloat card like Villein, which is equivalent to a serious bleed. Other powerful Master cards can be countered this way too.

Jake Washington

played in 367 decks, typically 1-3 copies

A good way to bring back some blood on a vampire, it can also provide protection by blocking an action and is a key combination with War Ghoul and Khazar's Diary.

The Parthenon

played in 355 decks, typically 1-4 copies

A useful tool as it enable the play of more Master cards at no cost, it can be combined with vampires providing yet another Master action: Anson, Nana Buruku, Cybele, Huitzilopochtli or Isanwayen.


played in 350 decks, typically 1-3 copies

An easy way to get some pool back on a vampire at no cost. Many actions go through unblocked and unreacted to, so it tends to bring a pool back on the vampire at least every other turn.

The Rack

played in 339 decks, typically 1 copy

One of the best tool available to bring some blood back on a vampire, it works beautifully with Blood Doll or Vessel. It needs to be defended to be kept in play, but such a good blood generator at no cost is a bargain.

Monastery of Shadows

played in 333 decks, typically 1 copy

A costly but efficient location. The stealth can make the difference between life or death for the prey, and the bonus hand size is nothing to frown upon. It is a little bit better in decks using Parity Shift as it can get the pool down just enough to be able to play the vote against one's prey.

Sudden Reversal

played in 325 decks, typically 1-3 copies

Very similar to Wash, it is not a Trifle but, on the other hand, it does not let the target play another Master, so it is a bit more efficient for stopping a bloat. So, if there is room for a full fledged Master in the deck, it is a marginally better option.

The Coven

played in 299 decks, typically 1 copy

A good way to bring some blood back on the table, is it a useful tool against rush and grinder decks. Even if it does not come along so often, the fact that it helps the whole table can really slow down these particular archetypes.

Ashur Tablets

played in 294 decks, typically 6-12 copies

It is a decent bloating device but its key ability is to allow some recursion in the deck. Played in conjunction with some cards to add Master action, it becomes tremendously efficient. Decks that use it typically include a dozen of them, but getting over 20 copies is not unheard of.

Anarch Troublemaker

played in 287 decks, typically 1-2 copies

A powerful tool for powerbleed constructs. Its ability to destroy an equipment can be useful, but it is mostly included for its ability to lock vampires, and it is a key card for bleed decks without stealth.

Secure Haven

played in 277 decks, typically 1-2 copies

Although Unique, it is a solid counter against rush decks. Other options are required to really defend against them as this can only protect one vampire, but still this is a vampire one would not take down easily.

Smiling Jack, The Anarch

played in 269 decks, typically 1-2 copies

This is a good damage dealing option for wall decks. As they tend to be low on pool damage, this helps them ousting the table in timely fashion.

Golconda: Inner Peace

played in 252 decks, typically 1-3 copies

Although loosing a vampire is a steep price to pay, this is the highest bloat possible. Played on a 10 or 11 capacity vampire, that's a lot of pool, moreover if Minion Tap has been played on the vampire the turn before. It can also often be played for 2 pool damages on the prey.

Zillah's Valley

played in 230 decks, typically 3-7 copies

An excellent crypt accelerator provided one has big capacity vampires and enough pool to use it. It is a very good combination with Villein or Minion Tap, but also helps get some pool out fast to play a Parity Shift on one's prey.

The Barrens

played in 205 decks, typically 1 copy

Although not as versatile as Dreams of the Sphinx, it is a good additional tool to help card rotation at no cost.

KRCG News Radio

played in 205 decks, typically 1 copy

A good permanent intercept card at a decent price, it can even be used to help another player. As it is Unique, other locations can be included along it to improve intercept, in order of frequency WRMH Talk Radio, Channel 10, The Rumor Mill and Wall Street Night .


played in 172 decks, typically 1-2 copies

A nice tool for powerbleed constructs, it helps to get bleeds through when one has no stealth. Although a bit expensive, it is often a key card for the lunge in such decks.


played in 171 decks, typically 3-7 copies

An excellent bloat device, its side-effect of card discard can be a bummer, as many decks rely on the fact that even just 2 exemplaries of a given card are enough to draw it at some point in the game. However, used in conjunction with Ashur Tablets, Emerald Legionnaire or Sudario Refraction, it becomes invaluable.

Haven Uncovered

played in 170 decks, typically 1-4 copies

An excellent device for combat-oriented decks. Broader than a rush action like Bum's Rush, it lets all the minions rush the target. This is a good way to quickly overwhelm a defensive module, plus it will take an action to remove, slowing the opponent. A good addition to Fame.

Minion Tap

played in 162 decks, typically 1-6 copies

An good bloat device, it helps to get multiple big capacity vampires out at a reasonnable cost. Even better with crypt accelerators like Zillah's Valley and Information Highway, it has long been outclassed by Villein, until the errata of 2018 setting an upper limit of 5 blood.