Obfuscate
provides the best stealth in the game, as its name suggests.

Lost in Crowds
played in 221 decks,
typically 2-5 copies
The best stealth money can buy, played in almost all
constructs.
Faceless Night
played in 208 decks,
typically 2-4 copies
A single unlocked minion can be hard to get around if multiple actions are in order. This is an excellent tool in this case as it locks the defending minion on the first block failure.

Swallowed by the Night
played in 204 decks,
typically 1-5 copies
A versatile stealth modifier, the maneuver option comes in handy, either to assist a combat module, avoid combat damage, or just avoid jamming the hand with unrequired stealth.

Elder Impersonation
played in 192 decks,
typically 2-4 copies
This block denial modifier comes in very handy against a single minion. It works against all minions and vampires and can bypass even high levels of stacked intercept.

Cloak the Gathering
played in 136 decks,
typically 1-4 copies
An additional source of stealth that becomes an excellent tool when some minions do not have
. It can also be stacked, by the vampire doing the action himself, then by another vampire with .
Spying Mission
played in 123 decks,
typically 1-4 copies
An additional stealth modifier to stack over the most widespread ones, it is also a counter against bounces: it allows one to aoivd dealing pool damage to an ally when a bleed is bounced.

Forgotten Labyrinth
played in 92 decks,
typically 2-5 copies
Especially useful in decks with a political module, it gives such a very high bonus to undirected actions. Its uselessness for directed actions still makes it absent from a lot of
modules.
Veil the Legions
played in 55 decks,
typically 1-3 copies
Less widely used than Cloak the Gathering because it requires a sidekick , its efficiency increases in decks with many minions: a vampire with can give +1 stealth to multiple consecutive actions, a nice setup for a lunge move.

Into Thin Air
played in 46 decks,
typically 2-5 copies
Less widely used than Lost in Crowds because it requires high capacity and is not replaced, its additional stealth is still appealing enough to make it a staple in Inner Circle decks.

No Trace
played in 43 decks,
typically 2-5 copies
Not the best strike: combat ends of the game, but for those who do not have Majesty nor for Earth Meld, it might be the best available combat defense.
for
Visions of Zapathasura
played in 24 decks,
typically 2-7 copies
A relatively new card released in 2024, it quickly became a huge it, providing a solid bleed defense for decks that do not have access to bounces like Deflection. Using it for defense also opens up the possibility to play Narrow Minds to hinder the opponents.

Hide the Mind
played in 20 decks,
typically 1-3 copies
A very specific counter, the fact that it can cancel Auspex Telepathic Misdirection is its main appeal. Of course, it can also be used against intercept reactions if needed. The downside is that it james the hand quickly if your opponents do not play .
bounces like