Potence
provides an excellent combat module.
Immortal Grapple
played in 155 decks,
typically 5-10 copies
One of the few combat cards that can counter combat ends, it also prevents the use of weapons and dodges. At
, it even gives a press, which can be useful offensively as well as defensively.
Disarm
played in 102 decks,
typically 2-4 copies
Given the damage potential of
, it can be used after a round of combat more often than not. When combined with additional strikes or prevention, it allows to defeat even the most powerful combattants.
Torn Signpost
played in 99 decks,
typically 4-9 copies
The bread and butter of a majority of
combat modules, it provides +2 damage at no cost and combines well with additional strikes and presses.
Preternatural Strength
played in 64 decks,
typically 1-3 copies
A nice alternative to Torn Signpost when one want to save some card slots in a deck. As it is an action though, it can always be blocked.
Heroic Might
played in 51 decks,
typically 1-3 copies
A stronger but more expensive version of Preternatural Strength, that can also mitigate the issue of ranged combat modules. Depending on the deck, one or the other might be better.
Iron Glare
played in 45 decks,
typically 2-6 copies
A bleed modifier available to Aire of Elation for non-Toreador t decks, as it does not cost a blood. The alternate use for some votes at inferior can come in handy if the deck has some political actions.
decks. It is better than
Slam
played in 44 decks,
typically 1-5 copies
A good strike by itself, the maneuver is useful for pure
modules that do not have better options for maneuvers.
Thrown Sewer Lid
played in 36 decks,
typically 1-6 copies
An excellent long range strike, it can also be used as an alternative against long range combat modules. In this case however, not too many copies can be included as it can jam the hand. The press at superior Sniper Rifle.
is a nice plus, especially against a crippling