Anarch

Anarch have been on the rise the last few years, and they ramped up some classical archetypes to bring them to a new power level, like , Goratrix High Tower or Nananimalism, for example.

The anarch variation is a possibility for many archetypes, and it gives access to some unique cards.

Highlights

Anarch Revolt

played in 96 decks, typically 2-7 copies

A good pool-damage dealer if it can be defended, either with intercept capacities or votes.

Reckless Agitation

played in 55 decks, typically 1-5 copies

An excellent vote to deliver pool damage, its effect is strong than Kine Resources Contested, for a higher blood cost. It is a bit tricky to gather enough independant or anarch votes to get it through, but worth the effort.

The Anarch Free Press

played in 46 decks, typically 1 copy

An excellent location, combining permanent intercept and the occasional blood bonus for the low cost of 1 pool. A no-brainer for most Anarch decks.

Twilight Camp

played in 40 decks, typically 1-2 copies

A versatile tool when playing a non-anarch crypt. It is the cheapest way to make a vampire anarch, although Anarch Convert and The Red Question are excellent alternatives, but it can also bring some welcome blood back on the table on occasions.

Constant Revolution

played in 34 decks, typically 1-2 copies

With an effect similar to Smiling Jack, The Anarch, they are most often played together for pool damage in decks that have enough block potential to defend it.

Anarch Railroad

played in 33 decks, typically 1 copy

A decent source of stealth for a reasonable cost.

Groundfighting

played in 27 decks, typically 1-3 copies

A very versatile combat utility, it finds it place in many Anarch decks with a combat module. The option to cancel an Immortal Grapple can be a life saver.

Monkey Wrench

played in 22 decks, typically 1-3 copies

Although costly, it is a good bleed enhancer that requires no discipline. Invaluable in decks that have no access to other bleed enhancers, it can be a decisive tool for a lunge.

Piper

played in 22 decks, typically 3-8 copies

A unique effect that allows Anarch to recruit allies without the risk of being blocked, it can be used in ally-oriented archetypes like War Ghouls, Khazar's Diary or Nephandii.

Club Illusion

played in 21 decks, typically 1-2 copies

An excellent bleed enhancer, although the blood cost can be a bummer. Combined with cards that help bring some pool back on the vampires, like The Anarch Free Press and Twilight Camp, it becomes a frightening pool damage device.

Seattle Committee

played in 21 decks, typically 1-2 copies

A nice way to make a vampire anarch at no cost, it is often played alongside Twilight Camp

Diversion

played in 20 decks, typically 6-13 copies

A versatile combat tool for vampires having both c and f, the choice between prevention and additional strike is a unique combination: it is unlikely to jam the hand and can help offensively or defensively depending on the situation.

Powerbase: Los Angeles

played in 20 decks, typically 1 copy

A decent rotation enhancer even without anarch cards, it becomes very useful if the unlock effect can be put to good use.

Undue Influence

played in 18 decks, typically 3-18 copies

Although it provides no bleed bonus, having a stealthed bleed for r is a powerful tool, moreover when combined with Power of One to deliver a 2 stealth 2 pool bleed. The bloat effect is a nice bonus too.

Power of One

played in 17 decks, typically 2-10 copies

Although pricier than Bonding, it provides stealth and bleed power at inferior r, which makes it usable by lower capacity vampires.

Garibaldi-Meucci Museum

played in 14 decks, typically 1 copy

A decent recursion device, it is often seen in political decks, like Death Star, where it can be used to get back some critical pool damaging vote in hand.