Camarilla
The Camarilla is the first sect (publication-wise), and it offers unique and powerful tools to its members, especially when it comes to politics.

Second Tradition: Domain
played in 96 decks,
typically 3-9 copies
Only available for Princes and Justicars, it is one of the most effective reaction of the game. Not only does it unlock — not just wake — the vampire, it also provides a solid +2 intercept bonus. Furthermore, the reasonable blood cost of one is only paid when the unlock effect is needed.

Parity Shift
played in 83 decks,
typically 2-6 copies
One of the best vote available with its -3/+3 pool effect. The trick is to keep one's pool not too high to be able to continue to play them.

Camarilla's Iron Fist
played in 30 decks,
typically 2-6 copies
The new Camarilla vote released in 2024, it quickly entered the top ranks of Camarilla cards. It is more damage than a Kine Resources Contested, and gives a bit of pool back. It is only playable as long as there are at least three players on the table, though.

Judgment: Camarilla Segregation
played in 27 decks,
typically 1-4 copies
A decent pool damaging action, it can account to a serious overall amount if played early enough. Provided the opponents are not Camarilla too, of course.

Anathema
played in 19 decks,
typically 1-5 copies
A powerful bloat device, but tricky to land: one needs both the stealth and votes to get it through, and a combat module strong enough to trigger it. A vote most often seen played by the Banu Haqim n or the Brujah o.

Camarilla Conclave
played in 17 decks,
typically 1-2 copies
Very helpful in political decks using Justicar or Inner Circle. Both stealth or votes come in handy.

Protected District
played in 16 decks,
typically 2-11 copies
Solid bleed defense when running Primogens, especially for those who cannot bounce. Typically found in Nosferatu s decks.

Alastor
played in 13 decks,
typically 2-5 copies
Although only available for Justicars and Inner Circles, this vote let them fetch costly equipment at a bargain, like an Helicopter or an Assault Rifle. Combined with a strong weapon, the option to enter combat becomes dreadful.