{% extends "best-cards/_layout.html" %} {% import "best-cards/_layout_card_column.html" as layout with context%} {% block content %}

{{ tha }} Blood Sorcery

{% trans trimmed %} {{ tha }} offers a wide range of options. A bit of stealth, solid combat options including blood theft effects, and some unique effects. {% endtrans %}

{% call layout.card_column("Magic of the Smith", decks=73, copies="2-4") %} {% trans trimmed %} A rare effect in the game, the ability to fetch any equipment in the library is very strong. The +3 stealth bonus at superior {{ THA }} makes it very hard to block. Some decks use {{ THA }} for this card only. {% endtrans %} {% endcall %} {% call layout.card_column("Mirror Walk", decks=69, copies="3-8") %} {% trans trimmed %} A good stealth enhancer, the only one available in {{ tha }}. Its combat avoidance effect at superior {{ THA }} can come in handy, and jam the hand of combat-heavy blockers. {% endtrans %} {% endcall %} {% call layout.card_column("Rego Motum", decks=59, copies="2-4") %} {% trans trimmed rolling_with_the_punches=card("Rolling With the Punches") %} A great prevention card, even if not as powerful as {{ for }} {{ rolling_with_the_punches }}. {% endtrans %} {% endcall %} {% call layout.card_column("Theft of Vitae", decks=38, copies="4-8") %} {% trans trimmed hunger_of_marduk=card("Hunger of Marduk") %} An excellent combat card: as it steals blood there is no damage to prevent, and at the end of the round it is a 4 blood difference between the two vampires, at no cost. Of course, Banu Haqim {{ banu_haqim }} will prefer the handier {{ hunger_of_marduk }} that lets do the same with {{ cel }} additional strikes. {% endtrans %} {% endcall %} {% call layout.card_column("Rutor's Hand", decks=73, copies="1-3") %} {% trans trimmed a_b=link("/strategy/fundamentals", _("A&B"), _anchor="AB") %} An expensive but powerful device to augment {{ a_b }}. Its cost did not prevent it to be played in many {{ tha }} decks, if only as an option. {% endtrans %} {% endcall %} {% call layout.card_column("Hunter's Mark", decks=26, copies="3-7") %} {% trans trimmed resist_earth_s_grasp=card("Resist Earth's Grasp") %} A nice rush action, especially if it does not get blocked or you can support it with a bit of stealth like {{ resist_earth_s_grasp }} or simply using {{ obf }} if you are Banu Haqim {{ banu_haqim }}. {% endtrans %} {% endcall %} {% call layout.card_column("Apportation", decks=16, copies="3-6") %} {% trans trimmed %} A very versatile combat device: maneuver or press at no cost is a great tool. Not on the same level as {{ flash }} though, so more of a Tremere {{ tremere }} thing. {% endtrans %} {% endcall %} {% call layout.card_column("Blood Rage", decks=15, copies="1-3") %} {% trans trimmed %} An interesting strike, useful both against Fortitude {{ for }} and gun-based combat modules. {% endtrans %} {% endcall %} {% call layout.card_column("Walk of Flame", decks=11, copies="1-2") %} {% trans trimmed %} A typical Blood Sorcery {{ tha }} strike: even though it usually needs a second round to land, ranged aggravated ramage is strong enough to justify its inclusion in some decks. {% endtrans %} {% endcall %} {% endblock %}