Tuesday, November 25, 2025

Madness leads the pack: Clan trends from the last two years

I often browse the VTES Tournament Winning Deck Archive to see what's dominating the meta. But while that archive tells us what wins, it doesn't necessarily show us what's popular.

With my first tournament coming up in January, I got curious: what are the odds of facing certain clans? Which vampires are strutting confidently onto tabletops, and which ones are gathering dust, plotting their comeback in the crypt?

Fueled by scientific curiosity (and maybe a mild obsession), I decided to find out.

Being a software engineer comes with certain powers, the kind that make you think, “Yes, I could automate that.” So I did.

I wrote a script that scraped and analyzed every reported tournament deck list from the last two years (approx 30 events). Then I counted every crypt card in the decks and grouped them by clan and minion group. The result? A snapshot of which vampires actually walk the Earth in competitive play. Wanna see the data? Of course you do! Well today is your lucky day, dear reader:

2024
  Malkavian 109 (G1: 3, G2: 15, G3: 13, G4: 20, G5: 29, G6: 25, G7: 4)
  Gangrel 86 (G1: 1, G2: 10, G3: 10, G4: 1, G5: 20, G6: 44)
  Toreador 86 (G1: 7, G2: 11, G3: 4, G4: 8, G5: 15, G6: 21, G7: 20)
  Tremere 71 (G1: 2, G2: 9, G3: 12, G4: 14, G5: 22, G6: 9, G7: 3)
  Brujah 70 (G1: 3, G2: 3, G3: 1, G4: 10, G5: 18, G6: 35)
  Tzimisce 67 (G2: 7, G3: 5, G4: 6, G5: 7, G6: 42)
  Ministry 59 (G2: 3, G3: 1, G4: 6, G5: 9, G6: 40)
  Tremere antitribu 56 (G2: 10, G3: 16, G4: 27, G5: 3)
  Nosferatu 50 (G1: 4, G2: 5, G3: 2, G4: 5, G5: 12, G6: 22)
  Banu Haqim 49 (G2: 5, G3: 1, G4: 7, G5: 13, G6: 23)
  Malkavian antitribu 38 (G2: 6, G3: 8, G4: 17, G5: 7)
  Ventrue 36 (G2: 7, G3: 11, G4: 6, G5: 6, G6: 6)
  Lasombra 35 (G2: 8, G3: 6, G4: 13, G5: 7, G6: 1)
  Giovanni 34 (G2: 6, G3: 6, G4: 7, G5: 10, G6: 5)
  Gangrel antitribu 31 (G2: 8, G3: 9, G4: 7, G5: 7)
  Ravnos 31 (G2: 3, G3: 4, G4: 1, G7: 23)
  Caitiff 28 (G1: 2, G2: 5, G3: 11, G4: 3, G5: 6, G6: 1)
  Ventrue antitribu 28 (G2: 3, G3: 9, G4: 13, G5: 3)
  Baali 26 (G2: 3, G5: 4, G6: 19)
  Toreador antitribu 21 (G2: 6, G3: 6, G4: 6, G5: 3)
  Brujah antitribu 18 (G2: 2, G3: 2, G4: 8, G5: 6)
  Nagaraja 18 (G2: 1, G4: 2, G5: 5, G6: 10)
  Nosferatu antitribu 15 (G2: 4, G3: 3, G4: 5, G5: 3)
  Salubri 13 (G2: 1, G4: 4, G7: 8)
  Harbinger of Skulls 10 (G2: 2, G3: 1, G4: 1, G5: 5, G6: 1)
  Kiasyd 10 (G4: 7, G5: 3)
  Osebo 10 (G3: 2, G4: 5, G5: 3)
  Samedi 10 (G5: 4, G6: 6)
  Gargoyle 9 (G2: 1, G3: 6, G5: 1, G6: 1)
  Pander 8 (G2: 4, G3: 4)
  Ishtarri 6 (G4: 2, G5: 4)
  True Brujah 6 (G4: 1, G5: 1, G6: 4)
  Salubri antitribu 5 (G4: 1, G5: 2, G6: 2)
  Blood Brother 4 (G2: 1, G5: 1, G6: 2)
  Daughter of Cacophony 4 (G4: 1, G5: 1, G6: 2)
  Guruhi 4 (G4: 4)
  Ahrimane 2 (G2: 1, G4: 1)
  Abomination 1 (G4: 1)
  Avenger 1 (G4: 1)
  Defender 1 (G4: 1)
  Innocent 1 (G4: 1)
  Judge 1 (G4: 1)
  Martyr 1 (G4: 1)
  Redeemer 1 (G4: 1)
  Visionary 1 (G4: 1)

2025
  Malkavian 106 (G1: 3, G2: 11, G3: 10, G4: 16, G5: 18, G6: 36, G7: 12)
  Toreador 88 (G1: 10, G2: 13, G3: 4, G4: 6, G5: 11, G6: 21, G7: 23)
  Gangrel 86 (G2: 7, G3: 12, G4: 2, G5: 26, G6: 39)
  Tzimisce 64 (G2: 9, G3: 9, G4: 5, G5: 6, G6: 35)
  Tremere antitribu 61 (G2: 1, G3: 22, G4: 35, G5: 3)
  Ministry 60 (G2: 7, G3: 3, G4: 4, G5: 6, G6: 40)
  Lasombra 57 (G2: 4, G3: 7, G4: 11, G5: 7, G6: 28)
  Brujah 55 (G1: 2, G2: 5, G3: 3, G4: 10, G5: 14, G6: 21)
  Banu Haqim 47 (G2: 3, G3: 2, G4: 1, G5: 9, G6: 32)
  Tremere 42 (G2: 3, G3: 6, G4: 10, G5: 11, G6: 9, G7: 3)
  Ventrue 41 (G1: 2, G2: 3, G3: 5, G4: 8, G5: 12, G6: 10, G7: 1)
  Nosferatu 40 (G1: 2, G2: 1, G3: 4, G4: 5, G5: 9, G6: 19)
  Ravnos 36 (G2: 3, G3: 3, G5: 1, G6: 3, G7: 26)
  Malkavian antitribu 33 (G2: 2, G3: 7, G4: 17, G5: 7)
  Caitiff 28 (G1: 6, G2: 6, G3: 7, G4: 1, G5: 7, G6: 1)
  Baali 27 (G2: 1, G4: 2, G5: 6, G6: 18)
  Hecata 25 (G6: 25)
  Gangrel antitribu 23 (G2: 3, G3: 9, G4: 8, G5: 3)
  Gargoyle 18 (G3: 13, G5: 2, G6: 3)
  Toreador antitribu 16 (G2: 6, G3: 5, G4: 4, G5: 1)
  Ventrue antitribu 15 (G2: 3, G3: 3, G4: 9)
  Kiasyd 14 (G4: 8, G5: 6)
  Harbinger of Skulls 11 (G2: 1, G3: 2, G4: 5, G5: 2, G6: 1)
  Pander 11 (G2: 9, G3: 2)
  Salubri 11 (G4: 4, G7: 7)
  Nosferatu antitribu 10 (G2: 2, G3: 1, G4: 6, G5: 1)
  Brujah antitribu 8 (G2: 5, G3: 1, G4: 1, G5: 1)
  Samedi 8 (G5: 3, G6: 5)
  True Brujah 8 (G2: 1, G4: 2, G5: 1, G6: 4)
  Giovanni 7 (G2: 3, G3: 1, G4: 1, G5: 2)
  Nagaraja 7 (G4: 3, G5: 1, G6: 3)
  Guruhi 4 (G4: 4)
  Salubri antitribu 4 (G4: 1, G5: 2, G6: 1)
  Ahrimane 3 (G4: 2, G5: 1)
  Blood Brother 3 (G2: 2, G6: 1)
  Ishtarri 3 (G5: 3)
  Innocent 2 (G4: 2)
  Osebo 2 (G4: 1, G5: 1)
  Daughter of Cacophony 1 (G4: 1)
  Defender 1 (G4: 1)
  Judge 1 (G4: 1)
  Martyr 1 (G4: 1)
  Visionary 1 (G4: 1)

The numbers don't lie, they just judge! In 2024, the Malkavians were the undisputed stars of the show,  clearly proving that madness and method make a lethal combo. Gangrel came in second, likely because claws are still an acceptable problem-solving tool. Toreador followed close behind, proving once again that fashion and efficiency can coexist, at least when it comes to bleeding for two with style.

By 2025, the same trio still ruled the tables. Apparently, insanity, wilderness, and ego remain the holy trinity of VTES success.

Meanwhile, the Tzimisce slipped from fourth to sixth place, perhaps they're busy redecorating their crypts (flesh takes time to sculpt). Tremere antitribu rose impressively in 2025, overtaking their Camarilla cousins. The Sabbat's darker warlocks seem to have found their stride, which, frankly, feels rude.

And then there's my beloved Tremere. Respectable as always, but not exactly setting the tournament scene on fire (metaphorically speaking, of course, since pyromancy is very much our thing). They hold steady in the mid-table range: respected, reliable, and probably too busy double-checking rituals to chase meta trends. The kind of clan that would rather take notes on the winning deck than play it.

Other interesting shifts: Lasombra climbed significantly in 2025, perhaps emboldened by their Camarilla alliance (or just enjoying better lighting). Ventrue remained as stoic as ever, not the most common, but still showing up to every event looking like they own it. Brujah stayed strong too, because nothing says consistency like punching the problem until it goes away.

These numbers don't just reveal what's popular. They tell stories. They whisper trends. And if you listen closely, you can hear the collective sigh of every Tremere player saying, "Fine. We'll win next year. Once the rituals are done".

And now I'll throw the ball to you, dear reader: take a good look at the numbers and see what you think they're saying. Are Malkavians popular because they're genuinely top-tier, or because everyone secretly wants permission to be chaotic? Is the Lasombra rise a real meta shift or just people discovering how fun it is to punch politics into submission? And where do you think the Tremere sit in all of this: sleeping giant, reliable mid-tier, or quietly waiting for the stars to align? I'd love to hear your theories, hot takes, and wildly confident conclusions. 

The game never ends, only pauses. I'll see you at the next move.

Custodian Hargrave

Friday, November 21, 2025

Third Tradition: Progeny

The night Henry Woolcott embraced his chosen mortal began more like an execution than a ceremony. The ancient Ventrue lord stood in the sanctum of his estate, surrounded by centuries of trophies from battles waged in boardrooms and back alleys. His expression, carved from cold marble, betrayed neither pride nor sentiment. The Prince's permission to sire was a rare and grueling privilege, one that Woolcott had fought decades to earn. Among the Ventrue, the Third Tradition was not taken lightly; to create progeny was to declare that one's legacy deserved continuation. Only those who had proven unwavering loyalty, flawless discretion, and impeccable judgment were ever granted such a right. And Woolcott, with his iron will and iron reputation, had waited until his choice was undeniable.

The chosen mortal stood across from him, pale, trembling, yet with a spark of resolve that had caught the elder's attention months ago. Woolcott had observed him from the shadows of society: a disciplined mind, a ruthless ambition, and a will that bent but never broke. These qualities were not luxuries but necessities, for the Embrace was no gift. It was a burden wrapped in eternity. He had no patience for weak heirs or fragile souls; a Ventrue's progeny had to be built for command, not merely survival.

The Embrace itself unfolded with ritual precision. Woolcott moved like a judge delivering sentence, his presence suffocating in its certainty. The mortal did not flee, did not plead, only clenched his jaw as the elder's teeth breached his artery, as life ebbed away under the touch of death. When the final breath slipped free, Woolcott opened his own wrist, letting the thick, ancient vitae fall like drops of law onto the newly fallen. It was a moment of absolute silence, the kind that devoured everything around it. With each swallow, the mortal severed his ties to humanity and bound himself to Woolcott’s lineage, to the curse, to the clan, to the expectations heavier than stone.

When the fledgling rose, unsteady but alive in ways that defied mortality, Woolcott regarded him with the judgment of a monarch and the scrutiny of a sculptor. The responsibility of a sire was immense: to shape, to discipline, to refine. The clan allowed no darlings of sentiment and no mistakes. As dawn crept near, Woolcott placed a firm hand on the young Ventrue's shoulder, not gentle, but claiming. The Prince had granted permission; the Third Tradition had been honored; and now another heir to the throne of shadows stood ready to be forged. For in the world of the Ventrue, progeny was not family. Progeny was legacy, and legacy was everything.



So, you want to create new vampires, huh? Ambitious. That's exactly what Third Tradition: Progeny is for. A little paperwork, a bit of unholy bureaucracy, and suddenly you've got yourself a brand-new minion. Mechanically, it's a +1 stealth card that lets you add another body to the board. And if you can somehow top them up with blood, you've just grown your own personal intern, ready to start blocking next turn. Efficient and slightly horrifying, the perfect Camarilla combo.

The downside? Your freshly minted vampire is about as capable as a hungover ghoul. No disciplines, no abilities, just wide-eyed enthusiasm and a vague sense of purpose. Unless, of course, you've stocked your deck with discipline master cards, in which case you can mold them into something useful. It's basically unpaid vampire internship, but with more biting.

Curious, I did what any good neonate does when confused: I checked the tournament-winning decks and learned, that quite a few of them use this card. Why? I have no idea. Clearly, the elders know something I don't. Maybe there's a hidden strategy, or maybe it's just an elaborate long con to make me waste my pool. Either way, I respect it.

In theory, I love the card (and the artwork). In practice, I'm not sure it hits the same high notes as the First or Second Traditions. But considering it's found in decks that actually win tournaments, I'm clearly missing something. Perhaps one day I'll understand the hidden art of creating progeny that don't immediately embarrass their sire. Until then, I'll keep admiring this card the way a Prince admires a new fledgling: with equal parts fascination and deep, existential concern.

The game never ends, only pauses. I'll see you at the next move.

Custodian Hargrave

Friday, November 14, 2025

Second Tradition: Domain

Lord Henry Woolcott stood with his progeny atop the balcony of his ancestral estate, the city sprawling beneath them like a carefully arranged chessboard. His posture was rigid, his presence suffocating in its authority. "This is your domain", he said, not as a boast, but as an inevitability carved into the young Ventrue's future. Below, mortal lives flickered aimlessly, unaware that their fates lay in the hands of creatures who ruled from the shadows. To the clan of kings, the Second Tradition was more than territory, it was the essence of survival.

Woolcott explained that to hold a domain was to shoulder a burden no lesser blood could comprehend. Every movement within it - mortal, kindred, or otherwise - had to be accounted for. A single unknown variable could unravel centuries of influence. The elder's eyes swept across the rooftops with predatory precision. "None may challenge thy word while in thy domain", he reminded, not as reassurance but as warning. Authority meant nothing if the ruler did not know every inch of what he ruled. Power unused or unguarded was power surrendered.

He pressed the point with ruthless clarity: a domain was a citadel only as strong as its keeper's vigilance. A Ventrue who failed to monitor their territory invited betrayal, Masquerade breaches, and the slow erosion of status, sins far more unforgivable than simple weakness. The young Ventrue felt the gravity of it settle over him like armor and chains at once. Responsibility was not optional; it was the price of legacy.

As the night waned, Woolcott turned away from the city lights, leaving his progeny to contemplate the silent kingdom below. Domain was not a privilege, he had learned, but the battleground on which one's worth was tested every night. And if he wished to stand among the Ventrue - the rulers, the organizers, the architects of order - he would guard his domain with the same relentlessness that his sire had shown: absolute, unchallenged and eternal.


I have a particular fondness for Second Tradition: Domain. It's a card that radiates authority, the kind of authority that doesn't need disciplines to back it up, just a title. Any Prince or Justicar can wield it, no fancy powers required. It's the ultimate "because I said so" card.

Mechanically, it's a lifesaver for decks that don't swim in Auspex, the undisputed king of intercept. A quick dive into tournament-winning lists shows how popular it is (as long as you've got titled vampires on the payroll). What I love most, though, is the menace it brings to the table. The moment you see a Prince sitting across from you, you can almost feel them waiting for you to act, ready to spring the old Domain trap. It's like catching a burglar mid-sentence with, "Excuse me, do you have a permit to bleed in my city?"

The card does exactly what you'd expect from the Second Tradition: it enforces order with impeccable flavor. Catching trespassers red-handed in your own territory? Yupp! The artwork captures that sense perfectly: that split-second when arrogance meets authority.

Sure, the meta might not be too kind to Camarilla decks right now, but that's never stopped me from playing what I love. My Ventrue and Toreador princes will continue to uphold their laws, defend their domains, and politely ruin your evening in the process. 

The game never ends, only pauses. I'll see you at the next move.

Custodian Hargrave

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