NeoWars
Decks / The Corp-Vamps

Vampires / Lords

The Corp-Vamps

Elite suit-and-tie executives ruling from crimson glass penthouses. They view Neo-London's population as livestock and data points.

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They treat the city as a harvest: life-energy siphoned through contracts, every block taxed, rivals bled of Influence while Subsidized Shields keep the penthouse floors clean.

CEO Lord Vance leads from invention upward - the Ad-Vance Bloodware merchant who built advanced cyber-tech himself, climbed on sheer ambition and relentless determination, and now sits the Corp-Vamps throne as living mandate over Neo-London's skyline. CFO Mr. Nightshade is the phantom accountant: competitor treasuries evaporate under his ledger, capital drained without a scream that hits the news. Miss Bloodwood works the other end of the table - high-society extortion and political leverage, turning galas into hostages and favors into fangs.

They don't need alleys. They have NDAs, vitae-signed contracts, and a skyline that drinks.

Control and Taxing - manipulate resources, siphon life-energy, hide behind Subsidized Shields.

overlord
3
champion
5
edge runner
5
mercenary
9
building
6
cyber mod
10
event
20
Deck Total
58

Overlords · 3

CEO Lord Vance

Overlord

CEO Lord Vance

HP 15

No ability text.

From Ad-Vance Bloodware to the Corp-Vamps throne - he built the future himself.

About

CEO Lord Vance did not inherit Neo-London's crimson towers. He started behind the counter of Ad-Vance Bloodware - a small boutique of advanced cyber-tech he engineered himself - driven by sheer ambition, hard determination, and a relentless will to climb. While the old blood treated acceleration like a disease, he made invention a weapon and climbed until the Corp-Vamps answered to him alone. Now he leads as more than a figurehead: a living mandate etched into the city's turf wars, written in influence, currency, and the quiet terror of those who still believe Neo-London has laws.

CFO Mr. Nightshade

Overlord

CFO Mr. Nightshade

HP 15

No ability text.

The phantom accountant who bleeds competitor treasuries dry.

About

Among The Corp-Vamps, CFO Mr. Nightshade is the boardroom and the war room in one body, a commander the streets learn to fear by silhouette alone. In the districts haunted by crimson glass towers and contracts signed in vitae, their legend sticks to wet pavement. Street proverb still mutters: "The phantom accountant who bleeds competitor treasuries dry." Their ledger is written in influence, currency, and the quiet terror of those who still believe the city has laws.

Miss Bloodwood

Overlord

Miss Bloodwood

HP 15

No ability text.

Queen of high-society extortion and political leverage.

About

Miss Bloodwood rose through The Corp-Vamps's inner circle as more than a figurehead - a living mandate etched into Neo-London's turf wars. In the districts haunted by crimson glass towers and contracts signed in vitae, their legend sticks to wet pavement. Street proverb still mutters: "Queen of high-society extortion and political leverage." Their ledger is written in influence, currency, and the quiet terror of those who still believe the city has laws.

Champions · 5

Lady Morana

Champion · unique

Lady Morana

Cost: I:4 C:8 ATK 4 HP 6

Active · Manage / Confrontation - Sanguine Levy - Choose an enemy creature: deal 3 damage to it and heal adjacent friendly cards for 1 HP.

Using this ability marks this Champion recovering for 1 turn.

A towering executive whose presence freezes opposition.

About

Whispers in Neo-London say Lady Morana was engineered for one purpose: to turn The Corp-Vamps's ambitions into corpses and contracts. In the districts haunted by crimson glass towers and contracts signed in vitae, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: Once per turn: gain +1 Influence. Street proverb still mutters: "A towering executive whose presence freezes opposition." On the board they are singular - one body, one legend, and a trail of ruined contingencies behind them.

Director of Hostile Acquisitions

Champion · unique

Director of Hostile Acquisitions

Cost: I:4 C:8 ATK 4 HP 6

Active · Manage / Confrontation - Corporate Blackmail - Force an enemy player to pay 2 Currency for every creature they control, or put those creatures into Recovery Mode for 1 turn. The targeted player chooses.

Using this ability marks this Champion recovering for 3 turns.

Shatters enemy infrastructure and redirects feeds.

About

Director of Hostile Acquisitions is not hired muscle. Inside The Corp-Vamps, this champion is a doctrine given teeth, deployed when subtlety has already failed. In the districts haunted by crimson glass towers and contracts signed in vitae, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: Once per turn: gain +1 Influence. Street proverb still mutters: "Shatters enemy infrastructure and redirects feeds." On the board they are singular - one body, one legend, and a trail of ruined contingencies behind them.

Market Manipulator

Champion · unique

Market Manipulator

Cost: I:4 C:8 ATK 4 HP 6

Active · Manage / Confrontation - Tax Collector's Toll - Siphon 3 Currency from an enemy player for every active enemy unit.

Using this ability marks this Champion recovering for 2 turns.

Freezes enemy units permanently via lethal digital injunctions.

About

Market Manipulator is not hired muscle. Inside The Corp-Vamps, this champion is a doctrine given teeth, deployed when subtlety has already failed. In the districts haunted by crimson glass towers and contracts signed in vitae, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: Once per turn: gain +1 Influence. Street proverb still mutters: "Freezes enemy units permanently via lethal digital injunctions." On the board they are singular - one body, one legend, and a trail of ruined contingencies behind them.

The Crimson Enforcer

Champion · unique

The Crimson Enforcer

Cost: I:2 C:8 ATK 4 HP 6

Active · Manage / Confrontation - Crimson Tithe - Destroy an enemy creature whose ATK + DEF is lower than this Champion's ATK + DEF.

Using this ability marks this Champion recovering for 3 turns.

A colossal cyber-enforcer in blood-plated armor.

About

Whispers in Neo-London say The Crimson Enforcer was engineered for one purpose: to turn The Corp-Vamps's ambitions into corpses and contracts. In the districts haunted by crimson glass towers and contracts signed in vitae, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: Once per turn: gain +1 Influence. Street proverb still mutters: "A colossal cyber-enforcer in blood-plated armor." On the board they are singular - one body, one legend, and a trail of ruined contingencies behind them.

The Immortality Board Chairman

Champion · unique

The Immortality Board Chairman

Cost: I:4 C:8 ATK 4 HP 6

Active · Manage / Confrontation - Debtor's Shackles - Target an enemy creature; while in Recovery Mode, that creature drains 1 Currency from its owner each turn.

Using this ability marks this Champion recovering for 1 turn.

An elite assassin-executive who phase-shifts past counter-measures.

About

Whispers in Neo-London say The Immortality Board Chairman was engineered for one purpose: to turn The Corp-Vamps's ambitions into corpses and contracts. In the districts haunted by crimson glass towers and contracts signed in vitae, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: Once per turn: gain +1 Influence. Street proverb still mutters: "An elite assassin-executive who phase-shifts past counter-measures." On the board they are singular - one body, one legend, and a trail of ruined contingencies behind them.

Edge-Runners · 5

Blood Market Vendor

Edge-Runner

Blood Market Vendor

Cost: C:3 ATK 2 HP 6

No ability text.

About

Operatives like Blood Market Vendor do not wear faction colors openly. They slip between alleys and subnets as The Corp-Vamps's deniable blade. In the districts haunted by crimson glass towers and contracts signed in vitae, their legend sticks to wet pavement. No badge. No parade. Just a title and a job that never makes the official minutes. They do not hold turf. They puncture it, then vanish before the after-action report finishes compiling.

HR Manager

Edge-Runner

HR Manager

Cost: C:3 ATK 2 HP 6

No ability text.

About

HR Manager is a specialist title whispered on black channels - the kind of edge-work The Corp-Vamps pretends it never authorized. In the districts haunted by crimson glass towers and contracts signed in vitae, their legend sticks to wet pavement. No badge. No parade. Just a title and a job that never makes the official minutes. They do not hold turf. They puncture it, then vanish before the after-action report finishes compiling.

Night Auditor

Edge-Runner

Night Auditor

Cost: C:3 ATK 2 HP 6

No ability text.

About

Operatives like Night Auditor do not wear faction colors openly. They slip between alleys and subnets as The Corp-Vamps's deniable blade. In the districts haunted by crimson glass towers and contracts signed in vitae, their legend sticks to wet pavement. No badge. No parade. Just a title and a job that never makes the official minutes. They do not hold turf. They puncture it, then vanish before the after-action report finishes compiling.

Severance Specialist

Edge-Runner

Severance Specialist

Cost: C:3 ATK 2 HP 6

No ability text.

About

Severance Specialist is a specialist title whispered on black channels - the kind of edge-work The Corp-Vamps pretends it never authorized. In the districts haunted by crimson glass towers and contracts signed in vitae, their legend sticks to wet pavement. No badge. No parade. Just a title and a job that never makes the official minutes. They do not hold turf. They puncture it, then vanish before the after-action report finishes compiling.

Surveillance Operator

Edge-Runner

Surveillance Operator

Cost: C:3 ATK 2 HP 6

No ability text.

About

Surveillance Operator is a specialist title whispered on black channels - the kind of edge-work The Corp-Vamps pretends it never authorized. In the districts haunted by crimson glass towers and contracts signed in vitae, their legend sticks to wet pavement. No badge. No parade. Just a title and a job that never makes the official minutes. They do not hold turf. They puncture it, then vanish before the after-action report finishes compiling.

Mercenaries · 9

Blood-Debt Enforcers ×3

Mercenary · non unique

Blood-Debt Enforcers

Cost: C:2 ATK 2 HP 6

No ability text.

Elite corporate security thugs in bespoke body armor.

About

When The Corp-Vamps needs bodies on the turf, Blood-Debt Enforcers answer the call - street fodder with just enough chrome to matter. In the districts haunted by crimson glass towers and contracts signed in vitae, their legend sticks to wet pavement. Street proverb still mutters: "Elite corporate security thugs in bespoke body armor." They die loud, get replaced louder, and keep the machine of syndicate war grinding forward.

Corporate Ghouls ×3

Mercenary · non unique

Corporate Ghouls

Cost: C:2 ATK 2 HP 6

No ability text.

Expendable street trash wired into the penthouse mainframe.

About

When The Corp-Vamps needs bodies on the turf, Corporate Ghouls answer the call - street fodder with just enough chrome to matter. In the districts haunted by crimson glass towers and contracts signed in vitae, their legend sticks to wet pavement. Street proverb still mutters: "Expendable street trash wired into the penthouse mainframe." They die loud, get replaced louder, and keep the machine of syndicate war grinding forward.

Sanguine Sifters ×3

Mercenary · non unique

Sanguine Sifters

Cost: C:2 ATK 2 HP 6

No ability text.

Low-tier administrative vampires harvesting street-level digital vitae.

About

Sanguine Sifters fill the cheap seats of war: expendable, hungry, and paid enough to forget who owns tomorrow. In the districts haunted by crimson glass towers and contracts signed in vitae, their legend sticks to wet pavement. Street proverb still mutters: "Low-tier administrative vampires harvesting street-level digital vitae." They die loud, get replaced louder, and keep the machine of syndicate war grinding forward.

Buildings · 6

Factory

Building · factory

Factory

Cost: R:5 HP 6

Production Line - While crewed: +3 Resources at the start of Income I.

About

Tourists see a structure. Syndicates see Factory: a living node in The Corp-Vamps's grip on Neo-London's map. In the districts haunted by crimson glass towers and contracts signed in vitae, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: While crewed: +3 Resources at the start of Income I. Crew it or watch it go idle - Neo-London does not forgive empty architecture. As long as it stands crewed and humming, the surrounding blocks remember who collects the night's tithe.

Commercial Centre

Building · commercial centre

Commercial Centre

Cost: R:5 HP 8

Trade Floor - While crewed: +3 Currency at the start of Income I.

Permanently increases baseline passive Resource production by +2 during the Income Stage.

About

Tourists see a structure. Syndicates see Commercial Centre: a living node in The Corp-Vamps's grip on Neo-London's map. In the districts haunted by crimson glass towers and contracts signed in vitae, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: While crewed: +3 Currency at the start of Income I. Street proverb still mutters: "Permanently increases baseline passive Resource production by +2 during the Income Stage." As long as it stands crewed and humming, the surrounding blocks remember who collects the night's tithe.

Bank

Building · passive extortion

Bank

Cost: R:5 HP 6

Bank - While crewed: +1 Currency on each opponent's Income II (minted; does not drain opponents).

Blood contracts accrue interest while rivals count their ledgers.

About

Bank is architecture as warfare. Raised on contested turf, it anchors The Corp-Vamps's claim in steel, code, and ritual. In the districts haunted by crimson glass towers and contracts signed in vitae, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: While crewed: +1 Currency on each opponent's Income II (minted; does not drain opponents). Crew it or watch it go idle - Neo-London does not forgive empty architecture. As long as it stands crewed and humming, the surrounding blocks remember who collects the night's tithe.

Police Force

Building · incident containment

Police Force

Cost: R:5 HP 6

Lockdown - While built: at Confrontation start, roll police presence (🎲 0 none, 1 bribable, 2 unbribable). Unbribable skips Confrontation. Bribable: active player may pay 🎲 1-2 Currency per creature card on their field (excl. operators, max 8) to proceed; each other Police Force owner gains that same amount (briber who owns Police Force does not collect). While crewed: unlocks mercenary Orders from hand for all players (Order a Mercenary to attack a chosen enemy once this Confrontation). On Order resolve: Orderer +1 Influence, each Police Force owner +1 Currency; on kill, Orderer gains ATK+max HP Influence and each owner rolls 🎲 0-2 Currency.

Restricts enemy movement vectors across adjacent turf sectors and siphons output.

About

Tourists see a structure. Syndicates see Police Force: a living node in The Corp-Vamps's grip on Neo-London's map. In the districts haunted by crimson glass towers and contracts signed in vitae, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: While crewed: +1 DEF 🎲 when any of your cards are attacked (stacks with other Compliance Hubs). Street proverb still mutters: "Restricts enemy movement vectors across adjacent turf sectors and siphons output." As long as it stands crewed and humming, the surrounding blocks remember who collects the night's tithe.

Weaponry R&D

Building · weaponry rd

Weaponry R&D

Cost: R:5 HP 6

Use - Your Overlord and creatures roll +1 ATK die until end of turn. Building enters recovery for 1 turn. Usable during Manage or Confrontation.

Shields a portion of your resource pools from being plundered during enemy Raids.

About

Crypt-Zero Cold Storage is architecture as warfare. Raised on contested turf, it anchors The Corp-Vamps's claim in steel, code, and ritual. In the districts haunted by crimson glass towers and contracts signed in vitae, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: Your Overlord and creatures roll +1 ATK die until end of turn. Building enters recovery for 1 turn. Usable during Manage or Confrontation. Street proverb still mutters: "Shields a portion of your resource pools from being plundered during enemy Raids." As long as it stands crewed and humming, the surrounding blocks remember who collects the night's tithe.

Black Market

Building · black marketplace

Black Market

Cost: R:5 HP 5

Open Channel - Unique (only one Black Market in the game). While crewed: enables the Black Market trade stage for all players.

About

Black Market is architecture as warfare. Raised on contested turf, it anchors The Corp-Vamps's claim in steel, code, and ritual. In the districts haunted by crimson glass towers and contracts signed in vitae, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: Unique (only one Black Market in the game). While crewed: enables the Black Market trade stage for all players. Crew it or watch it go idle - Neo-London does not forgive empty architecture. As long as it stands crewed and humming, the surrounding blocks remember who collects the night's tithe.

Cyber-Mods · 10

Monofilament Fangs ×2

Cyber-Mod

Monofilament Fangs

Cost: R:3

Monofilament Fangs - +2 ATK; attacks ignore armor defense rolls when targeting creatures with lower HP than this unit.

About

Monofilament Fangs is chrome for corp-vamps. +2 ATK; attacks ignore armor defense rolls when targeting creatures with lower HP than this unit.

Subdermal Hemopump ×3

Cyber-Mod

Subdermal Hemopump

Cost: R:3

Subdermal Hemopump - +2 HP; whenever this unit slays an enemy card, fully restore its HP.

About

Subdermal Hemopump is chrome for corp-vamps. +2 HP; whenever this unit slays an enemy card, fully restore its HP.

Blood Siphon ×5

Cyber-Mod

Blood Siphon

Cost: R:3

Executive Hemofeed - When this creature is attacked, assimilate 1 HP from the attacker.

Boardroom chrome spliced straight into the artery.

About

Blood Siphon is sold as a productivity implant. In Corp-Vamps clinics it is a leash: when steel meets flesh, the attacker pays in blood and the host drinks it back.

Events · 20

Audit Seizure ×3

Event · faction

Audit Seizure

Trigger: 2 Inf

Effect - Force an enemy player to lose 3 Currency; if they cannot pay, choose and destroy 1 active enemy Mercenary.

About

Audit Seizure is a corp-vamps signature play. Force an enemy player to lose 3 Currency; if they cannot pay, choose and destroy 1 active enemy Mercenary.

Blood Tariff ×2

Event · creature

Blood Tariff

Cost: R:2 Trigger: 2 Inf

Effect - Choose an enemy creature. Its owner must pay 2 Currency and that creature takes 3 damage.

About

Blood Tariff is a corp-vamps signature play. Choose an enemy creature. Its owner must pay 2 Currency and that creature takes 3 damage.

Hostile Takeover ×2

Event · faction

Hostile Takeover

Trigger: 2 Inf

Effect - Force an enemy creature into Recovery Mode for 2 turns unless the owner pays a 4 Currency ransom immediately.

About

Hostile Takeover is a corp-vamps signature play. Force an enemy creature into Recovery Mode for 2 turns unless the owner pays a 4 Currency ransom immediately.

Vampiric Drain ×3

Event · creature

Vampiric Drain

Cost: R:2 Trigger: 2 Inf

Effect - Choose an enemy creature. Steal 3 HP from it and gain +1 Influence.

About

Vampiric Drain is a corp-vamps signature play. Choose an enemy creature. Steal 3 HP from it and gain +1 Influence.

Blood Liquidation ×5

Event · faction

Blood Liquidation

Trigger: 2 Inf

Effect - Destroy the enemy creature with the lowest Attack.

Termination with prejudice.

About

Corp-Vamps auditors do not negotiate with underperformers. The weakest asset is written off - permanently.

Blood Mirror ×5

Event · creature

Blood Mirror

Cost: R:2 Trigger: 2 Inf

Effect - Choose an enemy attacking creature. Deal the same Attack (base ATK + 1 ATK die) back to that attacker.

What you swing returns as blood debt.

About

Corp-Vamps lawyers encode retaliation in blood. Sign the clause and your strike is photocopied - same force, aimed at the wrist that threw it.