Written by Christopher Berger (berger@cco.caltech.edu)
Pulled Fangs is totally unbalanced. Look at what it does in its original form. It deals aggravated damage. It requires no discipline, no pool, no blood. Furthermore, on top of the aggravated damage, it stops a vamp from hunting. Its requirement: do more damage than your opponent at close range.
Look at other ways of doing aggravated damage...
| Ivory Bow | Protean Claws | Burning Wrath | Walk of Flame | Pulled Fangs | |
| Cost | 1 pool | 1 blood | 3 blood | None | None |
| Played | As an action | After a strike | As a strike | As a strike | After all strikes |
| Disadvantage | Weapon, Unique | None | None | Second Round | Do more damage |
| Requires | None | Protean | Potence | Thaumaturgy | None |
| Advantage | Permanent | None | None | None | No Hunting |
First, the Bow: Pulled Fangs costs less and doesn't require an action. The fact that IB requires a successful weapon strike is approximately equal to the requirement to do more damage at close range. And the no hunting restriction approximately balances out the permanency of the Bow. Plus, more than one of your minions may use Pulled Fangs. The Bow is unique. Advantage PF.
Protean Claws: PF costs less and deals 1 more damage than the claws (because the claws don't actually deal any damage, they just modify your damage. With PF, you'll still be doing that damage, plus 1). The requirement to do more damage is a bit more restrictive than the requirement to have a successful hand strike. But the fact that Claws require a discipline and have no special advantage puts them strongly in the hole. Advantage way far to PF.
Burning Wrath: In most ways, this is just a poor cousin to Claws. It costs more and must be played as a strike (meaning it's much less likely to be successful). On the plus side, it adds to your damage and its discipline is more likely to have successful hand strikes than protean. All in all, this card is about as strong as protean claws. Certainly not stronger. Advantage still easily to PF.
Walk of Flame: This costs the same amount as PF, and does about the same amount of damage (1 more at superior). The fact that it requires a successful non-hand strike (that doesn't give its own maneuver) is almost as restrictive as doing more damage at close range. However, it requires a discipline and second round. The fact that PF adds an additional advantage is just salt in the wound. Advantage even further to PF.
Now, there are a few other ways of doing aggravated damage, but those are mainly inferior to the ones discussed above. Even if the cards that required disciplines were made disciplineless, they would *still* be inferior to PF. Now, if that's not a broken card, I'm stumped as to what evidence you would require to call a card broken.
Note: If you notice, the only thing that even comes close to PF is the Ivory Bow, which is an amazingly good card and is borderline Overpowerful itself.