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Yes.
Note that if you steal more blood than your capacity allows, the
excess drains off (to the blood bank) immediately, before you get
a chance to use it to heal damage.
Check the revised rulebook (linked in .sig):
6.4.5. Strike Effects
---------------------
Steal Blood. This effect moves blood counters (or life counters) from the
target to the striking minion. This does not count as damage, so the effect
cannot be prevented with damage prevention effects. This effect occurs
before the "heal damage" step of damage resolution, so the stolen blood can
be used to heal damage even if the damage is inflicted simultaneously. If
the stolen blood causes the striking vampire to have more blood than his
capacity, the excess drains off immediately (as usual).
Example: Sarah Cobbler enters combat with a Mage ally. Sarah has
a capacity of four and has three blood. The Mage has two life.
After determining range, Sarah steals three blood as her strike.
The Mage strikes for 2R damage. Two life counters are moved to
Sarah from the Mage, and Sarah sustains two damage. Sarah has
five blood but her capacity is only four, so one blood is moved
to the blood bank. The Mage has no life counters remaining, so he
is burned. Sarah has two damage to deal with and doesn't prevent
any, so she burns two blood to heal the damage, leaving her with
two blood.
--
L. Scott Johnson (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and DCI (tournament) rules:
http://www.wizards.com/VTES/VTES_Rules.html