Alpha Card Library

1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.

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Showing 20 of 46 Maneuver cards (Common) — page 1 of 3

Adrenal Surge

2
Adrenal Surge

Maneuver — common

Your next 2 Weapon attacks this turn deal +2 damage each.

The gloves tighten. The eyes narrow. The second shot is suddenly a promise.

ATK 0DEF 0

All-Out Charge

4
All-Out Charge

Maneuver — common

All your Weapons attack ready targets immediately.

Throttle past the limit. Paint past the limit. Survive past the limit.

ATK 0DEF 0

Archive Pull

3
Archive Pull

Maneuver — common

Archive Recall. Play a copy of a Maneuver from your discard pile.

The good trick twice. The pilot knows it was never really new.

ATK 0DEF 0

Barrel Roll

0
Barrel Roll

Maneuver — common

Play only if an enemy is attacking you. Dodge the next incoming attack entirely.

Old trick. Old saying. Older grave for the pilots who tried it twice.

ATK 0DEF 0

Battle Warp

5
Battle Warp

Maneuver — common

All units you control gain Reactive this turn.

Time bends. The fleet finds itself speaking mid-sentence on the opposing turn.

ATK 0DEF 0

Break Line

1
Break Line

Maneuver — common

Move one of your Drones out of combat range; it cannot attack or be attacked this turn.

Break formation, keep the drone, lose the plan, finish the fight anyway.

ATK 0DEF 0

Chaff Dump

1
Chaff Dump

Maneuver — common

Opponent's next attack against you deals 2 less damage.

A cloud of nothing, and the missile treats it like a sibling.

ATK 0DEF 0

Combat Reroute

2
Combat Reroute

Maneuver — common

Redirect a pending attack to a different legal target.

The missile is not clever. The pilot, for a moment, is.

ATK 0DEF 0

Combat Roll

1
Combat Roll

Maneuver — common

Ignore the first 2 damage to your ship this turn.

You roll. The world rolls. Only one of you chose to.

ATK 0DEF 0

Combat Vectoring

3
Combat Vectoring

Maneuver — common

All Weapons you control gain Priority Fire this turn.

One calm sentence over the comm and every gun agrees on the schedule.

ATK 0DEF 0

Counter Flare

2
Counter Flare

Maneuver — common

Negate the next enemy ability that targets a unit you control this turn.

Their spell writes itself on the air. This one erases the margin.

ATK 0DEF 0

Counter Maneuver

3
Counter Maneuver

Maneuver — common

Negate target enemy attack this turn.

They commit. You cancel. The round is over before it started counting.

ATK 0DEF 0

Cycle Routine

2
Cycle Routine

Maneuver — common

Cycling Protocol. Discard any card to draw 2.

Trade the card you have for the card you need. Two for one. Take it.

ATK 0DEF 0

Deep Maneuver

3
Deep Maneuver

Maneuver — common

All Drones you control gain Evade 50% this turn.

One instruction over the wing-comm. Every drone remembers its lessons.

ATK 0DEF 0

Deep Scan Lock

4
Deep Scan Lock

Maneuver — common

Deep Scan. Then apply Tracking Lock to any enemy unit.

The scan finds the name. The lock writes it on the inside of the cockpit.

ATK 0DEF 0

Dive

1
Dive

Maneuver — common

Your next Weapon attack this turn gains Priority Fire.

Nose down, thrust up, prayers unchanged from the last run.

ATK 0DEF 0

Emergency Brake

0
Emergency Brake

Maneuver — common

Play only if you would take damage. You take no damage this turn; skip your draw.

All the momentum you had becomes all the silence you have.

ATK 0DEF 0

Evasive Pattern

2
Evasive Pattern

Maneuver — common

Your ship gains Evade 40% for 2 turns.

You fly a figure the enemy cannot name. That is the whole point.

ATK 0DEF 0

Evasive Split

2
Evasive Split

Maneuver — common

Target Drone you control gains Evade 50% this turn.

The drone takes the order, folds out of the volley, does not ask why.

ATK 0DEF 0

Evasive Swerve

0
Evasive Swerve

Maneuver — common

Reactive. Reduce the next incoming damage this turn by 3.

The stick moves before the thought. The thought thanks the stick later.

ATK 0DEF 0