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 12 of 12 Maneuver cards (Rare) — page 1 of 1

Apex Charge

5
Apex Charge

Maneuver — rare

All your Weapons gain Critical Strike and Overclock this turn.

The fleet commits. The reactor commits. The enemy commits to leaving, late.

ATK 0DEF 0

Emergency Swarm

4
Emergency Swarm

Maneuver — rare

All your Drones gain Rapid Launch and Priority Fire this turn.

Every hangar door opens at the same second. Every pilot lies about being ready.

ATK 0DEF 0

Grand Strike

4
Grand Strike

Maneuver — rare

All your units gain Priority Fire and Alpha Strike this turn.

One word on the comm. The whole fleet finishes the sentence together, loudly.

ATK 0DEF 0

Grand Vector

6
Grand Vector

Maneuver — rare

All your units gain Priority Fire, Rapid Launch, and Reactive this turn.

One word over the comm. The fleet arrives everywhere it intended. Leaves nothing.

ATK 0DEF 0

Heroic Dive (Tribute)

5
Heroic Dive (Tribute)

Maneuver — rare

Prevent all damage to your ship this turn; deal 8 damage to attacking units.

The pilot puts the ship where the bad math is. The math answers wrong.

ATK 0DEF 0

Master Evasion

3
Master Evasion

Maneuver — rare

Prevent all damage to your ship this turn; restore 3 HP.

Stick moves. Everything outside the cockpit goes blurry. Nothing lands. Nothing ends.

ATK 0DEF 0

Master Strike

3
Master Strike

Maneuver — rare

Priority Fire. Alpha Strike. All your Weapons gain both this turn.

One word over the comm. The fleet exhales the breath it held for two turns.

ATK 0DEF 0

Perfect Defense

4
Perfect Defense

Maneuver — rare

Prevent all damage to your ship this turn; gain 10 Shield Capacity.

A small move. A large refusal. The enemy never writes it up, professionally embarrassed.

ATK 0DEF 0

Priority Barrage

2
Priority Barrage

Maneuver — rare

All your Weapons gain Priority Fire and Alpha Strike this turn.

One order. Every gun agrees. Every target finds this out slightly too late.

ATK 0DEF 0

Tactical Draw

2
Tactical Draw

Maneuver — rare

Tactical Draw. Probe 2. Draw 3 cards; lose 1 energy next turn.

Grabs three pages from tomorrow. Pays a small bill at the door coming in.

ATK 0DEF 0

Tactical Reset

5
Tactical Reset

Maneuver — rare

System Reset on all friendly units. Probe 3. Draw 2 cards.

A deep breath across the whole fleet. Everyone comes back with their best morning ready.

ATK 0DEF 0

Warp Jump

3
Warp Jump

Maneuver — rare

All your units gain Phase Drive this turn.

The fleet steps out of the page briefly. Steps back with a better answer.

ATK 0DEF 0