AI Takeover
4
Maneuver — uncommon
AI Takeover. Target enemy Drone attacks its owner next turn.
The drone reads a new order. The drone obeys. Its pilot notices too late.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 25 Maneuver cards (Uncommon) — page 1 of 2

Maneuver — uncommon
AI Takeover. Target enemy Drone attacks its owner next turn.
The drone reads a new order. The drone obeys. Its pilot notices too late.

Maneuver — uncommon
Aim. Place an Aim counter on target enemy. Next turn you may play Lock Protocol.
The crosshair settles. The target does not notice. The crosshair is patient.

Maneuver — uncommon
All your Weapons deal +3 damage this turn.
The pilot commits to the afternoon. The afternoon commits back with interest.

Maneuver — uncommon
Your next Weapon this turn deals +3 damage.
Short pulse to the capacitor. Short pulse to the pilot. Longer conclusion to the target.

Maneuver — uncommon
Your ship gains Gain Stealth until your next turn.
A small white lie to the enemy sensor. The sensor believes it long enough.

Maneuver — uncommon
Data Wipe. Disable. Opponent discards a random card; target unit is Disabled next turn.
Erases something small. The something small was holding the something large together.

Maneuver — uncommon
Probe 3. Tactical Draw. Then reorder the top 3 cards of your deck and draw 1.
Reads three pages ahead. Keeps two. Returns one quietly to the reserve.

Maneuver — uncommon
Gain 5 Shield Capacity.
Tight turn. Small capacitor dump. The shield hum gets a little more confident.

Maneuver — uncommon
All your Drones gain Rapid Launch and enter ready this turn.
Hangar doors open loudly. Every drone leaves the rack on the same heartbeat.

Maneuver — uncommon
Encryption Block. Target unit cannot be copied, cloned, or hacked for 3 turns.
A key the enemy never had. A door the enemy no longer tries to open.

Maneuver — uncommon
Reactive. Your ship gains Phase Drive this turn; ignore the next incoming attack.
Stick flicks backwards. The ship follows. The attack finds the space where the ship was.

Maneuver — uncommon
Fire. Play only on a target with Tracking Lock. Deal 20 damage ignoring most defenses.
The count reaches zero. The round arrives. The paperwork is already signed.

Maneuver — uncommon
All your units gain Reactive this turn.
The whole fleet breathes in at once. Exhales on the opponent's turn together.

Maneuver — uncommon
All your Weapons attack ready targets immediately and gain Priority Fire.
No plan. No retreat. Just every weapon firing on the same loud chord, resolved early.

Maneuver — uncommon
Lock. Play only on a target with an Aim counter. Apply Tracking Lock; next turn you may play Fire Protocol.
The target is named on the glass. The target does not see the glass. Yet.

Maneuver — uncommon
Phantom Echo. Create a decoy copy of target enemy unit that fights for you this turn.
Copies the enemy. Tells the copy whose side it is on. The copy listens.

Maneuver — uncommon
Phase Drive. Evade 50% this turn.
Ship is elsewhere. Pilot is elsewhere. The enemy round is the only thing confused.

Maneuver — uncommon
Power Surge. Take damage equal to your ship's current power; deal triple to target.
A short, bright mistake on the reactor gauge. The target pays for the mistake.

Maneuver — uncommon
Your next Weapon attack this turn gains Priority Fire.
One quiet instruction to the gun. The gun obeys before the pilot finishes the instruction.

Maneuver — uncommon
Reactive. The next incoming attack on your ship deals 0 damage.
One twist of the stick. One short breath. The round arrives at empty sky instead.