Phase Bolt
2
Weapon — common
Phase Drive. Deal 5 damage. Only blockable by Phase Drive units.
It exists elsewhere until it doesn't, and you don't.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 400 cards (Common) — page 13 of 20

Weapon — common
Phase Drive. Deal 5 damage. Only blockable by Phase Drive units.
It exists elsewhere until it doesn't, and you don't.

Drone — common
Phase Drive. Only blockable by Phase Drive units.
Half here. Half elsewhere. The wrong half for you.

Defense — common
Evade 50%. 50% chance to negate incoming damage.
Half the time it is there. Half the time the enemy files a complaint.

Ship Core — common
Passive: Once per match, your pilot ability triggers a second time this turn.
A seat that knows the pilot's shoulders better than the pilot knows them.

Drone — common
A small unarmed trainee drone.
Still learning. Still listening. Still not the reason the squadron writes any log entry.

Maneuver — common
Your next Drone enters play with Priority Fire.
Wing points the other way. Pilot thinks the other way. Enemy wrongly.

Weapon — common
Deal 6 damage to target enemy unit or ship.
Hot enough to argue with the vacuum on its way through.

Weapon — common
Deal 8 damage to target Engines subsystem.
Patient work. Keeps the ship in place so the real weapons can arrive.

Module — common
Deal 3 damage to each enemy Drone.
Not precise. Not polite. Does the rough work the beam weapons forgot about.

Weapon — common
Priority Fire. Deal 8 damage.
Polite in the way a surgeon is polite.

Equipment — common
Attach to a Drone. Host gains +3 defense.
Strapped on overnight. The drone learns to fly wider. The drone learns to live.

Defense — common
Auto-Repair 1. Heals 1 HP at end of your turn.
Stitches itself closed at night while the ship dreams of flying.

AI Routine — common
Persistent Field. Your units cannot be Disabled.
The rule the ship will not bend, even when the pilot is very, very tempting.

AI Routine — common
Persistent Field. Your Weapons gain Priority Fire this turn.
Hands the pilot's gun a small advantage, whispered, never explained.

Maneuver — common
Probe 2. Look at the top 2 cards of your deck and reorder them.
Checks the future. Rearranges it. Does not tell the future it was touched.

Weapon — common
Persistent Field. Deals 2 damage to enemy ship at end of your turn.
Slow drumbeat. The kind that breaks long before it stops.

Weapon — common
Deal 14 damage to target enemy unit or ship.
Twice the coil. Twice the silence on the comms afterwards.

Weapon — common
Deal 4 damage to target enemy unit.
Four shots in the chamber. You only need one.

Weapon — common
Deal 12 damage to target enemy unit or ship.
Four barrels. One conversation. Nobody finishes their sentence.

Drone — common
At start of your fifth turn, flip this card into Master Mechanic.
Works quietly under the panels. Becomes necessary exactly when the panels ask it to.