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 1000 cards — page 15 of 50

Final Protocol

8
Final Protocol

AI Routinemythic

Persistent Field. Priority Fire. Rapid Launch. Alpha Strike. Once per match, double all friendly unit damage this turn.

The instruction the fleet admiral leaves sealed. The seal breaks once, at the correct moment.

ATK 0DEF 32

Final Vector

6
Final Vector

Maneuverlegendary

All your Weapons gain Priority Fire, Alpha Strike, Critical Strike this turn.

One last clear sentence on the comm. The fleet agrees without anybody answering back.

ATK 0DEF 0

Fire Protocol

2
Fire Protocol

Maneuveruncommon

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.

ATK 0DEF 0

Flak Burst

1
Flak Burst

Weaponcommon

Deal 3 damage; +3 damage if target is a Drone.

Designed for the ones the real guns cannot be bothered with.

ATK 3DEF 0

Flanker Drone

3
Flanker Drone

Dronecommon

Flanking Fire. Must be blocked by 2 or more units.

Whatever side you thought it was coming from, it was the other one.

ATK 5DEF 3

Flare

1
Flare

Maneuvercommon

Disable target enemy unit's abilities next turn.

Small bright lie in the sky. The targeting lens believes it for a moment.

ATK 0DEF 0

Flare Charge

0
Flare Charge

Modulecommon

Reactive. The next incoming attack on your ship is reduced by 3.

Small bright object, thrown in the general direction of the missile's opinion.

ATK 0DEF 0

Flashbang Drone

2
Flashbang Drone

Dronecommon

Deploy Burst: Apply Lock to target enemy unit.

Bright. Loud. Gone. You are one of those three.

ATK 2DEF 3

Fleet Admiral

7
Fleet Admiral

Droneepic

Priority Fire. Alpha Strike. Rapid Launch.

Commands the wing from the middle. Never loses a wingman without a reason.

ATK 13DEF 13

Fleet Commander

4
Fleet Commander

AI Routineuncommon

Persistent Field. Priority Fire. Rapid Launch. Your units gain both.

The voice on the comm nobody argues with. The fleet obeys the same heartbeat.

ATK 0DEF 12

Fleet Conduit

4
Fleet Conduit

Equipmentrare

Attach to your ship. Your ship gains Crew Pooling and Cascading Power.

A single wire down the spine of the fleet. Every ship reads the same heartbeat.

ATK 0DEF 0

Fleet Formation

2
Fleet Formation

Fielduncommon

Persistent Field. Your Drones gain +1/+1 while this is in play.

Every wingman reads the same heartbeat. Every wingman slots into the correct bracket.

ATK 0DEF 0

Fleet Momentum

3
Fleet Momentum

Fielduncommon

Escalation. Persistent Field. Your units gain +1 attack per turn this is in play.

The fleet starts slow. The fleet finds rhythm. The fleet loses patience for stopping.

ATK 0DEF 0

Fleet Network

5
Fleet Network

Equipmentepic

Attach to your ship. Your ship gains Crew Pooling, Cascading Power, Efficiency Protocol.

One wire down the spine of the fleet. Every ship reads the same quiet heartbeat.

ATK 0DEF 0

Fleet Synchronizer

4
Fleet Synchronizer

Equipmentcommon

Attach to your ship. Your Weapons gain Cascading Power.

A single metronome for the whole fleet. Every gun learns to fire on the beat.

ATK 0DEF 0

Focus Module

1
Focus Module

Moduleuncommon

All your Weapons deal +2 damage this turn.

The cockpit goes quiet. Everything outside loses an edge. The guns find theirs.

ATK 0DEF 0

Force Dodge

3
Force Dodge

Maneuvercommon

The next 2 instances of damage to your ship this turn are reduced by 5 each.

Fingers find switches the training manual forgot to list.

ATK 0DEF 0

Fortress AI

4
Fortress AI

AI Routinecommon

Persistent Field. Your Defense units gain Reinforced Hull.

An old voice on the comm, calm, telling the wall not to fall yet.

ATK 0DEF 14

Fortress Barrier

4
Fortress Barrier

Defenseuncommon

Interceptor. Reinforced Hull.

A small fortress mounted on a less small ship. The pilot sleeps behind it, mostly.

ATK 0DEF 12

Fortress Bastion

6
Fortress Bastion

Defenserare

Interceptor. Reinforced Hull. Emergency Reboot.

Takes the gate. Holds the gate. When it gives, stands up again, new gate raised.

ATK 2DEF 20