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 1000 cards — page 2 of 50

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.

Weapon — common
Deal 5 damage and apply Tracking Lock to target.
A dot on the glass. A promise on the deck.

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

Maneuver — common
All your Weapons attack ready targets immediately.
Throttle past the limit. Paint past the limit. Survive past the limit.

Ship Core — uncommon
Passive: Your Maneuver cards cost 1 less on the opponent's turn.
The core whose tick runs on the other pilot's turn. That pilot never notices.

Equipment — common
Attach to a Weapon. Host may attack twice per turn.
Round capacity beyond polite. Pilot never runs out. Sometimes that is the problem.

AI Routine — common
Modular Payload. Choose 1: Probe 2, Deep Scan, or Cycling Protocol.
Three buttons. Three answers. The right one is the one you already know.

AI Routine — uncommon
Escalation. Persistent Field. +1 energy at end of each of your turns starting turn 4.
Runs since the war before the war. Runs still. Generates more than it consumes, lately.

Weapon — common
Critical Strike. Deal 15 damage; any damage destroys Drones or Weapon systems.
One round in the magazine. The magazine was never meant to be reloaded.

Defense — rare
Ablative Plating 4. Auto-Repair 2. Emergency Reboot.
The shield the fleet drags out only when the mission brief uses the word 'final'.

AI Routine — common
A top-tier command subroutine.
Written once. Compiled once. Still running in somebody's fleet, somewhere.

Equipment — epic
Attach to a Drone. Host gains +8 defense, Reinforced Hull, Ablative Plating, Auto-Repair.
Worn by the drone that comes back. Always comes back. The fleet never asks why.

Defense — epic
Interceptor. Ablative Plating 2. Auto-Repair 2. Emergency Reboot.
Takes the hit. Knits the seam. Repeats. The fleet reinstalls it on every hull.

Maneuver — rare
All your Weapons gain Critical Strike and Overclock this turn.
The fleet commits. The reactor commits. The enemy commits to leaving, late.

Drone — epic
Priority Fire. Alpha Strike. Critical Strike.
The last name on the roster. The first name on the enemy's complaint letter.

Weapon — rare
Priority Fire. Alpha Strike. Critical Strike. Deal 12 damage twice, first.
Top of every mounting bracket. Top of every requisition list. Top of every enemy obituary.

AI Routine — epic
Persistent Field. Adaptive Learning. Efficiency Protocol. Chain Catalyst.
Learns from every fight. Remembers every fight. The fights arrive easier and easier.

AI Routine — rare
Persistent Field. Cascading Power. Linked Fire.
Every ship on the line reads the same page, plays the same chord, together.

Ship Core — mythic
Passive: Your units gain +1/+1. Once per match, draw 3 cards and gain 3 energy.
The core the ace sleeps on. The ace never leaves. The ship never loses.