Point Barrier
1
Defense — common
Auto-Repair 1. Heals 1 HP at end of your turn.
Stitches itself closed at night while the ship dreams of flying.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 18 of 58 Defense cards (Common) — page 3 of 3

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

Defense — common
Critical Breach: deal 2 damage to the unit that destroyed this.
It breaks loud, the way a kind warning becomes a small insult.

Defense — common
Emergency Reboot. First time destroyed, revive with 1 HP.
Comes back pale and quiet. Nobody asks what it saw on the other side.

Defense — common
Emergency Reboot. First time destroyed, revive with 1 HP.
Dies. Coughs. Stands up. Dies again properly, a turn late.

Defense — common
A hull section pulled from an old wreck.
Old metal with older stories. Every dent is a story. Every story is quiet, older.

Defense — common
Auto-Repair 2. Heals 2 HP at end of your turn.
Scars first. Healing second. Both happen on the same breath.

Defense — common
Critical Breach: deal 3 damage to the unit that destroyed this.
Goes down taking the measurement of whoever put it down.

Defense — common
Interceptor. Enemy must attack this unit first.
Carries the hit, then the next, then the one it was not supposed to.

Defense — common
Heavy reinforced plating.
Two pilots died welding this on during the war. It kept the third alive.

Defense — common
Auto-Repair 2. Heals 2 HP at end of your turn.
Tiny hands inside the hull, always working, always quiet.

Defense — common
A shield projector node.
The heart of the shield. Easy to remove, difficult to miss.

Defense — common
Signal Jammer. Negates the first spell targeting this unit.
The comm goes quiet, the targeting goes bad, the pilot swears.

Defense — common
Escalation. Gains +1 defense per turn alive.
Starts thin. Grows every turn. The hull thanks it at the fourth turn, never earlier.

Defense — common
Gain Stealth. Cannot be targeted by enemy abilities.
Your opponent keeps typing your name, and every time the system blanks it.

Defense — common
Gain Stealth. Cannot be targeted by enemy abilities.
Not invisible. Merely unimportant to the targeting computer for a while.

Defense — common
Reinforced Hull. Cannot be destroyed by damage this turn.
The plating the captains argue over, the one they never refuse to mount.
Defense — common
Tracking Array. Can block Skyward Maneuver units.
The high attackers learn, slowly, that the sky belongs to both of you.
Defense — common
Tracking Array. Can block Skyward Maneuver units.
Points its lenses high. Waits for the ones that think they cannot be seen.