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 18 of 58 Defense cards (Common) — page 3 of 3

Point Barrier

1
Point Barrier

Defensecommon

Auto-Repair 1. Heals 1 HP at end of your turn.

Stitches itself closed at night while the ship dreams of flying.

ATK 0DEF 3

Reactive Plate

1
Reactive Plate

Defensecommon

Critical Breach: deal 2 damage to the unit that destroyed this.

It breaks loud, the way a kind warning becomes a small insult.

ATK 0DEF 4

Reboot Bulwark

4
Reboot Bulwark

Defensecommon

Emergency Reboot. First time destroyed, revive with 1 HP.

Comes back pale and quiet. Nobody asks what it saw on the other side.

ATK 0DEF 12

Reboot Plate

2
Reboot Plate

Defensecommon

Emergency Reboot. First time destroyed, revive with 1 HP.

Dies. Coughs. Stands up. Dies again properly, a turn late.

ATK 0DEF 5

Recycled Hull

2
Recycled Hull

Defensecommon

A hull section pulled from an old wreck.

Old metal with older stories. Every dent is a story. Every story is quiet, older.

ATK 0DEF 6

Regen Armor

3
Regen Armor

Defensecommon

Auto-Repair 2. Heals 2 HP at end of your turn.

Scars first. Healing second. Both happen on the same breath.

ATK 0DEF 9

Reinforce Wall

3
Reinforce Wall

Defensecommon

Critical Breach: deal 3 damage to the unit that destroyed this.

Goes down taking the measurement of whoever put it down.

ATK 0DEF 9

Reinforced Bulwark

3
Reinforced Bulwark

Defensecommon

Interceptor. Enemy must attack this unit first.

Carries the hit, then the next, then the one it was not supposed to.

ATK 1DEF 9

Reinforced Plating

4
Reinforced Plating

Defensecommon

Heavy reinforced plating.

Two pilots died welding this on during the war. It kept the third alive.

ATK 0DEF 14

Repair Nanites

2
Repair Nanites

Defensecommon

Auto-Repair 2. Heals 2 HP at end of your turn.

Tiny hands inside the hull, always working, always quiet.

ATK 0DEF 6

Shield Node

3
Shield Node

Defensecommon

A shield projector node.

The heart of the shield. Easy to remove, difficult to miss.

ATK 0DEF 10

Signal Jammer Field

2
Signal Jammer Field

Defensecommon

Signal Jammer. Negates the first spell targeting this unit.

The comm goes quiet, the targeting goes bad, the pilot swears.

ATK 0DEF 5

Slow Shield

1
Slow Shield

Defensecommon

Escalation. Gains +1 defense per turn alive.

Starts thin. Grows every turn. The hull thanks it at the fourth turn, never earlier.

ATK 0DEF 3

Stealth Barrier

4
Stealth Barrier

Defensecommon

Gain Stealth. Cannot be targeted by enemy abilities.

Your opponent keeps typing your name, and every time the system blanks it.

ATK 0DEF 13

Stealth Field

3
Stealth Field

Defensecommon

Gain Stealth. Cannot be targeted by enemy abilities.

Not invisible. Merely unimportant to the targeting computer for a while.

ATK 0DEF 8

Titanic Plating

5
Titanic Plating

Defensecommon

Reinforced Hull. Cannot be destroyed by damage this turn.

The plating the captains argue over, the one they never refuse to mount.

ATK 0DEF 17

Tracking Grid

3
Tracking Grid

Defensecommon

Tracking Array. Can block Skyward Maneuver units.

The high attackers learn, slowly, that the sky belongs to both of you.

ATK 0DEF 8

Tracking Shield

2
Tracking Shield

Defensecommon

Tracking Array. Can block Skyward Maneuver units.

Points its lenses high. Waits for the ones that think they cannot be seen.

ATK 0DEF 6