Cluster Bomb
3
Weapon — uncommon
Breach Cascade. Apply Lock. Deal 7; adjacent take 2; target skips next refresh.
Not one problem. Several small, related problems, delivered at the same address.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 280 cards (Uncommon) — page 3 of 14

Weapon — uncommon
Breach Cascade. Apply Lock. Deal 7; adjacent take 2; target skips next refresh.
Not one problem. Several small, related problems, delivered at the same address.

Weapon — uncommon
Priority Fire. Breach Cascade. Alpha Strike. Deal 13; adjacent take 3; fires twice.
First volley speaks. Second volley agrees with the first. The neighborhood agrees quietly.

Drone — uncommon
Escalation. Cold Boot 1. Gains +2/+2 when Cold Boot ends.
Takes its time waking. Wakes larger. Wakes angrier than it was asleep.

AI Routine — uncommon
Persistent Field. Cascading Power. +1 power per non-unit card played.
Stacks small advantages quietly. Spends them all at once, loudly.

Drone — uncommon
Battle Hardened. Critical Strike.
Puts its time into its craft. The craft puts its time into the enemy quietly.

AI Routine — uncommon
Persistent Field. Crew Pooling. Allied units may contribute 1 cost per Module.
Divides the bill across every pilot on the comm. Nobody remembers signing up.

AI Routine — uncommon
Persistent Field. Linked Fire. Your second Weapon each turn deals +2 damage.
Every gun on the ship agrees to wait for the gun next door, briefly.

Defense — uncommon
Countermeasure 2. Interceptor.
Costs the enemy a little extra for every polite question they send its way.

Defense — uncommon
Countermeasure 2. Negate. Cancels the first enemy ability targeting this.
A small taxing jurisdiction. Writes polite refusal letters to anything the enemy points at it.

Ship Core — uncommon
Passive: Once per turn, you may discard a card to draw one.
Trades hand-card for top-card. The top does not always oblige.

Maneuver — uncommon
Data Wipe. Disable. Opponent discards a random card; target unit is Disabled next turn.
Erases something small. The something small was holding the something large together.

Defense — uncommon
Cloaked Entry. Gain Stealth.
A little bright. A little loud. A little everywhere the real ship is not.

Drone — uncommon
When this is targeted, flip this card into Real Runner.
Runs in the wrong direction on purpose. The enemy targets. The real runner leaves then.

Maneuver — uncommon
Probe 3. Tactical Draw. Then reorder the top 3 cards of your deck and draw 1.
Reads three pages ahead. Keeps two. Returns one quietly to the reserve.

AI Routine — uncommon
Persistent Field. Your Defense units gain Interceptor.
Assigns the walls to the right doorways. The walls volunteer. The doorways thank them.

Maneuver — uncommon
Gain 5 Shield Capacity.
Tight turn. Small capacitor dump. The shield hum gets a little more confident.

Module — uncommon
Signal Jamming. Disable all enemy units' abilities next turn.
A single loud minute. The enemy comm tries to recover. The comm does not.

Module — uncommon
Priority Fire. Disable up to 2 enemy units' abilities next turn.
A small bright argument with the enemy's control wiring. The wiring concedes, every time.

Defense — uncommon
At start of your fifth turn, flip this card into Waking Dream.
A wall that dreams of being a larger wall. The dream becomes true on five.

AI Routine — uncommon
Persistent Field. Your Drones gain Rapid Launch.
Every small chassis listens to the same heartbeat and falls into step immediately.