Alpha Card Library

1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.

📖 Read the rules

Showing 20 of 400 cards (Common) — page 4 of 20

Cloaked Barrier

2
Cloaked Barrier

Defensecommon

Cloaked Entry. Cannot be attacked the turn it is deployed.

Appears after the aim, never before, never on time.

ATK 0DEF 6

Cloaked Drone

3
Cloaked Drone

Dronecommon

Cloaked Entry. Cannot be attacked the turn it is deployed.

It is already there. It was there before you looked.

ATK 4DEF 4

Cloaker Drone

4
Cloaker Drone

Dronecommon

Cloaked Entry. Cannot be attacked the turn it is deployed.

On sensors it is a shadow. On the hull it is a crater.

ATK 6DEF 6

Coilgun Mk.I

2
Coilgun Mk.I

Weaponcommon

Deal 6 damage to target enemy unit or ship.

Magnets the size of a fist. Results the size of a prayer.

ATK 6DEF 0

Combat Controller

2
Combat Controller

AI Routinecommon

Persistent Field. Your Drones gain +1 attack.

A conductor behind the wingmen, keeping time they never knew they kept.

ATK 0DEF 5

Combat Medic

3
Combat Medic

Dronecommon

Auto-Repair 2. Restores 2 HP to your ship at end of your turn.

Works quickly. Works quietly. Never takes credit, never really needs to.

ATK 2DEF 6

Combat Planner

3
Combat Planner

AI Routinecommon

Persistent Field. Your units gain Overclock.

Runs the fight twice in the abstract. Shares the shorter version with the pilot.

ATK 0DEF 8

Combat Protocol

1
Combat Protocol

AI Routinecommon

A basic combat subroutine.

The routine that runs whether the ship asks or does not ask for it.

ATK 0DEF 3

Combat Reroute

2
Combat Reroute

Maneuvercommon

Redirect a pending attack to a different legal target.

The missile is not clever. The pilot, for a moment, is.

ATK 0DEF 0

Combat Roll

1
Combat Roll

Maneuvercommon

Ignore the first 2 damage to your ship this turn.

You roll. The world rolls. Only one of you chose to.

ATK 0DEF 0

Combat Shield

1
Combat Shield

Defensecommon

A shield with a small return-fire coil.

Bite built into the bulwark. Sometimes that is the trade.

ATK 1DEF 4

Combat Stim

4
Combat Stim

Modulecommon

All your Weapons deal +3 damage this turn.

A quiet chemistry in the cockpit. The pilot gets loud in a useful way.

ATK 0DEF 0

Combat Theater

3
Combat Theater

Fieldcommon

Persistent Field. At start of each turn, deal 1 damage to every enemy unit.

The arena knows its business. Takes a small toll at the door for every guest.

ATK 0DEF 0

Combat Vectoring

3
Combat Vectoring

Maneuvercommon

All Weapons you control gain Priority Fire this turn.

One calm sentence over the comm and every gun agrees on the schedule.

ATK 0DEF 0

Command Net

4
Command Net

AI Routinecommon

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

An order that never stops being an order, for a fleet that remembers.

ATK 0DEF 13

Command Subroutine

3
Command Subroutine

AI Routinecommon

Persistent Field. Your Drones gain +1 attack.

Handles the small orders so the pilot can handle the large silences.

ATK 0DEF 8

Commander Core

0
Commander Core

Ship Corecommon

Passive: You draw 1 extra card at the start of the first turn.

The captain's frame. The captain's cabin. The captain's honest morning opinion.

ATK 0DEF 0

Cooling Unit

2
Cooling Unit

Equipmentcommon

Attach to your ship. Remove 1 extra heat at each turn end.

Runs quiet. Keeps the reactor calm. Keeps the pilot focused, the fight manageable.

ATK 0DEF 0

Counter Flare

2
Counter Flare

Maneuvercommon

Negate the next enemy ability that targets a unit you control this turn.

Their spell writes itself on the air. This one erases the margin.

ATK 0DEF 0

Counter Maneuver

3
Counter Maneuver

Maneuvercommon

Negate target enemy attack this turn.

They commit. You cancel. The round is over before it started counting.

ATK 0DEF 0