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 20 of 1000 cards — page 40 of 50

Siege Rocket

5
Siege Rocket

Weaponuncommon

Overflow Fire. Radiation Leak. Deal 16; excess to ship; 3 radiation over 3 turns.

The siege goes home to brag. The target does not go home.

ATK 16DEF 0

Siege Spike

5
Siege Spike

Weaponepic

Cold Boot 1. Critical Strike. Overflow Fire. Deal 16; excess hits ship.

Arms slowly. Arrives politely. Leaves nothing the engineers want itemized.

ATK 16DEF 0

Siege Targeter

3
Siege Targeter

AI Routineuncommon

Persistent Field. After 3 turns alive, your Weapons deal double damage for 1 turn.

Measures. Measures again. On the third measure, paints every enemy on the panel loudly.

ATK 0DEF 8

Siege Turret

4
Siege Turret

Weaponcommon

Cold Boot 1. Persistent Field: deals 4 damage to an enemy unit each turn.

Sets its feet deliberately, then refuses to move for the rest of the war.

ATK 8DEF 5

Siege Unit

4
Siege Unit

Droneuncommon

Cold Boot 1. Critical Strike.

Arrives, thinks, waits, then writes. The letters are large. The letters are final.

ATK 8DEF 5

Siege Uplink

3
Siege Uplink

AI Routineuncommon

Persistent Field. Reinforced Hull. Ablative Plating 1.

Holds the line the pilots retreat behind. Never takes the credit. Never needs it.

ATK 0DEF 9

Signal Baffles

2
Signal Baffles

Defenseuncommon

Signal Jammer. Gain Stealth.

Scatters the wavelength, scatters the sight, scatters the enemy's best comm ideas.

ATK 0DEF 6

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

Signal to Home

6
Signal to Home

Modulelegendary

System Reset on all friendly units. Draw 3 cards.

A short burst on an old frequency. The fleet remembers why it started flying together.

ATK 0DEF 0

Signal Trap

3
Signal Trap

AI Routinecommon

Signal Jamming. Opponent cannot play Maneuver cards next turn.

A small invisible net. The enemy pilot flies into it without ever seeing the mesh.

ATK 0DEF 8

Signature Scope

4
Signature Scope

Equipmentlegendary

Attach to a Weapon. Host gains Priority Fire, Critical Strike, Alpha Strike, Tracking Lock.

The scope from the old sniper's locker. Never returned. Never asked to be returned.

ATK 0DEF 0

Silent Argo

5
Silent Argo

Dronelegendary

Gain Stealth. Cloaked Entry. Phase Drive.

Argo never checked in. Argo never checked out. The fleet removed the logbook line quietly.

ATK 7DEF 10

Silent Pilot

3
Silent Pilot

Droneuncommon

Gain Stealth. On first attack, flip this card into Loud Pilot.

The pilot does not speak. The pilot listens, deciding when silence has ended.

ATK 4DEF 4

Simple Heal

1
Simple Heal

Modulecommon

Restore 4 HP to your ship.

Old kit. Old tape. Old chemistry. The chemistry still works on whoever can find it.

ATK 0DEF 0

Quantum Core: Singularity

0
Quantum Core: Singularity

Ship Coremythic

Passive: Once per match, play any card from your hand for 0 energy. That card cannot be Negated.

The probability of this working exactly once is perfect. The second time is improbable.

ATK 0DEF 0

Skip Frame

0
Skip Frame

Maneuvercommon

Scrap a Drone. Prevent all damage to your ship this turn.

Somebody else disappears instead. The difference is paperwork.

ATK 0DEF 0

Sky Reaver

4
Sky Reaver

Droneepic

Rapid Launch. Skyward Maneuver. Priority Fire.

Climbs past the ceiling of the fight. Picks its angle down. Picks its target personally.

ATK 7DEF 5

Skyward Burst

2
Skyward Burst

Maneuvercommon

Your next attack this turn gains Skyward Maneuver.

Climbs out of the fight, looks down at it, adjusts, comes back with purpose.

ATK 0DEF 0

Skyward Drone

3
Skyward Drone

Dronecommon

Skyward Maneuver. Only blockable by Skyward or Tracking Array.

Climbs past the roof of the fight. Chooses its doorway down.

ATK 4DEF 4

Sleeping Fortress

3
Sleeping Fortress

Defenseuncommon

Cold Boot 2. When Cold Boot ends, flip this card into Waking Fortress.

Sleeps at the gate. Wakes slowly. Wakes fully. Wakes angry, precisely on schedule.

ATK 0DEF 8