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 400 cards (Common) — page 5 of 20

Countermeasure Array

4
Countermeasure Array

Defense — common

Countermeasure 2. Opponent pays +2 energy to target this.

Takes the enemy's good ideas and turns them into accounting entries.

ATK 0DEF 12

Countermeasure Grid

2
Countermeasure Grid

Defense — common

Countermeasure 1. Opponent pays +1 energy to target this.

Not invincible. Just expensive to shoot at, and that is frequently enough.

ATK 0DEF 6

Cover Panel

1
Cover Panel

Defense — common

A mobile plating panel.

Field-removable, field-regrettable, and still bolted when the ship returns.

ATK 0DEF 4

Cycle Routine

2
Cycle Routine

Maneuver — common

Cycling Protocol. Discard any card to draw 2.

Trade the card you have for the card you need. Two for one. Take it.

ATK 0DEF 0

Cycle Routine AI

2
Cycle Routine AI

AI Routine — common

Cycling Protocol. Once per turn, discard a card to draw one.

Keeps the hand moving. Keeps the pilot thinking. Both are paid from the same reserve.

ATK 0DEF 5

Data Scrubber

4
Data Scrubber

AI Routine — common

Data Wipe. When played, opponent discards 1 random card.

Erases something from the opponent's morning. They do not remember what was there.

ATK 0DEF 12

Debris Cloud

1
Debris Cloud

Field — common

Persistent Field. All attacks have -1 damage while this is in play.

Pieces of somebody else's morning, still drifting, still in the way.

ATK 0DEF 0

Decoy Drone

2
Decoy Drone

Drone — common

Enemy ships must target this before your other drones this turn.

Made to look like something worth killing. Succeeds too often.

ATK 1DEF 4

Deep Maneuver

3
Deep Maneuver

Maneuver — common

All Drones you control gain Evade 50% this turn.

One instruction over the wing-comm. Every drone remembers its lessons.

ATK 0DEF 0

Deep Scan Lock

4
Deep Scan Lock

Maneuver — common

Deep Scan. Then apply Tracking Lock to any enemy unit.

The scan finds the name. The lock writes it on the inside of the cockpit.

ATK 0DEF 0

Deep Scan Module

2
Deep Scan Module

Module — common

Deep Scan. Choose 1 of 3 random cards from your deck.

A tiny light goes on in the deck. One card remembers being important.

ATK 0DEF 0

Deep Strategy

3
Deep Strategy

AI Routine — common

End Cycle: Deep Scan. Choose 1 of 3 random cards from your deck.

Thinks a few moves ahead. Keeps the middle moves quiet, in reserve.

ATK 0DEF 8

Defender Hull

0
Defender Hull

Ship Core — common

Passive: Your ship starts each match with +5 Hull Integrity.

Built for the pilots who plan to come home. Others are built differently.

ATK 0DEF 0

Defense Coordinator

2
Defense Coordinator

AI Routine — common

Persistent Field. Your Defense units gain +2 defense.

Refuses to lose anything small. Keeps the small things alive a little longer.

ATK 0DEF 6

Defense Drone Turret

2
Defense Drone Turret

Defense — common

A fixed defensive turret with a return-fire coil.

A shield that forgot it was a shield, but remembered how to bite.

ATK 1DEF 6

Defense Drone Wall

2
Defense Drone Wall

Defense — common

Interceptor. Enemy must attack this unit first.

A row of small bodies waiting politely for the large one.

ATK 0DEF 6

Defense Network

3
Defense Network

AI Routine — common

Persistent Field. Your Defense units gain Interceptor.

A web of walls. Every piece volunteers to be the first one broken.

ATK 0DEF 9

Defensive Formation

2
Defensive Formation

Field — common

Persistent Field. Your Defense units gain +1 defense while this is active.

Every wall slightly closer to the next wall. Every gap slightly less of one.

ATK 0DEF 0

Defensive Grid

2
Defensive Grid

AI Routine — common

Persistent Field. Your Defense units gain +1 defense.

Listens for the wrong sound. Amplifies the wall that muffles it.

ATK 0DEF 6

Defensive Shell

4
Defensive Shell

Module — common

Gain 20 Shield Capacity.

A shield the size of a verdict. Lands once. Lasts long enough to matter.

ATK 0DEF 0