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

Defensecommon

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

Defensecommon

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

Defensecommon

A mobile plating panel.

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

ATK 0DEF 4

Cycle Routine

2
Cycle Routine

Maneuvercommon

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 Routinecommon

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 Routinecommon

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

Fieldcommon

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

Dronecommon

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

Maneuvercommon

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

Maneuvercommon

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

Modulecommon

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 Routinecommon

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 Corecommon

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 Routinecommon

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

Defensecommon

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

Defensecommon

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 Routinecommon

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

Fieldcommon

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 Routinecommon

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

Modulecommon

Gain 20 Shield Capacity.

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

ATK 0DEF 0