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 6 of 20

Deflector Dome

3
Deflector Dome

Defense — common

A wide deflector dome with a small return-fire coil.

Round, mirrored, silent, until the targeting locks and then louder.

ATK 1DEF 9

Deflector Plate

1
Deflector Plate

Defense — common

Ablative Plating 1. Damage reduced by 1 before hitting HP.

Thin, angled, replaceable, and mostly unremembered on the paperwork afterward.

ATK 0DEF 4

Dive

1
Dive

Maneuver — common

Your next Weapon attack this turn gains Priority Fire.

Nose down, thrust up, prayers unchanged from the last run.

ATK 0DEF 0

Dodge Field

3
Dodge Field

Defense — common

Evade 40%. 40% chance to negate incoming damage.

The ship is the dice. You are the thrower, and you are tired.

ATK 0DEF 8

Dormant Weapon

1
Dormant Weapon

Weapon — common

Cold Boot 2. When Cold Boot ends, flip this card into Awakened Gun.

Sits in the rack reading the pilot, waiting for the pilot to be worthy.

ATK 3DEF 0

Drilling Missile

4
Drilling Missile

Weapon — common

Deal 11 damage to target Engines subsystem.

Lands nose-first, thinks afterward, stops asking questions somewhere on the drive manifold.

ATK 12DEF 0

Drone Interface

2
Drone Interface

Equipment — common

Attach to your ship. Your Drones gain +1/+1.

A single protocol. The swarm hears it, obeys it, becomes slightly larger with it.

ATK 0DEF 0

Drone Manager

2
Drone Manager

AI Routine — common

Persistent Field. Your Drones gain +1 defense.

Watches the swarm. Remembers which ones are new. Remembers what that means.

ATK 0DEF 5

Drone Swarm AI

3
Drone Swarm AI

AI Routine — common

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

Every small voice in the swarm becomes a slightly larger one.

ATK 0DEF 8

Drone Swarm

3
Drone Swarm

Field — common

Persistent Field. Your Drones gain +1/+1 while this is active.

The small bodies learn the same trick at the same moment and use it once.

ATK 0DEF 0

Eager Bomb

2
Eager Bomb

Module — common

Deal 4 damage. After use, flip this card into Cold Shell.

Wants to go off. Wants to go off again. The bay quietly reloads, eventually.

ATK 0DEF 0

Efficiency Routine

3
Efficiency Routine

AI Routine — common

Efficiency Protocol. Your next 2 cards this turn cost 1 less.

Finds the cheaper door. The door is not any smaller, only the bill is.

ATK 0DEF 8

Elite Fighter

5
Elite Fighter

Drone — common

An elite combat drone.

Clean chassis, cleaner record, pilot sleeps elsewhere on a very different ship.

ATK 9DEF 7

Emergency Brake

0
Emergency Brake

Maneuver — common

Play only if you would take damage. You take no damage this turn; skip your draw.

All the momentum you had becomes all the silence you have.

ATK 0DEF 0

Emergency Bulkhead

2
Emergency Bulkhead

Defense — common

Reinforced Hull. Cannot be destroyed by damage this turn.

Closes once and argues with the breach until the breach gives up.

ATK 0DEF 7

Emergency Kit

0
Emergency Kit

Module — common

Play only if your Hull Integrity is below 50%. Restore 5 HP.

A small red box taped under the panel, unopened until today.

ATK 0DEF 0

Emergency Shield

0
Emergency Shield

Defense — common

Play only if your Hull Integrity is below 50%. Enters with 3 defense.

Shines brighter when the panel lights say dying. Otherwise just a lamp.

ATK 0DEF 3

EMP Burst

2
EMP Burst

Module — common

Disable up to 2 enemy units' abilities next turn.

A long sigh of voltage. Two systems remember being quiet. Neither enjoys it.

ATK 0DEF 0

EMP Charge

1
EMP Charge

Module — common

Disable target enemy unit's abilities next turn.

A small argument with the electrons. The electrons always concede.

ATK 0DEF 0

EMP Wave

3
EMP Wave

Module — common

Disable up to 3 enemy units' abilities next turn.

A tide. Lasts one turn. Enough to get several small gods through the door.

ATK 0DEF 0