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

Defensecommon

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

Defensecommon

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

Maneuvercommon

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

Defensecommon

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

Weaponcommon

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

Weaponcommon

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

Equipmentcommon

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 Routinecommon

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 Routinecommon

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

Fieldcommon

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

Modulecommon

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 Routinecommon

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

Dronecommon

An elite combat drone.

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

ATK 9DEF 7

Emergency Brake

0
Emergency Brake

Maneuvercommon

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

Defensecommon

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

Modulecommon

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

Defensecommon

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

Modulecommon

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

Modulecommon

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

Modulecommon

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