Alpha Card Library

1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.

📖 Read the rules

Showing 20 of 400 cards (Common) — page 7 of 20

Energy Cell

1
Energy Cell

Modulecommon

Gain 1 energy now; gain 1 energy at the start of your next turn.

Old chemistry, reliable chemistry, the kind that hums when the lights are out.

ATK 0DEF 0

Energy Regulator

2
Energy Regulator

AI Routinecommon

End Cycle: gain 1 energy at the start of your next turn.

The reactor complains. The regulator translates the complaint into useful work.

ATK 0DEF 5

Energy Sink

3
Energy Sink

Defensecommon

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

A sponge for the spells. A tax on the wizard.

ATK 0DEF 8

Energy Surge Module

3
Energy Surge Module

Modulecommon

Energy Surge. Fill your energy meter to maximum.

A short, loud moment when the reactor forgets the rules it agreed to follow.

ATK 0DEF 0

Engine Upgrade

3
Engine Upgrade

Equipmentcommon

Attach to a Drone. Host gains Skyward Maneuver.

A single afternoon of work turns the drone into something that climbs for a living.

ATK 0DEF 0

Engineer Frame

0
Engineer Frame

Ship Corecommon

Passive: Your Modules cost 1 less energy.

Every bolt has a name the engineer has said aloud at least once, with tenderness.

ATK 0DEF 0

Evasive Pattern

2
Evasive Pattern

Maneuvercommon

Your ship gains Evade 40% for 2 turns.

You fly a figure the enemy cannot name. That is the whole point.

ATK 0DEF 0

Evasive Split

2
Evasive Split

Maneuvercommon

Target Drone you control gains Evade 50% this turn.

The drone takes the order, folds out of the volley, does not ask why.

ATK 0DEF 0

Evasive Swerve

0
Evasive Swerve

Maneuvercommon

Reactive. Reduce the next incoming damage this turn by 3.

The stick moves before the thought. The thought thanks the stick later.

ATK 0DEF 0

Fast Maneuver

1
Fast Maneuver

Maneuvercommon

Your ship gains Evade 40% this turn.

Quick flick of the stick. Quick flash in the cockpit. The ship is elsewhere, briefly.

ATK 0DEF 0

Feint

1
Feint

Maneuvercommon

Target enemy unit must redirect its attack to a different target.

The throat goes left. The knife goes right. Fencing in a vacuum.

ATK 0DEF 0

Field Welder

2
Field Welder

Dronecommon

Auto-Repair 1. End Cycle: repair an adjacent friendly Drone by 1.

Carries the welder, the wire, and the quiet cigarette the crew ignores.

ATK 1DEF 4

Fighter Core

0
Fighter Core

Ship Corecommon

Passive: Your first Weapon each turn costs 1 less.

Cut down to the essentials. The essentials are fast, loud, and slightly rude.

ATK 0DEF 0

Fighter Drone

2
Fighter Drone

Dronecommon

A reliable combat drone.

Standard loadout. Standard outcome. Standard pilot, exceptional day.

ATK 3DEF 3

Flak Burst

1
Flak Burst

Weaponcommon

Deal 3 damage; +3 damage if target is a Drone.

Designed for the ones the real guns cannot be bothered with.

ATK 3DEF 0

Flanker Drone

3
Flanker Drone

Dronecommon

Flanking Fire. Must be blocked by 2 or more units.

Whatever side you thought it was coming from, it was the other one.

ATK 5DEF 3

Flare

1
Flare

Maneuvercommon

Disable target enemy unit's abilities next turn.

Small bright lie in the sky. The targeting lens believes it for a moment.

ATK 0DEF 0

Flare Charge

0
Flare Charge

Modulecommon

Reactive. The next incoming attack on your ship is reduced by 3.

Small bright object, thrown in the general direction of the missile's opinion.

ATK 0DEF 0

Flashbang Drone

2
Flashbang Drone

Dronecommon

Deploy Burst: Apply Lock to target enemy unit.

Bright. Loud. Gone. You are one of those three.

ATK 2DEF 3

Fleet Synchronizer

4
Fleet Synchronizer

Equipmentcommon

Attach to your ship. Your Weapons gain Cascading Power.

A single metronome for the whole fleet. Every gun learns to fire on the beat.

ATK 0DEF 0