Signal Jammer Field
2
Defense — common
Signal Jammer. Negates the first spell targeting this unit.
The comm goes quiet, the targeting goes bad, the pilot swears.
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Defense — common
Signal Jammer. Negates the first spell targeting this unit.
The comm goes quiet, the targeting goes bad, the pilot swears.

Defense — uncommon
Cold Boot 2. When Cold Boot ends, flip this card into Waking Fortress.
Sleeps at the gate. Wakes slowly. Wakes fully. Wakes angry, precisely on schedule.

Defense — common
Escalation. Gains +1 defense per turn alive.
Starts thin. Grows every turn. The hull thanks it at the fourth turn, never earlier.

Defense — common
Gain Stealth. Cannot be targeted by enemy abilities.
Your opponent keeps typing your name, and every time the system blanks it.

Defense — rare
Gain Stealth. Cloaked Entry. Reinforced Hull.
Never on sensor. Never in the fleet briefing. Never the first thing to fail.

Defense — rare
Gain Stealth. Cloaked Entry. Evade 40%.
Never on the map. Never on the manifest. Never the first thing targeted.

Defense — uncommon
Gain Stealth. Reinforced Hull.
Invisible enough to be ignored. Thick enough to be remembered, after.

Defense — common
Gain Stealth. Cannot be targeted by enemy abilities.
Not invisible. Merely unimportant to the targeting computer for a while.

Defense — uncommon
Gain Stealth. Cloaked Entry.
The hull the enemy sensor writes down wrong. The hull the pilot writes down fondly.

Defense — epic
Gain Stealth. Cloaked Entry. Evade 40%. Reinforced Hull.
Never on the map. Never in the briefing. Never the first thing the enemy remembers.

Defense — uncommon
Escalation. Battle Hardened. Gains +1 defense per hit taken, permanently.
Every hit welds on a little more metal. The wall becomes the fortress eventually.

Defense — mythic
Interceptor. Reinforced Hull. Ablative Plating 5. Emergency Reboot. Auto-Repair 3.
Stood when the fleet was new. Stood when the fleet was old. Standing still, always.

Defense — legendary
Reinforced Hull. Emergency Reboot. Ablative Plating 2.
Every bay has one. Every captain asks for it. Every captain comes home.

Defense — uncommon
Ablative Plating 4. Emergency Reboot.
Four layers of slow refusal. When the last one gives, the whole panel politely restarts.

Defense — epic
Ablative Plating 3. Reinforced Hull. Emergency Reboot. Auto-Repair 2.
Every mission log lists this one as the thing that came home. Every time.

Defense — common
Reinforced Hull. Cannot be destroyed by damage this turn.
The plating the captains argue over, the one they never refuse to mount.
Defense — uncommon
Tracking Array. Signal Jammer.
Watches the sky. Tells the sky to be quiet. The sky reluctantly obeys.
Defense — common
Tracking Array. Can block Skyward Maneuver units.
The high attackers learn, slowly, that the sky belongs to both of you.
Defense — common
Tracking Array. Can block Skyward Maneuver units.
Points its lenses high. Waits for the ones that think they cannot be seen.

Defense — uncommon
Interceptor. System Shielding.
A grid of old promises. Every promise kept. Every hit absorbed politely and without receipts.