Apex Pilot Core
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Ship Core — mythic
Passive: Your units gain +1/+1. Once per match, draw 3 cards and gain 3 energy.
The core the ace sleeps on. The ace never leaves. The ship never loses.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 20 cards (Mythic) — page 1 of 1

Ship Core — mythic
Passive: Your units gain +1/+1. Once per match, draw 3 cards and gain 3 energy.
The core the ace sleeps on. The ace never leaves. The ship never loses.

Drone — mythic
Interceptor. Gain Stealth. Phase Drive. Critical Breach: deal 15 damage when destroyed.
Goes past the horizon once. Returns with something nobody asked it to bring back.

Module — mythic
Once per match. Destroy all enemy Drones and deal 15 damage to the enemy ship.
The briefcase the fleet stops using after the first time. The pilot keeps the paperwork.

AI Routine — mythic
Persistent Field. Priority Fire. Rapid Launch. Alpha Strike. Once per match, double all friendly unit damage this turn.
The instruction the fleet admiral leaves sealed. The seal breaks once, at the correct moment.

Field — mythic
Environmental. Your units gain +2/+2, Priority Fire, and Auto-Repair 2. Replaces any active Environmental.
A region the fleet remembered. The fleet forgot. The fleet rebuilt, patient.

Field — mythic
Environmental. Once per match. All your units gain Phase Drive and Priority Fire for 3 turns.
A doorway that opens only for the pilot who already knows the knock.

Weapon — mythic
Phase Drive. Critical Strike. Overflow Fire. Deal 28; bypass blockers; destroy target subsystem.
Nothing left where the shot was aimed. Nothing asked where the shot came from.

AI Routine — mythic
Persistent Field. Emergency Reboot. Auto-Repair 3. Once per match, revive all destroyed friendly units with 5 HP.
Burns bright. Comes back brighter. Comes back every time the fleet needs it back.

Maneuver — mythic
Once per match. All your Weapons gain Priority Fire, Alpha Strike, Critical Strike this turn.
Probability bends. The universe blinks. You win, at once, quietly.

Module — mythic
Once per match. Swap total HP (shield+hull) with target enemy ship.
Collapse a region of spacetime to your will. The universe complies, briefly.

Ship Core — mythic
Passive: Once per match, play any card from your hand for 0 energy. That card cannot be Negated.
The probability of this working exactly once is perfect. The second time is improbable.

Weapon — mythic
Priority Fire. Breach Cascade. Overflow Fire. Radiation Leak. Deal 32; adjacent 10; 8 radiation; once per match.
Older than the fleet. Older than the star it eats. Older than memory, still hungry.

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.

AI Routine — mythic
Persistent Field. Your units gain +3/+3 and all Part-9 keywords are active on your units.
The first subroutine ever compiled. Still running. Still the last one compiled anywhere.

AI Routine — mythic
Persistent Field. Cascading Power. Chain Catalyst. Linked Fire. Efficiency Protocol.
Runs on no processor the fleet can point at. Still runs. Still pays attention.

Module — mythic
Once per match. Endgame Protocol. If your deck has 10 or fewer cards, draw 4 and gain 5 energy.
Only shown when the deck is nearly empty. The deck was nearly empty on purpose.

Weapon — mythic
Priority Fire. Critical Strike. Radiation Leak. Overflow Fire. Deal 30; excess to ship; 8 radiation.
Not listed on any requisition. Listed on every funeral record after first firing.

Drone — mythic
Rapid Launch. Priority Fire. Alpha Strike. Battle Hardened.
The court of the void bows once. The void bows back. Both acknowledge the queen.

Maneuver — mythic
Once per match. Take an extra full turn after this one.
One minute longer than the rules allow. One minute the enemy does not get.

Drone — mythic
Priority Fire. Critical Strike. Rapid Launch. Breach Cascade.
Named by a treaty the fleet no longer recognizes. The treaty still objects, quietly.