Alpha Card Library

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

📖 Læs reglerne

Showing 12 of 12 Maneuver cards (Rare) — page 1 of 1

Apex Charge

5
Apex Charge

Maneuverrare

All your Weapons gain Critical Strike and Overclock this turn.

The fleet commits. The reactor commits. The enemy commits to leaving, late.

ATK 0DEF 0

Emergency Swarm

4
Emergency Swarm

Maneuverrare

All your Drones gain Rapid Launch and Priority Fire this turn.

Every hangar door opens at the same second. Every pilot lies about being ready.

ATK 0DEF 0

Grand Strike

4
Grand Strike

Maneuverrare

All your units gain Priority Fire and Alpha Strike this turn.

One word on the comm. The whole fleet finishes the sentence together, loudly.

ATK 0DEF 0

Grand Vector

6
Grand Vector

Maneuverrare

All your units gain Priority Fire, Rapid Launch, and Reactive this turn.

One word over the comm. The fleet arrives everywhere it intended. Leaves nothing.

ATK 0DEF 0

Heroic Dive (Tribute)

5
Heroic Dive (Tribute)

Maneuverrare

Prevent all damage to your ship this turn; deal 8 damage to attacking units.

The pilot puts the ship where the bad math is. The math answers wrong.

ATK 0DEF 0

Master Evasion

3
Master Evasion

Maneuverrare

Prevent all damage to your ship this turn; restore 3 HP.

Stick moves. Everything outside the cockpit goes blurry. Nothing lands. Nothing ends.

ATK 0DEF 0

Master Strike

3
Master Strike

Maneuverrare

Priority Fire. Alpha Strike. All your Weapons gain both this turn.

One word over the comm. The fleet exhales the breath it held for two turns.

ATK 0DEF 0

Perfect Defense

4
Perfect Defense

Maneuverrare

Prevent all damage to your ship this turn; gain 10 Shield Capacity.

A small move. A large refusal. The enemy never writes it up, professionally embarrassed.

ATK 0DEF 0

Priority Barrage

2
Priority Barrage

Maneuverrare

All your Weapons gain Priority Fire and Alpha Strike this turn.

One order. Every gun agrees. Every target finds this out slightly too late.

ATK 0DEF 0

Tactical Draw

2
Tactical Draw

Maneuverrare

Tactical Draw. Probe 2. Draw 3 cards; lose 1 energy next turn.

Grabs three pages from tomorrow. Pays a small bill at the door coming in.

ATK 0DEF 0

Tactical Reset

5
Tactical Reset

Maneuverrare

System Reset on all friendly units. Probe 3. Draw 2 cards.

A deep breath across the whole fleet. Everyone comes back with their best morning ready.

ATK 0DEF 0

Warp Jump

3
Warp Jump

Maneuverrare

All your units gain Phase Drive this turn.

The fleet steps out of the page briefly. Steps back with a better answer.

ATK 0DEF 0