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 12 of 20

Nova Grenade

4
Nova Grenade

Module — common

Deal 5 damage to each enemy unit.

Small sun in a briefcase. Lives for a moment. Leaves a room rearranged.

ATK 0DEF 0

Nuclear Charge

6
Nuclear Charge

Module — common

Deal 22 damage to target enemy unit or ship.

The button is grey, not red. The grey buttons are the ones that mean it.

ATK 0DEF 0

Null Space

4
Null Space

Field — common

Environmental. No Negate or Reactive cards may be played. Replaces any active Environmental.

A country where the surprise answer has been outlawed. The fast pilots like it there.

ATK 0DEF 0

Old Freighter

2
Old Freighter

Drone — common

End Cycle: gain 1 energy if you control a Field.

An old drone with older paperwork. Still flying. Still shipping. Still quietly useful.

ATK 1DEF 4

Oracle Drone

3
Oracle Drone

Drone — common

Deploy Burst: Deep Scan. Choose 1 of 3 random cards from your deck.

Does not predict the future. Just the relevant slice.

ATK 2DEF 6

Orbital Battery

6
Orbital Battery

Weapon — common

Priority Fire. Deal 18 damage to target enemy unit or ship.

Spoken from above, answered from the wreckage, filed in the historical record.

ATK 20DEF 0

Orbital Fortress

6
Orbital Fortress

Defense — common

A massive orbital defensive installation.

The kind of structure that changes maps by existing in the wrong orbit.

ATK 3DEF 18

Orbital Strike

5
Orbital Strike

Module — common

Deal 16 damage to target enemy unit or ship.

The word came from orbit. The answer arrived from the same direction.

ATK 0DEF 0

Overclock Beam

2
Overclock Beam

Weapon — common

Overclock. Deal 5 damage.

Redline, then past the line. The line is just a suggestion.

ATK 5DEF 0

Overmind AI

5
Overmind AI

AI Routine — common

Cascading Power. +1 power to all your attacks per non-unit card played this turn.

Hears the whole fleet at once. Thinks in the full chord.

ATK 0DEF 16

Overthrust

1
Overthrust

Maneuver — common

Your next Weapon attack this turn deals +2 damage.

The engine complains. The pilot does not listen. The enemy does.

ATK 0DEF 0

Panic Dump

0
Panic Dump

Module — common

Scrap a Drone. Gain 2 energy.

The drone forgives the order. The pilot files the forgiveness away anyway.

ATK 0DEF 0

Panic Eject

0
Panic Eject

Maneuver — common

Reactive. Reduce next damage by 2. Lose 1 Shield Capacity.

You leave the seat. The seat leaves too. Only one of you comes back.

ATK 0DEF 0

Panic Plating

0
Panic Plating

Defense — common

Reactive. You may scrap a Drone to play this. Enters with 3 defense.

Welded on during the fight, by hands that forgot how to tremble.

ATK 0DEF 3

Patient Rook

2
Patient Rook

Drone — common

At start of your fourth turn, flip this card into Rook Striker.

Sits in the back. Watches. Waits. Waits longer. Moves only when the move will matter.

ATK 1DEF 7

Patrol Drone

2
Patrol Drone

Drone — common

Deploy Burst: Probe 1.

Back-and-forth, back-and-forth. You stop noticing. That is when it sees you.

ATK 3DEF 2

Patrol Routine

1
Patrol Routine

AI Routine — common

End Cycle: a random friendly Drone gains +1 attack until your next turn.

Somebody gets picked. Somebody feels brave. Usually the same drone twice.

ATK 1DEF 2

Patrol Zone

2
Patrol Zone

Field — common

Persistent Field. End Cycle: Probe 1.

Quiet lines drawn across the region. Everything that crosses is noted by a small clerk.

ATK 0DEF 0

Perfect Evasion

4
Perfect Evasion

Maneuver — common

Prevent all damage to your ship this turn.

Everything that was supposed to hit you asks for directions instead.

ATK 0DEF 0

Phase Barrier

2
Phase Barrier

Defense — common

Evade 30%. 30% chance to negate incoming damage.

Sometimes there. Sometimes not. The statistics are not on your side.

ATK 0DEF 6