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 1000 cards — page 13 of 50

Elite Plating

3
Elite Plating

Equipment — uncommon

Attach to a Drone. Host gains +5 defense and Reinforced Hull.

Thick steel, thick paint, thick silence when the first round arrives and does nothing.

ATK 0DEF 0

Elite Plating (Rare)

4
Elite Plating (Rare)

Equipment — rare

Attach to a Drone. Host gains +6 defense, Reinforced Hull, Ablative Plating 2.

Thicker than the rookie's frame. Stubborner than the rookie's pilot as well.

ATK 0DEF 0

Elite Striker

5
Elite Striker

Drone — uncommon

Alpha Strike. Priority Fire. Attacks twice first.

Hand-picked chassis. Hand-picked pilot. Hand-picked funeral, if the funeral is necessary.

ATK 9DEF 7

Emergency Brake

0
Emergency Brake

Maneuver — common

Play only if you would take damage. You take no damage this turn; skip your draw.

All the momentum you had becomes all the silence you have.

ATK 0DEF 0

Emergency Bulkhead

2
Emergency Bulkhead

Defense — common

Reinforced Hull. Cannot be destroyed by damage this turn.

Closes once and argues with the breach until the breach gives up.

ATK 0DEF 7

Emergency Kit

0
Emergency Kit

Module — common

Play only if your Hull Integrity is below 50%. Restore 5 HP.

A small red box taped under the panel, unopened until today.

ATK 0DEF 0

Emergency Launch

3
Emergency Launch

Maneuver — uncommon

All your Drones gain Rapid Launch and enter ready this turn.

Hangar doors open loudly. Every drone leaves the rack on the same heartbeat.

ATK 0DEF 0

Emergency Protocol

3
Emergency Protocol

AI Routine — uncommon

Emergency Reboot. Auto-Repair 2.

Comes back quieter than it left. The pilot pretends not to notice the difference.

ATK 0DEF 8

Emergency Shield

0
Emergency Shield

Defense — common

Play only if your Hull Integrity is below 50%. Enters with 3 defense.

Shines brighter when the panel lights say dying. Otherwise just a lamp.

ATK 0DEF 3

Emergency Swarm

4
Emergency Swarm

Maneuver — rare

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

Emergency Warp

0
Emergency Warp

Module — uncommon

Play only if your Hull Integrity is below 50%. Reposition; prevent all damage this turn.

Short jump. Long breath. Somewhere else is briefly somewhere else.

ATK 0DEF 0

EMP Burst

2
EMP Burst

Module — common

Disable up to 2 enemy units' abilities next turn.

A long sigh of voltage. Two systems remember being quiet. Neither enjoys it.

ATK 0DEF 0

EMP Charge

1
EMP Charge

Module — common

Disable target enemy unit's abilities next turn.

A small argument with the electrons. The electrons always concede.

ATK 0DEF 0

EMP Grenade

2
EMP Grenade

Module — uncommon

Priority Fire. Disable up to 2 enemy units' abilities next turn.

Small pop of voltage. Two systems fall quiet. The ship adjusts without saying anything.

ATK 0DEF 0

EMP Wave

3
EMP Wave

Module — common

Disable up to 3 enemy units' abilities next turn.

A tide. Lasts one turn. Enough to get several small gods through the door.

ATK 0DEF 0

Encryption Lock

4
Encryption Lock

Maneuver — uncommon

Encryption Block. Target unit cannot be copied, cloned, or hacked for 3 turns.

A key the enemy never had. A door the enemy no longer tries to open.

ATK 0DEF 0

Energy Cell

1
Energy Cell

Module — common

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 Matrix

3
Energy Matrix

Equipment — uncommon

Attach to your ship. Your ship gains Overclock and Efficiency Protocol.

Runs the reactor a little hot. Runs the ledger a little cold. Both end even.

ATK 0DEF 0

Energy Regulator

2
Energy Regulator

AI Routine — common

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

Defense — common

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

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

ATK 0DEF 8