Alpha Card Library

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

📖 Læs reglerne

Showing 20 of 400 cards (Common) — page 13 of 20

Phase Bolt

2
Phase Bolt

Weaponcommon

Phase Drive. Deal 5 damage. Only blockable by Phase Drive units.

It exists elsewhere until it doesn't, and you don't.

ATK 5DEF 0

Phase Drone

3
Phase Drone

Dronecommon

Phase Drive. Only blockable by Phase Drive units.

Half here. Half elsewhere. The wrong half for you.

ATK 4DEF 4

Phase Wall

4
Phase Wall

Defensecommon

Evade 50%. 50% chance to negate incoming damage.

Half the time it is there. Half the time the enemy files a complaint.

ATK 0DEF 13

Pilot Interface

0
Pilot Interface

Ship Corecommon

Passive: Once per match, your pilot ability triggers a second time this turn.

A seat that knows the pilot's shoulders better than the pilot knows them.

ATK 0DEF 0

Pilot Trainee

1
Pilot Trainee

Dronecommon

A small unarmed trainee drone.

Still learning. Still listening. Still not the reason the squadron writes any log entry.

ATK 1DEF 2

Pivot

1
Pivot

Maneuvercommon

Your next Drone enters play with Priority Fire.

Wing points the other way. Pilot thinks the other way. Enemy wrongly.

ATK 0DEF 0

Plasma Bolt

2
Plasma Bolt

Weaponcommon

Deal 6 damage to target enemy unit or ship.

Hot enough to argue with the vacuum on its way through.

ATK 6DEF 0

Plasma Drill

3
Plasma Drill

Weaponcommon

Deal 8 damage to target Engines subsystem.

Patient work. Keeps the ship in place so the real weapons can arrive.

ATK 8DEF 0

Plasma Grenade

2
Plasma Grenade

Modulecommon

Deal 3 damage to each enemy Drone.

Not precise. Not polite. Does the rough work the beam weapons forgot about.

ATK 0DEF 0

Plasma Lance

3
Plasma Lance

Weaponcommon

Priority Fire. Deal 8 damage.

Polite in the way a surgeon is polite.

ATK 8DEF 0

Plating Kit

2
Plating Kit

Equipmentcommon

Attach to a Drone. Host gains +3 defense.

Strapped on overnight. The drone learns to fly wider. The drone learns to live.

ATK 0DEF 0

Point Barrier

1
Point Barrier

Defensecommon

Auto-Repair 1. Heals 1 HP at end of your turn.

Stitches itself closed at night while the ship dreams of flying.

ATK 0DEF 3

Prime Directive

5
Prime Directive

AI Routinecommon

Persistent Field. Your units cannot be Disabled.

The rule the ship will not bend, even when the pilot is very, very tempting.

ATK 0DEF 16

Priority Manager

3
Priority Manager

AI Routinecommon

Persistent Field. Your Weapons gain Priority Fire this turn.

Hands the pilot's gun a small advantage, whispered, never explained.

ATK 0DEF 8

Probe Scan

2
Probe Scan

Maneuvercommon

Probe 2. Look at the top 2 cards of your deck and reorder them.

Checks the future. Rearranges it. Does not tell the future it was touched.

ATK 0DEF 0

Pulse Battery

3
Pulse Battery

Weaponcommon

Persistent Field. Deals 2 damage to enemy ship at end of your turn.

Slow drumbeat. The kind that breaks long before it stops.

ATK 7DEF 3

Pulse Battery Mk.II

5
Pulse Battery Mk.II

Weaponcommon

Deal 14 damage to target enemy unit or ship.

Twice the coil. Twice the silence on the comms afterwards.

ATK 16DEF 0

Pulse Rifle

1
Pulse Rifle

Weaponcommon

Deal 4 damage to target enemy unit.

Four shots in the chamber. You only need one.

ATK 4DEF 0

Quad Railgun

4
Quad Railgun

Weaponcommon

Deal 12 damage to target enemy unit or ship.

Four barrels. One conversation. Nobody finishes their sentence.

ATK 12DEF 0

Quiet Engineer

2
Quiet Engineer

Dronecommon

At start of your fifth turn, flip this card into Master Mechanic.

Works quietly under the panels. Becomes necessary exactly when the panels ask it to.

ATK 1DEF 4