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 13 of 20

Phase Bolt

2
Phase Bolt

Weapon — common

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

Drone — common

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

Defense — common

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 Core — common

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

Drone — common

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

Maneuver — common

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

Weapon — common

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

Weapon — common

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

Module — common

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

Weapon — common

Priority Fire. Deal 8 damage.

Polite in the way a surgeon is polite.

ATK 8DEF 0

Plating Kit

2
Plating Kit

Equipment — common

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

Defense — common

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 Routine — common

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 Routine — common

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

Maneuver — common

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

Weapon — common

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

Weapon — common

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

Weapon — common

Deal 4 damage to target enemy unit.

Four shots in the chamber. You only need one.

ATK 4DEF 0

Quad Railgun

4
Quad Railgun

Weapon — common

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

Drone — common

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