Reaction Shot
2
Weapon — common
Reactive. Deal 4 damage to a unit that just attacked.
You hit. They hit back. The physics were never in your favor.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 1000 cards — page 34 of 50

Weapon — common
Reactive. Deal 4 damage to a unit that just attacked.
You hit. They hit back. The physics were never in your favor.

Defense — rare
System Shielding. Critical Breach: deal 6 damage. Ablative Plating 2.
Three small habits, one polite frame, the same quiet refusal to leave the deck.

Defense — uncommon
System Shielding. Critical Breach: deal 3 damage when destroyed.
Eats the first shot. Spits it back. The enemy writes a long letter of complaint.

AI Routine — common
Deploy Burst: Probe 2. Reorder the top 2 cards of your deck.
Wakes up reading. Reads for just long enough to advise the pilot well.

Module — uncommon
Reactive. The next incoming attack on your ship this turn deals 0 damage.
Bright. Loud. Then quiet. The missile changes its mind about your ship.

Defense — rare
System Shielding. Critical Breach: deal 6 damage. Ablative Plating 2.
Eats the first shot. Punishes the second. Keeps eating until the pattern stops.

Defense — uncommon
System Shielding. Critical Breach: deal 3 damage when destroyed.
Eats the first shot. Writes a letter of complaint in the second. Dies nicely.

Defense — uncommon
System Shielding. Critical Breach: deal 3 damage. Ablative Plating 1.
Three separate habits, bolted into one frame, still arguing amongst themselves politely.

Defense — common
Critical Breach: deal 2 damage to the unit that destroyed this.
It breaks loud, the way a kind warning becomes a small insult.

Module — legendary
Deal 30 damage to target enemy ship. Your ship loses 10 max Hull Integrity permanently.
You will feel the heat in your teeth. Then nothing. Then a very quiet bridge.

Ship Core — legendary
Passive: Starting turn 5, gain 1 extra energy at the start of each turn.
A slow heartbeat becomes a fast one. The ship does not notice. The enemy does.

Module — common
Reactor Vent. Gain 2 energy; skip your next draw.
Bleed the reactor for the right amps, pay the bill with a card.

Module — mythic
Once per match. Swap total HP (shield+hull) with target enemy ship.
Collapse a region of spacetime to your will. The universe complies, briefly.

Module — epic
Phase Drive. Critical Strike. Overflow Fire. Deal 25; bypasses blockers.
Reality blinks once. The enemy ship is somewhere that does not agree with reality anymore.

Weapon — rare
Priority Fire. Critical Strike. Radiation Leak. Deal 16; 3 radiation over 3 turns.
A gun the old pilots refuse to name aloud. New pilots keep asking.

Weapon — epic
Priority Fire. Critical Strike. Overclock. Deal 20 damage, first.
The gun in the admiral's office. The admiral had it mounted before retirement.

Drone — legendary
Critical Strike. Priority Fire. Rapid Launch.
One pass. One target. One receipt signed in the pilot's own handwriting.

Defense — common
Emergency Reboot. First time destroyed, revive with 1 HP.
Comes back pale and quiet. Nobody asks what it saw on the other side.

Defense — uncommon
Emergency Reboot. Reinforced Hull.
Goes down. Comes back. Stays up. The pilot keeps notes out of sheer habit.

Defense — common
Emergency Reboot. First time destroyed, revive with 1 HP.
Dies. Coughs. Stands up. Dies again properly, a turn late.