Master Strike
3
Maneuver — rare
Priority Fire. Alpha Strike. All your Weapons gain both this turn.
One word over the comm. The fleet exhales the breath it held for two turns.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 98 Maneuver cards — page 4 of 5

Maneuver — rare
Priority Fire. Alpha Strike. All your Weapons gain both this turn.
One word over the comm. The fleet exhales the breath it held for two turns.

Maneuver — epic
All your units gain Phase Drive and Evade 50% this turn.
The whole fleet steps sideways for a heartbeat. Nobody lands. Nobody writes it up.

Maneuver — common
Your next Weapon attack this turn deals +2 damage.
The engine complains. The pilot does not listen. The enemy does.

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.

Maneuver — rare
Prevent all damage to your ship this turn; gain 10 Shield Capacity.
A small move. A large refusal. The enemy never writes it up, professionally embarrassed.

Maneuver — common
Prevent all damage to your ship this turn.
Everything that was supposed to hit you asks for directions instead.

Maneuver — uncommon
Phantom Echo. Create a decoy copy of target enemy unit that fights for you this turn.
Copies the enemy. Tells the copy whose side it is on. The copy listens.

Maneuver — epic
Phantom Echo. Gain Stealth. Create decoy of target enemy that fights for you; remain unseen.
Copies the enemy's best drone. Tells the copy whose side it is on.

Maneuver — uncommon
Phase Drive. Evade 50% this turn.
Ship is elsewhere. Pilot is elsewhere. The enemy round is the only thing confused.

Maneuver — common
Your next Drone enters play with Priority Fire.
Wing points the other way. Pilot thinks the other way. Enemy wrongly.

Maneuver — uncommon
Power Surge. Take damage equal to your ship's current power; deal triple to target.
A short, bright mistake on the reactor gauge. The target pays for the mistake.

Maneuver — rare
All your Weapons gain Priority Fire and Alpha Strike this turn.
One order. Every gun agrees. Every target finds this out slightly too late.

Maneuver — uncommon
Your next Weapon attack this turn gains Priority Fire.
One quiet instruction to the gun. The gun obeys before the pilot finishes the instruction.

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.

Maneuver — mythic
Once per match. All your Weapons gain Priority Fire, Alpha Strike, Critical Strike this turn.
Probability bends. The universe blinks. You win, at once, quietly.

Maneuver — uncommon
Reactive. The next incoming attack on your ship deals 0 damage.
One twist of the stick. One short breath. The round arrives at empty sky instead.

Maneuver — uncommon
Sabotage Charge. Plant on target enemy unit; triggers for 6 damage when used.
A small gift. Very specific. It triggers the first time the target tries something.

Maneuver — common
Your next attack this turn gains Flanking Fire.
Comes in from where the blind spot used to be, before it stopped being blind.

Maneuver — common
Scrap a Drone. Prevent all damage to your ship this turn.
Somebody else disappears instead. The difference is paperwork.

Maneuver — common
Your next attack this turn gains Skyward Maneuver.
Climbs out of the fight, looks down at it, adjusts, comes back with purpose.