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 40 of 50

Siege Rocket

5
Siege Rocket

Weapon — uncommon

Overflow Fire. Radiation Leak. Deal 16; excess to ship; 3 radiation over 3 turns.

The siege goes home to brag. The target does not go home.

ATK 16DEF 0

Siege Spike

5
Siege Spike

Weapon — epic

Cold Boot 1. Critical Strike. Overflow Fire. Deal 16; excess hits ship.

Arms slowly. Arrives politely. Leaves nothing the engineers want itemized.

ATK 16DEF 0

Siege Targeter

3
Siege Targeter

AI Routine — uncommon

Persistent Field. After 3 turns alive, your Weapons deal double damage for 1 turn.

Measures. Measures again. On the third measure, paints every enemy on the panel loudly.

ATK 0DEF 8

Siege Turret

4
Siege Turret

Weapon — common

Cold Boot 1. Persistent Field: deals 4 damage to an enemy unit each turn.

Sets its feet deliberately, then refuses to move for the rest of the war.

ATK 8DEF 5

Siege Unit

4
Siege Unit

Drone — uncommon

Cold Boot 1. Critical Strike.

Arrives, thinks, waits, then writes. The letters are large. The letters are final.

ATK 8DEF 5

Siege Uplink

3
Siege Uplink

AI Routine — uncommon

Persistent Field. Reinforced Hull. Ablative Plating 1.

Holds the line the pilots retreat behind. Never takes the credit. Never needs it.

ATK 0DEF 9

Signal Baffles

2
Signal Baffles

Defense — uncommon

Signal Jammer. Gain Stealth.

Scatters the wavelength, scatters the sight, scatters the enemy's best comm ideas.

ATK 0DEF 6

Signal Jammer Field

2
Signal Jammer Field

Defense — common

Signal Jammer. Negates the first spell targeting this unit.

The comm goes quiet, the targeting goes bad, the pilot swears.

ATK 0DEF 5

Signal to Home

6
Signal to Home

Module — legendary

System Reset on all friendly units. Draw 3 cards.

A short burst on an old frequency. The fleet remembers why it started flying together.

ATK 0DEF 0

Signal Trap

3
Signal Trap

AI Routine — common

Signal Jamming. Opponent cannot play Maneuver cards next turn.

A small invisible net. The enemy pilot flies into it without ever seeing the mesh.

ATK 0DEF 8

Signature Scope

4
Signature Scope

Equipment — legendary

Attach to a Weapon. Host gains Priority Fire, Critical Strike, Alpha Strike, Tracking Lock.

The scope from the old sniper's locker. Never returned. Never asked to be returned.

ATK 0DEF 0

Silent Argo

5
Silent Argo

Drone — legendary

Gain Stealth. Cloaked Entry. Phase Drive.

Argo never checked in. Argo never checked out. The fleet removed the logbook line quietly.

ATK 7DEF 10

Silent Pilot

3
Silent Pilot

Drone — uncommon

Gain Stealth. On first attack, flip this card into Loud Pilot.

The pilot does not speak. The pilot listens, deciding when silence has ended.

ATK 4DEF 4

Simple Heal

1
Simple Heal

Module — common

Restore 4 HP to your ship.

Old kit. Old tape. Old chemistry. The chemistry still works on whoever can find it.

ATK 0DEF 0

Quantum Core: Singularity

0
Quantum Core: Singularity

Ship Core — mythic

Passive: Once per match, play any card from your hand for 0 energy. That card cannot be Negated.

The probability of this working exactly once is perfect. The second time is improbable.

ATK 0DEF 0

Skip Frame

0
Skip Frame

Maneuver — common

Scrap a Drone. Prevent all damage to your ship this turn.

Somebody else disappears instead. The difference is paperwork.

ATK 0DEF 0

Sky Reaver

4
Sky Reaver

Drone — epic

Rapid Launch. Skyward Maneuver. Priority Fire.

Climbs past the ceiling of the fight. Picks its angle down. Picks its target personally.

ATK 7DEF 5

Skyward Burst

2
Skyward Burst

Maneuver — common

Your next attack this turn gains Skyward Maneuver.

Climbs out of the fight, looks down at it, adjusts, comes back with purpose.

ATK 0DEF 0

Skyward Drone

3
Skyward Drone

Drone — common

Skyward Maneuver. Only blockable by Skyward or Tracking Array.

Climbs past the roof of the fight. Chooses its doorway down.

ATK 4DEF 4

Sleeping Fortress

3
Sleeping Fortress

Defense — uncommon

Cold Boot 2. When Cold Boot ends, flip this card into Waking Fortress.

Sleeps at the gate. Wakes slowly. Wakes fully. Wakes angry, precisely on schedule.

ATK 0DEF 8