Slow Burn
2
Weapon — uncommon
Escalation. Gains +1 attack per turn alive.
The flame starts polite. The flame grows. Politeness becomes a different word eventually.
1000 cards across 9 types and 6 rarities — the premium voidexa set. Cards shown 20 per page.
Showing 20 of 1000 cards — page 41 of 50

Weapon — uncommon
Escalation. Gains +1 attack per turn alive.
The flame starts polite. The flame grows. Politeness becomes a different word eventually.

AI Routine — uncommon
Escalation. Persistent Field. Applies Radiation Leak 1 to enemy at end of each of your turns.
Small heat. Patient heat. Eventually enough heat to matter in the accounting.

Defense — common
Escalation. Gains +1 defense per turn alive.
Starts thin. Grows every turn. The hull thanks it at the fourth turn, never earlier.

Maneuver — uncommon
Reactive. Your next attack this turn gains Priority Fire and +3 damage.
A quiet wait in the wrong corridor. The enemy walks in. The corridor grows loud.

Drone — common
Deploy Burst: Probe 1.
Two pilots in a small arc. Small names. Small contributions. Small entries on the logs.

Weapon — rare
Tracking Lock. Rapid Launch. Critical Strike. Deal 11 damage.
Already knows the target's schedule. Arrives a little ahead, like a good guest.

Weapon — common
Rapid Launch. Deal 5 damage; enters ready to attack.
It remembers the silhouette. It remembers the name.

Weapon — common
Rapid Launch. Deal 8 damage; enters ready to attack.
Decides it is already in love with the target.

Maneuver — common
Tactical Draw. Draw 2 cards; lose 1 energy.
Grab what the future is offering. Pay the small bill at the door.

Weapon — common
Quick Strike. Deal 5 damage.
Finger on the trigger before the thought on the mind.

Equipment — uncommon
Attach to a Weapon. Host gains Critical Strike and Priority Fire.
Long tube. Long patience. A pilot who agreed to both on the first afternoon.

Weapon — rare
Tracking Lock. Critical Strike. Manual Fire. Once per turn, pay 1 to deal 12 damage.
Long tube. Long history. Short distance between trigger and conclusion.

Weapon — uncommon
Tracking Lock. Critical Strike. Deal 8 damage.
Long tube. Long patience. One pilot, one round, one quiet professional outcome.

Field — common
Environmental. All Modules cost +1 energy. Replaces any active Environmental.
Star stumbles once. The bill arrives, measured in every little piece of hardware.

Ship Core — uncommon
Passive: Your ship starts each match with +5 Shield Capacity.
A little heavier. A little quieter. The hull sleeps a little better under its hum.

Weapon — common
Reactive. Deal 2 damage to target enemy unit.
A pilot's last-ditch trigger pull, born of panic, saved by instinct.

Weapon — common
Flanking Fire. Deal 3 damage.
One missile. Three angles. Two wingmen to answer it.

Drone — uncommon
Gain Stealth. Emergency Reboot. First time destroyed, revive with 1 HP.
Never quite there. Never quite gone. The enemy pilot writes both sentences in the log.

Drone — common
End Cycle: reveal the top card of your deck.
A very small pair of honest eyes, watching everything no one else will.

Weapon — common
Deal 3 damage to up to 2 enemy Drones.
A fan of light across the near field. Everything small in it gets a receipt.