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 47 of 50

Titanic Lord

6
Titanic Lord

Defenseepic

Ablative Plating 3. Reinforced Hull. Emergency Reboot. Auto-Repair 2.

Every mission log lists this one as the thing that came home. Every time.

ATK 0DEF 21

Titanic Plating

5
Titanic Plating

Defensecommon

Reinforced Hull. Cannot be destroyed by damage this turn.

The plating the captains argue over, the one they never refuse to mount.

ATK 0DEF 17

Torpedo Mk.I

2
Torpedo Mk.I

Weaponcommon

Cold Boot 1. Deal 6 damage.

A slow breath before the whole corridor stops breathing.

ATK 6DEF 0

Torpedo Rack

4
Torpedo Rack

Weaponcommon

Hot Deploy. Deal 11 damage.

Ready on the rail before the checklist is finished.

ATK 12DEF 0

Total Charge

6
Total Charge

Maneuverepic

All your Weapons fire with Priority Fire, Alpha Strike, and Critical Strike this turn.

No plan. No retreat. Every weapon resolving on the same loud heartbeat. Nothing left unused.

ATK 0DEF 0

Total Reset

5
Total Reset

Moduleuncommon

System Reset on all friendly units. Probe 3.

A deep breath across the whole fleet. Everyone comes back with their best morning.

ATK 0DEF 0

Total Supremacy

6
Total Supremacy

AI Routinecommon

Persistent Field. Your units gain +2/+2 while this is in play.

Not bragging. Just calmly informing the other pilot of the score.

ATK 0DEF 20

Tracking Dome

2
Tracking Dome

Defenseuncommon

Tracking Array. Signal Jammer.

Watches the sky. Tells the sky to be quiet. The sky reluctantly obeys.

ATK 0DEF 7

Tracking Grid

3
Tracking Grid

Defensecommon

Tracking Array. Can block Skyward Maneuver units.

The high attackers learn, slowly, that the sky belongs to both of you.

ATK 0DEF 8

Tracking Matrix

3
Tracking Matrix

AI Routineuncommon

Persistent Field. Your Weapons apply Tracking Lock on hit.

Paints the target the first time. The paint does not come off.

ATK 0DEF 9

Tracking Shield

2
Tracking Shield

Defensecommon

Tracking Array. Can block Skyward Maneuver units.

Points its lenses high. Waits for the ones that think they cannot be seen.

ATK 0DEF 6

Tractor Beam

3
Tractor Beam

Moduleuncommon

Tractor Beam Hold. Remove target enemy unit from play; returns when this ship dies.

Grabs the enemy by the collar. Holds on. Waits. Refuses to explain.

ATK 0DEF 0

Trading Barge

3
Trading Barge

Droneuncommon

End Cycle: gain 1 energy. When you have 10 or more cargo-tagged cards played, flip into Pirate Barge.

Peaceful enough on the manifest. The manifest does not list the second job.

ATK 1DEF 7

Training Drone

2
Training Drone

Dronecommon

When this deals combat damage 3 times, flip this card into Combat Veteran.

Starts the match learning. Ends the match remembered. The middle is where it grows up.

ATK 3DEF 5

Trap Drone

3
Trap Drone

Droneuncommon

Tracking Array. Apply Lock. Can block Skyward Maneuver units.

Small eyes on wide arcs. A quiet hand closing on the doorframe from outside.

ATK 3DEF 5

Trench Cannon

3
Trench Cannon

Weaponcommon

Deal 9 damage to target enemy unit or ship.

Old name. Old calibration. Still writes the same ending in the same language.

ATK 9DEF 0

Triple Turret

3
Triple Turret

Weaponcommon

When played, fire three shots dealing 2 damage each to any targets.

Three barrels, three opinions, one verdict, no room for a second jury.

ATK 6DEF 2

Turret Drone

3
Turret Drone

Dronecommon

A heavy-duty combat drone.

Stationary in spirit, terminal in practice, never asks permission to fire.

ATK 5DEF 4

Twin Aim

3
Twin Aim

Weaponuncommon

Cold Boot 2. After Cold Boot, deals 25 damage with Priority Fire and Critical Strike.

Turn one: paints. Turn two: breathes. Turn three: the target writes the last entry.

ATK 0DEF 8

Twin Fusion

4
Twin Fusion

Weaponepic

Alpha Strike. Linked Fire. Priority Fire. Deal 6 damage twice; second +2.

Two cores firing in sync. The sync is the hard part. Cores are not subtle.

ATK 13DEF 0