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 49 of 50

Void Reaper

5
Void Reaper

Weaponrare

Phase Drive. Critical Strike. Radiation Leak. Deal 16; 3 radiation over 3 turns.

A gun that arrives from elsewhere. Elsewhere is nowhere the fleet discusses.

ATK 16DEF 0

Void Sniper

4
Void Sniper

Weaponuncommon

Critical Strike. Phase Drive. Deal 10 damage; bypasses most blockers.

A round that has already decided on its conclusion. The target is only a witness.

ATK 12DEF 0

Void Storm

7
Void Storm

Weaponepic

Breach Cascade. Radiation Leak. Overflow Fire. Deal 24; adjacent 6; 5 radiation.

Happens on the sensor suite, not the eye. The sensor suite lies down afterwards.

ATK 24DEF 0

Void Torpedo

5
Void Torpedo

Weaponuncommon

Overflow Fire. Radiation Leak. Deal 14 damage; excess hits ship; apply 2 over 2 turns.

Carries a little of the void inside. Leaves the same quiet inside the target.

ATK 16DEF 0

Void Traveler

0
Void Traveler

Ship Corelegendary

Passive: Your ship begins each match with Phase Drive for 2 turns.

A core that remembers the distance between here and the other place. Both places forget.

ATK 0DEF 0

Waiting Probe

1
Waiting Probe

Dronecommon

Escalation. Gains +1 defense per turn alive. At defense 6, draw 1 card.

A probe that does not probe. A probe that waits, then notices things quietly.

ATK 2DEF 2

Waking Titan

3
Waking Titan

Droneuncommon

Escalation. Gains +2/+2 per turn alive. After turn 6, gains Priority Fire.

Small at the start. Grows. Grows. Grows. The fleet knows the name before turn six.

ATK 3DEF 5

Warchief

5
Warchief

Droneepic

Battle Hardened. Priority Fire. Outrider.

Takes the front. Holds the front. Rewrites the definition of the front, casually.

ATK 8DEF 9

Ward Lattice

3
Ward Lattice

Defenseuncommon

Interceptor. System Shielding.

A grid of old promises. Every promise kept. Every hit absorbed politely and without receipts.

ATK 0DEF 10

Interceptor Core

0
Interceptor Core

Ship Coreuncommon

Passive: Your first Defense each turn gains Interceptor.

A small instruction for the front wall. The front wall remembers it every shift.

ATK 0DEF 0

Warden Core

0
Warden Core

Ship Corerare

Passive: Your Defense units gain Reinforced Hull.

Tells every wall on the ship to take the hit patiently. The walls obey.

ATK 0DEF 0

Warfare Subroutine

4
Warfare Subroutine

AI Routinecommon

Overcharge. Pay 2 extra energy to deal 6 damage to any target.

Runs hotter than doctrine allows. Wins more often than doctrine admits.

ATK 0DEF 12

Warhammer Fighter

5
Warhammer Fighter

Dronerare

Rapid Launch. Priority Fire. Alpha Strike.

Weighs twice what it should. Strikes twice as hard. Lands twice first.

ATK 9DEF 7

Warhead Mk.I

1
Warhead Mk.I

Modulecommon

Deal 3 damage to target enemy unit or ship.

Simple. Cheap. Exceptionally good at the one thing it was asked to do.

ATK 0DEF 0

Warhead Mk.II

2
Warhead Mk.II

Modulecommon

Deal 6 damage to target enemy unit or ship.

Second generation. Same yield. Better shipping container. The pilot notices neither.

ATK 0DEF 0

Warhead Mk.III

3
Warhead Mk.III

Modulecommon

Deal 10 damage to target enemy unit or ship.

Third generation. Third manual. Third funeral budget line item the fleet reserves.

ATK 0DEF 0

Warhead Mk.IV

4
Warhead Mk.IV

Modulecommon

Deal 14 damage to target enemy unit or ship.

Fourth generation. The engineers stopped numbering them informally after this one.

ATK 0DEF 0

Warhead Mk.V

5
Warhead Mk.V

Modulecommon

Deal 18 damage to target enemy unit or ship.

The brochure does not list the model. The pilot does not list the name.

ATK 0DEF 0

Warhead Mk.VI

2
Warhead Mk.VI

Moduleuncommon

Deal 8 damage to target enemy unit or ship.

Next in the line. Not the last. Still writes the same short ending.

ATK 0DEF 0

Warhead Mk.VII

3
Warhead Mk.VII

Moduleuncommon

Overflow Fire. Deal 12 damage; excess hits enemy ship.

Seventh model. Same family. Same manners, just louder when the door opens.

ATK 0DEF 0