Antewise

Cobalt Core Card Guide

Updated 20 Oct 2026 Source Synthesized from published Cobalt Core guides; rewritten in original wording on 20 October 2026 By

Cards fall into a few clear families: attacks, movement, defence, and utility that changes the timeline. Knowing the family tells you most of what you need.

Attacks

Attacks trade energy for damage, often with a range or lane condition. Their real cost is usually position, not energy.

Movement and defence

Movement cards reposition your ship. Defence cards block or shield. Both are cheaper than they look because they prevent damage rather than race it.

Utility

Utility cards draw, gain energy, or manipulate the timeline. A small number of these keeps a deck running smoothly.

Where to check the data

Frequently asked questions

How do I judge a card quickly?

Ask what problem it solves and how often that problem appears. Check its entry in the [card database](/cobalt-core/cards-database/).

Are expensive cards better?

Not automatically. A cheap card you can play every turn often beats a costly one you rarely draw at the right time.

Do cards upgrade?

Yes. Upgrades raise output or lower cost, and they are usually better than adding another card.

More Cobalt Core guides

Sources

Figures and item data on this site are read from the game’s own reference wiki before publishing. Where a value could not be confirmed there, the page says so instead of filling the gap.