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
- Card database for every entry.
- Deck building guide for when to skip.