Card Tiers
October 13, 2025 v1.2
Overview
In StarCore, every card belongs to a Tier — a measure of its relative power, complexity, and potential impact in play. Tiers range from T1 (basic constructs) to T9 (legendary or experimental entities).
Tiers also contain 9 Subtiers for the purposes of card generation. Example: Tier 1.1 is slightly statistically superior to 1.0, while 1.8 is 90% of the way to T2 and would contain the best rolls within T1. We do not show this second Subtier to players.
What Tiers Do
Tiers act as design constraints and generation boundaries. When a card is created, its Tier determines:
The range of numeric values it can roll within its Profile (for example, Damage, HP, Resource output)
The count and probability pools for special effects (such as Keywords, Triggers, or Sequences)
The rarity-weighted distribution of more advanced or specialized abilities
In short, Tier defines how strong a card can be and how complex its interactions may become.
Tier Structure
Player-Facing Tiers
T1 through T8
Visible on all cards
Determines power level and complexity
Internal Subtiers (Generation Only)
8 Subtiers per Tier (e.g., 1.0, 1.1, 1.2, ... 1.8)
Used only during card generation
Not shown to players
Provides granular stat distribution within each tier
Each subtier has its own implicit pool of stat ranges and keyword probabilities. This creates meaningful variance within the same tier, enabling card chase mechanics and future crafting systems.
Example - T1 Energy Core variance:
T1.0 - Small Energy Core (Common): 1 Energy, 1 Link, minimal keywords
T1.8 - Small Energy Core (Rare): 2 Energy, 2 Links, higher keyword chance
Both cards display as "T1" to players, but a T1.8 roll is objectively superior. This creates a chase for "God rolls" — the best possible cards within a tier — without exposing complex generation math to players.
Example: T1 vs T6 Energy Core
T1 — Small Energy Core
Energy per Turn: 1–2
Links: 1–3
HP: 2–6
Chance to gain a minor Keyword: 5%
T6 — Advanced Energy Core
The same Energy Core design, if generated at T6, would roll from much higher value ranges and gain access to broader and more potent Keyword pools—representing a more advanced Core discovered later in the StarCore timeline.
Energy per Turn: 5–8
Links: 2–4
HP: 12–20
Chance to gain Keywords: 60%
Access to advanced Keywords: Overload, Recharge, Network Scaling
Tier vs Rarity
Tier and Rarity work together but serve different purposes:
Purpose
Power level and stat ranges
Frequency and thematic weight
Range
T1–T8 (plus internal subtiers 0–8)
Common → Legendary (8 levels)
Affects
Numbers, keyword pools, complexity
Drop rates, lore significance
Visible
Always shown on card
Always shown on card
Generation
Determines roll ranges
Determines keyword probability
Example:
A Common T1 card is weak and simple
A Legendary T1 card is still T1 power level, but has unique lore/mechanics
A Common T8 card is powerful but straightforward
A Legendary T8 card is the most powerful and complex card in the game
Design Philosophy
Tiers ensure:
Balanced progression - Players naturally encounter stronger cards as they advance
Predictable power - T3 cards are always stronger than T1 cards
Generation consistency - Automated card creation stays within bounds
Flexibility within tiers - Subtiers provide variety without overwhelming players
Card Chase Mechanics
The subtier system creates natural chase dynamics:
God Rolls
Cards generated at higher subtiers (e.g., T1.7, T1.8) within the same tier are objectively better than lower subtiers (T1.0, T1.1). Players will chase "perfect" versions of cards even at low tiers.
Example:
T1.0 Infantry Unit: 2 HP, 1 DMG, no keywords = "decent starter"
T1.8 Infantry Unit: 4 HP, 2 DMG, Rush keyword = "God roll T1"
Both display as T1 to players, but collectors and competitive players will seek high-subtier rolls.
Rarity Correlation
Higher subtiers are more likely to appear at higher rarities:
T1.0–T1.2 commonly appear as Common/Uncommon
T1.6–T1.8 more likely to appear as Rare/Epic
This creates a natural correlation between rarity and power without making it absolute.
Future Crafting System
The subtier variance enables a future crafting/reroll system where players can:
Attempt to "reforge" a T1.2 card to chase a T1.8 roll
Combine multiple low-subtier cards to guarantee higher subtiers
Trade subtier probability for resource costs
This keeps low-tier cards valuable throughout the game's lifecycle.
Tier Guidelines
T1
Basic
Starter decks, common units
T2
Entry
Early game staples
T3
Standard
Mid-game workhorses
T4
Advanced
Competitive play begins
T5
Strong
Deck centerpieces
T6
Powerful
High-impact cards
T7
Elite
Format-defining cards
T8
Legendary
Game-warping effects
Last updated: October 2025
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