Deck Archetypes

Version: 2.0 | Last Updated: October 27, 2025

Overview

In StarCore, archetypes define how a deck plays and how it wins. Each archetype represents a core strategy that shapes your card selection, Commander choice, and Grid tactics.

Archetypes are built around the 6-class system (Combat, Defense, Support, Control, Resource, Utility) and are anchored by your Commander choice.

Most decks lean toward a main archetype and may blend elements from one or two hybrids.


The 10 Core Archetypes

🛡️ Fortress

Win Path: Endurance and protection Play Pattern: Build immovable defenses through Structures, Armor Modules, and Defense Actions. Outlast your opponent until their offense collapses. Commander: Bastion, Guardian, Sentinel Primary Classes: Defense, Resource Faction Fit: Dragoon (bastion tactics), Stellari (living fortresses) Complexity: ★★☆☆☆

Signature Traits:

  • Regeneration Zone Aura

  • Hardened Defense Aura

  • Barrier Field Aura

  • High HP Structures

  • Armor Modules stacking

Key Cards:

  • Defense Units (Guardian, Bunker)

  • Armor Modules (+2 Defense)

  • Shield Actions (block damage)

  • Resource Cores (protected in back row)

  • Regeneration Zone Modules

Strategy: "Let them come. We've already won by surviving."


⚔️ Swarm

Win Path: Numbers and adjacency Play Pattern: Deploy waves of small Units (Infantry, Constructs) that grow stronger together. Flood lanes, surround targets, amplify adjacency bonuses. Commander: Strategist, Warlord, Martyr Primary Classes: Support, Combat Faction Fit: Sparkforge (drone swarms), Stellari (rootspawn) Complexity: ★★★☆☆

Signature Traits:

  • Rally Point Aura

  • Boost Field Aura

  • Synced Condition

  • Token generation (Backup keyword)

  • Low-cost Units

Key Cards:

  • Infantry (Assault, Scout, Courier)

  • Constructs (Drones, Sentries)

  • Boost Field Modules

  • Rally Point Modules

  • Support Actions (buff multiple allies)

Strategy: "Quantity becomes inevitability."


🚀 Mobility

Win Path: Position and tempo Play Pattern: Constant repositioning using movement keywords (Rush, Swift, Overrun). Strike where opponents are weakest, then reposition. Commander: Vanguard, Tactician, Raider (future) Primary Classes: Utility, Combat Faction Fit: Neurals (hover drones), Sparkforge (adaptive machinery) Complexity: ★★★★☆

Signature Traits:

  • Swift Movement Aura

  • Extended Range Aura

  • Rush keyword

  • Overrun keyword

  • High movement range

Key Cards:

  • Spaceships (high mobility)

  • Scout Infantry

  • Swift Movement Modules

  • Extended Range Modules

  • Actions that reposition (Phase Shift)

Strategy: "Power belongs to those who move first."


🛸 Vehicle (Capital Class)

Win Path: Centralized modular power Play Pattern: Anchor around one or two massive Vehicles—each with multiple Link ports. Stack Modules to amplify power and sustain. Commander: Warlord, Bastion, Harvester Primary Classes: Combat, Defense, Resource Faction Fit: Dragoon (battle tanks), Sparkforge (energy cruisers), Neurals (carriers) Complexity: ★★★★☆

Signature Traits:

  • High Link capacity (3-4 Links)

  • Internal Cores (generate resources)

  • Command Field Aura

  • Modular scaling

  • High HP/DMG baseline

Key Cards:

  • Vehicles (Battle Tank, Siege Engine, Carrier)

  • Weapon Modules (+DMG)

  • Armor Modules (+HP)

  • System Modules (keywords)

  • Command Field Modules

Strategy: "The Vehicle is the army; the Modules are its arsenal."


🧠 Control

Win Path: Suppression and manipulation Play Pattern: Disrupt enemy sequencing, Sever Links, disable abilities. Gradually suffocate opponent's grid until victory is inevitable. Commander: Dominator, Nullifier, Saboteur Primary Classes: Control, Utility Faction Fit: Neurals (signal jammers), Dragoon (command denial) Complexity: ★★★★☆

Signature Traits:

  • Suppression Field Aura

  • Jamming Signal Aura

  • Sever Actions

  • Stun, Jam, Locked Conditions

  • Counter Actions

Key Cards:

  • Control Units (Disruptor, Jammer)

  • Suppression Field Modules

  • Jamming Signal Modules

  • Control Actions (Shackle, Banish, Sever)

  • Nullifier Commander

Strategy: "Every command delayed is a battle already won."


⚡ Burst

Win Path: Stored energy and explosive execution Play Pattern: Bank resources via Storage Modules for several turns, then unleash overwhelming strike. Requires precise timing and protection. Commander: Catalyst, Berserker, Executioner Primary Classes: Resource, Combat Faction Fit: Sparkforge (capacitor arrays), Neurals (signal amplifiers) Complexity: ★★★★☆

Signature Traits:

  • Storage Modules (bank resources)

  • Overcharged Condition

  • War Cry Aura

  • Enraged Condition

  • High-cost explosive cards

Key Cards:

  • Resource Cores (economy)

  • Storage Modules (reserve resources)

  • Overcharge Modules

  • High-damage Units/Actions

  • Catalyst Commander

Strategy: "Patience is the fuse. Power is the blast."


🧬 Sequencer

Win Path: Engine chaining and timing mastery Play Pattern: Build networks of triggers and automated effects. Each action cascades into the next for exponential returns once system is online. Commander: Coordinator, Oracle, Tactician Primary Classes: Utility, Support Faction Fit: Neurals (automation), Sparkforge (reactive engines) Complexity: ★★★★★

Signature Traits:

  • Synchronization Aura

  • Network Boost Aura

  • Triggered abilities (3 per card)

  • Link chains

  • Cascade effects

Key Cards:

  • Units with multiple triggers

  • Synchronization Modules

  • Network Boost Modules

  • Coordinator Commander (copy abilities)

  • Link-dependent effects

Strategy: "One command becomes many."


🎲 Volatile

Win Path: Variance and chaos manipulation Play Pattern: Leverage high-risk Keywords (Crit, Blitz, Revive). Master probability or let fate decide. High ceiling, high floor. Commander: Berserker, Tactician (adapts to chaos) Primary Classes: Combat, Utility Faction Fit: Sparkforge (experimental tech), rogue factions Complexity: ★★★☆☆

Signature Traits:

  • Crit keyword (2d6 ≥9: double damage)

  • Blitz keyword (2d6 ≥9: attack twice)

  • Revive keyword (28% chance return)

  • High variance effects

  • Overcharged risk/reward

Key Cards:

  • Units with Crit/Blitz

  • Volatile Infantry/Constructs

  • Overcharged Modules

  • High-risk Actions

  • Dice manipulation (future expansion)

Strategy: "The universe was never fair. We simply bet on that truth."


🌿 Regrowth

Win Path: Recursion and sustainability Play Pattern: Leverage Regenerating Condition, Revive keyword, and Reclaim Actions. Outlast attrition wars through endless renewal. Commander: Strategist, Martyr, Harvester Primary Classes: Defense, Support, Resource Faction Fit: Stellari (life cycles), hybrid defensive decks Complexity: ★★☆☆☆

Signature Traits:

  • Regenerating Condition

  • Regeneration Zone Aura

  • Revive keyword

  • Backup keyword (summon tokens)

  • Reclaim Actions (from Scrapyard)

Key Cards:

  • Stellari Life Units

  • Regeneration Modules

  • Revive Units

  • Reclaim Actions

  • Martyr Commander (Autonomous units)

Strategy: "Every death feeds the dawn."


🩸 Parasitic

Win Path: Drain, convert, and feed on enemy resources Play Pattern: Apply Isolated Condition, use Energy Siphon Aura, Hijack enemies. Transform enemy assets into your own. The longer it feeds, the stronger it becomes. Commander: Saboteur, Dominator, Catalyst Primary Classes: Control, Resource Faction Fit: Neurals (code corruption), Stellari (absorption), Sparkforge (energy siphons) Complexity: ★★★★★

Signature Traits:

  • Energy Siphon Aura

  • Hijacked Condition

  • Isolated Condition

  • Resource Drain Actions

  • Conversion effects

Key Cards:

  • Energy Siphon Modules

  • Hijack Actions

  • Sever Actions (Isolate enemies)

  • Resource Drain Actions

  • Saboteur Commander (destroy and gain)

Strategy: "What they build, we consume."


Archetype-Commander Alignment

COMBAT Commanders

Berserker → Burst, Volatile Executioner → Burst, Swarm (finisher) Warlord → Vehicle, Swarm


CONTROL Commanders

Saboteur → Parasitic, Control Dominator → Control, Parasitic Nullifier → Control, Sequencer


DEFENSE Commanders

Bastion → Fortress, Vehicle Guardian → Fortress, Swarm (protect) Sentinel → Fortress (solo)


RESOURCE Commanders

Generator → Burst, Parasitic (feeder) Harvester → Regrowth, Fortress Catalyst → Burst, Control


SUPPORT Commanders

Strategist → Swarm, Regrowth Coordinator → Sequencer, Control Martyr → Regrowth, Swarm


UTILITY Commanders

Vanguard → Mobility, Sequencer Tactician → Mobility, Volatile Oracle → Control, Sequencer


Hybrid Archetypes

Hybrid archetypes combine elements from two core strategies for unique playstyles.

Tempo (Combat + Utility)

Win Path: Early aggression + card advantage Commanders: Warlord, Vanguard, Executioner Strategy: Apply pressure while maintaining resources and cards


Engine (Resource + Support)

Win Path: Economic scaling + team buffs Commanders: Generator, Harvester, Strategist Strategy: Build massive economy, deploy overwhelming board


Dominion (Control + Defense)

Win Path: Lock down + outlast Commanders: Dominator, Bastion, Nullifier Strategy: Control enemy while defending key assets


Entropy (Volatile + Control)

Win Path: Chaos + disruption Commanders: Tactician, Nullifier Strategy: High variance effects while disrupting enemy plans


Ascendant (Support + Combat)

Win Path: Scale units + aggressive push Commanders: Strategist, Warlord, Coordinator Strategy: Buff swarm into unstoppable force


Archetype Summary Table

Archetype
Win Condition
Primary Classes
Complexity
Best Commanders

Fortress

Survive to exhaustion

Defense, Resource

★★☆☆☆

Bastion, Guardian, Sentinel

Swarm

Overwhelm with numbers

Support, Combat

★★★☆☆

Strategist, Warlord, Martyr

Mobility

Position and tempo

Utility, Combat

★★★★☆

Vanguard, Tactician

Vehicle

Modular power spike

Combat, Defense

★★★★☆

Warlord, Bastion

Control

Suppress and suffocate

Control, Utility

★★★★☆

Dominator, Nullifier, Saboteur

Burst

Explosive combo turn

Resource, Combat

★★★★☆

Catalyst, Berserker, Executioner

Sequencer

Chain triggers

Utility, Support

★★★★★

Coordinator, Oracle, Tactician

Volatile

High variance plays

Combat, Utility

★★★☆☆

Berserker, Tactician

Regrowth

Endless recursion

Defense, Support

★★☆☆☆

Strategist, Martyr, Harvester

Parasitic

Drain and convert

Control, Resource

★★★★★

Saboteur, Dominator, Catalyst


Building an Archetype Deck

Step 1: Choose Commander

Your Commander defines your primary strategy and sets your archetype direction.

Example: Bastion Commander → Fortress archetype


Step 2: Select Primary Classes

Choose 2-3 classes that support your archetype.

Example (Fortress):

  • Defense (primary): Guardian, Bunker Units

  • Resource (secondary): Cores for economy

  • Support (tertiary): Regeneration effects


Step 3: Build Around Auras

Select 3-5 Upgrade Modules that emit Auras supporting your strategy.

Example (Fortress):

  • Regeneration Zone (heal allies)

  • Hardened Defense (+2 Armor)

  • Barrier Field (block ranged)


Step 4: Include Actions

Add 10-15 Actions for reactive plays and removal.

Example (Fortress):

  • Shield (block damage)

  • Heal (restore HP)

  • Counter (cancel enemy Actions)


Step 5: Add Win Condition

Include cards that close out games once your strategy is established.

Example (Fortress):

  • Executioner allies (finish low HP enemies)

  • Large Vehicles (capitalizing on protected economy)


Archetype Matchups

Fortress vs Swarm

Advantage: Fortress (AOE removal, sustain) Key: Clear tokens faster than they spawn


Burst vs Control

Advantage: Burst (explosive turn bypasses control) Key: Protect Storage Cores, time combo perfectly


Mobility vs Fortress

Advantage: Mobility (bypass defenses, attack economy) Key: Target Resource Cores in back row


Control vs Swarm

Advantage: Control (AOE disable, Suppression Field) Key: Lock down entire zones with Auras


Parasitic vs Resource

Advantage: Parasitic (drain economy, convert assets) Key: Energy Siphon + Isolated = collapsed economy


Design Philosophy

Archetypes in StarCore are designed with these principles:

1. Commander-Anchored

Every archetype has 2-3 ideal Commanders that enable the strategy.

2. Class-Aligned

Archetypes leverage the 6-class system for card selection clarity.

3. Aura-Dependent

Upgrade Modules emitting Auras define positioning and tactics.

4. Counterplay Exists

Every archetype has clear weaknesses and counters.

5. Skill Expression

Higher complexity archetypes reward mastery and decision-making.


Version History

Version 2.0 - October 27, 2025

  • Aligned with 6-class system (Combat/Defense/Support/Control/Resource/Utility)

  • Integrated 18 Commanders into archetype recommendations

  • Added Aura-based strategy focus

  • Updated card examples to match final taxonomy

  • Added Archetype-Commander alignment table

  • Removed outdated references

  • Maintained 10 core archetypes + 5 hybrids

Version 1.0 - October 2025 (Superseded)

  • Initial archetype framework

  • 10 core archetypes defined


Document Status: ✅ READY FOR PLAYTESTING Total Archetypes: 10 core + 5 hybrids Organization: Commander-anchored, Class-aligned, Aura-focused Next Review: After meta develops in playtesting

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