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
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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