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

πŸ›‘οΈ 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: β˜…β˜…β˜†β˜†β˜†

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."


βš”οΈ 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: β˜…β˜…β˜…β˜†β˜†

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."


πŸš€ 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: β˜…β˜…β˜…β˜…β˜†

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."


πŸ›Έ Vehicle (Capital Class)

Win Path: Centralized modular power Play Pattern: Anchor around one or two massive Vehiclesβ€”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: β˜…β˜…β˜…β˜…β˜†

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: β˜…β˜…β˜…β˜…β˜†

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: β˜…β˜…β˜…β˜…β˜†

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: β˜…β˜…β˜…β˜…β˜…

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: β˜…β˜…β˜…β˜†β˜†

Signature Traits:

  • Crit keyword (2d6 β‰₯9: double damage)

  • Blitz keyword (2d6 β‰₯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: β˜…β˜…β˜†β˜†β˜†

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: β˜…β˜…β˜…β˜…β˜…

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 β†’ Burst, Volatile Executioner β†’ Burst, Swarm (finisher) Warlord β†’ Vehicle, Swarm


CONTROL Commanders

Saboteur β†’ Parasitic, Control Dominator β†’ Control, Parasitic Nullifier β†’ Control, Sequencer


DEFENSE Commanders

Bastion β†’ Fortress, Vehicle Guardian β†’ Fortress, Swarm (protect) Sentinel β†’ Fortress (solo)


RESOURCE Commanders

Generator β†’ Burst, Parasitic (feeder) Harvester β†’ Regrowth, Fortress Catalyst β†’ Burst, Control


SUPPORT Commanders

Strategist β†’ Swarm, Regrowth Coordinator β†’ Sequencer, Control Martyr β†’ Regrowth, Swarm


UTILITY Commanders

Vanguard β†’ Mobility, Sequencer Tactician β†’ Mobility, Volatile Oracle β†’ 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

β˜…β˜…β˜†β˜†β˜†

Bastion, Guardian, Sentinel

Swarm

Overwhelm with numbers

Support, Combat

β˜…β˜…β˜…β˜†β˜†

Strategist, Warlord, Martyr

Mobility

Position and tempo

Utility, Combat

β˜…β˜…β˜…β˜…β˜†

Vanguard, Tactician

Vehicle

Modular power spike

Combat, Defense

β˜…β˜…β˜…β˜…β˜†

Warlord, Bastion

Control

Suppress and suffocate

Control, Utility

β˜…β˜…β˜…β˜…β˜†

Dominator, Nullifier, Saboteur

Burst

Explosive combo turn

Resource, Combat

β˜…β˜…β˜…β˜…β˜†

Catalyst, Berserker, Executioner

Sequencer

Chain triggers

Utility, Support

β˜…β˜…β˜…β˜…β˜…

Coordinator, Oracle, Tactician

Volatile

High variance plays

Combat, Utility

β˜…β˜…β˜…β˜†β˜†

Berserker, Tactician

Regrowth

Endless recursion

Defense, Support

β˜…β˜…β˜†β˜†β˜†

Strategist, Martyr, Harvester

Parasitic

Drain and convert

Control, Resource

β˜…β˜…β˜…β˜…β˜…

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 β†’ 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: βœ… 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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