# Deck Archetypes

### 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.

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### 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."

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#### ⚔️ 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."

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#### 🚀 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."

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#### 🛸 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."

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#### 🧠 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."

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#### ⚡ 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."

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#### 🧬 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."

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#### 🎲 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."

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#### 🌿 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."

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#### 🩸 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."

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### Archetype-Commander Alignment

#### COMBAT Commanders

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

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#### CONTROL Commanders

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

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#### DEFENSE Commanders

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

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#### RESOURCE Commanders

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

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#### SUPPORT Commanders

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

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#### UTILITY Commanders

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

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### 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

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#### Engine (Resource + Support)

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

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#### Dominion (Control + Defense)

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

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#### Entropy (Volatile + Control)

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

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#### Ascendant (Support + Combat)

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

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### 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    |

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### Building an Archetype Deck

#### Step 1: Choose Commander

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

**Example:** Bastion Commander → Fortress archetype

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#### 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

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#### 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)

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#### 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)

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#### 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)

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### Archetype Matchups

#### Fortress vs Swarm

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

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#### Burst vs Control

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

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#### Mobility vs Fortress

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

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#### Control vs Swarm

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

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#### Parasitic vs Resource

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

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### 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.

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### 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

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**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
