First Flight: A Tutorial That Actually Teaches
Stellarch has never explained itself. You landed on the play screen, drafted seven cards on instinct, and worked out over a dozen matches that speed decides who swings first and that your commander is not just another Fighter. That is a bad way to learn a game this deterministic, because almost everything here is knowable in advance.
There is now a proper flight plan: seven briefings, in order. It opens with Know Your Line, a lesson on the vocabulary a match already assumes you have, the eight affinities and what binds a team to one, the difference between a commander and a Fighter, the five numbers on every card, and what an ability is. Then First Contact, Speed and Targeting, Ability Showcase, Rulesets and Mana and Assemble Your Team put those ideas into real seeded battles you get talked through as they resolve. It closes with Your Flight Plan, a briefing on the ranked ladder, the season window and what climbing it is actually for.
Two of those seven teach without staging a fight at all, which needed a new kind of curriculum stage to exist. There is also a Combat Cheat Sheet: every ability, ruleset, affinity and stat on one page, readable in the browser or printable to keep next to you.