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Affinities

The Affinity Wheel

Stellarch's eight affinities are the elemental allegiances every non-Neutral card belongs to. They shape ability distribution, race lineup, and deck-building filters. Click any affinity for its full breakdown.

The wheel

The eight affinities form a closed wheel, with Neutral at the center, then Fire, Earth, Wind, Water, Light, Dark, Divine around the rim. Rulesets often restrict matches to a single affinity plus Neutral, so each affinity has to be self-sufficient: a tank, a ranged attacker, a magic dealer, a healer, and a utility piece all need to exist within the same affinity to clear most rulesets. Affinity is flavor and draft-legality only: it decides which cards can share a team, never how combat resolves.

Synergy and mixed decks

Affinity is a team-building rule, not a combat stat. The engine never reads a card's color, so there is no hidden bonus for stacking one affinity. What affinity governs is which cards are legal together: your commander sets the team's allegiance. A non-Neutral commander binds the team to its single affinity plus Neutral. The one exception is a Divine commander, which also picks one secondary affinity (Fire, Earth, Wind, Water, Light, or Dark): its legal pool becomes Divine plus Neutral plus that one element, Stellarch's wildcard rule. Within a legal pool, deck strength is emergent: Fire's aggression pairs with Wind's evasion, Water's shields cover Light's healers, Dark's resilience funds Earth's tanks. Those pairings are about which abilities sit together, never an affinity-stack bonus.

Signature abilities

Each affinity carries a signature set of abilities. Fire leans into Killstreak, Overrun, and Shock; Water into Frontline Mend, Med-Mend, and Splash; Earth into Plate, Recoil-Plate, and Bulwark. The per-affinity pages list the canonical signatures.

Pick an affinity