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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
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NEUTRAL
Neutral
The unaligned faction. Hard-edged practical fighters that fit any deck: engineers, smugglers, mercenaries, the cards that don't belong to any single elemental tradition.
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FIRE
Fire
Forge-born civilizations and dying-star nomads. Fast, aggressive, expensive to control once unleashed.
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EARTH
Earth
Heavy-gravity homeworlds and sap-vein moons. Slow, armored, hard to displace.
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WIND
Wind
Banded-gas civilizations and cold-sky drifters. Light, fast, evasive.
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WATER
Water
Abyssal-ocean species and bioluminescent reef-dwellers. Magic-heavy, slow but precise.
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LIGHT
Light
Prismatic-quartz worlds and milky pre-stellar nurseries. Healers, blessing-bearers, hope-keepers.
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DARK
Dark
Void-pocket cultures and charcoal-cold reanimators. Resource-cycling specialists: death feeds the next swing.
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DIVINE
Divine
Vaporized-starlight chosen and warm-gold ascendants. Rare, expensive, swing-the-match cards.