This entry addresses deck-building questions about which affinities suit a given playstyle. It reproduces, in blog form, material originally published in the Artbook, made available here for those who have not seen it. Elyrion's five affinities each stand for a distinct set of principles reflecting a way of life within the setting. Echoes of Astra TCG organizes its cards around this five-affinity structure, supplemented by a Neutral category for cards that do not belong to any single affinity. In defining the mechanical identity of each affinity, the design goal was for cards sharing a color to play in a consistent manner that reinforces a common theme. Building a deck means selecting two affinities, and the resulting combinations are intended to allow wide variation in deck construction while leaving space for future growth.

Lux stands for order, light, and unity. Within Elyrion, units aligned with the pursuit of justice and the protection of others are generally classified under Lux. Equipment and units of this affinity emphasize defense over aggression. The Republic of Concordia - a union of smaller states formed in pursuit of a better future through cooperation - appears most often among Lux factions. Cards of this affinity center on coordinating troops and reinforcing one another, and they tend to fit readily into nearly any deck pairing.

Nox stands for darkness, sacrifice, and death, representing those who pursue power without regard for the means. Nox's influence is reflected in underhanded motives and self-interested bargains. The vampires and demons of Valrath illustrate what embracing darkness entails: the vampire nobility, having traded their humanity for mastery of DNA modification, have gained near-immortality and wealth, while in Valmyr's slums, the poor and desperate survive however they can, including by trading their own blood.
The Blight also belongs to Nox. It infects without discrimination and without regard for cost, spreading darkness continuously and consuming the dead in service of a purpose that remains unexplained.
A deck built around Nox accepts that some cards will never reach play - sacrifice for opportunity is part of the affinity's logic.

Solara belongs to those driven by passion who prize raw strength above all else. This affinity favors impulsive action and treats violence as a legitimate response. Charging into combat is regarded not as recklessness but as courage.
The Wastelands of Wyrmscar are home to creatures, bandits, mercenaries, and tribes that recognize only physical dominance as a way of life. Dragons patrol the open skies, destroying any who trespass on the ancient beasts' territory, while active volcanoes churn with the land's own volatile force, capable of eruption at any time. The terrain itself is harsh, leaving survival to those strong enough to withstand it.
Players who prefer a direct approach built on continuous unit combat should look to this affinity. Solara cards support aggressive, fast-moving strategies built around blitz tactics and decisive battle. Victory here comes from burning quickly rather than from lasting endurance.

Terra governs the natural world, standing for resilience, organic growth, and physical endurance. Its followers are marked by a close bond with their environment and a commitment to stability and the cycle of life. Terra's forces work to sustain and defend, often resisting sudden change or destruction. The Sylvan tribes and Kitsune clans of the Verdant Shroud reflect these values, treating the forest as both home and stronghold. Many Therians share Terra's protective, instinct-driven nature as well, and the Verdant Shroud is also home to numerous monstrous creatures that take part in nature's ongoing cycle of life and death.
In mechanical terms, Terra cards are built to establish durable board positions. They specialize in Impeding opponents while repositioning out of harm's way. A Terra unit can be difficult to dislodge, relying on territories and equipment to create obstacles that are hard to clear.

Caelum represents spirit and the ethereal, carrying themes of transcendence, belief, and the heavens. Its units regard technology with reverence, treating it as a means toward ascension. The Aetherion Empire - home to the floating capital of Aegard and marked by deep religious conviction - stands as Caelum's foremost representative, holding that its rise above Elyrion's earthly conflicts fulfills a divine mandate to lead. Certain groups within Valrath and elsewhere have pursued a similar elevation through science, placing them within Caelum's ideals as well.
From a design standpoint, Caelum cards are suited to controlling the battlefield and building up supply. Their abilities tend to reward patience, aiming at strategic payoffs that favor a long-term approach.

Neutral cards carry no allegiance or stake in the conflicts of Elyrion. Mechanically, these units, tactics, territories, and items are not tied to any single playstyle and can be included in any deck. They frequently depict machinery, weapons, or professions common across nations and belief systems, and any constructed deck may draw on the Neutral affinity.
