Affinity Identities

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UPDATE (2020-09-04): To clear up the table chart at the end of this page, it has been updated to match the card pool in rotation - legacy card pool is ignored for it. Note that regardless of this, there some legacy cards are still used as examples on this page.

Affinity identities are the pre-established mechanical repertoire each affinity has gained access to over the weeks. The precedent is all the cards that have made it in-game. Hero powers/rewards are generally ignored.

While there are effects that are exclusively of a single affinity, many fall under what affinity doesn't have access to the effect. Sometimes cards which feature effects that don't fit into any single affinity are made as Neutrals. For example, designs that have or give a very high number / random keywords would be these such as Everything Bread and Psychedelic Sheep.

Effect categories[edit | edit source]

Bounce[edit | edit source]

Refers to returning a unit to its owner's hand, usually from play.

Spot (hard) removal[edit | edit source]

Single target hard removal effects that straight-up destroy or banish enemy units. Note that this category includes effects that shuffle a unit into its controller's deck and conditional hard removal like Scavenge and Fall of the Weak. It does not include Bounce, Blinking, Exhausting, Silencing, or putting a unit on top of its owner's deck.

Action recursion[edit | edit source]

Returning action cards from your graveyard to your hand.

Unit recursion[edit | edit source]

Returning unit cards from your graveyard to your hand or play.

Sacrifice[edit | edit source]

Destroying friendly units.

Unit burn[edit | edit source]

Effects that deal damage to units. This has a subcategory known as "Random pings" which refers to effects that randomly distribute 1 damage at a time. It's primary in Mind and secondary in Strength.

Blinking[edit | edit source]

Banishing a unit temporarily but returning it back eventually.

Hero burn[edit | edit source]

Effects that can or strictly damage enemy heroes. Direct hero HP loss is counted under this as well.

Exhausting[edit | edit source]

Exhausting (enemy) units. Effects that give units "Can't attack" and/or "Can't block" can be seen as a subcategory of this (Quick Growth, Big Eyes, Haunt of the Patch, Gift of Peace, etc).

Force enemy attack[edit | edit source]

Forcing enemy units to attack.

Zone (moving) synergy[edit | edit source]

Niche category in which effects trigger or care about cards being in certain (multiple, different) zones. They tend to be recognizable when they explicitly use the word "zone." It includes cards like Wormhole Investigator, Where?, The Wurm and possibly Entwining Fates.

Mana bursts[edit | edit source]

Effects that temporarily, usually for a single turn, increase the available mana of a player.

Passive mana gain[edit | edit source]

Units which grant an increase in mana through their static ability. Mana Maiden for example.

Card draw[edit | edit source]

General[edit | edit source]

Effects that make the player draw a bunch of cards at one time. While this is mainly seen as primary Mind and secondary Spirit, it can appear in Strength when that card draw comes with specifically Strength drawbacks such as damaging yourself or sacrificing units.

Cantrips[edit | edit source]

Cards that draw a single card as part of their effect - essentially replacing themselves. Specifically actions or units with Summon/Entomb that makes the player draw a single card.

Targeted[edit | edit source]

Effects that draw a card of certain criteria - most often that being the card's type or a tribe.

Effect identity categorization levels[edit | edit source]

Order in appearance rates is ascending; Primary > Secondary > Tertiary > Exceptionally

New category "All" has been added for effects which have no particular affinity relation.

Primary[edit | edit source]

Most often cards with these effects are in this affinity. Sometimes an effect is so ill-defined in terms of affinity identity that it has no primary (or even secondary). Generally speaking, this probably means that there are less than 5 or so cards with the said effect (in any one affinity).

Secondary[edit | edit source]

Competes with the primary affinity in effect usage. It might be debatable whether this affinity is the primary one for the effect (in the case of "Flying" for example).

Tertiary[edit | edit source]

Effect infrequently appears in cards of this affinity. They are somewhat of an anomaly or perhaps mostly unexplored design space. For example, certain tribes might have mechanical identities that slightly deviate from the affinity's identity in relation to an effect in general. Might at times partially merge into the "Exceptionally" category.

Exceptionally[edit | edit source]

There are one or two exceptional cards in the affinity that feature this effect. They tend to be unique corner-cases (Vineyard of Desolation, Mafuta the Massive, Devourer of Worlds, etc).

Affinity identity table[edit | edit source]

Effect category Primary Secondary Tertiary Exceptionally
Force enemy attack Strength
Leap Spirit
Untargetable Mind Spirit Strength
Unblockable Mind Strength
Frenzy Strength Mind Spirit
Lifebond Strength Spirit
Agile Mind Spirit Neutral
Card draw: General Mind Spirit Strength
Card draw: Cantrips All
Card draw: Targeted Neutral Mind Strength Spirit
Scour All
Ambush Spirit Mind Neutral
Flying Mind Strength Neutral
Deadly Spirit Mind Neutral
Mana bursts Mind Strength Spirit
Action cost reduction Mind Spirit
Action recursion Mind Neutral Spirit
Unit recursion Spirit
General cost reduction Neutral Mind Spirit
Passive mana gain Spirit
Regenerate Spirit Strength
Unit healing Spirit Strength
Cost increase Spirit Strength
Hero healing Spirit Strength Mind Neutral
Ward Strength Mind Spirit Neutral
Sacrifice Strength Mind
Max Mana loss Strength
Max Mana gain Neutral Mind Spirit
Unit copying Spirit Mind
Stat buffs in play Strength Spirit Neutral Mind
Stat buffs in hand Mind Strength
Stat buffs in grave Spirit
Herald Strength
Duelist Strength Spirit
Entomb Spirit Strength Mind
Self-discard Mind Spirit
Self-mill Mind Spirit Strength
Enemy-mill Spirit Mind
Hero self-damage Strength
Enemy-discard Spirit Mind
EXP gain All
Exhausting Spirit Mind Strength
Summon All
Innate All ?
Overrun Strength Mind Spirit Neutral
Rebound actions All
Rebound units Mind Spirit Strength
Blinking Mind
Enemy-silence Mind Neutral
Bounce Mind Neutral
Food All
Zone (moving) synergy Spirit Mind
Counterspells Mind
Unit creation All
Action creation Mind Neutral
Unit burn Mind Spirit Strength Neutral
Hero burn Strength Mind Spirit
Unit replacement Spirit
Spot (hard) removal Strength Spirit Mind
Mass hard removal Spirit Mind
Mass soft removal Mind Spirit Strength Neutral
ATK debuffs in play Spirit Strength Neutral
HP debuffs in play Spirit Neutral
Effect category Primary Secondary Tertiary Exceptionally

Affinity identity history[edit | edit source]

OUTDATED Alpha affinity identity charts[edit | edit source]

These charts were made in accordance to the thoughts of alpha players earlier in Collective's history. They are generally what certain sections of the playerbase saw what mechanic affiliations the affinities should have. Many of their ideas can still be seen to this day in the current affinity identities as well as Tribal Identities and their corresponding deck types.

The devs of Collective later on demanded them to be marked as unofficial - possibly due to their controversial nature.

The charts are outdated and never precisely represented what the actual card pool implied the affinity identities to be. The new affinity identity tables now fulfill their purpose by being much more flexible and having been constructed and updated directly in accordance to the (standard) card pool.

Keyword Identity.png

Mechanics Identity.png

Unit Interaction Identity.png