Quote Originally Posted by Iscah View Post
Arrow not being for ranged definitely seems odd, but the logic seems to be elemental/lore-based - if you look at the elemental wheel (in Eureka or the chart shown during MSQ) the elements are grouped in two triangles of three - Wind/Fire/Ice and Earth/Water/Lightning - the corresponding cards being Arrow/Balance/Spear and Bole/Ewer/Spire.

So it makes sense on the larger scale, and you can also memorise it as "attack cards" vs "support cards" in the old system.
The cards were never elemental based, always constellation based and the effects of the cards were always constellation based. The card coloration was to make them easy to identify from each other back when every card had its own unique effect, being able to know at a glance what benefits you just pulled is important.

That being said the melee/range split only exists for the sake of not reducing the number of cards available. If they did not put it in then with the seal system they would have reduced it to just the DPS cards with Bole, Ewer, and Spire tossed out as they no longer have a purpose at all. Of course that would cause even more issues with the class not matching up to the lore and some of the class scenarios calling for particular cards. The seals system also pretty much only exists to prop up card count. So they literally just split it down the middle and made the left be for melee and the right be for ranged without caring if the card choices would actually make sense. The seal choices make a bit more sense at least.