Regent
The Regent is the third of the five characters in Slay the Spire 2 . His Majesty is unlocked after completing a run with the Silent . His Majesty starts with 75 Max HP. At Ascension 2 and above his Majesty starts with 60 HP.
Starting Relic
Divine Right - At the start of each combat, gain . Can be replaced by Divine Destiny .
Strategy Guide
Overview
Regent is the class I pick when I want delayed payoff instead of instant tempo. The whole class feels better once I accept that not every turn is supposed to look efficient; some turns are there to set up the one that matters.
My quick read
Regent is the class I pick when I am comfortable looking weak for a turn so I can look unstoppable two turns later. The whole class gets easier the moment I stop asking every hand to look efficient right now. Regent wins when the setup turns are disciplined and the payoff turns actually cash in hard.
When I pick this character
I open Regent when I want a run with a clear rhythm. This is the class I choose if I enjoy planning two turns ahead, banking resources, and setting up one huge swing instead of trading constant small value. If I am in the mood to improvise every fight, I would rather play Silent. If I want the run to reward patience and timing, Regent is one of the best picks in the roster.
What I prioritize early
I want tools that let me build Stars without falling behind on board. I value cheap defense and consistency higher than flashy payoff early, because bad setup turns get punished hard on this class. I upgrade the cards that make my weak hands playable before I chase the dream version of the deck.
Best build paths
Star banking into burst turns is the cleanest Regent identity when I already have enough tempo to survive while saving resources. Sovereign Blade pressure becomes the better plan when the run gives me concentrated damage and clear spend windows. Balanced control shells work when I can defend well enough that my resource turns are not effectively skipped turns. The moment Regent feels online to me is simple: my setup turns stop costing life. Once that happens, the delayed payoff starts feeling earned instead of greedy.
Common mistakes
Banking Stars so greedily that the fight is already slipping away before the payoff arrives. Drafting spenders without enough generation to support them. Treating setup like a free action instead of something the deck has to earn with real defense and consistency. Most failed Regent runs I have are not low-rolls. They are turns where I got too cute and forgot to stay alive.
Who should skip this character
If I want immediate tempo, highly flexible turn structure, or a class that recovers well from sloppy planning, Regent is not my first recommendation. She is strongest when I already know I enjoy slower turns that set up one decisive hit.
Best cards for Regent
The cleanest conclusion in the current material is that Stars are Regent's best plan. If I want the highest floor, the smoothest scaling, and the fewest embarrassing dead turns, I value Stars before Forge and far before the awkward random-colorless shell. If I only wanted the short list, these are the cards I trust first. This is the backbone card. It gives the class a common-rarity engine instead of forcing the deck to pray for a rare. One of the strongest tempo spikes in the whole source set. This is exactly what a run-shaping Regent card looks like. Cheap, explosive, and the kind of payoff that actually ends fights once the Stars engine is online. Retain is already premium in deckbuilders, and Regent turns it into real setup insurance instead of idle value. Targeted exhaust plus block is the kind of setup card that turns greedy Regent turns into safe Regent turns. This is one of the cleanest ways to make the big payoffs live on time instead of one turn too late. Hover a card to bring it forward. Forge is not unplayable , but I rate it down because it looks slower, clunkier, and more draw-order dependent than the best Stars turns. I would rather build around repeatable resource flow than dream about one giant payoff hand.
Cards (86)
Attacks (32)
Falling Star
Deal 7 damage. Apply 1 Weak. Apply 1 Vulnerable.
Astral Pulse
Deal 14 damage to ALL enemies.
BEGONE!
Deal 4 damage. Choose a card in your Hand to Transform into Minion Dive Bomb.
Celestial Might
Deal 6 damage 3 times.
Collision Course
Deal 9 damage. Add a Debris into your Hand.
Crescent Spear
Deal 6 damage. Deals 2 additional damage for ALL your cards that have a 1 Star Energy cost.
Crush Under
Deal 7 damage to ALL enemies. All enemies lose 1 Strength this turn.
Guiding Star
Deal 12 damage. Next turn, draw 2 cards.
Photon Cut
Deal 10 damage. Draw 1 card. Put 1 card from your Hand on top of your Draw Pile.
Solar Strike
Deal 8 damage. Gain 1 Star Energy.
Wrought in War
Deal 7 damage. Forge 5.
Devastate
Deal 30 damage.
Gamma Blast
Deal 13 damage. Apply 2 Weak. Apply 2 Vulnerable.
Hegemony
Deal 15 damage. Next turn, gain 2 Star Energy.
Kingly Kick
Deal 24 damage. Whenever you draw this card, reduce its cost by 1.
Kingly Punch
Deal 8 damage. Whenever you draw this card, increase its damage by 3 this combat.
Knockout Blow
Deal 30 damage. If this kills an enemy, gain 5 Star Energy.
Lunar Blast
Deal 4 damage for each Skill already played this turn.
Radiate
Deal 3 damage to ALL enemies for each 1 Star Energy gained this turn.
Shining Strike
Deal 8 damage. Gain 2 Star Energy. Put this card on top of your Draw Pile.
Stardust
Deal 5 damage to a random enemy X times.
Supermassive
Deal 5 damage. Deals 3 additional damage for each card you created this combat.
Beat into Shape
Deal 5 damage. Forge 5. Forges an additional 5 for every other time you've hit the enemy this turn.
Bombardment
Deal 18 damage. At the start of your turn, plays from the Exhaust Pile. Exhaust.
Comet
Deal 33 damage. Apply 3 Weak. Apply 3 Vulnerable.
Crash Landing
Deal 21 damage to ALL enemies. Fill your Hand with Debris.
Dying Star
Ethereal. Deal 9 damage to ALL enemies. ALL enemies lose 9 Strength this turn.
Heavenly Drill
Deal 8 damage X times. Double X if it's 4 or more.
Heirloom Hammer
Deal 17 damage. Choose a Colorless card in your Hand. Add a copy of that card into your Hand.
Make It So
Deal 6 damage. Every 3 Skills you play in a turn, put this into your Hand.
Seven Stars
Deal 7 damage to ALL enemies 7 times.
Meteor Shower
Deal 14 damage to ALL enemies. Apply 2 Weak and Vulnerable to ALL enemies.
Skills (35)
Venerate
Gain 2 Star Energy.
Cloak of Stars
Gain 7 Block.
Cosmic Indifference
Gain 6 Block. Put a card from your Discard Pile on top of your Draw Pile.
Gather Light
Gain 7 Block. Gain 1 Star Energy.
Glitterstream
Gain 11 Block. Next turn, gain 4 Block.
Glow
Gain 1 Star Energy. Draw 2 cards.
Hidden Cache
Gain 1 Star Energy. Next turn, gain 3 Star Energy.
Know Thy Place
Apply 1 Weak. Apply 1 Vulnerable. Exhaust.
Patter
Gain 8 Block. Gain 2 Vigor.
Refine Blade
Forge 6. Next turn, gain 1 Star Energy.
Spoils of Battle
Forge 10.
Alignment
Gain 2 Star Energy.
Bulwark
Gain 13 Block. Forge 10.
CHARGE!!
Choose 2 cards in your Draw Pile to Transform into Minion Strikes.
Conqueror
Forge 3. Sovereign Blade deals double damage to the enemy this turn.
Convergence
Next turn, gain 1 Star Energy and 1 Star Energy. Retain your Hand this turn.
Glimmer
Draw 3 cards. Put 1 card from your Hand on top of your Draw Pile.
Largesse
Another player adds 1 random Colorless card to their Hand.
Manifest Authority
Gain 7 Block. Add 1 random Colorless card into your Hand.
Monologue
Whenever you play a card this turn, gain 1 Strength this turn.
Particle Wall
Gain 9 Block. Return this card to your Hand.
Prophesize
Draw 6 cards.
Quasar
Choose 1 of 3 random Colorless cards to add into your Hand.
Reflect
Gain 17 Block. Blocked attack damage is reflected to your attacker this turn.
Resonance
Gain 1 Strength. ALL enemies lose 1 Strength.
Royal Gamble
Gain 9 Star Energy. Exhaust.
Summon Forth
Forge 8. Put Sovereign Blade into your Hand from anywhere.
Terraforming
Gain 6 Vigor.
Big Bang
Draw 1 card. Gain 1 Star Energy. Gain 1 Star Energy. Forge 5.
Bundle of Joy
Add 3 random Colorless cards into your Hand. Exhaust.
Decisions, Decisions
Draw 3 cards. Choose a Skill in your Hand and play it 3 times. Exhaust.
Foregone Conclusion
Next turn, put 2 cards from your Draw Pile into your Hand.
GUARDS!!!
Transform any number of cards in your Hand into Minion Sacrifice. Exhaust.
I Am Invincible
Gain 9 Block. At the end of your turn, if this is on top of your Draw Pile, play it.
The Smith
Forge 30.
Powers (19)
Black Hole
Whenever you spend or gain 1 Star Energy deal 3 damage to ALL enemies.
Child of the Stars
Whenever you spend 1 Star Energy gain 2 Block for each 1 Star Energy spent.
Furnace
At the start of your turn, Forge 4.
Orbit
Every 4 Star Energy you spend, gain 1 Star Energy.
Pale Blue Dot
If you play 5 or more cards in a turn, draw 1 card at the start of your next turn.
Parry
Whenever you play Sovereign Blade, gain 6 Block.
Pillar of Creation
Whenever you create a card, gain 3 Block.
Spectrum Shift
At the start of your turn, add 1 random Colorless card into your Hand.
Arsenal
Whenever you play a Colorless card, gain 1 Strength.
Genesis
At the start of your turn, gain 2 Star Energy.
Hammer Time
Whenever you Forge, all allies Forge as well.
Monarch's Gaze
Whenever you attack an enemy, it loses 1 Strength this turn.
Neutron Aegis
Gain 8 Plating.
Royalties
At the end of combat, gain 30 Gold.
Seeking Edge
Forge 7. Sovereign Blade now deals damage to ALL enemies.
Sword Sage
Increase the cost of Sovereign Blade by 1. Sovereign Blade now hits an additional time.
Tyranny
At the start of your turn, draw 1 card and Exhaust 1 card from your Hand.
Void Form
End your turn. The first 2 cards you play each turn are free to play.
The Sealed Throne
Whenever you play a card, gain 1 Star Energy.
Exclusive Relics (9)
Divine Destiny
At the start of each combat, gain 6 Regent Star Energy .
Divine Right
At the start of each combat, gain 3 Regent Star Energy .
Fencing Manual
At the start of each combat, Forge 10.
Galactic Dust
For every 10 Regent Star Energy spent, gain 10 Block .
Lunar Pastry
At the end of your turn, gain Regent Star Energy .
Mini Regent
The first time you spend Regent Star Energy each turn, gain 1 Strength .
Orange Dough
At the start of each combat, add 2 random Colorless cards into your Hand.
Regalite
Whenever you create a Colorless card, gain 2 Block .
Vitruvian Minion
Cards containing " Minion " deal double damage and gain double Block .
Exclusive Potions (1)
Cosmic Concoction
Add 3 Upgraded Colorless cards into your Hand.