Regent uses a unique dual-resource system of Energy and Stars. Stars carry over between turns while Energy doesn't, making star management the key skill. The strongest approach is star-based loops — accumulate stars with Glow and Hidden Cache, then spend them on powerful payoffs like Gamma Blast, Comet, and Reflect. Forge and blade archetypes are weaker. With many rares and fewer floors, building around common/uncommon packages is essential. AoE is extremely important for Regent.
6 cards
S-tier cards define Regent's dominant star-based strategy. These cards generate stars, provide reusable block/damage, or enable the infinite loop that makes Regent unstoppable. The core game plan is Glow for star generation, Convergence for hand retention, and payoff cards for massive burst turns.






Draw 1 card.Gain.Gain.Forge 5.Exhaust.
Energy generation, card generation, and Forge (retains between turns) all in one card. Regent's Adrenaline. With card removal and exhaust support, goes infinite with Glow. Premium acceleration.






Gain 1 Star.Draw 1 card.Draw 1 card next turn.
Core Common: 1 energy gain 1 star (2 upgraded). Triggers Alignment at 2 stars — draw 2 + gain energy. 'One of the best commons in the game.' Loop with Astral Pulse and payoff cards. The backbone of every Regent deck.






Transform any number of cards in your Hand into Minion Sacrifice.Exhaust.
Transform hand cards into minion sacrifice (0-cost 9 block, exhaust). Targeted Fiend Fire effect — choose what to exhaust. With Convergence, exhaust unwanted cards while keeping key pieces. Also provides massive block on setup turns.






Gain 9 Block.Return this card to your Hand.
0 energy, 2 stars, 9 block — returns to hand after play. Premium reusable block that costs no energy. With Hidden Cache, play it twice per turn. Retain means you always have block on demand. Regent's best defensive card.






Ethereal.End your turn.The first 2 cards you play each turn are free to play.
First two cards each turn cost 0 energy and 0 stars. Regent's Echo Form equivalent. Cheats 7+ stars per turn. With Particle Wall, Gamma Blast, and Cloak of Stars, this power trivializes the game.
13 cards
A-tier cards provide excellent star payoffs, strong damage, or reliable utility. They complement the star engine with burst damage, defensive scaling, and card selection. Many can single-handedly carry encounters.






Deal 14 damage to ALL enemies.
0 energy gain 3 stars. Loop option with Glow for continuous star generation. AoE payoff enabler. Solid star generation at no energy cost.






Choose a card in your Hand to Transform into Minion Strike.
Adds Dive Bomb (13 damage, exhaust) to your hand. 2 energy for 17 total damage with targeted exhaust. Strong early damage option with deck thinning upside.






Deal 18 damage.At the start of your turn, plays from the Exhaust Pile.Exhaust.
18 damage (24 upgraded) dealt at start of every turn. One-card solve — play it then focus on blocking. Starter deck has 0 Vulnerable, making the raw damage essential. Carries early game entirely.






Deal 33 damage.Apply 3 Weak.Apply 3 Vulnerable.
0 energy, 5 stars: deal 33 damage (44 upgraded), apply 3 Weak + 3 Vulnerable. Like Shockwave + massive damage. First hit deals 44, next turn with debuffs deals 66+ = 100+ total. Premium star payoff.






Next turn, put 2 cards from your Draw Pile into your Hand.
Seek effect delayed by 1 turn. Upgrade finds 3 cards. Finds combo pieces without exhausting. Doesn't cost energy on the turn it delivers. Powerful for assembling star loops.






Deal 13 damage.Apply 2 Weak.Apply 2 Vulnerable.
0 energy, 3 stars: deal 13 damage (18 upgraded) + apply 2 Weak + 2 Vulnerable. Primary star-based damage payoff. The debuffs are insane — one of few multi-turn debuff applications in the game.






At the start of your turn, gain.
Generates 2-3 stars per turn as a power. Puts you over threshold for payoff cards. Glow x2 + Genesis = 6 stars per cycle. Strong setup for consistent star generation.






Gain 11 Block.Next turn, gain 4 Block.
11 block this turn, 4 block next turn. Solid defensive option with star synergy. Probably core in most Regent decks. Top B or A.






Deal 12 damage.Next turn, draw 2 cards.
13 damage + draw 3 next turn (upgraded). Mini-Predator at 1 energy 2 stars. Doesn't fall off throughout the run. Card selection + damage in one.






Deal 30 damage.If this kills an enemy, gain.
Early game monster. 38 damage upgraded with starter Vulnerable. Kills elites outright. Combos with Cloak of Stars and Astral Pulse for burst turns.






Gain 17 Block.Blocked attack damage is reflected to your attacker this turn.
1 energy, 3 stars: deal damage equal to block you have. Turn 1 with 17 block = 17 damage AoE. Massive defensive scaling that converts your entire block into kill pressure.






Deal 8 damage.Gain.Put this card on top of your Draw Pile.
1 energy deal 9 damage, gain 2 stars, place on top of draw pile. Draw it every turn for 2 stars guaranteed. Makes payoff cards like Gamma Blast and Particle Wall work consistently.
13 cards
B-tier cards serve as solid role-players in Regent decks. They provide star generation, block, or damage that complements the core engine but aren't essential to the strategy.






Whenever you spend or gain, deal 3 damage to ALL enemies.
When you spend or gain stars, deal 3 to all enemies. Slow passive AoE that doesn't scale with burst star spending. Desperate AoE option when nothing else is available.






Gain 13 Block.Forge 10.
2 energy for 13 block with Forge. Forge archetype isn't great overall. If you're forcing infinite, you don't want this. Middle of the pack.






Choose 2 cards in your Draw Pile to Transform intoMinion Strikes.
1 energy: exhaust 2 cards from hand (targeted). Minion strikes become 7 damage + draw 1, exhaust. Thins your deck. Good for removing status cards.






Gain 7 Block.
Spend stars = gain block (like Mental Fortress). 3 stars = 9 block. Disgusting value when looping star generation. Make copies if you can. Premium block scaling.






Deal 7 damage to ALL enemies. All enemies lose 1 Strength this turn.
Damage option with star utility. Fills the AoE gap when premium cards aren't available.






Ethereal.Deal 9 damage to ALL enemies. ALL enemies lose 9 Strength this turn.
1 energy 3 stars: deal 9 to all, ethereal, -9 enemy strength. Block card disguised as damage. Rare. Top C or bottom B.






Gain 8 Block.Gain.
Charge Battery equivalent with star generation. Making stars while blocking is efficient. Solid defensive + resource generation.






Draw 3 cards.Put 1 card from your Hand on top of your Draw Pile.
Draw 3, put 1 on top. Brainstorm-like card selection. Combo line setup. Inconsistent but can find key pieces.






Deal 20 damage.Choose a Colorless card in your Hand. Add a copy of that card into your Hand.
2 energy deal 17, copy a colorless card. What's worth copying? Rare. The damage alone is reasonable.






Gain.Next turn, gain.
Generate 4 stars (5 upgraded). The only card that generates a massive number of stars in one play. Pays for Gamma Blast + more. Essential for star payoff turns.






Every 4 you spend,gain.
Energy relic-like effect at 2 cost. Expensive for what it does but provides consistent energy over long fights.






Deal 3 damage to ALL enemies for each gained this turn.
0 energy: deal 3 per star gained this turn to all enemies. With Hidden Cache = 12-15 AoE for free. Enchantments scale the number further.






Deal 9 damage.Gain.
1 energy deal 8, gain 1 star. Block is better than damage for Regent — star generation is the important part.
15 cards
C-tier cards are generally not worth picking. They belong to weaker archetypes (Forge, Vigor) or have conditions too hard to meet. Only take these when you have no better alternatives.






Deal 5 damage.Forge 5.Forges an additional 5 for every other time you've hit the enemy this turn.
Forge 5 + damage per hit. Rare that doesn't have the energy to hit much. Targets the wrong thing when you want to be banking stars.






Add 3 random Colorless cards into your Hand.Exhaust.
Forge package card. Don't take it — Forge builds are fundamentally weaker than star builds.






Deal 21 damage to ALL enemies.Fill your Hand with Debris.
Fill hand with debris (status). Hyperbeam-like effect. Status cards in hand is a problem, not a feature.






Deal 6 damage.Deals 2 additional damage for ALL your cards that have a cost.
1 energy: reduce star costs of cards in hand. Sounds good but it's a trap — you're spending energy and a card slot to save stars you could just generate more efficiently.






Deal 15 damage.Next turn, gain.
Expensive power with marginal benefit. Star builds don't need this kind of scaling.






Deal 4 damage for each Skill already played this turn.
Deal 4 per skill played this turn. Bad payoff that bricks when drawn at wrong time. Better damage options exist.






Deal 6 damage.Every 3 Skills you play in a turn, put this into your Hand.
6 damage per 3 skills played. Flurry of Blows equivalent. Okay early game but doesn't scale with the star engine.






Whenever you attack an enemy, it loses 1 Strength this turn.
Expensive card that blocks only 1 damage per turn. Horrible efficiency. D tier in many evaluations.






Gain 8 Plating.
1 energy, 5 stars: gain 8 Plating. Plating decreases per turn and can't be negated. Rare card with draw-order dependency. Not worth the star investment.






If you play 5 or more cards in a turn, draw 1 card at the start of your next turn.
Play 5+ cards, draw 1 next turn. Conditional draw that doesn't matter when you're going infinite. D tier if not infinite.






Draw 6 cards.
2 energy draw 6 cards. Can't afford 2 energy for pure draw when Regent needs energy for stars and damage.






At the start of your turn, add 1 random Colorless card into your Hand.
Card type conversion effect. Niche use cases that don't align with star engine strategy.






Forge 12.
Forge-related value card. Forge archetype isn't strong enough to justify this slot.






Forge 8.Put Sovereign Blade into your Hand from anywhere.
Forge 8, get Sovereign Blade to hand. Better Forge card but still not enough to make the archetype work.






At the start of your turn, draw 1 card and Exhaust 1 card from your Hand.
Draw 1, exhaust 1 randomly. Random exhaust is dangerous — can exhaust key combo pieces. D tier risk.
3 cards
D-tier cards actively hurt your deck or provide so little value that skipping is almost always correct. These cards belong to dead archetypes or have costs that don't match their output.






Deal 30 damage.
1 energy 4 stars: deal 30 damage. Worst star payoff card — 4 stars is an awkward cost (you start with 3). Rather have 0-cost payoffs like Gamma Blast. Too expensive for what it does.






Deal 27 damage.Whenever you draw this card, reduce its cost by 1.
4 energy deal 24, -1 cost when drawn. The cost reduction through drawing is too slow. Top-deck manipulation required. Not reliable enough.






Deal 8 damage.Whenever you draw this card, increase its damage by 4 this combat.
Worse version of Rampage. Slow scaling that doesn't synergize with star builds. No reason to pick this over star payoff cards.
Character overview and strategies
Character and build rankings
Card rankings for every character
Browse all cards with effects and stats