Regent Build Forge

Renforcez la Lame Souveraine via les effets de Forge jusqu'à ce que chaque coup devienne un canon virtuel.

4
Core Cards
1
Key Relics
S
Tier Rank
L
Character

Core Cards

Strategy Guide

Overview

The Regent starts every fight with Sovereign Blade (Innate, 2 Energy, deals base damage). Forge cards permanently increase Sovereign Blade's damage for the rest of combat. Seeking Edge, Conqueror, and Beat Into Shape all add Forge stacks. Once Sovereign Blade has +30 Forge, it one-shots most enemies. Stars fuel Forge cards and Energy generation, creating a self-sustaining loop.

1

Act 1 — Early Game

Falling Star is in your starting deck — use it for Stars and damage. Refine Blade is an excellent Act 1 pickup that Forges Sovereign Blade cheaply. Glow generates Stars, which fuel your more expensive Forge cards. Wrought in War provides early damage. Don't skip defensive options like Cloak of Stars and Bulwark. The Forge engine needs 2-3 turns to ramp, so surviving early combat is critical.

2

Act 2 — Mid Game

Seeking Edge is the premier Forge card — it adds permanent damage to Sovereign Blade. Conqueror costs Stars but adds significant Forge stacks. Sword Sage doubles Sovereign Blade's Forge gains, making every other Forge card twice as effective. Hammer Time adds Forge on every attack played. Stars management becomes important — Glow, Gather Light, and Spoils of Battle keep Stars flowing. Child of the Stars provides endgame defense.

3

Act 3 — Late Game

With Sword Sage + multiple Forge cards, Sovereign Blade reaches 50-80+ damage per swing. Heirloom Hammer lets you play Sovereign Blade multiple times per turn. I Am Invincible provides immunity for a turn when you need to survive a big hit. The Smith rests your Sovereign Blade then re-draws it, effectively giving a free Forge turn. Against Act 3 bosses, Forge for 2-3 turns then demolish.

Card Acquisition Priority

Indispensable
Seeking Edge

Premium Forge card. Adds significant permanent damage to Sovereign Blade. Always take.

Indispensable
Sword Sage

Doubles all Forge gains. Makes every other Forge card twice as effective. Transformative.

Indispensable
Conqueror

Forge + Stars cost. High Forge value when you have Stars to spend.

Élevé
Falling Star

Starting deck card. Deals damage + generates Stars. Upgrade priority.

Élevé
Glow

Generate Stars efficiently. Fuel for Forge cards and Star-cost abilities.

Élevé
Child of the Stars

Gain Block based on Stars generated. Late-game defensive powerhouse.

Moyen
Heirloom Hammer

Play Sovereign Blade an extra time per turn. Double the value of all your Forge investment.

Moyen
Refine Blade

Cheap Forge card available early. Less powerful than Seeking Edge but easier to find.

Flex / Alternative Cards

When core cards aren't available, these alternatives keep the build functional.

Relic Priority

Best Relics
Droit divin
Droit divin

Regent's starter relic. Generates Stars at the start of combat, fueling Forge cards immediately.

Lanterne
Lanterne

Gain 1 extra Energy on turn 1. Crucial for playing Forge cards early.

Sac de billes
Sac de billes

Apply Vulnerable to all enemies turn 1. Amplifies already-massive Sovereign Blade damage.

Good Relics
Pointe de stylo
Pointe de stylo

Every 10th attack deals double damage. Time this with a fully Forged Sovereign Blade for devastating hits.

Vajra
Vajra

+1 Strength amplifies Sovereign Blade and all attack damage. Simple and effective.

Éventail décoratif
Éventail décoratif

Gain 4 Block every 3 attacks. Helps survive while Forging in the first few turns.

Avoid
Ras du cou en velours
Ras du cou en velours

Forge builds need to play Sovereign Blade + Forge cards + Stars generators. 6-card limit constrains key turns.

Ectoplasme
Ectoplasme

Gold is essential for buying Forge cards and relics from shops.

Runic Dome

Knowing when to Forge vs when to block is critical. Blind enemy intent makes this impossible.

Boss Strategy Tips

Guardian

Forge during Guardian's defensive mode when it can't attack. Use those 'free' turns to stack Sovereign Blade. When Guardian attacks, you'll be swinging for 40+ damage.

Hexaghost

Forge turns 1-2, block the Inferno, then Sovereign Blade with 20+ Forge tears through Hexaghost. Stars generated from Glow and Falling Star fuel the engine.

Slime Boss

Forge to high damage before pushing past 50% HP. A fully Forged Sovereign Blade can burst through the threshold in one hit, giving you momentum going into the split.

Time Eater

Forge build plays relatively few cards per turn — Sovereign Blade is one big attack rather than many small ones. Natural fit against Time Eater's card limit.

Collector

Forge while minions distract. Sovereign Blade's single-target damage is perfect for focusing the Collector. Ignore minions unless they buff the boss.

Frequently Asked Questions

Is Sovereign Blade always in my starting hand?

Yes, Sovereign Blade has the Innate keyword, meaning it's always in your opening hand. This guarantees you can start Forging from turn 1 every single fight.

What if Sovereign Blade gets Exhausted?

This is rare but devastating. Avoid cards that randomly Exhaust. The Smith can retrieve Sovereign Blade from your discard pile if needed. Some relics also prevent Exhausting.

How many Stars should I stockpile?

Keep 3-5 Stars in reserve for Forge cards. Don't hoard excessively — Stars are meant to be spent. Glow and Gather Light replenish them faster than you spend in most cases.

Forge build vs Star Burst build — which is better?

Forge is more consistent and straightforward — it works every run. Star Burst has a higher ceiling but needs more specific cards to function. Forge is recommended for players new to the Regent.

Should I remove starting Strikes and Defends?

Yes, aggressively. Starting cards dilute your draw pile and prevent you from drawing Forge cards. Remove Strikes first, then Defends once you have replacement Block sources.