Regent — Slay the Spire 2 Character Guide | Spire Guide | Spire Guide

Regent

intermediate

Commander of Armies●●●○○Moderate

Build your army, issue commands, and let loyalty win the fight

Playstyle: hybrid· Slow buildup, explosive Command turns

88
Cards in Pool
6
Starting Deck
5
Guides
36
Rare Cards

Core Mechanics

📋

Command

Allies trigger bonus effects when commanded

Command target order matters — set up buffs before attacks

👥

Ally Summons

Summon allies to fight alongside you

Balance summoning with Command — dogs without orders are wasted actions

📜

Legacy

Persistent effects that last the entire combat

Prioritize Legacy cards early — their value compounds over a long fight

Venerate

Power up the entire team for explosive turns

Time Venerate before a full Command chain for maximum burst

Starting Deck

Regent begins each run with these 4 card types (10 total cards). Smart early picks and upgrades depend on knowing your starting deck.

Strategy Timeline

🏰

Act 1

Goal

Draft early ally cards and efficient attacks

Priority Picks

squirerallyholy-lancercoordinated-strikeshield-bearer

Upgrade Order

Rally → Squire → Battle Orders

Elite Tactics

Fight Elites with at least one Ally in play — Squire blocks chip damage

🌆

Act 2

Goal

Layer Command synergies and add AoE

Priority Picks

battle-ordersformationbanner-of-couragecall-to-armsmuster

Upgrade Order

Battle Orders → Formation → Banner of Courage

Elite Tactics

Protect allies with Bodyguard and Shield Bearer vs heavy attacks

🗼

Act 3

Goal

Add Legacy scaling and finisher combos

Priority Picks

ancient-decreesuccessionknight-commanderlast-willcoordinated-assault

Upgrade Order

Ancient Decree → Knight Commander → Succession

Elite Tactics

Stack Legacies early in elite fights — the value compounds fast

Archetypes & Builds

Command Chain

beginnerRegent

Strategy

Issue multiple Commands per turn, each triggering ally bonuses. Build a small loyal team and maximize Command value per turn.

Army of Light

intermediateRegent

Strategy

Summon a wide board of allies. Each ally adds chip damage and utility. Overwhelm enemies with numbers.

Legacy Combo

advancedRegent

Strategy

Stack Legacy effects that persist across turns. Each Legacy card permanently buffs your character or allies for the entire combat.

Relic Tier List

S

Run-defining

🚩War Banner

Allies deal +3 damage. Buffs every summon and attack.

💍Signet Ring

First Command each turn is free. Massively increases Command chains.

Barracks Tent

Start combat with a random Ally in play.

A

Strong synergy

📯Signal Whistle

Commanding an Ally draws a card. Solves Commander's draw issues.

👑Crown of Command

Commands trigger twice on the first target each turn.

📜Sealed Testament

Legacy effects are 50% stronger. Massive endgame scaling.

B

Situationally good

🖊️Historian's Quill

Playing a Legacy card heals 3 HP.

🏴Legion Standard

+2 max HP per Ally in your deck.

Common Pitfalls

Over-summoning without Commands

critical

Allies without Command triggers are just weak attacks. Prioritize Command density over summon spam.

Neglecting ally protection

high

Bodyguard and Shield Bearer keep key allies alive. A dead Knight Commander loses the run.

Late Legacy, early game punishment

medium

Legacy cards are slow. Draft 2-3 strong attacks before touching Legacy.

Too many different allies

medium

Focus on 2-3 ally types. Spreading thin means no Command overlaps.

Regent Strategy Guides(5)

Card Pool(82 cards)

All 82 cards Regent can obtain during a run, grouped by rarity.

Uncommon(26 cards)

Arsenal

Arsenal

P

Whenever you create a card, gain 1 Strength.

Beat into Shape

Beat into Shape

A

Deal 5 damage. Forge 5. Forges an additional 5 for every other time you've hit the enemy this turn.

Big Bang

Big Bang

S

Draw 1 card. Gain . Gain [S]. Forge 5.

Bombardment

Bombardment

A

Deal 18 damage. At the start of your turn, if this is in your Exhaust Pile, play it.

Bundle of Joy

Bundle of Joy

S

Add 3 random Colorless cards into your Hand.

Comet

Comet

A

Deal 33 damage. Apply 3 Weak. Apply 3 Vulnerable.

Crash Landing

Crash Landing

A

Deal 21 damage to ALL enemies. Fill your Hand with Debris.

Decisions, Decisions

Decisions, Decisions

S

Draw 3 cards. Choose a Skill in your Hand and play it 3 times.

Dying Star

Dying Star

A

Deal 9 damage to ALL enemies. ALL enemies lose 9 Strength this turn.

Foregone Conclusion

Foregone Conclusion

S

Next turn, put 2 cards from your Draw Pile into your Hand.

Genesis

Genesis

P

At the start of your turn, gain [S][S].

GUARDS!!!

GUARDS!!!

S

Transform any number of cards in your Hand into Minion Sacrifice.

Hammer Time

Hammer Time

P

Whenever you Forge, all allies Forge as well.

Heavenly Drill

Heavenly Drill

A

Deal 8 damage X times. Double X if it's 4 or more.

Heirloom Hammer

Heirloom Hammer

A

Deal 20 damage. Choose a Colorless card in your Hand. Add a copy of that card into your Hand.

I Am Invincible

I Am Invincible

S

Gain 10 Block. At the end of your turn, if this is on top of your Draw Pile, play it.

Make It So

Make It So

A

Deal 6 damage. Every 3 Skills you play in a turn, put this into your Hand.

Monarch's Gaze

Monarch's Gaze

P

Whenever you attack an enemy, it loses 1 Strength this turn.

Neutron Aegis

Neutron Aegis

P

Gain 8 Plating.

Royalties

Royalties

P

At the end of combat, gain 30 Gold.

Seeking Edge

Seeking Edge

P

Forge 7. Sovereign Blade now deals damage to ALL enemies.

Seven Stars

Seven Stars

A

Deal 7 damage to ALL enemies 7 times.

Sword Sage

Sword Sage

P

Sovereign Blade gains Replay 1.

The Smith

The Smith

S

Forge 30.

Tyranny

Tyranny

P

At the start of your turn, draw 1 card and Exhaust 1 card from your Hand.

Void Form

Void Form

P

End your turn. The first 2 cards you play each turn are free to play.

Rare(36 cards)

Alignment

Alignment

S

Gain .

Black Hole

Black Hole

P

Whenever you spend or gain [S], deal 3 damage to ALL enemies.

Bulwark

Bulwark

S

Gain 12 Block. Forge 10.

CHARGE!!

CHARGE!!

S

Choose 2 cards in your Draw Pile to Transform into Minion Dive Bomb}.

Child of the Stars

Child of the Stars

P

Whenever you spend [S], gain 2 Block for each [S] spent.

Conqueror

Conqueror

S

Forge 3. Sovereign Blade deals double damage to the enemy this turn.

Convergence

Convergence

S

Next turn, gain and [S]. Retain your Hand this turn.

Devastate

Devastate

A

Deal 30 damage.

Furnace

Furnace

P

At the start of your turn, Forge 5.

Gamma Blast

Gamma Blast

A

Deal 13 damage. Apply 2 Weak. Apply 2 Vulnerable.

Glimmer

Glimmer

S

Draw 3 cards. Put 1 card from your Hand on top of your Draw Pile.

Hegemony

Hegemony

A

Deal 15 damage. Next turn, gain .

Kingly Kick

Kingly Kick

A

Deal 27 damage. Whenever you draw this card, reduce its cost by 1.

Kingly Punch

Kingly Punch

A

Deal 8 damage. Whenever you draw this card, increase its damage by 4 this combat.

Knockout Blow

Knockout Blow

A

Deal 30 damage. If this kills an enemy, gain 1 energy.

Largesse

Largesse

S

Another player adds 1 random Colorless card to their Hand.

Lunar Blast

Lunar Blast

A

Deal 4 damage for each Skill already played this turn.

Manifest Authority

Manifest Authority

S

Gain 7 Block. Add 1 random Colorless card into your Hand.

Monologue

Monologue

S

Whenever you play a card this turn, gain 1 Strength this turn.

Orbit

Orbit

P

Every you spend, gain .

Pale Blue Dot

Pale Blue Dot

P

If you play 5 or more cards in a turn, draw 1 card at the start of your next turn.

Parry

Parry

P

Sovereign Blade now gains 10 Block.

Particle Wall

Particle Wall

S

Gain 9 Block. Return this card to your Hand.

Pillar of Creation

Pillar of Creation

P

Whenever you create a card, gain 3 Block.

Prophesize

Prophesize

S

Draw 6 cards.

Quasar

Quasar

S

Choose 1 of 3 random Colorless cards to add into your Hand.

Radiate

Radiate

A

Deal 3 damage to ALL enemies for each [S] gained this turn.

Reflect

Reflect

S

Gain 15 Block. Blocked attack damage is reflected to your attacker this turn.

Resonance

Resonance

S

Gain 1 Strength. ALL enemies lose 1 Strength.

Royal Gamble

Royal Gamble

S

Gain 9 [S].

Shining Strike

Shining Strike

A

Deal 8 damage. Gain [S][S]. Put this card on top of your Draw Pile.

Spectrum Shift

Spectrum Shift

P

At the start of your turn, add 1 random Colorless card into your Hand.

Stardust

Stardust

A

Deal 5 damage to a random enemy X times.

Summon Forth

Summon Forth

S

Put Sovereign Blade into your Hand from anywhere. Forge 8.

Supermassive

Supermassive

A

Deal 5 damage. Deals 3 additional damage for each card you created this combat.

Terraforming

Terraforming

S

Gain 6 Vigor.