Regent Army of Light Build — Best Cards & Relics | Spire Guide
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Regent Army of Light Build — Best Cards & Relics

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Regent Army of Light Build — Best Cards & Relics
Community Research Phase: This guide is compiled from community sources (wikis, forums, subreddits) and player-contributed research. It has not yet been play-tested by our editor. You can help — if you spot an error, we'd appreciate hearing about it.

Army of Light goes wide — instead of 2-3 elite allies, you flood the board with 4-6 allies and overwhelm enemies through sheer numbers. Each ally deals modest damage individually, but with 5 allies attacking every turn you’re dealing 40+ damage passively before playing a single card. It’s the Regent’s swarm strategy: if they can’t kill all your allies, they can’t stop you.

Build Overview

The build focuses on summon density. Call to Arms and Muster let you deploy multiple allies at once. Knight Commander buffs every ally on the board. The win condition is simple: have more allies than the enemy can kill, then issue mass Commands to trigger all of them simultaneously.

The downside: a board of 5 allies means 5 potential targets for enemy AoE. You need Royal Guard or Bodyguard to protect key allies, and Warcry to make every attack count.

Army of Light

intermediateRegent

Strategy

Flood the board with allies. Call to Arms summons 2 random allies from your deck. Muster draws ally cards directly. Knight Commander buffs all allies on board with +2 damage and +5 HP. Warcry triggers every ally at once. The build wins by making the board state unsolvable — too many targets, too many attacks per turn.

Core Cards

Call to Arms — Put two random ally cards from your draw pile directly into play. Skips the summon cost entirely. The strongest ally card in the game when your deck has 6+ allies. Upgrade to summon 3 allies.

Knight Commander — Ally with 20 HP. Passive: all other allies gain +2 damage and +5 max HP. Your most important ally — protect it at all costs. If Knight Commander dies, your board loses half its damage output.

Squire — 1-cost ally with 12 HP. Attacks for 5 each turn. Command: gain 8 block. Your most efficient ally for cost. Draft 2-3 copies.

Royal Guard — Ally with 25 HP. Passive: adjacent allies take 50% less damage. Protects your Knight Commander and Squires from AoE and chip damage. Place it between your most valuable allies.

Holy Lancer — Ally with 15 HP. Charges for 10 damage. Command: deal 15 damage and apply 1 Vulnerable. Your damage-dealing ally. Place next to Royal Guard for protection.

Muster — Draw 3 cards. If any are allies, play one for free. Refills your hand and deploys an ally simultaneously. Essential for maintaining board presence in long fights.

Key Relics

Legion Standard — +2 max HP for every ally in your deck. A deck with 8 allies gains +16 max HP. Makes the Regent surprisingly Tanky.

Barracks Tent — Start combat with a random ally already in play. Free ally before you play a single card.

Crown of Command — Commands trigger twice on the first target. Double Warcry means every ally attacks twice. Devastating with a full board.

War Banner — +3 damage to all ally attacks. With 5 allies, that’s +15 damage per attack cycle.

Signal Whistle — Commanding an ally draws a card. In a wide board where you’re commanding every turn, this becomes a permanent +1 draw per turn.

Act Strategy

Act 1

Goal: Draft Squire and Holy Lancer. Build a small board for Elite fights.

Pick priority: Squire > Holy Lancer > Rally > Coordinated Strike > Bodyguard.

Two allies by the first Elite is sufficient. Don’t over-draft early allies — you need Command cards to make them useful.

Act 2

Goal: Add Call to Arms and Knight Commander. Your board should be 3-4 allies by the Act 2 boss.

Pick priority: Call to Arms > Knight Commander > Royal Guard > Muster > Bodyguard.

Protect Knight Commander with Royal Guard. Position matters — place Royal Guard between Knight Commander and your damage dealers.

Act 3

Goal: Max out ally count. Deck should have 6-8 allies. Add Warcry for mass triggers.

Pick priority: Warcry > Call to Arms (second copy) > Muster > Royal Guard > Ancient Decree.

Ancient Decree reduces Command costs. With a full board, free Commands every turn add up to massive value.

Common Pitfalls

No ally protection — AoE attacks hit all allies. Without Royal Guard or Bodyguard, one big AoE wipes your entire board. Protect your Knight Commander.

Too many unique allies — A deck with 6 different ally types is inconsistent. Focus on 2-3 ally types in multiples. Three Squires > one each of Squire, Holy Lancer, Shield Bearer, and Archer.

Board is full, can’t summon — There’s a 5-ally board limit. If Muster draws an ally when your board is full, it’s wasted. Count your board before playing summon cards.

Neglecting your own HP — With a full board, you’ll still take damage directly. Don’t forget that you, the Regent, are the primary target. Draft some block.

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