Regent
intermediateCommander of Armies●●●○○Moderate
Build your army, issue commands, and let loyalty win the fight
Playstyle: hybrid· Slow buildup, explosive Command turns
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
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
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
Upgrade Order
Ancient Decree → Knight Commander → Succession
Elite Tactics
Stack Legacies early in elite fights — the value compounds fast
Act 1
Goal
Draft early ally cards and efficient attacks
Priority Picks
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
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
Upgrade Order
Ancient Decree → Knight Commander → Succession
Elite Tactics
Stack Legacies early in elite fights — the value compounds fast
Archetypes & Builds
Command Chain
Core Cards
Key Relics
Strategy
Issue multiple Commands per turn, each triggering ally bonuses. Build a small loyal team and maximize Command value per turn.
Army of Light
Core Cards
Strategy
Summon a wide board of allies. Each ally adds chip damage and utility. Overwhelm enemies with numbers.
Legacy Combo
Core Cards
Strategy
Stack Legacy effects that persist across turns. Each Legacy card permanently buffs your character or allies for the entire combat.
Relic Tier List
Run-defining
Allies deal +3 damage. Buffs every summon and attack.
First Command each turn is free. Massively increases Command chains.
Start combat with a random Ally in play.
Strong synergy
Commanding an Ally draws a card. Solves Commander's draw issues.
Commands trigger twice on the first target each turn.
Legacy effects are 50% stronger. Massive endgame scaling.
Situationally good
Playing a Legacy card heals 3 HP.
+2 max HP per Ally in your deck.
Common Pitfalls
Over-summoning without Commands
criticalAllies without Command triggers are just weak attacks. Prioritize Command density over summon spam.
Neglecting ally protection
highBodyguard and Shield Bearer keep key allies alive. A dead Knight Commander loses the run.
Late Legacy, early game punishment
mediumLegacy cards are slow. Draft 2-3 strong attacks before touching Legacy.
Too many different allies
mediumFocus on 2-3 ally types. Spreading thin means no Command overlaps.
Regent Strategy Guides(5)
Regent Army of Light Build — Best Cards & Relics
Complete Army of Light build guide for Regent in Slay the Spire 2. Core cards, relic priorities, act-by-act strategy, and matchup advice.
Regent Command Chain Build — Best Cards & Relics
Complete Command Chain build guide for Regent in Slay the Spire 2. Core cards, relic priorities, act-by-act strategy, and matchup advice.
Regent Sovereign Blade Build — Forge, Summon Forth & One-Shot Guide
Complete Sovereign Blade Forge build guide for Regent in Slay the Spire 2. Stack Forge to build 100+ damage Blade strikes. Best cards, relics, and act-by-act strategy.
Regent Character Overview — Command, Legacy & Army Builds
Complete Regent overview for Slay the Spire 2. Master the Command system, build your army, and create unstoppable Legacy effects. Best cards, relics, and strategy.
Regent Star Engine Build — Command Generation & Elite Allies Guide
Complete Star Engine build guide for Regent in Slay the Spire 2. Master Command generation, elite ally deployment, Order sequencing, and detailed floor-by-floor strategy.
▶Card Pool(82 cards)
All 82 cards Regent can obtain during a run, grouped by rarity.
Common(20 cards)

Astral Pulse
ADeal 6 damage to ALL enemies twice.

BEGONE!
AChoose a card in your Hand to Transform into Minion Strike.

Celestial Might
ADeal 6 damage 3 times.

Cloak of Stars
SGain 7 Block.

Collision Course
ADeal 11 damage. Add a Debris into your Hand.

Cosmic Indifference
SGain 6 Block. Put a card from your Discard Pile on top of your Draw Pile.

Crescent Spear
ADeal 8 damage. Deals 2 additional damage for ALL your cards that have a [S] cost.

Crush Under
ADeal 7 damage to ALL enemies. All enemies lose 1 Strength this turn.

Gather Light
SGain 8 Block. Gain [S].

Glitterstream
SGain 11 Block. Next turn, gain 5 Block.

Glow
SGain [S]. Draw 1 card. Next turn, draw 1 card.

Guiding Star
ADeal 12 damage. Draw 2 cards.

Hidden Cache
SGain [S]. Next turn, gain [S][S][S].

Know Thy Place
SApply 1 Weak. Apply 1 Vulnerable.

Patter
SGain 8 Block. Gain 2 Vigor.

Photon Cut
ADeal 10 damage. Draw 1 card. Put 1 card from your Hand on top of your Draw Pile.

Refine Blade
SForge 9. Next turn, gain .

Solar Strike
ADeal 9 damage. Gain [S].

Spoils of Battle
SForge 5. Draw 2 cards.

Wrought in War
ADeal 7 damage. Forge 7.
Uncommon(26 cards)

Arsenal
PWhenever you create a card, gain 1 Strength.

Beat into Shape
ADeal 5 damage. Forge 5. Forges an additional 5 for every other time you've hit the enemy this turn.

Big Bang
SDraw 1 card. Gain . Gain [S]. Forge 5.

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

Bundle of Joy
SAdd 3 random Colorless cards into your Hand.

Comet
ADeal 33 damage. Apply 3 Weak. Apply 3 Vulnerable.

Crash Landing
ADeal 21 damage to ALL enemies. Fill your Hand with Debris.

Decisions, Decisions
SDraw 3 cards. Choose a Skill in your Hand and play it 3 times.

Dying Star
ADeal 9 damage to ALL enemies. ALL enemies lose 9 Strength this turn.

Foregone Conclusion
SNext turn, put 2 cards from your Draw Pile into your Hand.

Genesis
PAt the start of your turn, gain [S][S].

GUARDS!!!
STransform any number of cards in your Hand into Minion Sacrifice.

Hammer Time
PWhenever you Forge, all allies Forge as well.

Heavenly Drill
ADeal 8 damage X times. Double X if it's 4 or more.

Heirloom Hammer
ADeal 20 damage. Choose a Colorless card in your Hand. Add a copy of that card into your Hand.

I Am Invincible
SGain 10 Block. At the end of your turn, if this is on top of your Draw Pile, play it.

Make It So
ADeal 6 damage. Every 3 Skills you play in a turn, put this into your Hand.

Monarch's Gaze
PWhenever you attack an enemy, it loses 1 Strength this turn.

Neutron Aegis
PGain 8 Plating.

Royalties
PAt the end of combat, gain 30 Gold.

Seeking Edge
PForge 7. Sovereign Blade now deals damage to ALL enemies.

Seven Stars
ADeal 7 damage to ALL enemies 7 times.

Sword Sage
PSovereign Blade gains Replay 1.

The Smith
SForge 30.

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

Void Form
PEnd your turn. The first 2 cards you play each turn are free to play.
Rare(36 cards)

Alignment
SGain .

Black Hole
PWhenever you spend or gain [S], deal 3 damage to ALL enemies.

Bulwark
SGain 12 Block. Forge 10.

CHARGE!!
SChoose 2 cards in your Draw Pile to Transform into Minion Dive Bomb}.

Child of the Stars
PWhenever you spend [S], gain 2 Block for each [S] spent.

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

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

Devastate
ADeal 30 damage.

Furnace
PAt the start of your turn, Forge 5.

Gamma Blast
ADeal 13 damage. Apply 2 Weak. Apply 2 Vulnerable.

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

Hegemony
ADeal 15 damage. Next turn, gain .

Kingly Kick
ADeal 27 damage. Whenever you draw this card, reduce its cost by 1.

Kingly Punch
ADeal 8 damage. Whenever you draw this card, increase its damage by 4 this combat.

Knockout Blow
ADeal 30 damage. If this kills an enemy, gain 1 energy.

Largesse
SAnother player adds 1 random Colorless card to their Hand.

Lunar Blast
ADeal 4 damage for each Skill already played this turn.

Manifest Authority
SGain 7 Block. Add 1 random Colorless card into your Hand.

Monologue
SWhenever you play a card this turn, gain 1 Strength this turn.

Orbit
PEvery you spend, gain .

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

Parry
PSovereign Blade now gains 10 Block.

Particle Wall
SGain 9 Block. Return this card to your Hand.

Pillar of Creation
PWhenever you create a card, gain 3 Block.

Prophesize
SDraw 6 cards.

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

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

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

Resonance
SGain 1 Strength. ALL enemies lose 1 Strength.

Royal Gamble
SGain 9 [S].

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

Spectrum Shift
PAt the start of your turn, add 1 random Colorless card into your Hand.

Stardust
ADeal 5 damage to a random enemy X times.

Summon Forth
SPut Sovereign Blade into your Hand from anywhere. Forge 8.

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

Terraforming
SGain 6 Vigor.
