Stars Build

S

regent

High 7/10

Accumulate Stars — Regent's secondary resource that persists between turns with no cap — and spend them on high-power Star spenders. Glow is the backbone common that fuels the engine every turn. With Divine Destiny relic, you begin each combat with 6 free Stars, making the early game dramatically more forgiving.

Key Cards
Glow
Glow
Alignment
Alignment
Reflect
Reflect
Particle Wall
Particle Wall
CHARGE!!
CHARGE!!
Falling Star
Falling Star
Meteor Shower
Meteor Shower
Gamma Blast
Gamma Blast
PlaystylePatient Stars accumulation then explosive Star spender payoffsUpdated Patch 0.98.1

The Stars Build archetype is defined by Regent's most distinctive mechanical property: Stars have no cap and persist between turns. Unlike energy, which resets every turn, Stars are a cumulative bank account. Every Glow played adds to a balance that carries forward indefinitely — into the next turn, the next combat phase, potentially the entire fight. The player who understands this is not in a race to spend Stars quickly, but in a game of patience that rewards banking. Glow is the engine's heartbeat. A 1-cost card that generates 1 Star and draws 2 cards is already efficient in isolation — the draw keeps you cycling through your deck, which means more Glows, which means more Stars and more draw. Three Glows in a deck creates a self-reinforcing loop: each Glow finds the next Glow faster, and each Glow adds to a Star total that unlocks increasingly powerful Star spenders. The starting Divine Destiny relic compounds this immediately — entering every combat with 6 free Stars means your first Falling Star after two Glow plays is available right from the opening turns, applying Weak and Vulnerable to set up heavier hits. The archetype's patience requirement is its main teaching. New Regent players instinctively spend Stars the moment they accumulate them, chasing small Falling Stars every turn. Experienced players recognize that banking Stars to reach Gamma Blast's 3-Star cost or Seven Stars' 7-Star cost yields dramatically more value than spending 2 Stars on Falling Star repeatedly. The no-cap rule is an invitation to scale beyond what most STS characters can reach. Fights where you enter with 15 carried-over Stars from the previous round, play Glow twice, and then unleash Meteor Shower for 14 AoE damage with full debuffs are not uncommon in Act 3 — they are the build's intended end state. The combat opens with defensive plays via Gather Light, Stars accumulate safely behind Block, and the finisher arrives on a single explosive turn. **A10 Reality Check:** At Ascension 10, experienced Regent players report that Stars-based flat damage alone is not enough to win consistently. A player with 65 hours on Regent at A10 (4-31 W/L ratio) states that the only consistent win condition is spamming Stars into Particle Wall and Reflect — making enemies kill themselves through reflected damage. Reflect (1 cost, 3 Stars, 17 Block, reflects blocked damage) combined with Particle Wall (0 cost, 2 Stars, 9 Block, returns to hand) creates a defensive loop that scales with enemy attack strength rather than flat numbers. At A10 where enemies hit for 30-50+, reflecting that damage back outperforms Star spenders. Prioritize Reflect and Particle Wall alongside the Stars engine at high Ascension. **Going Infinite with Alignment:** The Regent's true infinite uses Alignment (0 cost, 2 star cost, gain 2 energy) combined with a thin deck. In a deck of 8-10 cards with multiple Glows and Alignment, the loop sustains itself: Glow generates a Star and draws 2 cards, Alignment converts 2 Stars into 2 energy to fund more Glows, and the draw from Glow finds the next Alignment. Reddit players running this at A10 describe the draw power as "insane" — 2 mana drawing 9 cards is achievable once the loop is running. CHARGE!! (1 cost, transforms 2 cards in your Draw Pile into Minion Strikes) is essential for making this consistent, as it thins the deck mid-combat by converting non-engine cards into Minion Strikes. Every CHARGE!! played makes the remaining cycle tighter, and the Minion Strikes provide supplemental damage while the loop runs. The build's consistency dip from the top tier comes from the setup dependency. Without Glow appearing before Act 2 ends, the entire engine stalls. Stars generate too slowly from Gather Light and Solar Strike alone, and Star spenders without sufficient Stars feel underwhelming. If Glow fails to appear, pivot cleanly to Forge Build — Sovereign Blade and Seeking Edge scale through a completely different axis and do not require Stars accumulation to function. The flexibility of having a clear pivot makes the Stars Build a calculated risk rather than a desperate gamble.

Card Tier List

Synergy Map

Glow + Star Spenders

Build Defining
GlowFalling StarMeteor ShowerGamma Blast

Glow generates Stars and draws cards simultaneously — it is both the engine fuel and the cycling mechanism. Each Glow played makes your next Falling Star or Meteor Shower more accessible. Multiple Glows per turn means Stars accumulate rapidly while you cycle toward your finishers.

Setup difficulty:easy

Reflect + Particle Wall Defensive Loop

Build Defining
ReflectParticle WallGlow

The A10 win condition. Glow generates Stars; Particle Wall converts Stars into repeatable 0-cost 9 Block that returns to hand; Reflect converts blocked damage into reflected damage back at the attacker. At high Ascension where enemy attacks hit for 30-50+, reflecting that damage back is more damage than Star spenders deal with flat numbers. Stack Block with multiple Particle Wall plays per turn, then Reflect to weaponize it.

Setup difficulty:moderate

Alignment + Glow Infinite Loop

Build Defining
AlignmentGlowCHARGE!!

The Regent infinite combo. Alignment (0 cost, 2 star cost, gain 2 energy) converts Stars into energy. Glow (1 cost, gain 1 Star, draw 2) converts energy into Stars and draw. In a thin deck, Glow draws into Alignment which funds more Glows — the cycle sustains indefinitely. CHARGE!! (1 cost, transform 2 Draw Pile cards into Minion Strikes) thins the deck mid-combat to make the loop tighter. Reddit players describe the draw power as 'insane' — 2 mana drawing 9 cards is achievable once the loop is running.

Setup difficulty:moderate

Divine Destiny + Stars Engine

Strong
GlowFalling StarMeteor ShowerDivine Destiny

Divine Destiny grants +6 Stars at the start of each combat. This collapses the setup time dramatically — instead of spending 3-4 turns building to 10 Stars, you begin at 6 and need only a few Glows to reach critical mass. One of the best relics in the game for this archetype.

Setup difficulty:easy

Priority Picks

1

Act 1

Find Glow. This is the only Act 1 priority that truly matters. Glow is listed as a common card but its absence makes the entire archetype significantly weaker. Play defensively with Gather Light and Radiate while hunting for Glow.

Priorities

  1. 1.Glow is a critical pickup — take all copies offered
  2. 2.Gather Light provides backup Stars generation with Block
  3. 3.Radiate gives AoE damage scaling with Stars gained per turn
  4. 4.Avoid overextending into elites before Stars engine has any pieces

Card Picks

GlowGather LightRadiateSummon Forth

Key Decisions

Act 1 card reward offers Glow vs any other card

Take Glow

Glow is irreplaceable. No other card generates Stars while drawing cards at 1 cost. It is the engine's core.

No Glow by the Act 1 boss

Pivot toward Forge — pick up Seeking Edge if offered

Without Glow, the Stars engine is too slow. Forge Build is a viable alternative that does not depend on Glow.

2

Act 2

Acquire Gamma Blast and Meteor Shower. These are the payoff cards that justify the Stars accumulation. With Glow fueling and Divine Destiny starting each combat at +6, fights in Act 2 should feel comfortable.

Priorities

  1. 1.Reflect is the highest-priority Act 2 pickup — the A10 win condition that converts Block into reflected damage
  2. 2.Particle Wall for repeatable 0-cost Block that feeds the Reflect strategy
  3. 3.Gamma Blast is the primary single-target Star spender — deals 13 damage plus double debuffs
  4. 4.Meteor Shower for multi-enemy encounters — AoE damage with Weak and Vulnerable to all
  5. 5.Falling Star as an efficient early spender at only 2 Star cost
  6. 6.Begin removing non-Stars cards

Card Picks

ReflectParticle WallGamma BlastMeteor ShowerFalling StarSummon Forth

Key Decisions

Offered Gamma Blast vs Meteor Shower — which first?

Gamma Blast first, Meteor Shower second

Single-target damage is more universally needed. Most fights have a priority target. Meteor Shower's AoE matters more in Act 2 multi-enemy elites.

Shop has Seeking Edge and Summon Forth — buy both?

Yes if gold allows — this unlocks the infinite setup

The Seeking Edge + Summon Forth loop becomes available with deck thinning and these two cards are the required pieces.

3

Act 3

Thin the deck and let Stars scaling dominate. The no-cap rule means Stars accumulated over multiple turns are never lost — going into a boss fight with 20+ Stars from previous turns is legitimately achievable. Finesse the spenders with timing.

Priorities

  1. 1.Aggressive deck thinning — the engine is established, remove excess
  2. 2.Reflect + Particle Wall if not yet acquired — this defensive loop is the most reliable A10 win condition
  3. 3.Seek Seeking Edge + Summon Forth if loop is not yet assembled
  4. 4.Seven Stars as the ultimate late-game Star spender if available
  5. 5.Consider defensive tools for Act 3 aggressive elites

Card Picks

ReflectParticle WallSeeking EdgeSummon ForthSeven StarsGamma Blast

Key Decisions

Stars loop assembled — should you spend Stars every turn or bank them?

Bank Stars until you have 20+ then spend aggressively

The no-cap rule is the archetype's defining advantage. Patience rewards you with one-shot potential. Premature spending resets the accumulation.

Act 3 elite is dealing heavy damage before Stars are established

Use Gather Light for emergency Block or use Falling Star for an early spend

Stars do not help if you are dead. Accept a lower-power turn to survive and reset the accumulation.

Infinite Strategy

Alignment + Thin Deck Infinite

moderate difficulty

The true Regent infinite uses Alignment (0 cost, 2 star cost, gain 2 energy) in a thin deck. With enough Stars flowing and a lean deck, each Alignment converts 2 Stars into 2 energy, which funds more Glow plays that generate Stars and draw cards. The cycle sustains itself indefinitely — every card played draws into the next, and Alignment provides the energy to keep playing. CHARGE!! (1 cost, transforms 2 cards in Draw Pile into Minion Strikes) is essential for deck-thinning mid-combat, removing non-engine cards from the draw pile so the cycle loops faster.

Required Cards

AlignmentGlow

Optional Cards

CHARGE!!Gather LightFalling StarParticle Wall

Setup Steps

  1. 1Acquire Alignment — the 0-cost Skill that spends 2 Stars to gain 2 energy
  2. 2Acquire multiple Glow copies — the Stars generation and draw engine
  3. 3Thin deck to 8-10 cards via shops and removal events
  4. 4Use CHARGE!! mid-combat to transform non-engine cards in Draw Pile into Minion Strikes, further thinning the active cycle

Execution Steps

  1. 1Play Glow to generate Stars and draw 2 cards — repeat with all copies
  2. 2Play Alignment to convert 2 Stars into 2 energy, funding more plays
  3. 3In a thin deck, Glow draws into Alignment which funds the next Glow
  4. 4Use CHARGE!! to transform remaining non-engine cards into Minion Strikes for extra damage
  5. 5Play Star spenders (Falling Star, Gamma Blast) with accumulated Stars for burst damage

You're Online When...

  • You have Alignment, 3+ Glow, and a deck under 10 cards
  • You generate more Stars per cycle than Alignment consumes
  • Draw power becomes extreme — 2 mana drawing 9 cards is achievable

Counterplay Warnings

  • Enemies that debuff Star generation mid-fight interrupt the setup
  • High incoming damage before Stars are established can force premature spending

Sources

Regent infinite combo discussion
A10 Regent player·Mar 15, 2026

Pilot Walkthrough

Overview

Find Glow. This is the only Act 1 priority that truly matters. Glow is listed as a common card but its absence makes the entire archetype significantly weaker. Play defensively with Gather Light and Radiate while hunting for Glow.

Priorities

  1. 1Glow is a critical pickup — take all copies offered
  2. 2Gather Light provides backup Stars generation with Block
  3. 3Radiate gives AoE damage scaling with Stars gained per turn
  4. 4Avoid overextending into elites before Stars engine has any pieces

Card Picks

+ Glow+ Gather Light+ Radiate+ Summon Forth

Card Removals

Strike

Relic Priorities

Divine Destiny (starting relic)Star-generating relics

Decision Points

Act 1 card reward offers Glow vs any other card

Take Glow

Glow is irreplaceable. No other card generates Stars while drawing cards at 1 cost. It is the engine's core.

No Glow by the Act 1 boss

Pivot toward Forge — pick up Seeking Edge if offered

Without Glow, the Stars engine is too slow. Forge Build is a viable alternative that does not depend on Glow.

Elite Strategy

Avoid Act 1 elites without at least 2 Glow in deck. Stars take time to accumulate, and early elites can kill before you reach critical mass.

Boss Strategy

Act 1 boss: the starting Divine Right relic provides some Stars base. Use Glow to ramp to 8-10 Stars over the first few turns, then spend with Falling Star or Meteor Shower.

Bad RNG Fallback

Bad RNG Fallback

Without Glow by Act 2, the Stars engine is too slow to be viable. Pivot to Forge Build — Seeking Edge and Sovereign Blade do not require Stars generation and scale through a completely different mechanism. The starting Divine Right relic provides some Stars baseline, but cannot substitute for the Glow engine.

If you don't see:

GlowAlignmentReflectParticle WallCHARGE!!Falling StarMeteor ShowerGamma Blast

Consider pivoting to:

  • forge-build
  • stars-forge-hybrid

Multiplayer Tips

Critical

Play more defensively in Acts 1-2 and let teammates cover early damage

Regent's slow setup is punished harder in multiplayer where enemies deal more damage and fights last longer. Ironclad should be your frontline while Regent accumulates Stars in the background.

Critical

Stars spender damage is flat — proportionally weaker against scaled MP enemy HP

Gamma Blast (13 damage) and Meteor Shower (14 damage) deal flat damage that does not scale with enemy HP. In multiplayer where enemies have significantly more HP, these hits are a smaller proportion of enemy health. The real MP value of Star spenders is their debuffs — Weak and Vulnerable applied by Falling Star, Gamma Blast, and Meteor Shower benefit your entire team's damage output.

Falling StarGamma BlastMeteor Shower
Recommended

Meteor Shower's AoE Weak and Vulnerable is the strongest team support Regent offers

Multiplayer spawns more enemies per encounter. Meteor Shower applying 2 Weak and 2 Vulnerable to ALL enemies amplifies every teammate's damage for the rest of the turn. The 14 flat AoE damage is a bonus — the debuffs are the real multiplayer payoff.

Meteor Shower
Optional

Consider more defensive Stars cards (Gather Light, Particle Wall) in MP

You cannot rely on early game protection from teammates consistently. A small defensive Stars package keeps Regent alive long enough to reach the accumulation threshold.

Gather LightParticle Wall

Sources

The ULTIMATE Regent Guide
SiNKiLLeR·Mar 12, 2026
This EASY Infinite Regent Build
RatForge·Mar 10, 2026