Big Bang
Rare · Skill
His strongest Regent card and possibly one of the game's best: free draw, Energy, a Star, and Forge 5 provide enormous value in almost any deck.
Rare · Skill
His strongest Regent card and possibly one of the game's best: free draw, Energy, a Star, and Forge 5 provide enormous value in almost any deck.
Ancient · Attack
An extremely dense Ancient upgrade that supplies strong AoE plus Weak and Vulnerable for only two Stars; he usually chooses it when offered.
Uncommon · Skill
Still an exceptional loop target after losing one Block: it is reliable on turn one, blocks efficiently, and can return huge damage.
Rare · Skill
Turns weak cards into strong zero-cost output, enables exhaust-down loops, rewards card creation, and supplies enormous Block without needing support.
Uncommon · Power
A run-defining Power and easy Block engine that points decks toward Star generation and repeatable Star payoffs, while remaining strong in hybrids.
Uncommon · Skill
Premium Act 1 damage that also removes weak draws and supports both exhaust-loop and card-creation plans without falling off later.
Uncommon · Skill
Alongside Glow, one of Regent's best sustainable Star generators; he may take multiple copies and values its upgrade highly.
Common · Skill
The common Star-generation staple: efficient cycling and delayed draw make it fit nearly every Star deck and many card-generation decks too.
Uncommon · Power
The main card-creation payoff and an abusable Block engine with Spectrum Shift, Bundle of Joy, Quasar, or Crash Landing.
Common · Attack
An overstated early-game common, especially in Overgrowth, that can start a run-winning snowball and justify building around its Star cost.
Uncommon · Skill
A universally useful, highly efficient Block-and-Forge card that can serve as an entire Block engine and remains a strong loop target.
Rare · Power
One of Regent's best Powers: scarce extra draw plus controlled Exhaust accelerates small loops and improves Bombardment or created-card decks.
Uncommon · Attack
Reliable damage with Weak and Vulnerable that is easy to build around; less explosive than top-tier cards but broadly strong.
Uncommon · Power
A powerful upgraded card-advantage engine and Pillar of Creation partner that can stabilize awkward decks, though it badly wants its upgrade.
Rare · Attack
Twenty-one AoE damage for one Energy is excellent, and its Debris can become upside with card-creation payoffs; avoid it only in tight Star loops.
Rare · Power
Once played, it solves Energy and Star costs for the fight and often means winning next turn, though paying three Energy keeps it below Broken.
Common · Attack
A flexible common that removes poor cards or statuses while triggering card-creation synergies, so it works in both loop and Pillar decks.
Ancient · Power
Completely solves Star generation when a deck already has premium payoffs, but its setup cost and conditional need keep it from the top tier.
Common · Skill
A flexible bridge for Weak and Vulnerable uptime that fits nearly any deck; the upgrade removing Exhaust is particularly useful.
Uncommon · Power
A potent Energy engine with an excellent cost upgrade, especially helpful against Hourglass statuses, but redundant in already-complete loops or Void Form decks.
Uncommon · Skill
A cheap, high-priority upgrade whose choice of upgraded Colorless cards provides flexible output and can rescue otherwise weak runs.
Common · Attack
An easy Act 1 common: strong damage, flexible Debris handling, and Pillar synergy make its apparent downside frequently beneficial.
Uncommon · Skill
A dense delayed Star refill that pairs well with upgraded Glow or Convergence and increasingly rewards careful sequencing in Star-heavy decks.
Rare · Attack
A useful one-of damage solution with many ways to enter or replay from Exhaust; upgrade it for the recurring six-damage increase.
Common · Skill
A heavily buffed common whose large Forge value and next-turn Energy make it an easy Act 1 pick and a credible late boss solution.
Rare · Attack
Usually free repeatable damage in Skill-heavy decks and highly enchantable, but drawing it before three Skills makes it a costly dead draw.
Rare · Attack
Absurd damage and debuffs once supported by dense Star generation, Void Form, or Sealed Throne, but too expensive for many otherwise good decks.
Rare · Skill
A strong Pillar or Arsenal enabler that offers several useful Colorless options; poor in tight Star-payoff or exhaust-down decks.
Rare · Power
Generates enormous long-term gold, especially upgraded, but often adds an unnecessary combat brick after Regent's engine is already solved.
Uncommon · Attack
A supercharged Piercing Wail that solves dangerous multi-enemy turns when its three-Star cost is affordable; Ethereal limits its reliability.
Common · Skill
A solid Block common and low-end Star-generation fixer when better Glow or Convergence support did not appear in time.
Uncommon · Skill
Regent's densest repeatable Star generation and excellent with real Star payoffs, but a poor addition to pure card-creation decks.
Uncommon · Attack
A strong long-fight and boss solution that becomes free through repeated draw, enabling repeated plays; generally stronger than Kingly Punch.
Uncommon · Attack
Scaling damage through repeated draws is more immediately useful in hallways than Kingly Kick, though it is the weaker boss solution.
Uncommon · Power
A solid AoE Power with immediate starter-deck triggers and good Hidden Cache or Convergence synergy; useful whenever AoE is unsolved.
Uncommon · Skill
Well-statted Block plus card creation that is easy to add and upgrade, while also opening a route toward Pillar-based engines.
Uncommon · Skill
Only acceptable on raw rate, but Retain or cost-reduction effects can make it an extremely repeatable, fight-solving Block card.
Common · Skill
A straightforward, efficient zero-Energy Block common whose small Star cost is usually negligible, especially useful in Act 1.
Common · Attack
After its Forge buff, this is one of Regent's better Act 1 damage commons and an easy way to establish a useful Sovereign Blade.
Common · Skill
A well-statted Block common with useful next-turn Block and several strong relic interactions, particularly valuable in Underdocks.
Uncommon · Attack
A strong opening draw and the most practical of Regent's build-around damage payoffs because Star gain, Strength, Retain, and enchantments support it.
Rare · Skill
A high-priority upgrade and dense Forge payoff that can solve long boss fights, particularly when a deck otherwise lacks sufficient scaling.
Common · Attack
The last broadly useful damage common: a strong Act 1 multi-hit that becomes exceptional with Strength, Vigor, or damage enchantments.
Common · Attack
Excellent draw and damage only when its Energy and Star costs are comfortably supported, such as with Void Form, Orbit, or dense Star generation.
Rare · Power
A desperation boss payoff for card-generation decks that lack damage; he recognizes the ceiling but usually solves bosses more consistently elsewhere.
Rare · Skill
Effectively wins after it resolves and is an exceptional Shrimp target, but six Stars make it much harder to support than Comet.
Rare · Power
A clean answer when a deck specifically needs persistent Star generation, but that need is too infrequent for a broader recommendation.
Uncommon · Attack
A huge scaling finisher for card-generation decks, sometimes reaching hundreds of damage, but only those decks need the problem it solves.
Uncommon · Skill
Useful draw and setup with spare Energy or Kingly cards, but Regent's Energy pressure and stronger draw engines have lowered its priority.
Rare · Attack
Fantastic when the deck can reliably spend at least four Energy through relics, Orbit, Alignment, or conservation; terrible below that threshold.
Uncommon · Attack
Good early damage plus next-turn Energy when offered before damage is solved, but that narrow timing window rarely appears in Regent's strong pool.
Uncommon · Power
An upgrade-hungry draw engine for decks that can reliably play five cards, especially Star-heavy decks that do not want Spectrum Shift.
Common · Skill
A merely adequate Block pickup for Underdocks when defense is unsolved; its Vigor occasionally matters but is not the main attraction.
Rare · Power
Can convert an existing Forge plan into a solution for dangerous AoE fights, but competes poorly as a Rare against common AoE options.
Uncommon · Skill
Repeatable Energy conversion is strong only in decks with abundant Stars and insufficient Energy; three Stars is too costly almost everywhere else.
Common · Attack
A worse Astral Pulse that still earns a slot when a run urgently needs AoE for eels, Frog Parasite, or Desert Millipede.
Common · Attack
Its damage buff makes it defensible in some early games, but it remains a janky payoff that most Regent decks should skip.
Uncommon · Power
A slow persistent Forge engine that can eventually solve bosses such as the fish or Knowledge Demon when no cleaner plan exists.
Rare · Power
A playable heavy-Star payoff with strong Plating, especially with other Plating support or ways to play it free, but weaker than premium payoffs.
Rare · Skill
Its Block is acceptable, but Regent's far stronger defensive cards usually solve the same problem before this Rare is offered.
Common · Skill
Forge 5 is secondary to expensive draw; it becomes reasonable with excess Energy from Orbit, four-Energy relics, or Void Form.
Uncommon · Skill
Adequate when retrieving Sovereign Blade from outside the draw pile is specifically important, but that job is rarely needed.
Common · Attack
The base card is poor and needs its upgrade desperately; the opportunity cost of that upgrade keeps it out of most decks.
Rare · Power
Moved up during the video because unconditional Replay 1 can now solve specific bosses with Sovereign Blade or Parry without raising Blade cost.
Uncommon · Power
Replay and other Sovereign Blade support can make its Block useful, but decks rarely need this Power as their chosen defensive solution.
Uncommon · Attack
A narrow Overgrowth-only emergency answer for large single targets when no better damage appears; very poor in Underdocks.
Common · Skill
Its recursion conflicts with Regent's desire to dig through the draw pile, while its Block is too low to justify the awkward setup.
Rare · Attack
Essentially a Rare version of Wrought in War; usable when that exact damage-and-Forge job is still missing, but rarely worth the rarity.
Uncommon · Attack
A niche Strength payoff for card-generation decks that play many Skills; it needs a specific combo or enchantment package to matter.
Uncommon · Attack
A niche Strength payoff for Star-generation decks, analogous to Lunar Blast in card-generation decks, and similarly dependent on specific support.
Rare · Skill
Slow but acceptable consistency for unusually large decks that must find specific pieces, including Bing Bong-style decks.
Uncommon · Attack
An emergency Star generator when a deck already found a premium payoff but cannot wait for better support; barely above the bottom tier.
Uncommon · Attack
Four Stars can brick it on turn one, making this hallway-focused damage card create the very failures it is supposed to prevent.
Rare · Attack
Mediocre damage per Energy and rarely valuable Colorless duplication make it better as a generated card than a deck addition.
Rare · Power
It can help solve Queen, but the high cost and Regent's easier solutions make that use case far too narrow.
Uncommon · Skill
Can suppress Queen in a heavy-Star deck after her minion dies, but that exact need is exceptionally specific.
Rare · Attack
The damage is enormous, but seven Stars plus two Energy is excessive when much cheaper AoE such as Astral Pulse exists.
Common · Attack
His worst Star generator: it needs an upgrade yet gains almost no damage, while Glow and even Shining Strike perform the job better.
Uncommon · Skill
Vigor has possible multi-hit payoffs, but assembling the setup is much harder than Regent's stronger and simpler plans.
Uncommon · Skill
Only remotely comfortable with Void Form or cost manipulation, at which point its slow draw is unnecessary because the fight is already solved.
Uncommon · Skill
Forge 3 plus a one-turn Blade doubling effect is too costly, non-Retaining, and awkward for Regent's much stronger available plans.
Uncommon · Skill
Regent's card-spam turns already kill enemies, so temporary Strength adds an unnecessary payoff to a plan that does not need help.
No cards match those filters.