Build Hub

Star Build

Star decks are about making the Regent’s unique resource actually matter. Once star generation is stable, these builds can chain high-impact effects at strong efficiency.

energy
Cards
7
Relics
28
Potions
3
Core Plan
Generate enough Stars, avoid overloading on pure generators, and cash them into explosive turns.
Best for who

"Best for players who like resource engines, setup-heavy combo lines, and careful turn planning."

How this build works

Star decks are about making the Regent’s unique resource actually matter. Once star generation is stable, these builds can chain high-impact effects at strong efficiency.

Core plan Generate enough Stars, avoid overloading on pure generators, and cash them into explosive turns.

Strengths

  • Strong combo potential
  • Reliable win conditions
  • High scaling ceiling

Weaknesses

  • Resource intensive
  • Can clog on pure generators
  • Needs careful balance
Architecture

We categorize resources into Core, Support, and Payoff. A build becomes "real" only when these three layers synchronize.

Core Cards

Primary enablers that define this mechanic's direction.

No items found in this category yet.

Support Cards

Stability tools that ensure consistency and survival.

Payoff Cards

The 'win conditions' that convert setup into overwhelming power.

No items found in this category yet.

Synergistic Relics

Passive items that amplify this build's ceiling.

Happy Flower

Common
Colorless

Every 3 turns, gain [energy:1].

energy

Lantern

Common
Colorless

Start each combat with an additional [energy:1].

energy

Venerable Tea Set

Common
Colorless

Whenever you enter a Rest Site, start the next combat with an additional [energy:2].

energy

Candelabra

Uncommon
Colorless

At the start of your 2nd turn, gain [energy:2].

energy

Gremlin Horn

Uncommon
Colorless

Whenever an enemy dies, gain [energy:1] and draw 1 card.

card-draw energy

Nunchaku

Uncommon
Colorless

Every time you play 10 Attacks, gain [energy:1].

energy attack-combo

Art of War

Rare
Colorless

If you do not play any Attacks during your turn, gain an additional [energy:1] next turn.

energy attack-combo

Chandelier

Rare
Colorless

At the start of your 3rd turn, gain [energy:3].

energy

Ice Cream

Rare
Colorless

Energy is now conserved between turns.

energy

Intimidating Helmet

Rare
Colorless

Whenever you play a card that costs [energy:2] or more, gain 4 Block.

energy block

Bread

Shop
Colorless

At the start of your first turn, lose [energy:2]. At the start of all other turns, gain [energy:1].

energy

Blessed Antler

Ancient
Colorless

Gain [energy:1] at the start of each turn. At the start of each combat, shuffle 3 Dazed into your Draw Pile.

card-draw energy

Blood-Soaked Rose

Ancient
Colorless

Upon pickup, add 1 Enthralled to your Deck. Gain [energy:1] at the start of each turn.

energy

Booming Conch

Ancient
Colorless

At the start of Elite combats, draw 2 additional cards and gain [energy:1].

card-draw energy

Ectoplasm

Ancient
Colorless

You can no longer gain Gold. Gain [energy:1] at the start of each turn.

energy

Pael's Flesh

Ancient
Colorless

Gain an additional [energy:1] at the start of your 3rd turn, and every turn after that.

energy

Pael's Tears

Ancient
Colorless

If you end your turn with unspent [energy:1], gain an additional [energy:2] next turn.

energy

Philosopher's Stone

Ancient
Colorless

Gain [energy:1] at the start of each turn. ALL enemies start combat with 1 Strength.

strength energy

Prismatic Gem

Ancient
Colorless

Gain [energy:1] at the start of each turn. Card rewards now contain cards from other colors.

energy

Pumpkin Candle

Ancient
Colorless

Gain [energy:1] at the start of each turn. Extinguishes after 5 combats. Can be Kindled at Rest Sites.

energy

Seal of Gold

Ancient
Colorless

At the start of your turn, spend 5 Gold to gain [energy:1].

energy

Sozu

Ancient
Colorless

Gain [energy:1] at the start of each turn. You can no longer obtain potions.

energy

Spiked Gauntlets

Ancient
Colorless

Gain [energy:1] at the start of each turn. Powers cost 1 more [energy:1].

energy

Velvet Choker

Ancient
Colorless

Gain [energy:1] at the start of each turn. You cannot play more than 6 cards per turn.

energy

Very Hot Cocoa

Ancient
Colorless

Start each combat with an additional [energy:4].

energy

Whispering Earring

Ancient
Colorless

Gain [energy:1] at the start of each turn. Vakuu plays your first turn for you.

energy

Happy Flower???

Event
Colorless

Every 5 turns, gain [energy:1].

energy

Venerable Tea Set???

Event
Colorless

Whenever you enter a Rest Site, start the next combat with an additional [energy:1].

energy

Strategic Potions

Emergency tools to bridge gaps in difficult elite matchups.

Pro Tip: Balance your shell

"If your deck only has payoffs, it's a glass cannon that will misfire. If it only has support, you'll eventually be out-scaled. Look for the Golden Ratio between establishment, consistency, and victory."

Build FAQ

What is the core idea behind Star Build?

The goal is to identify the mechanic that actually wins fights, then build around enough support pieces to make that plan reliable.

Do I need every core card to make Star Build work?

No. In Early Access, most builds are better understood as directions rather than exact decklists. What matters most is whether you have enough engine, support, and payoff to make the build coherent.

Why does this page separate core, support, and payoff?

Because a strong build is not just a list of good cards. Core pieces enable the mechanic, support pieces keep the build consistent, and payoff pieces convert that setup into real combat power.