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.
"Best for players who like resource engines, setup-heavy combo lines, and careful turn planning."
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
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.
Refine Blade
[gold]Forge[/gold] 9. Next turn, gain [energy:1].
Alignment
Gain [energy:2].
Convergence
Next turn, gain [energy:1] and [star:1]. [gold]Retain[/gold] your [gold]Hand[/gold] this turn.
Hegemony
Deal 15 damage. Next turn, gain [energy:2].
Orbit
Every [energy:4] you spend, gain [energy:1].
Big Bang
Draw 1 card. Gain [energy:1]. Gain [star:1]. [gold]Forge[/gold] 5.
Heavenly Drill
Deal 8 damage X times. Double X if it's 4 or more.
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
Every 3 turns, gain [energy:1].
Lantern
Start each combat with an additional [energy:1].
Venerable Tea Set
Whenever you enter a Rest Site, start the next combat with an additional [energy:2].
Candelabra
At the start of your 2nd turn, gain [energy:2].
Gremlin Horn
Whenever an enemy dies, gain [energy:1] and draw 1 card.
Nunchaku
Every time you play 10 Attacks, gain [energy:1].
Art of War
If you do not play any Attacks during your turn, gain an additional [energy:1] next turn.
Chandelier
At the start of your 3rd turn, gain [energy:3].
Ice Cream
Energy is now conserved between turns.
Intimidating Helmet
Whenever you play a card that costs [energy:2] or more, gain 4 Block.
Bread
At the start of your first turn, lose [energy:2]. At the start of all other turns, gain [energy:1].
Blessed Antler
Gain [energy:1] at the start of each turn. At the start of each combat, shuffle 3 Dazed into your Draw Pile.
Blood-Soaked Rose
Upon pickup, add 1 Enthralled to your Deck. Gain [energy:1] at the start of each turn.
Booming Conch
At the start of Elite combats, draw 2 additional cards and gain [energy:1].
Ectoplasm
You can no longer gain Gold. Gain [energy:1] at the start of each turn.
Pael's Flesh
Gain an additional [energy:1] at the start of your 3rd turn, and every turn after that.
Pael's Tears
If you end your turn with unspent [energy:1], gain an additional [energy:2] next turn.
Philosopher's Stone
Gain [energy:1] at the start of each turn. ALL enemies start combat with 1 Strength.
Prismatic Gem
Gain [energy:1] at the start of each turn. Card rewards now contain cards from other colors.
Pumpkin Candle
Gain [energy:1] at the start of each turn. Extinguishes after 5 combats. Can be Kindled at Rest Sites.
Seal of Gold
At the start of your turn, spend 5 Gold to gain [energy:1].
Sozu
Gain [energy:1] at the start of each turn. You can no longer obtain potions.
Spiked Gauntlets
Gain [energy:1] at the start of each turn. Powers cost 1 more [energy:1].
Velvet Choker
Gain [energy:1] at the start of each turn. You cannot play more than 6 cards per turn.
Very Hot Cocoa
Start each combat with an additional [energy:4].
Whispering Earring
Gain [energy:1] at the start of each turn. Vakuu plays your first turn for you.
Happy Flower???
Every 5 turns, gain [energy:1].
Venerable Tea Set???
Whenever you enter a Rest Site, start the next combat with an additional [energy:1].
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.