Regent Build
🌪️ Royal Decree
Play a flurry of cheap Skills for compounding payoffs
Deal 4 damage for each Skill already played this turn.
Upgraded: Deal 5 damage for each Skill already played this turn.

Win condition: Generate enough Energy and draw to play a long chain of Skills in one turn, converting card-count into Lunar Blast damage, Make It So recursion, and Monologue Strength for an explosive finishing turn.
- B-Tier
- Tier
- Advanced
- Difficulty
- 10
- Core cards
- Combo-dependent burst
- Power
Deck core
Core cards
The cards this build is built around — prioritize these on every run.
Must-pick
Deal 4 damage for each Skill already played this turn.
Upgraded: Deal 5 damage for each Skill already played this turn.

Deal 6 damage. Every 3 Skills you play in a turn, put this into your Hand.
Upgraded: Deal 9 damage. Every 3 Skills you play in a turn, put this into your Hand.
Whenever you play a card this turn, gain 1 Strength this turn.
Upgraded: Retain. Whenever you play a card this turn, gain 1 Strength this turn.

Gain 2 Energy.
Upgraded: Gain 3 Energy.

Draw 6 cards.
Upgraded: Draw 9 cards.

Gain 1 Stars. Draw 2 cards.
Upgraded: Gain 2 Stars. Draw 2 cards.

Draw 3 cards. Put 1 card from your Hand on top of your Draw Pile.
Upgraded: Draw 4 cards. Put 1 card from your Hand on top of your Draw Pile.

Deal 15 damage. Next turn, gain 2 Energy.
Upgraded: Deal 18 damage. Next turn, gain 3 Energy.

Draw 3 cards. Choose a Skill in your Hand and play it 3 times. Exhaust.
Upgraded: Draw 5 cards. Choose a Skill in your Hand and play it 3 times. Exhaust.

If you play 5 or more cards in a turn, draw 1 card at the start of your next turn.
Upgraded: If you play 5 or more cards in a turn, draw 2 cards at the start of your next turn.

Flex picks
End your turn. The first 2 cards you play each turn are free to play.
Upgraded: End your turn. The first 3 cards you play each turn are free to play.

Next turn, gain 1 Energy and 1 Stars. Retain your Hand this turn.
Upgraded: Next turn, gain 1 Energy and 2 Stars. Retain your Hand this turn.

Draw 1 card. Gain 1 Energy. Gain 1 Stars. Forge 5. Exhaust.
Upgraded: Innate. Draw 1 card. Gain 1 Energy. Gain 1 Stars. Forge 5. Exhaust.

Gain 2 Stars.
Upgraded: Gain 3 Stars.

Gain 7 Block. Gain 1 Stars.
Upgraded: Gain 10 Block. Gain 1 Stars.

Gain 7 Block.
Upgraded: Gain 10 Block.

Gain 7 Block. Add 1 random Colorless card into your Hand.
Upgraded: Gain 8 Block. Add 1 random Upgraded Colorless card into your Hand.

Gain 6 Block. Put a card from your Discard Pile on top of your Draw Pile.
Upgraded: Gain 9 Block. Put a card from your Discard Pile on top of your Draw Pile.
Synergy
Relic priorities
What to grab from shops, bosses and chests to power the engine.
Letter OpenerCoreEvery 3 Skills in a turn deals 5 to ALL enemies — the perfect engine relic for a Skill-chain deck.
Brilliant ScarfStrongThe 5th card you play each turn is free, directly funding longer chains.
Snecko EyeStrongTwo extra cards per turn fuels chain length; the Confused costs matter less when you have Energy enablers.
Bag of PreparationSituationalTwo extra cards at combat start helps you reach a chain on the opening turn.
Chemical XSituationalBoosts X-cost effects; useful if you splash Heavenly Drill / Volley as scalable Skill-turn finishers.
Philosopher's StoneSituationalPer-turn resource gain helps sustain the Energy demands of long chains.
Game plan
How to play
Step-by-step through the run, from opening hands to the win.
Honest take
Pros & cons
Strengths
- Explosive single-turn AoE through Lunar Blast once a chain is online.
- Make It So and Monologue make the chain self-reinforcing.
- Excellent at clearing multi-enemy fights in one big turn.
Weaknesses
- Combo-reliant — a bad draw or Energy shortage produces a weak turn.
- Demands precise sequencing every turn; high decision load.
Opening
Mulligan & priorities
What to keep, what to ditch in your opening hands.
- Keep Energy enablers (Alignment, Hegemony) — chains die without Energy.
- Keep a draw card (Prophesize, Glow, Glimmer) to refill hand.
- Keep Monologue to play early so it buffs the whole chain.
- Hold Lunar Blast for last in the sequence, not as an opener.
- Toss expensive single cards that break the cheap-Skill flow.
Map strategy
Pathing
How to route the map to assemble the build and stay healthy.
Collect cheap Skills and enablers
Draft 0- and 1-cost Skills plus Energy/draw (Alignment, Glow, Glimmer, Prophesize). The deck wants volume, so a lean curve matters more than big individual cards.
Find the payoffs
Lunar Blast and Make It So are the core damage; Monologue, Pale Blue Dot, and Void Form amplify. Prioritize these in rewards — the enablers are common, the payoffs make them matter.
Avoid these
Common mistakes
- Playing Lunar Blast or Make It So before building the Skill count — they scale off Skills already played this turn.
- Running out of Energy mid-chain; bank Hegemony/Convergence Energy for the big turn.
- Letting Monologue sit in hand — it only counts cards played after it resolves that turn.
- Drafting too many costly cards that interrupt the cheap-Skill rhythm.
- Ignoring defense — a fizzled chain leaves you exposed, so keep a couple of Block skills in the mix.
Quick answers
FAQ
Common questions about the Royal Decree Regent build.
Is the Royal Decree Skill build good in Slay the Spire 2?
It's a B-tier combo deck with explosive upside. When the chain comes together Lunar Blast deals 4 to ALL enemies for each Skill already played that turn, which clears whole boards, but it's draw- and Energy-dependent so a bad opening produces a weak turn.
What are the best cards for the Skill-chain Regent?
Lunar Blast and Make It So are the core payoffs, amplified by Monologue (Strength per card played), Pale Blue Dot (extra draw after 5+ cards) and Void Form (your first cards are free). Energy and draw enablers like Alignment, Hegemony, Prophesize and Glow fuel longer chains.
How do you sequence a turn in Royal Decree?
Play Monologue early so it buffs the whole chain, then dump your cheap Skills to inflate the count, loop Make It So every 3rd Skill, and drop Lunar Blast LAST so it counts every prior Skill. Decisions, Decisions triples a chosen Skill to spike the count fast.
What relics does the Skill-storm Regent want?
Letter Opener is the perfect engine relic — every 3 Skills in a turn deals 5 to ALL enemies. Brilliant Scarf makes your 5th card each turn free, and Snecko Eye's two extra cards a turn fuel chain length once you have Energy enablers to cover the Confused costs.
Provenance
Sources & video guides
This build's strategy is informed by these community creators.
