
リージェント
Regent
High-Cost Orbit Build
High-Cost Trajectory Build
Build Overview
A build around Orbit (return 1 energy per 4 total cost spent), running multiple heavy cost-2-3 cards per turn and wasting no energy. Typically "heavy" cost-2 cards (Heavenly Might, Supremacy, Genesis, Rampart) are taken aggressively, and once 8+ total cost per turn is spent, Orbit triggers twice for 2 energy returned. With Annul (first card per turn is free) added on top, effectively large numbers of cards come out per turn. No heavy dependency on specific combos like Sovereign Blade Forge or Star Stacking — it functions as a simple "cost-efficient" deck that dunks on enemies with heavy cards every turn.
Tier: B
Orbit is a mid-tier Power alone — even upgraded to cost 1, the 1-energy-per-4-cost return is a longer-term payoff. Reliable "2+ energy returned per turn" with 4-5 cost-2 cards, but it plays more as a support card — it doesn't create an explosive plan on its own. Annul accelerates energy efficiency, so early Annul pushes toward higher tiers. Strong as a sub-option for other builds, B tier as a standalone.
Key Cards (Essential)
- Orbit: Cost 2 (1 upgraded) Power returning 1 energy per 4 total cost spent. With heavy cards, triggers multiple times per turn, raising effective energy ceiling
- Annul: Cost 3. End turn, but each subsequent turn's first card is free. Making Heavenly Might (cost 2) or Genesis (cost 2) free each turn greatly increases effective energy
Candidate Cards
- Heavenly Might: Cost 2 for 3 hits (total 18-24 damage). Major contributor to Orbit's 4-cost counter. Made free by Annul, next card effectively cost-reduced
- Supremacy: Cost 2 for 15-18 damage plus cost +2-3 next turn. Boosts next turn's energy, compounding with Orbit for more cards played
- Genesis: Cost 2 for auto 2-3 Stars per turn. Heavy, but made free by Annul — effectively free Stars every turn
- Rampart: Cost 2 for heavy Block plus Forge 10-13. Defends while raising Sovereign Blade and contributes to Orbit's cost count
- Big Bang: Large heavy card. Spikes Orbit trigger count in one play
- Seven Stars: Cost 2 (1 upgraded) plus Star consume 7 for AoE 49 damage. With Orbit out, effective cost decreases
- Solar Strike: Attack that gains Stars. Handles Star supply and energy consumption in one card, advancing Orbit's counter
- Starwalk: Star consume 2 for 2-3 energy. Converts excess Stars to energy to chain more cards
- Resonance: Gain Strength and apply Strength debuff simultaneously. High Strength plus Heavenly Might spikes damage
Relic Synergies
- Intimidation Helm: 4 Block per cost-2+ card played. Heavenly Might, Supremacy, Rampart, Genesis — many cost-2+ cards, so Block piles up every turn for strong defense boost
- Lantern: +1 energy at combat start. Plays many heavy cards on turn 1 and triggers Orbit early, securing opening tempo
- Mummified Hand: After a Power play, a random card in hand is free. On Orbit, Annul, or Genesis setup turns, extra plays happen to keep action count
- Game Piece: Draw 1 on any Power play. Draws on Orbit or Annul setup turns, chaining into follow-up plays
- Centennial Puzzle: Draw 3 on first HP Loss each combat. On Annul setup turn (forced end-turn), taking damage adds draws for next turn
- Ice Cream: Carry unused energy to next turn. Supremacy next-turn cost + Orbit's leftover energy rolls into a huge next turn
- Rainbow Ring: +1 Strength and +1 Dexterity per different card type played each turn. Varied card types trigger it multiple times per turn, quietly strengthening offense and defense
Play Plan
Act 1
First secure Genesis and basic Star-generation cards for combat foundation. Orbit itself is cost 2 (1 upgraded), a mid cost — worth taking in Act 1 when seen. But Orbit alone is modest, so until Annul or Supremacy arrives, the deck runs as a normal Star deck. Gather good 2-cost cards like Heavenly Might and Rampart in Act 1 to boost Orbit's trigger efficiency later. Act 1 boss is fought normally.
Act 2
Upgrade Orbit to cost 1 and start real operation. Slot Annul on priority if found in Act 2. Once placed, each turn's first cost-2 card is free — effectively +2 energy per turn. Continued Supremacy plays spiral next-turn cost higher, accelerating Orbit triggers. Keep collecting Star generators (Solar Strike, Glimmer, etc.) for efficient dual-resource management of Stars and energy.
Act 3
With Annul + Orbit + Supremacy all online, effectively 5-6 energy of action per turn becomes possible. Keep playing Heavenly Might, Rampart, and Seven Stars back to back, using Orbit's returned energy for extra card plays. Unlike other builds, explosive one-turn kills aren't the style — but steady high action count per turn grinds long-fight bosses down consistently. Keep 1-2 Seven Stars or Comet for late damage pushes.
Strengths and Weaknesses
Strengths
- Run heavy cards as-is while improving energy efficiency — high deck flexibility
- Annul synergy boosts effective energy per turn, playing more cards than normal
- Supremacy's next-turn cost increase cascades more Orbit triggers for spiraling acceleration
- No specific combo dependence, so deck-building adapts to whatever you pick
Weaknesses
- Orbit alone is moderate — 1 energy per 4 spent is less flashy than other energy boosters
- Annul (cost 3) requires a dedicated setup turn, and post-setup the turn ends
- Not suited for explosive one-turn kills — settles into "steady mid-damage every turn"
- Heavy cost-2 dependence, so decks with many cost-0-1 cards lose Orbit's value
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