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Slay the Spire 2 Regent: Perfect Analysis of All Attack Cards and A10 Strategy Tier ListThis is a detailed analysis of Slay the Spire 2 Regent's attack cards based on A10 difficulty. It provides card evaluations and upgrade priorities divided into early and late game, clearly explaining the characteristics and usage of each card.
Slay the Spire 2 Regent: Perfect Analysis of All Attack Cards and A10 Strategy Tier List
1. 🎮 Regent Attack Card Tier List Overview (Early/Late Game)
· This video covers the evaluation of Slay the Spire 2 Regent's attack cards, assessed in early and late game stages based on A10 difficulty.
· Upgrade priorities and timestamps for each card are provided.
· Note that card evaluations in the late-game tier list may vary depending on whether 'Stars' are secured.
00:00 - 00:30
1. 🎮 Regent Attack Card Tier List Overview (Early/Late Game)
· This video covers the evaluation of Slay the Spire 2 Regent's attack cards, assessed in early and late game stages based on A10 difficulty.
· Upgrade priorities and timestamps for each card are provided.
· Note that card evaluations in the late-game tier list may vary depending on whether 'Stars' are secured.
00:31 - 01:47
2. ⭐ Early Game Core Attack Card Evaluation (Strike ~ Solar Strike)
· Strike: It's best to remove it if possible, but for Regent, removing it during combat with 'Cleave' or 'Charge!' is also an option.
· Meteor: A low-cost, high-efficiency card usable with just 'Stars'. It's always useful due to its damage and Weakening abilities, and the advantage is that 'Void' can cover 'Star' consumption. 'Maintain' is a matter of personal preference, and often priority is given to cards more useful in the early game. When 'Maintain' is used, synergy with 'Meteor Swarm' is good.
· Orbital Collision: A powerful early-game card with high damage at 0 cost. The generated 'Shards' can be immediately used to make it an 11 damage card for 1 cost, and it becomes even stronger when converted with 'Cleave'. The 'Generate' effect has good synergy with 'Weapon', 'Imaginary Pillar', and 'Supermassive'.
· Wave of Stars: A low-damage AoE card usable with just 'Stars'. It's effective against the Act 1 elites 'Reprogrammed Frog' or 'Primal Spirit', and the advantage is that it can be used in one turn by consuming 3 'Stars'. However, in the late game, you often want to use 'Stars' on other cards, and its damage output can be somewhat lacking, reducing its utility. It's useful for smooth early-game progression.
· Solar Strike: The early-game damage is not bad, but 'Gathering Light' is more efficient for 'Star' acquisition. When 'Maintain' is used, it can acquire 'Stars' and deal damage simultaneously, increasing its utility.
01:54 - 03:36
3. ⚔️ Mid-Game Core Attack Card Evaluation (Photon Cut ~ Heavenly Power)
· Photon Cut: Has decent early-game damage and can enhance 'King's Fist' or 'King's Kick'. However, the effect of returning the card to the deck has a narrow range, and there's no guarantee that the necessary card will be in hand next turn. It becomes useful when 'Upgraded', but there are many other higher-priority cards.
· Crescent Moon Spear: Unnecessary in the early game when there are few 'Star' consuming cards. Even with 6 'Star' consuming cards, 26 damage might be slightly insufficient in the late game compared to 'Star' consumption. However, it's powerful with the 'Instinct' enchantment.
· Pressure: With 1 cost, it can deal AoE damage and reduce enemy attack power simultaneously, making it useful from early to late game. It shines in various situations, such as Act 1 elites, 'Skull Cluster' in Act 2, and 'Slimeous Scroll' in Act 3. Effective against multi-hit attacks.
· Blade Polish: At 1 cost, it's 7 damage, but when used with 'Sovereign Blade', it becomes equivalent to 1 cost 14 damage. It's not a preferred card, but it helps clear Act 1 when damage is lacking in Act 1 elites or boss fights. If the goal is early-game clear, an 'Upgrade' might be necessary.
· Guiding Star: Not good in the early game as it can interfere with 'Meteor' usage. Unnecessary in decks where 'Star' acquisition is difficult, but if 'Stars' are abundant, it becomes a useful draw card in the late game. When 'Maintain' is used, it's important to ensure 'Star' consuming cards are used.
· Heavenly Power: At 9 damage per 1 cost, the early-game damage is not bad. It's powerful if 'Strength' can be increased, and increasing attack count with 'Maintain' is also important. However, since Regent has difficulty increasing 'Strength', it's often not chosen in the late game due to low synergy.
03:54 - 05:43
4. 🌟 Late Game Core Attack Card Evaluation (Gamma Burst ~ King's Fist)
· Gamma Burst: At 0 cost, it provides 'Vulnerability' and 'Weak' for 2 turns, making its debuff effect useful from early to late game. It can be used from the first turn by consuming 3 'Stars', and it's recommended to increase 'Star' acquisition methods to utilize this card. Damage is significantly reduced when debuffs are enhanced. 'Maintain' is low priority as it only increases damage.
· Flow of Light: Since initial 'Relic' 'Stars' are also calculated, if drawn on turn 1, at least 3 attacks are possible. With abundant 'Strength' and 'Star' acquisition methods, high damage can be achieved, and it's stable when used with 'Royal Gamble' and 'Boilerplate'. However, on turns where 'Stars' are not acquired, the damage becomes 0, making it difficult to use. When 'Maintain' is used, the damage increase rate is low, so enhancing 'Strength' is better.
· Lunar Pulse: It's convenient that attacks are possible even if all 'Energy' is used for defense. Increasing hand size makes it easy to increase attack count and is good for 'Pale Blue Dot' counts.
· Star Shard: When 'Maintain' is used, it's powerful if you have 'Genesis' or 'Sealed Throne', and can act as a finisher if you have 'Stars' and 'Strength'. However, consuming all 'Stars' is a disadvantage, and it can be risky in decks with few acquisition methods. 'Maintain' is not frequently used as it consumes all 'Stars'.
· Shining Strike: The fact that it returns to the top of the deck every time it's used is a major drawback. Relying on this card for 'Star' acquisition is risky, and it becomes problematic if you draw cards without defense or damage every turn. It's okay in the early game, but the risk of using it after mid-game is high, requiring other 'Star' acquisition methods.
· King's Fist: It becomes stronger just by drawing it, even without using it, and when 'Maintain' is used, it becomes 16 damage for 1 cost from the first use. It's powerful when enhanced with 'Cosmic Indifference', etc., and shows sufficient scaling ability up to mid-game. 'Maintain' is essential due to its fast growth rate.
05:44 - 07:36
5. 💥 Powerful Late Game Cards and Special Effects (Annihilate ~ Execute)
· Annihilate: Due to high 'Star' consumption, it might be less efficient than 'Void' in the early game. The damage is high and increases further with 'Maintain', making it powerful if 'Star' acquisition methods are abundant. However, otherwise, its practical efficiency is low.
· Supermassive: Can become a finisher if you have multiple card generation methods. Consider it after securing 'Tectrum Shift', 'Cleave', 'Charge!', 'Hand Generation', etc. 'Maintain' is necessary to increase scaling speed.
· Hegemony: Must be used after preparing to consume all 'Energy'. Randomly using 'Maintain' might result in not using all 'Energy', so it's important to place heavy cards at the top of the deck or prepare draw methods. It's powerful if you can consume all the increased 'Energy'.
· Knockout: Finishing with 30 damage is difficult except for the first 'Star'. The 3-cost usage timing is slow, and defense is not possible if 'Star' consumption is not in hand. Also, 'Reflect's 'Star' consumption requires 'Energy' as well.
· King's Kick: With 'Maintain', it can clear 'Shadow Swarm' at once, making it useful in the early game. It's powerful if the cost can be lowered with 'Cosmic Indifference', etc., but it's difficult to afford to have only attack cards at the top of the deck after mid-game.
· Heavenly Drill: At 4 'Energy', with 'Maintain', it can deal 80 damage. It can be made with 4 'Energy' using 'Concentration', 'Echo of Stars', 'Heavenly Sword', etc., and can be used as a finisher. However, it's somewhat difficult to use for late-game finishing, and if used with more than 4 'Energy', defense can become weak.
· Execute: Can bring cards from the discard pile, deck, and exhaust pile to hand. Activating 3 skill cards happens quite often, making it a repeatable card, and it has particularly good synergy with 'Wall' when 'Maintain' is used. If it can be repeatedly brought to hand, 'Maintain' has value, and it's powerful when duplicated with 'Music Box'. Even when 'Execute' is duplicated, it's unlikely to lead to a hand accident, and quickly retrieving it from the deck helps subsequent hand circulation.
08:00 - 09:46
6. ⭐ Late Game Core Cards and Special Effects (Comet ~ Relic Hammer)
· Comet: At low cost, it significantly reduces the 'Strength' of all enemies, making it effective against 'Specimen' or 'Slimeous Scroll'. It's useful from the early game by consuming 3 'Stars', and with 'Maintain', the 'Strength' reduction increases, making it very important for multi-hit attacks. If you choose 'Comet', it's recommended to increase 'Star' acquisition methods.
· End of Stars: Useful in both early and late game as it can grant a large amount of 'Focus' at once. When used with 0-cost multi-hit cards, 'Sovereign Blade' becomes powerful. Using 'Maintain' after attacking 3 times can grant a lot of 'Focus'.
· Crash Landing: Generating a large amount of 'Shards' is an advantage. You can gain a lot of defense with 'Imaginary Pillar', or increase firepower with 'Weapon' or 'Supermassive'. If you have 'Be a Shield' or 'Cleave', 'Shard' processing becomes easier. It's risky to use randomly in long battles, and 'Shard' countermeasures and draw methods are needed. 'Maintain' can destroy all of 'Obicoter's Eggs', but since it can't always be used, 'Maintain' is not used frequently.
· Seven Star Sword: Powerful if you can use it, but decks that can use it with 7 'Star' consumption are limited. It can be considered if you have 'Star' acquisition cards or 'Sealed Throne'. It's good for utilizing 'Strength' with 7 attacks, and whether it can be used stably is important.
· Relic Hammer: A good card if you utilize 'Pedestal' as it can easily duplicate 'Sovereign Blade' with 'Boilerplate'. It can also be used to duplicate a good card generated randomly if 'Relic Hammer' is in hand that turn, but it's heavily luck-dependent. Don't forget that it can also duplicate random generation cards like 'Whistle' or 'Issue'. The damage of 'Relic Hammer' itself is also decent, making its utility high.
10:11 - 11:17
7. 💣 Final Card Evaluation and Video Conclusion (Bombardment ~ Video Summary)
· Bombardment: Once 'Exhausted', it activates automatically every turn. Since the cost is high, it's powerful if you can 'Exhaust' it without using it, and it has good synergy with 'Preemptive Strike'. If you have 'Music Box', duplicating 'Ethereal' cards after 'Exhausting' it once is also an advantage. However, the disadvantage is that it makes it difficult to use powerful 'Relics' like 'Pocket Watch' or 'Damage'. If you have 'Preemptive Strike' or 'Music Box', 'Maintain' has value, but if you pay 3 cost, it's not very strong.
· Meteor Swarm: A card that transforms from 'Meteor' as an 'Oroboros' reward. It deals high damage and applies 'Debuffs' to all enemies for 2 turns by consuming 2 'Stars'. With 'Maintain', it's almost always used, so increasing damage is important, and it can also destroy all of 'Obicoter's Eggs'. It's effective against the Act 2 elite 'Iron Leech' or the Act 3 'Slimeous Scroll'.
· The video plans to continue producing follow-up videos evaluating cards. If you found this helpful, please subscribe, like, and comment. We also welcome viewers' opinions on card usage.
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