Slay the Spire 2 Regent Build After the Buffs (v0.107.1 Forge Guide)
Major Update 2 buffed Regent's Forge path hard. Here's the post-patch Sovereign Blade build, which cards got better, and how to close fights before they snowball.
Forge Finally Got Its Due
If you’ve played Regent since launch, you know the deal. The Stars path felt polished, and the Forge path, built around the Sovereign Blade, felt like a trap. The cards that were supposed to support the Blade were widely seen as weak. People wrote whole threads about how Sword Sage and the Blade itself needed help.
Major Update 2 heard them. The v0.107.1 patch reworked and buffed a stack of Forge cards, and the result is that Forge is now a real, competitive Regent build instead of a feel-bad one. If you bounced off Forge before, this is the patch to come back to it.
This guide is about that post-buff Forge build. If you want the full picture of both paths from scratch, read our Regent builds guide and the Regent character guide first.
Quick Refresher on the Forge Engine
Regent starts at 75 HP with the relic Divine Right, which gives 3 Stars at the start of every combat. Stars feed the other archetype. For Forge, the centerpiece is the Sovereign Blade.
Here’s how it works. The first Forge card you play in a combat creates the Sovereign Blade, a 2-Energy Retain attack that starts at 8 damage and stays in your hand between turns. Every Forge card you play after that permanently increases the Blade’s damage for that fight. So the plan is simple: get the Blade online early, then keep playing Forge cards to make it hit harder and harder.
One weapon, one focus. The golden rule of Regent still holds. Pick Forge or Stars by the end of Act 1 and stop taking cards from the other path. Splitting makes you bad at both.
What the Buffs Changed
These are the exact v0.107.1 changes that matter for a Forge build. Numbers in parentheses are the upgraded version of the card.
- Parry (reworked): Sovereign Blade now gains 10(14) Block directly, and that Block is affected by Dexterity and Frail. This is the big one. Ironclad-style characters struggle to block, and Parry now lets your Blade double as a defensive tool. Players already called Parry genuinely good in Blade builds before; the rework makes it core.
- Sword Sage (reworked): Sovereign Blade gains Replay 1, meaning the Blade plays an extra time. This used to be a clunky card that pushed the Blade’s cost up. Now it’s a clean damage multiplier on your main win condition.
- Crescent Spear: Base damage up from 6 to 8.
- Royalties: Gold gain up from 30(35) to 30(40).
- Furnace: Forge up from 4(6) to 5(7), so your Blade grows faster per play.
- Monarch’s Gaze: Energy cost down from 3(2) to 2(1), making it far easier to fit into a turn.
On the other side, Reflect, Bulwark, and Patter got small Block reductions, and Minion Sacrifice was toned down. None of those are Forge staples, so they barely touch this build.
The Build
Core win condition: Sovereign Blade. Everything points at growing it and replaying it.
Priority Forge cards:
- Furnace for the biggest per-play Blade growth, now 5(7).
- Sword Sage for Replay on the Blade. With the Blade scaled up, an extra hit is a huge chunk of damage.
- Parry for Block, so you don’t die while the Blade ramps. Take at least one.
- Crescent Spear as solid early Forge damage that also nudges the Blade up.
Support picks:
- Monarch’s Gaze is now cheap enough to slot in. Use it as your energy-efficient utility.
- Royalties if you want to fund a strong shop game, now that it pays more gold.
Relics: Anything that gives extra Energy or lets you play more cards per turn is great, because the Blade build wants to chain Forge cards and then swing. Block and HP relics help you survive the ramp.
How to Pilot It
The Forge build has one weakness: it needs a couple of turns to come online. The Blade starts at 8 and grows from there, so your turn-one damage is modest. That’s fine against normal fights, but it’s a real concern against the new Act 3 boss.
That boss is Aeonglass, which also arrived in this patch and turns Act 3 into a kill race. It buries you in Wither status cards that scale up the longer the fight goes, so a slow ramp can get punished. The good news is that a buffed Forge build hits hard enough to close inside the turn-10 window most players aim for against Aeonglass. Get the Blade scaled in the first few turns, lean on Parry to survive the stat-down turns, then swing for the kill. Our Aeonglass boss guide covers that fight in detail.
General piloting tips:
- Get the Blade out turn one or two. Play a cheap Forge card immediately to create it, then start stacking.
- Don’t hoard the Blade forever. Retain is great for building it, but a Blade you never swing does nothing. Find the turn where it’s big enough and start hitting.
- Use Parry on stall turns. When you don’t have a clean attack window, growing the Blade with Parry buys Block and progress at once.
- Watch your Energy. Monarch’s Gaze is cheaper now, but the Blade still costs 2. Sequence your plays so you can both grow it and swing it when it counts.
Is Forge Better Than Stars Now?
It’s competitive, which it wasn’t before. Stars is still a strong, well-rounded path. But Forge no longer feels like the bad-luck route you fall into when card rewards dry up. After Major Update 2, you can pick Forge on purpose and expect it to carry a run.
For where Regent’s cards land overall after the patch, check our card tier list, and for the full list of what changed, read our Major Update 2 patch notes.
Frequently Asked Questions
Did Regent get buffed in v0.107.1?
Yes. Major Update 2 reworked Parry and Sword Sage and buffed Crescent Spear, Royalties, Furnace, and Monarch's Gaze. The Forge and Sovereign Blade path, long considered weak, came out much stronger.
What's the best Regent build after the patch?
Forge is the standout now. Build around the Sovereign Blade, stack Forge cards to grow its damage, and use the reworked Parry for Block and Sword Sage for an extra Blade hit. Pick Forge or Stars early and commit to one.
How does Sovereign Blade work?
The first Forge card you play each combat creates the Sovereign Blade, a 2-cost Retain attack starting at 8 damage that stays in your hand. Every Forge card after that permanently raises its damage for that fight.