Slay the Spire 2 Regent Infinite Chain — The Minimal Deck Loop
Published 2026-03-09Updated 2026-09-195 min read
The Regent's minimal infinite chain in Slay the Spire 2: shrink your deck until draw and star cards chain forever, balance star costs against star gains, and let Radiate end every fight.
The infinite chain is the Regent's purist route: strip the deck down until a draw card, a star card and an energy card can chain in a closed circuit, then run the circuit forever. It asks more deckbuilding discipline than any other Regent plan — and pays it back with a loop that never misses a turn.

The circuit, in three slots
- The draw slot. Glow, Glimmer or similar — a low-cost card that pulls your deck forward. Two of these in the pile is the loop's minimum.
- The star slot. A card that gains Stars (Glow doubles here) or spends them for value.
- The energy slot. A star-to-energy or energy-return line, so every cycle pays for itself — a clean "spend two Stars, regain two energy" style balance keeps the circle closed without campfires.
The loop needs one to two turns of setup: play your transforms and reductions until the total deck count is under your hand capacity, hold the surplus in hand, and leave only one draw card plus one star or energy card cycling through the discard pile. From there the chain is mechanical: play a payload, draw, play the recycler, draw, forever.
The payload
Radiate is the circuit's ideal output — deal 3 (4) damage to ALL enemies for each Star gained this turn, and an infinite loop gains Stars every pass. Stardust (X-times random damage) covers single-target turns. One payload card is enough; the loop is the weapon.
Building toward it
- Shrink early. Transform events and card-removal services are this build's real rare cards; a bloated deck cannot close the circuit.
- Keep the star ledger balanced. Count what your star cards produce and what your spenders consume — the chain holds when the ledger nets zero.
- Skip the sword tech. Sovereign Blade Forge packages are powerful, but they bloat the exact deck slot this build needs empty. Say no.
- Carry one wall. Gather Light (Block plus a Star) is defense that participates in the economy; a wall that doesn't produce Stars is a dead card here.
Early-game honesty
The Regent's Act 1 is the weakest in the game, and this build's Act 1 is weaker still — the loop does not exist yet. Take strong standalone commons (Solar Strike, Astral Pulse, Crescent Spear) as temporary payload, route away from elites, and spend camps on removals rather than upgrades. The chain assembles in Act 2; from Act 3 onward, fights stop being fights.
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