Slay the Spire 2 Regent Particle Wall Loop — The Safest Infinite Build
Published 2026-03-09Updated 2026-09-196 min read
The Regent's most reliable loop in Slay the Spire 2: Particle Wall returns to hand for block every cycle, Glow and Glimmer keep drawing, Genesis banks Stars, and Black Hole plus Radiate cash out.
The Particle Wall loop is the Regent's comfiest engine: a skill that gains Block and returns itself to your hand, wrapped in star-producing draw cards, so every turn replays the same defensive cadence while the Stars — and the damage they pay for — climb without limit. It is the least dramatic infinite build in the game until the turn it deals four digits.

The loop pieces
- Particle Wall (Uncommon) — gain 9 (12) Block, return this card to your Hand. Permanent defense: once in play, it is a renewable wall that never thins your deck.
- Glow (Common) — gain 1 (2) Stars, draw 1, draw 1 next turn. The star faucet on a cantrip.
- Glimmer (Uncommon) — draw 3 (4), put 1 card from your hand on top of your draw pile. The volume pump that keeps the wall and the stars cycling.
- Genesis (Rare Power) — gain 2 (3) Stars at the start of every turn. Passive income that compounds while the loop runs.
- Convergence (Uncommon) — next turn gain energy and Stars, retain your hand. The turn-boundary lubricant.
The cash-out cards
- Black Hole (Uncommon Power) — whenever you spend or gain Stars, deal 3 (4) damage to ALL enemies. In a star loop this is a machine gun: every Glow, every banked turn, every spend ticks the whole board.
- Radiate (Uncommon) — deal 3 (4) damage to ALL enemies for each Star gained this turn. The burst terminal — the turn you generate ten Stars is the turn Radiate hits for forty.
- Stardust (Uncommon) — deal 5 (7) damage to a random enemy X times. The star sink for single-target turns.
- Seven Stars (Rare) — 7 damage to ALL enemies, seven times. AOE insurance.
Building it
The deck wants a short, pure cycle: Particle Wall, every Glow and Glimmer you can carry, Genesis, one Black Hole, one Radiate, and Gather Light (8 (11) Block plus a Star) as a second wall. Delete basic Strikes and Defends without mercy — the loop needs near-100% skill density, and deck thinning is the whole ritual. Fifteen cards is the dream; twenty is playable.
The turn pattern
- Cycle: play Glow and Glimmer; draw refills, Stars accrue, Particle Wall replays for Block every rotation.
- Bank: Genesis adds Stars every turn; Royal Gamble (gain 9 Stars, Exhaust) is the emergency reservoir.
- Spend: with a fat Star pile and Black Hole online, cast Radiate — damage scales with Stars gained that turn, and Black Hole adds AOE on every spend besides.
- Re-wall: Particle Wall returns; your Block floor never drops.
The loop's beauty is fail-safety: even a jammed turn still ends with twelve Block on the board. The boss has to win eventually; the Regent's Stars simply decline to stop accumulating first.
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