Celestial Might

RegentAttackCommon
Deal 6 damage 3 times.

Three hits of 6 (four upgraded) on one target for 2 Energy, 18 or 24 total. Strength is added to every hit, and Vulnerable multiplies each. Enemy Block eats the hits one at a time, and Thorns answers each hit. Monarch's Gaze and Vigor also apply per hit, since the whole card is one attack command.

Character
Type
Attack
Rarity
Common
Cost
2 Energy
Target
One enemy

When to take Celestial Might

Fits a Regent deck with Strength sources like Resonance or Arsenal, since Act 1 elites are where 18 damage to one target matters most. Upgrade it once Strength is online.

Cards that synergize with Celestial Might

Resonance
Skill
1
3
Gain 1 Strength. ALL enemies lose 1 Strength.
Resonance adds 1 Strength to each of three hits.Gain 1 Strength. ALL enemies lose 1 Strength.
Arsenal
Power
1
Whenever you create a card, gain 1 Strength.
Arsenal and Monologue stack more.Whenever you create a card, gain 1 Strength.
Monologue
Skill
0
Whenever you play a card this turn, gain 1 Strength this turn.
Arsenal and Monologue stack more.Whenever you play a card this turn, gain 1 Strength this turn.
Terraforming
Skill
1
Gain 6 Vigor.
Terraforming gives 6 Vigor that lands on every hit.Gain 6 Vigor.
Monarch's Gaze
Power
2
Whenever you attack an enemy, it loses 1 Strength this turn.
Monarch's Gaze strips 3 Strength from the target.Whenever you attack an enemy, it loses 1 Strength this turn.
Know Thy Place
Skill
0
Apply 1 Weak.
Apply 1 Vulnerable.
Exhaust.
Know Thy Place sets Vulnerable for 0.Apply 1 Weak.
Apply 1 Vulnerable.
Exhaust.
Feeding Frenzy
Skill
0
Gain 5 Strength this turn.
Feeding Frenzy gives Strength, and Celestial Might adds it on every one of its hitsGain 5 Strength this turn.
Prowess
Power
1
Gain 1 Strength.
Gain 1 Dexterity.
Prowess gives Strength, and Celestial Might adds it on every one of its hitsGain 1 Strength.
Gain 1 Dexterity.

Relics that synergize with Celestial Might

Intimidating Helmet
Intimidating Helmet gives 4 Block for the 2-cost play.Whenever you play a card that costs or more, gain 4 Block.
Mini Regent
Mini Regent gives Strength, and Celestial Might adds it on every one of its hitsThe first time you spend each turn, gain 1 Strength.
Ember Tea
Ember Tea gives Strength, and Celestial Might adds it on every one of its hitsAt the start of the next 5 combats, gain 2 Strength.
Reptile Trinket
Reptile Trinket gives Strength, and Celestial Might adds it on every one of its hitsWhenever you use a potion, gain 3 Strength this turn.
Shuriken
Shuriken gives Strength, and Celestial Might adds it on every one of its hitsEvery time you play 3 Attacks in a single turn, gain 1 Strength.
Sword of Jade
Sword of Jade gives Strength, and Celestial Might adds it on every one of its hitsStart each combat with 3 Strength.
Sling of Courage
Sling of Courage gives Strength, and Celestial Might adds it on every one of its hitsStart each Elite combat with 2 Strength.
Girya
Girya gives Strength, and Celestial Might adds it on every one of its hitsYou can now gain Strength at Rest Sites. (3 times max)
Rainbow Ring
Rainbow Ring gives Strength, and Celestial Might adds it on every one of its hitsThe first time you play an Attack, Skill, and Power each turn, gain 1 Strength and 1 Dexterity.
Sparkling Rouge
Sparkling Rouge gives Strength, and Celestial Might adds it on every one of its hitsAt the start of your 3rd turn, gain 1 Strength and 1 Dexterity.
Toasty Mittens
Toasty Mittens gives Strength, and Celestial Might adds it on every one of its hitsAt the start of your turn, Exhaust the top card of your Draw Pile and gain 1 Strength.
Vajra
Vajra gives Strength, and Celestial Might adds it on every one of its hitsStart each combat with 1 Strength.

Changes by version

  1. 26 Mar 2026BuffBeta branch
    Upgrade changed from +2 damage to 1 additional hit
  2. 20 Nov 2025Damage7(9)6(8)Internal playtest
    Damage decreased from 7 to 6 (upgraded 9 to 8)
  3. 25 Apr 2025Damage6(8)7(9)Internal playtest
    Damage increased from 6 to 7 (upgraded 8 to 9)
All 9 patch notes6 older
  1. 9 Jan 2025ReworkInternal playtest
    Reworked the card
  2. 12 Dec 2024Star cost43Internal playtest
    Star cost decreased from 4 to 3
  3. 5 Dec 2024Damage20(25)21(26)Internal playtest
    Damage increased from 20 to 21 (upgraded 25 to 26)
  4. 14 Jun 2024Cost34Internal playtest
    Cost changed from 3 to 4
  5. 31 May 2024Damage22(27)20(25)Internal playtest
    Damage decreased from 22 to 20 (upgraded 27 to 25)
  6. 24 May 2024ReworkInternal playtest
    Now deals 22(27) damage to all enemies

Internal playtest notes are from before the Early Access release. Names and numbers in them can differ from the game today.

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