
Celestial Might
Attack
2
Deal 6 damage 3 times.

Celestial Might+
Attack
2
Deal 6 damage 4 times.
Celestial Might
RegentAttackCommon
Deal 6 damage 3 times.
Deal 6 damage 4 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.
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.
ResonanceResonance 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.
ArsenalArsenal 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.
MonologueArsenal and Monologue stack more.Whenever you play a card this turn, gain 1 Strength this turn.

Terraforming
Skill
1
Gain 6 Vigor.
TerraformingTerraforming 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 GazeMonarch'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.
Apply 1 Vulnerable.
Exhaust.
Know Thy PlaceKnow Thy Place sets Vulnerable for 0.Apply 1 Weak.
Apply 1 Vulnerable.
Exhaust.
Apply 1 Vulnerable.
Exhaust.

Feeding Frenzy
Skill
0
Gain 5 Strength this turn.
Feeding FrenzyFeeding 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.
Gain 1 Dexterity.
ProwessProwess gives Strength, and Celestial Might adds it on every one of its hitsGain 1 Strength.
Gain 1 Dexterity.
Gain 1 Dexterity.
Relics that synergize with Celestial Might
Intimidating HelmetIntimidating HelmetIntimidating Helmet gives 4 Block for the 2-cost play.Whenever you play a card that costs or more, gain 4 Block.
Mini RegentMini RegentMini Regent gives Strength, and Celestial Might adds it on every one of its hitsThe first time you spend each turn, gain 1 Strength.
Ember TeaEmber TeaEmber 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 TrinketReptile TrinketReptile Trinket gives Strength, and Celestial Might adds it on every one of its hitsWhenever you use a potion, gain 3 Strength this turn.
ShurikenShurikenShuriken 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 JadeSword of JadeSword of Jade gives Strength, and Celestial Might adds it on every one of its hitsStart each combat with 3 Strength.
Sling of CourageSling of CourageSling of Courage gives Strength, and Celestial Might adds it on every one of its hitsStart each Elite combat with 2 Strength.
GiryaGiryaGirya gives Strength, and Celestial Might adds it on every one of its hitsYou can now gain Strength at Rest Sites. (3 times max)
Rainbow RingRainbow RingRainbow 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 RougeSparkling RougeSparkling 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 MittensToasty MittensToasty 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.
VajraVajraVajra gives Strength, and Celestial Might adds it on every one of its hitsStart each combat with 1 Strength.
Changes by version
- Upgrade changed from +2 damage to 1 additional hit
- Damage decreased from 7 to 6 (upgraded 9 to 8)
- Damage increased from 6 to 7 (upgraded 8 to 9)
All 9 patch notes6 older
- Reworked the card
- Star cost decreased from 4 to 3
- Damage increased from 20 to 21 (upgraded 25 to 26)
- Cost changed from 3 to 4
- Damage decreased from 22 to 20 (upgraded 27 to 25)
- 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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