Infinite Deck Combo Guide
Build a reliable One Turn Kill infinite deck with loop-friendly cards, upgrade priorities, and boss-safe combo lines for every run.
Why the One Turn Kill Infinite Deck Matters
A One Turn Kill infinite deck looks effortless when it works: a few cards hit the table, a payoff scales, and the boss disappears. The hard part is making that loop repeat without running out of cards. A One Turn Kill infinite deck solves the problem by treating draw, cost reduction, and recycling as one engine rather than three separate tricks.
That matters because each run is a tight puzzle. You take a 20-card deck through four boss encounters, and you win only if you deal enough damage before your cards run out. There is no mana bar to fall back on. Your deck is both your offense and your resource, so a combo that cannot refill itself will stall at the worst possible moment.
The payoff is consistency. A clean infinite shell can turn a fragile hand into a repeatable kill sequence, but only when the deck is built around the right cards, upgrades, and draw costs.
| Loop Component | Job in the Deck | Examples | What Breaks Without It |
|---|---|---|---|
| Payoff card | Converts the loop into damage | Assassin’s Sign, Laevateinn, SOC Discharge, Mist Clear | The loop spins but never ends the fight |
| Recycler | Returns, copies, or reuses cards | Regression, PPP, Backdoor, Kannazuki Tea Party | The combo runs once and stops |
| Draw-cost balance | Keeps cards and resources moving | Low-cost enablers, selective high-cost cards | The deck empties before the payoff lands |
| Safety slot | Fixes awkward hands and boss interference | Regression, Transload, Heat Burn | One bad draw ends the turn |
How the Card-Draw Cost Engine Shapes Infinite Decks
The card-draw cost system replaces mana with deck draw: a 2-cost card draws two cards when played, and an empty deck cuts off your resource. This is why a One Turn Kill infinite deck cannot simply reduce every card to 0 cost. If nothing draws, the loop has no fuel.
The same rule punishes decks stuffed with expensive cards. High-cost cards may hit hard, but too many of them clog the hand before the engine starts. The sweet spot is a deck that can play most of its cards, keep drawing, and still leave enough room for the payoff.
Three practical rules follow from that engine:
- Treat 0-cost cards as safety, not as the whole plan; they are easy to play but do not refill your hand.
- Limit high-cost cards unless you have reliable cost reduction or extra draw.
- Favor cards that return to the deck, copy skills, or generate more plays, because they keep the loop alive.
| Engine Pattern | How It Works | Deck Examples | Main Risk |
|---|---|---|---|
| Return-to-deck triggers | Cards move back into the deck and retrigger effects | PPP Discard with PPP and Regression | Stiff hands if the deck lacks smooth rotation |
| Cost reduction into burst | Lower costs, then unload a single payoff | Assassin Burst and Backdoor Copy Assassin | Weak opening turns if setup is rushed |
| Copy and duplicate | Backdoor repeats skills or key effects | Backdoor Copy Assassin, A Reckless Plan | Requires careful turn-one planning |
| Ammo stacking | Multiple 3-cost cards feed a heavy payoff | Laevateinn Hyper Carry | Poor timing or aim can waste the setup |
| Repeated device triggers | Iron and Procyon Device grind out damage | Procyon shells | Iron accidents without discard-cost support |
Best One Turn Kill Infinite Deck Shells to Start With
Every One Turn Kill infinite deck below is a shell, not a locked list. Each one lists the required cards and upgrades that make the combo function, but not every shell can clear BIAS20. Use these as starting points and adjust based on the boss and your unlocks. Deck names often include the version they were created in, while the current version at the time of writing is v1.0.4.
| Deck Shell | Core Cards | Key Upgrades | Loop Plan | Learning Curve |
|---|---|---|---|---|
| Easy Disposal Axis | Ferocious Claws, Kunai Throw, Genetic Mutation | None listed | Discard Kunai Throw with Ferocious Claws; snowball with Genetic Mutation discarding Reckless Plan | Beginner-friendly |
| Assassin Burst | Assassin’s Sign, Kannazuki Tea Party | Both cards | Rotate the deck, reduce costs, then unload into Assassin’s Sign | Good first burst loop; reaches around BIAS13 |
| PPP Discard | PPP, Regression | PPP | Return cards to the deck to retrigger PPP; add Axim Core later | Intermediate |
| Backdoor Copy Assassin | Assassin’s Sign, Kannazuki Tea Party, Backdoor | Assassin’s Sign and Kannazuki Tea Party | Duplicate the Double skill with Backdoor, flood the hand, then unload | Advanced; opening turn matters |
| Laevateinn Hyper Carry | Laevateinn, Nelkar’s Experiment | Laevateinn | Stack 3-cost cards, use Homeward Journey into Nelkar’s Experiment, then fire Laevateinn | High damage, execution-heavy |
| Procyon Infinite Loop | Procyon Device, Iron, Axim Core | Procyon Device and Iron | Multiply Iron, trigger Procyon Device repeatedly; upgraded Kannazuki Tea Party plus Axim Core is stronger | Advanced and fragile |
| Mist Clearing Spam | Mist Clear, Ascend, Mist Buff, Oxalis’ Prayer | Oxalis’ Prayer | Build hand size, then chain Oxalis’ Prayer into Ascend and Mist Buff for many 0-cost Mist Clears | High play count, not a strict infinite |
Easy Disposal Axis is the cleanest entry point because Ferocious Claws and Kunai Throw are already in the starting deck, and Genetic Mutation appears early. If the deck feels clunky, swapping Genetic Mutation for Regression or Transload makes the rotation more forgiving.
Assassin Burst is the next step. It does not need a complicated setup: spin the deck, cut costs with Kannazuki Tea Party, then dump everything into Assassin’s Sign. It is a strong example of how a One Turn Kill infinite deck can feel simple while still rewarding careful sequencing.
Upgrade Priorities and Combo Safety
A One Turn Kill infinite deck is only as reliable as its upgrade order. Many shells list required upgrades because the loop literally does not function without them. Chasing extra damage before the engine is online usually creates a deck that looks powerful in the collection screen and bricks during a boss fight.
| Upgrade Target | Shell | Why It Matters | Priority |
|---|---|---|---|
| Assassin’s Sign and Kannazuki Tea Party | Assassin Burst, Backdoor Copy Assassin | Enables cost reduction and the main burst payoff | Max before chasing side upgrades |
| PPP | PPP Discard | Core trigger for the return-to-deck loop | Upgrade early |
| Laevateinn | Laevateinn Hyper Carry | Main damage payoff | Upgrade before stacking 3-cost cards |
| Procyon Device and Iron | Procyon shells | Enables the scaling engine | Upgrade both; add Iron support |
| Oxalis’ Prayer | Mist Clearing Spam | Starts the hand-size chain | Upgrade first |
| Reckless Plan and Backdoor | A Reckless Plan | Turns Reckless Plan into a major threat | High risk, high reward |
For Laevateinn lines, remember that selecting an un-upgraded 3-cost card gives two ammo stacks at once. That detail matters more than raw card count. For Backdoor lines, leaving Backdoor un-upgraded can sometimes be better because it allows a heavy turn-one draw that sets up the entire run.
Loop Troubleshooting
| Symptom | Likely Cause | Fix |
|---|---|---|
| Hand rotation feels clunky | Too many high-cost cards or not enough draw | Swap Genetic Mutation for Regression or Transload; rebalance costs |
| The loop stalls after one cycle | Missing recycler or payoff is not upgraded | Add Axim Core to PPP; upgrade Kannazuki Tea Party for Procyon loops |
| The deck burns out | Too many cards that do not replace themselves | Add draw or discard-cost support such as Heat Burn |
| Boss interference breaks the setup | The sequence is too fragile | Use recycling to keep options open; plan Backdoor’s upgrade timing |
| Iron causes accidents | No discard-cost outlet | Add Heat Burn or similar support |
Sample Turn Sequence for a One Turn Kill Infinite Deck
Here is a practical sequence for a Backdoor Copy Assassin-style line. It shows how a One Turn Kill infinite deck converts setup into a single lethal turn.
- Decide on Backdoor timing. If your opening hand needs volume, an un-upgraded Backdoor can draw heavily on turn one. If you need duplication, upgrade it.
- Rotate the deck first. Play draw and cost-reduction effects such as Kannazuki Tea Party before spending your payoff cards.
- Duplicate the Double skill with Backdoor. This is the key step that floods your hand with Assassin’s Signs.
- Unload after costs are reduced. Play Assassin’s Sign as the finisher, not as an early poke.
- Check the damage gap. If the boss survives, the issue is usually upgrade order, cost reduction, or too few payoff copies.
This sample line is not the only way to win, but it illustrates the core rhythm: setup, duplicate, reduce, then finish. A One Turn Kill infinite deck wins because every card in the chain supports the next one, not because one card is secretly overpowered.
FAQ
What is a One Turn Kill infinite deck?
It is a deck shell that cycles cards, reduces costs, and retriggers a payoff until the boss dies in one turn. It is not a literal unlimited card pile; it is a loop that keeps drawing and replaying enough effects to finish the fight.
Do I need upgrades for every loop?
No, but many shells list required upgrades for a reason. Assassin Burst wants Assassin’s Sign and Kannazuki Tea Party upgraded. Procyon loops become much stronger with upgraded Kannazuki Tea Party and Axim Core. Check the required upgrades before blaming your draw luck.
Which One Turn Kill infinite deck is best for beginners?
Easy Disposal Axis is the most beginner-friendly because it uses starting cards and an early pickup. Assassin Burst is the next step if you want a straightforward burst loop that can reach around BIAS13.
How do I stop my deck from running out of cards?
Balance draw costs, avoid filling the deck with expensive cards, and include recyclers such as Regression or PPP. A One Turn Kill infinite deck needs cards that replace themselves or return to the deck; otherwise the loop ends before the payoff arrives.
Related Guides
Best Deck Builds for One-Turn Kills
Build consistent One Turn Kill decks with 20-card shells, draw-cost budgeting, upgrade priorities, and testing tips for faster one-turn wins.
Best Fog Clearing Combo Deck
Build a reliable One Turn Kill best deck with Fog Clearing, cost reduction, draw discipline, and boss-specific combo sequencing.
Cards & Deck Building Guide
Master One Turn Kill cards with a 20-card deck plan, turn-by-turn combo sequencing, boss difficulty routes, and upgrade priorities.
Dew One-Turn Build Guide
Build a consistent One Turn Kill Dew deck with draw control, a 20-card plan, upgrade priorities, testing loops, and common mistakes to avoid.