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 ComponentJob in the DeckExamplesWhat Breaks Without It
Payoff cardConverts the loop into damageAssassin’s Sign, Laevateinn, SOC Discharge, Mist ClearThe loop spins but never ends the fight
RecyclerReturns, copies, or reuses cardsRegression, PPP, Backdoor, Kannazuki Tea PartyThe combo runs once and stops
Draw-cost balanceKeeps cards and resources movingLow-cost enablers, selective high-cost cardsThe deck empties before the payoff lands
Safety slotFixes awkward hands and boss interferenceRegression, Transload, Heat BurnOne 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 PatternHow It WorksDeck ExamplesMain Risk
Return-to-deck triggersCards move back into the deck and retrigger effectsPPP Discard with PPP and RegressionStiff hands if the deck lacks smooth rotation
Cost reduction into burstLower costs, then unload a single payoffAssassin Burst and Backdoor Copy AssassinWeak opening turns if setup is rushed
Copy and duplicateBackdoor repeats skills or key effectsBackdoor Copy Assassin, A Reckless PlanRequires careful turn-one planning
Ammo stackingMultiple 3-cost cards feed a heavy payoffLaevateinn Hyper CarryPoor timing or aim can waste the setup
Repeated device triggersIron and Procyon Device grind out damageProcyon shellsIron 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 ShellCore CardsKey UpgradesLoop PlanLearning Curve
Easy Disposal AxisFerocious Claws, Kunai Throw, Genetic MutationNone listedDiscard Kunai Throw with Ferocious Claws; snowball with Genetic Mutation discarding Reckless PlanBeginner-friendly
Assassin BurstAssassin’s Sign, Kannazuki Tea PartyBoth cardsRotate the deck, reduce costs, then unload into Assassin’s SignGood first burst loop; reaches around BIAS13
PPP DiscardPPP, RegressionPPPReturn cards to the deck to retrigger PPP; add Axim Core laterIntermediate
Backdoor Copy AssassinAssassin’s Sign, Kannazuki Tea Party, BackdoorAssassin’s Sign and Kannazuki Tea PartyDuplicate the Double skill with Backdoor, flood the hand, then unloadAdvanced; opening turn matters
Laevateinn Hyper CarryLaevateinn, Nelkar’s ExperimentLaevateinnStack 3-cost cards, use Homeward Journey into Nelkar’s Experiment, then fire LaevateinnHigh damage, execution-heavy
Procyon Infinite LoopProcyon Device, Iron, Axim CoreProcyon Device and IronMultiply Iron, trigger Procyon Device repeatedly; upgraded Kannazuki Tea Party plus Axim Core is strongerAdvanced and fragile
Mist Clearing SpamMist Clear, Ascend, Mist Buff, Oxalis’ PrayerOxalis’ PrayerBuild hand size, then chain Oxalis’ Prayer into Ascend and Mist Buff for many 0-cost Mist ClearsHigh 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 TargetShellWhy It MattersPriority
Assassin’s Sign and Kannazuki Tea PartyAssassin Burst, Backdoor Copy AssassinEnables cost reduction and the main burst payoffMax before chasing side upgrades
PPPPPP DiscardCore trigger for the return-to-deck loopUpgrade early
LaevateinnLaevateinn Hyper CarryMain damage payoffUpgrade before stacking 3-cost cards
Procyon Device and IronProcyon shellsEnables the scaling engineUpgrade both; add Iron support
Oxalis’ PrayerMist Clearing SpamStarts the hand-size chainUpgrade first
Reckless Plan and BackdoorA Reckless PlanTurns Reckless Plan into a major threatHigh 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

SymptomLikely CauseFix
Hand rotation feels clunkyToo many high-cost cards or not enough drawSwap Genetic Mutation for Regression or Transload; rebalance costs
The loop stalls after one cycleMissing recycler or payoff is not upgradedAdd Axim Core to PPP; upgrade Kannazuki Tea Party for Procyon loops
The deck burns outToo many cards that do not replace themselvesAdd draw or discard-cost support such as Heat Burn
Boss interference breaks the setupThe sequence is too fragileUse recycling to keep options open; plan Backdoor’s upgrade timing
Iron causes accidentsNo discard-cost outletAdd 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.

  1. 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.
  2. Rotate the deck first. Play draw and cost-reduction effects such as Kannazuki Tea Party before spending your payoff cards.
  3. Duplicate the Double skill with Backdoor. This is the key step that floods your hand with Assassin’s Signs.
  4. Unload after costs are reduced. Play Assassin’s Sign as the finisher, not as an early poke.
  5. 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.