An Infinite is a combination of cards that allows the player to play as many cards as they want without being forced to end the turn by having no card left to play. This article presents a list of known infinites sorted by the main card used in the strategy. Key points that all these strategies have in common is that they are Draw Neutral or Draw Positive, which means that on average for every drawn card the player can create or draw at least one other card. Most of the time, a particularly small hand size is required, so that the draw pile does not feature additional cards that do not help for this synergy. There are several strategies to get to a small deck size:
- A low Covenant Level starts the player with a smaller starter deck with fewer deadweights, increasing the chance for the player to be able to remove enough cards
- Purging cards is crucial over the run. Purging spells should be a priority as Units, such as Train Stewards can often be placed down and thus removed from the draw pile.
- Consuming cards can help to create a smaller deck to allow for an infinite. This can be done by the Shop upgrade, but also with specific cards during the fight, such as Returned Soul or Sacrificial Resurrection.
Infinites need some form of scaling to be beneficial to the player.
All cards that say Draw without the words next turn and cards that Return consumed spells, can be combined for Infinites. You need at least one of these cards to create an infinite, these cards are:
Hellhorned[]
Impish Scholar[]
see: Impish Scholar
- An endless Impish Scholar will draw itself and Imp-portant Work if it has consume and is the only card in the consume pile.
- Similarly to the strategy above, Awoken's Rail Spike and any damage spell can be used. This however requires Ember generation as well and The First Hellpact is very useful.
- Similarly to the strategy above, Deep Offering and any damage spell can be used. This requires Ember generation
- Similarly to the strategy above, Prism Retrieval and any damage spell can be used. This scales Impish Scholar's damage and reduces it's cost, providing scaling.
Transcendimp[]
see: Transcendimp
- An endless Transcendimp after playing both Pyre Chomper and Impish Scholar will draw itself and Imp-portant Work if it has consume and is the only card in the consume pile (or one of as many spells as Impish Scholar were played).
- Similarly to the strategy above, Awoken's Rail Spike and any damage spell can be used.
- Similarly to the strategy above, Deep Offering and any damage spell can be used.
- Similarly to the strategy above, Prism Retrieval and any damage spell can be used. This scales Transcendimp's damage and reduces it's cost, providing scaling.
Awoken[]
Awoken's Rail Spike[]
see: Awoken's Rail Spike
- Two consume removed Awoken Railspikes and cost reductions or The First Hellpact is enough to infinitely draw Awoken Railspike. This combined with an Incant trigger or a damage spell such as Sting in the deck is enough for the Infinite.
- Two Awoken Railspikes with -2 Ember and a spell chained Broken Memories can provide an infinite. Awoken's Rail Spike draws the Broken Memories and the other Awoken's Rail Spike. Broken Memories puts the Awoken's Rail Spike on top. You play the spellchained copy (now costing 0) to put the original Broken Memories on top. You now can play the second Awoken's Rail Spike, ending at step 1.
- For Impish Scholar and Transcendimp, see their sections.
Stygian Guard[]
Deep Offering[]
- 3 Deep Offerings with Value Stone and Eternal Stone is enough to maintain an Infinite, so long as either Kinstone Totem, or Lightstone Casing is used with Emberstone. Tethys Titansbane with Conduit makes it easier to use offensive spells as well.
- If Spellchain is applied, then the loop is maintainable with only 1 Deep Offering, but requires Kinstone Totem or other means of regaining Ember
Gifts for a Guard[]
- Two Gifts for a Guard and two Wurmkin Etchings provide an infinite but require a very small deck as no other spells are allowed to be consumed. The infinite starts when all 4 cards have consume and are 0 cost by using Gifts for a Guard.
- Two Gifts for a Guard and a spell chained Broken Memories can provide an infinite. Gifts for a Guard draws the Broken Memories and the other Gifts for a Guard. Broken Memories puts the Gifts for a Guard on top. You play the spellchained copy (now costing 0) to put the original Broken Memories on top. You now can play the second Gifts for a Guard, ending at step 1.
Offering Monument[]
see: Offering Monument
- ? Two endless Offering Monuments with Forever Flame and Founding Seal go infinite with any 0 cost spell and small enough deck.
- With two Offering Monuments, Founding Seal and reform cards, you can place one just reformed Offering Monument down when you have your whole deck in hand or consumed, reform the other Offering Monument and draw your reform card back. Every reform already increases the damage of the Offering Monuments for scaling, but another Unit with Incant or Harvest trigger on the same floor will speed the process up.
- With one Offering Monument and 0 Ember Cycle of Life you are infinite when you have your whole deck in hand or consumed and thus redraw Cycle of Life on every second play. The biggest hurdle is that Cycle of Life costs 3 Ember. The Cost can be reduced with Awoken Railspike, or Artifacts such as Split Anvil or Lightstone Casing and Shop Cost reductions. The cost can also be reduced to 0 directly with the Abandoned Winged Concealed Caverns event. If you have The Last Divinity (DLC), reducing Cycle of Life's cost is even easier thanks to the Valuestone upgrade.
- With one Offering Monument and an infused Echo Infusion you are infinite when you have your whole deck in hand or consumed and thus redraw Echo Infusion on every second play.
Umbra[]
Melting Remnant[]
Votivary[]
see: Votivary
- With Waxer Snuffer and a 0 Ember Damage Spell such as Subsuming Blade, you can kill Votivary with the damage spell when you have your whole deck in hand or consumed and draw Votivary and your damage spell every time you kill Votivary. This is already Infinite, but if the damage card is not Subsuming Blade, there is no scaling, for scaling you need a Harvest trigger on the same floor, Resin Block to scale Votivary, A fatal Melting or Memento Mori to scale with each kill.
- Note: As of Build #12844 (possibly earlier) this combo requires 2 copies of Votivary and two 0 Ember Damage Spells, as the draw takes place before Votivary and the spell are added back into the deck.
Wurmkin[]
Ambient Charge[]
see: Ambient Charge
- Two Ambient Charge with Consume, and two zero cost Wurmkin Etchings are infinite if a floor has 3 unremovable Charged Echoes , or if the spells all have infuse - for example by starting with Broken Memories. You can add any one additional card with Consume and keep getting it back each loop. To give the Ambient Charges Consume you can have them hit each other during a fight (tricky), or use effects like Total Recall. Note that the addition of Consume to a spell by Seraph the Diligent won't work, it goes away after the first return to hand.
Broken Memories[]
see: Broken Memories
- Two Awoken Railspikes with -2 Ember and a spell chained Broken Memories can provide an infinite. Awoken's Rail Spike draws the Broken Memories and the other Awoken's Rail Spike. Broken Memories puts the Awoken's Rail Spike on top. You play the spellchained copy (now costing 0) to put the original Broken Memories on top. You now can play the second Awoken's Rail Spike, ending at step 1.
- Two Gifts for a Guard and a spell chained Broken Memories can provide an infinite. Gifts for a Guard draws the Broken Memories and the other Gifts for a Guard. Broken Memories puts the Gifts for a Guard on top. You play the spellchained copy (now costing 0) to put the original Broken Memories on top. You now can play the second Gifts for a Guard, ending at step 1.
- Broken Memories (with spell chain) and two Ambient Charges (with Consume) are infinite if a floor has 3 unremovable Charged Echoes , or if the spells all have infuse - for example by starting with Bounding Echoes. To start, Ambient Charge must be in your consumed pile. Use Broken Memories to get back Ambient Charge on top, then use the spell chained Broken Memories copy to put the orginal Broken Memories back on top. Play your 2nd copy of Ambient Charge to draw the first Ambient Charge and the Broken Memories. This nets you +1 card (which gains consume if a spell), but costs 1 ember (the spell chained copy). To give the Ambient Charge Consume you can use effects like Total Recall. Note that the addition of Consume to a spell by Seraph the Diligent won't work, it goes away after the first return to hand.
Returned Soul[]
see: Returned Soul
- Returned Soul with Heaven's Finest Upgrade that puts a copy to the discard pile is a one card infinite that does not require a small deck size, you only need two cards, once you draw the second one regardless of having played the first one, you are infinite. Total Recall can work as well, but requires a small enough card pool in the discard pile.
Clanless[]
Excavated Ember[]
- Two Excavated Ember with consume remove and potentially spell chain (then one copy is enough) is infinite in a small enough deck so that you cycle thru 2 copies infinitely and gain Ember by doing so.
to add[]
- Impish Scholar + Sacred Wicks + Impressive Work (with Emberstone and Surgestone) + Ashes of the Fallen or Transcendimp
- Kinstone Totem and a small enough deck Endless Scholar Imp and a consume Imp-Portant Work should also go infinite
- Returned Soul can give consume to Imp-Portant work. Use it on endless imp scholar, get Imp-Portant work back. Ambient charge can do the same, tho targeting work will be harder. Same for total recall, but then you'll need to remove consume from recall or get it out of consume pile.