Infinite Combo

An **infinite combo** is a setup that allows you to keep playing the same cards forever in a single turn, either spending no  or continually regaining the energy used. Infinite combos are powerful as they allow you to keep attacking until you win the battle, keep gaining  until nothing can harm you, or keep gaining energy to spend it all at once on a cost X card.

As most infinite combos work by continually drawing the same cards, the setup requires you to have very few cards in your draw and discard piles. This is helped by avoiding adding cards to your deck other than core cards in the combo and removing them whenever possible. Cards that  and Power cards may still be used.

Some infinite combos rely on the  combined with a card that allows you to draw two or more cards. Such cards are listed below. This works by playing a multi-draw card with an empty draw pile and fewer than that many cards in the discard pile, which adds two counts to the Sundial. The discard pile must contain a card, usually an Attack, that allows you to draw the multi-draw card again. If the multi-draw card can draw more than two cards, you can include some additional extra cards in the combo.

 can be used in a different kind of infinite combo. Whenever it is exhausted, another copy of it is added to your hand.  can be used to play and exhaust these indefinitely with no energy cost, and  negates the HP loss.

The following achievements can be easily completed if you can set up an infinite combo; however, there are other ways to complete them:

* Infinity: play 25 cards in a single turn.
* Neon:  9  in a single turn.
* Perfect: defeat a boss without taking any damage.
* The Transient: Defeat the Transient before it fades away.
* You Are Nothing: defeat a boss on turn 1.

## Counters

The Time Eater counters infinite combos with its Time Warp power, which ends your turn and causes it to gain  for every 12 cards you play. The Corrupt Heart counters Blockless infinite combos with its Beat of Death power, dealing damage to you each time you play a card, and its Invincible power, which requires the combo to be performed over several turns. Beware also of  and Sharp Hide.

, ,  or Time Maze will block infinite combos in most cases. The  negates Pain, and the  or any other means of exhausting the curses can provide an escape.

## Cores

The following combinations of cards and relics may be used in an infinite combo.

### Colorless

* and either another  or
* , any 0-cost card (up to two with Impatience+) and either ,  or another copy of
* and any 0-cost card; requires your hand to be otherwise empty
* combo:  (and an Attack costing up to 2 that lets you draw it again)
* , ,  and

### Red

* Any two or more of ,  or  ( can be used to duplicate one)
* combos: +,  with  and 0(1) extra card
* , ,  and any of the following:
	+ and any number of 0-cost cards

### Green

* Any two or more of ,  or
* 2 × ,  and any 0-cost card (or 1-cost card if Tactician is upgraded)
* combos:  with 0(1) extra card (more when combined with ), ,
* , ,  and any of the following:

### Blue

 is especially effective when played in an infinite combo. + may be used to cycle  orbs and combine with  as a finisher.

* 2 × , + and any 0-cost card
* 2 × +, +, using  as a finisher
* and either 2 ×  and up to one 0-cost card or
* and + both with cost reduced to 0, and any number of other 0-cost cards; this combo does not depend on shuffling your discard pile.
* combos: +,  with 1(2) extra cards

### Purple

Most infinite combos for the Watcher requires changing stances that would harness the extra energy generated by either Calm or Divinity.  can provide infinite block (against , Beat of Death, etc.) while  offers the same by attacking.  can offer damage for non-energy generating combos and  can destroy with mantra generating combos. These combos can be categorized by the two main stances involved.

#### Neutral

* combos:  with 0(1) extra cards,  with 1(2) extra cards.

#### Calm & Neutral

* 1-cost Calm card (e.g. , ), 2 × , N × . May require an enemy that intends to attack to reach Calm. Allows any many  as can fit in hand. Variations include:
	+ 2 × + allows adding any 0-cost card to the loop (e.g. Consecrate, Halt). And if the 0-cost card is , N ×  can also be added to the combo.

#### Calm & Wrath

* , 1-cost Calm card, 1-cost Wrath card (e.g. Eruption+, Indignation). May require an enemy that intends to attack to reach Calm. Variations include:
	+ and/or  allows the usage of 2-cost Calm card such as  or generate extra energy.

#### Divinity & Neutral

* +, ,  => Requires an extra  to initiate the combo. This is energy neutral. A variation is to use 2 × + and 1 + to generate 1 energy per divinity cycle.

#### Divinity & Calm

* +, , 1-cost Calm card => Requires an extra + to initiate the combo. A complete 20 Mantra cycle would generate 3 energy.
* +, 1-cost Calm card, 1-cost Draw 2+ card (e.g. //) => Requires an extra  to initiate the combo. A complete cycle uses 20 Mantra to enter and exit *both* Divinity and Calm *twice* and would generate 1 energy. The extra energy can be used to play an extra card but would require a Draw 3+ card to be card neutral. Variations include:
	+ and  allows for a energy neutral blocking combo.
	+ and  allows for a energy neutral attacking combo.

#### Divinity & Wrath

* +, , , 1-cost Wrath card => Requires an extra  to initiate the combo. This is energy neutral.

## Interactions

* , , , , ,  will keep triggering as you play more cards.
* and  activate every time  is discarded.
* and  allow you to keep more cards in your hand, making it easier to set up an infinite combo.
* , , + and  allow you to exhaust unnecessary cards.  can sometimes also be used this way.
* or  allow you to steadily gain energy or Block respectively while playing an infinite combo.
* can allow infinite combos with more cards, such as .