Infinite Azura (B02)

## Overview

If you want to perform an infinite in cipher, this is probably the best one to do. Technically it can be run in any deck, the minimum number of cards needed is 3, but because it's black or white, it can work really well in Vallui without disrupting the deck much. This means you can play a pretty normal Vallui list and just not hit the opponent, stalling them out and milling your deck to boundless until your combo is set up. And if the infinite doesn’t seem to be working out due to the matchup, you can also just play the deck normally and you’re only down a few cards.

## The Combo

The combo relies on 2 cards- performance emblem Azura, and a 2 cost that can hit pretty big- for this guide, I’ll be using the white Azura and the Mamui 2 cost.

The goal is to have only performance emblems in your deck and your 2 cost on board. Since there is no restriction on what performance emblem untaps as long as they are 2 cost, when you swing with Mamui he will tap, then support Azura, triggering the support skill to untap himself, and he can swing again. If your deck is all Azuras, this repeats infinitely

Since he is 70 + 10 with support, as long as your opponent is at most 80 on defense, you have won the game. You swing infinite times, so as long as there is a self support in your opponent’s deck, you will hit them enough times eventually. Some versions may run Loki to be safe and get around the opponent tanking up, but it is usually overkill, and in Vallui it would be hard to get out of boundless.

## Gameplan

For the first part of the game, you’re just playing regular Vallui (or whatever deck you are actually playing) and not hitting the opponent’s MC. By not attacking their MC, you deny them 5 cards throughout the game, and some decks will really suffer without that fuel, allowing you to starve them out long enough to set up. For more specifics on playing and building Vallui, check out the Vallui guide.

Once you have stabilized and your opponent isn’t able to do much to you, you’re looking to boundless your entire deck. You don’t have to worry about combo pieces yet- you can copy any that are sent to boundless to get them back in your deck, and you can even bond them and grab them back with Mamui 6 later. Depending on your build it can take a while to get a ton of cards into boundless, but Azura is a key card for doing it, and if you are splashing blue then Grima and Tharja 1 are also great.

Once your deck is basically empty, you’ll want to take care so that your deck is ONLY Azura, and you have Mamui 2 (or whatever 2 cost) in your hand to deploy. This will usually involve using a healer to get the last few cards out of your retreat such as Elise, and getting them out of your hand by using Azura 4’s skill to discard them. You need to be careful since if at any point you have only 1 card in your deck and attack or are attacked, you will lose- You support your 1 card, then there are no cards in your deck or retreat, and since you can’t reshuffle, you lose the game. You will have to be patient and careful to make sure you get set up.

On the turn you think you can get your deck set, deploy Mamui 2, remove that last 1 or 2 cards that aren’t Azura, and attack with Mamui. You should only be supporting Azuras and have completed the infinite.

## Strengths and Weaknesses

**Strengths:**

* You are playing Vallui, can always go to regular gameplan as backup
* Denies the opponent resources in their Orbs
* Even if you have a hard time pulling off the infinite part, your opponent may just fold

**Weaknesses:**

* Extremely tedious and could be disrupted
* Stalling this much may give the opponent to find an opening to win the game
* Some cards in your deck are useless until the actual combo turn

## How Many Combo Pieces?

Boundlessing over half of your deck- assuming the other half is on board, in hand / orbs, or in bonds- is really hard. Vallui needs to copy skills in boundless to keep doing stuff, so you need other cards like Azura to actually increase the number of cards in boundless. However, if you run more combo pieces, there are fewer net cards that need to be in boundless for the combo to go off, making the final stage of getting the last few non-Azuras in your deck to hand / boundless much easier.

Starting from the minimum: 2 Azuras, 1 2 cost. This leaves you no leeway- you must have your exact 2 copies of Azura in deck and your 1 2 cost on board. It is the hardest to pull off, but there are 2 reasons to go for this: 1) There is minimal impact on the deck the combo is housed in, meaning it can function pretty much normally, and 2) An infinite has pretty much the same odds of getting to the point of performing the infinite, no matter how hard it is to actually set up. By this I mean that whether you have 4 Azuras or 2, the deck will play the same for 95% of the match, only slightly less consistent since the Azuras are kind of dead draws / mills. Once you get to the last 5% where you try to get the last non-Azura cards in your deck, it doesn’t really matter since you should be in a position where you have the time to do either, so you might as well go for the consistency in the early / mid game.

The other extreme is the maximum 8 Azuras and your 1 2 cost. There’s a performance emblem for Black and White Azura, so a 2 cost Black/White card can work with both. There’s a limited number of Black/White cards, so your best bet is Scarlet 1 to flip 2 and make her 60 base, and then you’ll need to buff her with Silas most likely. You could run both Mamui 2 and Femui 2, since when one of them swings at least one of them will untap, but you have to weigh the bond requirement for Scarlet VS needing 2 cards in hand and making the space for the other 2 cost. With 8 Azuras in the deck, you can get to the point of only Azuras in your deck significantly easier. The cost, of course, is that you have to make room for them all somehow.

Then there is the middle ground, with 4 Azuras and 1 2 cost. You have some leeway with getting your deck set up, but need to give up a few more card slots for it. Ultimately, how many Azuras you run will depend on what you feel the hardest part of the deck is- is it getting to the stabilization point? Or is it getting the last few pieces set up for the combo? If the former, fewer Azuras is better, if the latter, more Azuras is better.

## Sample Decks

Blue Vallui Infinite
4 Azura, Lady of the Lake
3 Silas, A True Friend Forever
3 Corrin (Male), Divine Son of the Dazzling Dawn Dragon
4 Corrin (Kingdom of Valla), Monarch Forging a New Future
2 Corrin (Female), World-Saving Heroine
4 Corrin (Male), World-Saving Hero
3 Elise, Innocent Loving Sister
3 Grima, Ruler of Despair
4 Azura, At the End of the Endless Conflict+
4 Gregor, Swell Sword
4 Tharja, Hexing from a Hiding Place
2 Corrin (Female), Divine Daughter of the Darkening Dusk Dragon
4 Anankos, Draconic Heart in Human Guise
4 Ryoma, Brave King of Dawn Walking with the Dusk
1 Corrin (Male), Song of Lamentation
MC:
1 Corrin (Male), Prince of Two Homelands