デッキ全体を循環させてグランドフィナーレを繰り返しプレイする無限コンボビルド。山札が0枚の時に発動する大ダメージ。
Grand Finale deals 50 damage to ALL enemies but can only be played when your draw pile is empty. The entire build focuses on one goal: cycle your deck to empty the draw pile, play Grand Finale, then cycle again and repeat. This requires an extremely thin deck (10-14 cards) filled with draw and discard effects. Acrobatics draws 3 and discards 1, Calculated Gamble replaces your hand, Tactician gives Energy when discarded via Sly, and Reflex draws cards when discarded. When the engine is running, you play Grand Finale 2-4+ times per turn.
Your top priority is deck thinning. Remove cards at every opportunity: shops, events, and rest sites. Meat Cleaver is the dream relic — it lets you delete unwanted cards permanently. Take Acrobatics early for draw and discard. Calculated Gamble is essential — it replaces your entire hand, instantly pushing you closer to an empty draw pile. Take any card removal events. Don't add cards to your deck unless they directly enable cycling (draw, discard, or Energy generation). Survive using basic Defends and whatever Block you can find.
By Act 2, your deck should be approaching 14-16 cards. Find Grand Finale if you haven't already — this is your win condition. Tactician is critical for Energy via Sly: when discarded, it grants Energy to keep the cycle going. Reflex provides extra draw when discarded, accelerating the cycle. Backflip and Escape Plan help fine-tune the exact number of cards left in your draw pile. Continue removing cards aggressively. A single reliable cycle through the deck in one turn is your goal before Act 3.
With 10-14 cards and the right cycle pieces, the infinite loop works like this: draw and discard through your deck until the draw pile is empty → play Grand Finale for 50 AoE damage → your played cards enter the discard pile, which reshuffles into a new draw pile → cycle again → play Grand Finale again. Each loop deals 50 AoE. Against Act 3 bosses, 2-3 Grand Finales per turn means 100-150+ AoE damage every turn. The fight becomes trivial. With Sly cards (Tactician, Reflex) providing free Energy and draw, the cycle sustains itself indefinitely.
The win condition. 50 AoE damage when draw pile is empty. Take every copy — multiple copies mean multiple plays per cycle.
Draw 3, discard 1. Primary cycle tool and Sly activator. Upgraded draws 4 for even faster cycling.
Replace entire hand. Instantly empties draw pile when timed correctly. Triggers all Sly cards in hand.
Sly Energy. Discarded by Acrobatics or Gamble, gives free Energy to keep playing cards in the cycle.
Draws cards when discarded via Sly. Accelerates the cycle without costing Energy.
Draw 2 + Block. Helps fine-tune draw pile count and provides defense.
0 Energy, draw 1, discard 1. Cheap cycle tool that triggers Sly and adjusts draw pile count.
Draw 1 card and potentially gain Block. Helps adjust draw pile count precisely.
When core cards aren't available, these alternatives keep the build functional.
Draw a card on every shuffle. A cycling deck shuffles constantly, giving extra draws to reach Grand Finale faster.
Draw 2 extra cards at the start of combat. Gets the cycle engine started faster on turn 1.
Gain Energy every 3 shuffles. The infinite cycle shuffles many times per turn, generating free Energy.
Gain Block on shuffle. Provides passive defense while cycling through the deck.
Silent's starter relic. Draw 2 extra cards on turn 1, helping assemble the first cycle faster.
Helps draw Grand Finale faster, especially in the first few turns before the deck is fully thinned.
Hard cap of 6 cards per turn. The infinite cycle needs to play 10+ cards per turn to function.
Adding Curses to the deck is catastrophic for a build that needs the smallest possible deck.
Randomizing costs breaks the precise Energy calculation needed for the cycle.
The infinite Grand Finale loop deals 50+ AoE damage per cycle. Even Guardian's defensive mode crumbles under repeated 50-damage hits. Focus on getting the cycle started turn 1-2.
If your cycle is online, you can kill Hexaghost before it Infernos on turn 2. 2-3 Grand Finales on turn 1 deal 100-150 damage, often enough for a near-instant kill.
Grand Finale's AoE hits all enemies. After the 50% split, each Grand Finale hits both halves for 50 damage each. The split barely matters.
AoE Grand Finale handles both the Collector and all spawned minions simultaneously. The infinite cycle ignores adds completely.
Dangerous matchup. Each card in the cycle counts toward Time Eater's limit. You need the cycle to be as efficient as possible — fewer cards in deck means fewer plays needed per Grand Finale. Prioritize deck thinning over all else.
Ideally 10-14 cards. The fewer cards, the fewer draw/discard steps needed to empty the draw pile, and the more Grand Finale plays per turn. At 10 cards with good draw, you can play Grand Finale 3-4 times per turn.
Without Grand Finale, the infinite loop doesn't function. However, the cycling engine (thin deck + Sly cards) still works well as a Sly/Discard deck. Pivot to Speedster and Poison via Haze as your damage if Grand Finale doesn't appear.
Early game is the hardest part. Use basic Defends, Backflip, and Escape Plan for survival. Once the cycle is online (usually Act 2-3), you generate so much damage that fights end in 1-2 turns, making defense irrelevant.
Yes, absolutely. Each copy is another 50 AoE damage per cycle. With 2-3 copies, a single cycle through the deck deals 100-150 AoE damage. Multiple copies are why this build is so devastating.
Meat Cleaver is a relic that permanently removes cards from your deck. It's the fastest way to thin the deck down to the critical 10-14 cards needed for the infinite loop. If offered, always take it.