It’s funny, Lorcana players try so hard to find infinite combos and one-turn-KOs to play, but if one was ever actually discovered, it would be a huge problem. The idea is to play a certain sequence of cards that synergize together to create a feedback loop of actions that ca🃏n make your turn last indefinitely or, ideally, allow you to earn an infinite number of lore and win the game, even if you had zero points when your turn started.

The closest we came before Into The Inklands was a setup Ruby/Amethyst decks could do using Madam Mim, Rival of Merlin; Lefou, Instigator; Dr. Faclier, Agent Prౠovocateur; and Shere Khan, Menacing ♑Predator. has a great breakdown of how this four-card combo works, but, essentially, you just need to exert Madam Mim to play Lefou with Rush for free, and use Lefou’s ability to ready Madam Mim.

With Dr. Fac꧂lilier and Shere Khan on♕ the board, you can Challenge an opponent’s character with Lefou, put Lefou back in your hand, and earn one lore. As long as you have targets for Lefou to challenge into (and banish himself in the process) you can do this an infinite number of times, earning a lore each time you do so, until you hit 20 lore and win the game.

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Aside from being incredibly difficult to set up, it’s also not a true infinite loop. You are free to stop this loop at any poi🐎nt simply by not playing (or challenging with) Lefou, but you’re also limited by the targets Lefou⛦ can challenge. The only way to truly make this infinite is to run him into an opposing character with Resist +2, which will cause Lefou to become banished but not the target. It’s possible, but the chances of playing out this exact scenario in real life is so unlikely that this loop never became a problem for the game.

With 🅷our reveal of five newꦏ Into the Inkland location cards this week, there’s a new infinite loop on the horizon, and, this time there’s a good chance you will be able to pull this one off in a real game. You just need three cards to do it: Beast, Relentless; The Bayou, Mysterious Swamp; and Sheriff of Nottingham, Corrupt Official. This loop is straightforward. Once you move Beast to the Bayou, you quest with him, allowing you to draw and discard one card. Discarding activates Sheriff of Nottingham’s ability, allowing you to deal one damage to an opposing character. Whenever an opposing character is damaged🤪, you can ready Beast, allowing him to quest again, repeating the process until your opponent’s entire board is wiped clean, or you win the game.

1. Play Beast, Relentless.

2. N♛ext turn, pla💦y both The Bayou, Mysterious Swamp and Sheriff of Nottingham, Corrupted Official.

3. Pay two ink to move Beast onto The Bayou.

4. Quest with Beast, triggering The Bayou.

5. Draw and disc꧋ard a card with The Bayou, trig𓂃gering Sheriff of Nottingham.

6. Deal 𓂃one damage to an opponent’s character, triggering Beast, Relentle𒀰ss.

7. Ready Beast, Relentless. Repeat from step four for as long as you 𓃲can.

Compared to the Madam Mim/Lefou loop, this one is pretty easy to set up. You can play Beast on turn six, then play out Sheriff of Nottingham and The Bayou on turn seven, use ♋one of your two leftover ink to move Beast to The Bayou, and that’s it. As long as your opponent has nine total Willpower bet൲ween all of their characters in play, you can go from zero lore to 20 in a single turn. You don’t even need your opponent’s characters to be exerted, as you would with the Madam Mim combo. Your opponent’s only chance to stop you is to either remove Beast the turn he’s played, or otherwise lock him out from questing.

There's only three cards needed to make this combo work.

Now for the caveats, since, once again, th𝐆is isn’t a true infinite loop. The loop has to end when your character runs out of targets for Sheriff of Nottingham to ping, so if your opponent’s chara﷽cters have fewer than nine Willpower, you won’t be able to get to 20. This combo also won’t work against characters with Ward, since they can’t be targeted, and characters with Resist +1 or more, since they won’t take any damage (). It might be better to think of this as a board clear combo - one where you’ll also earn lore equal to double the Willpower of your opponent’s characters plus two.

In one-on-one games this might be tricky to set up, but in multi🅰player Lorcana with more than two players, this combo could slip by unopposed, ✱and you’ll have even more characters to target with the Sheriff.

I don’t think we need to worry about this one breaking the game. Beast, Relentless was already a remove-on-sight card, and every color has a way to do that now. Int💫o The Inklands is also introducing at least a dozen more Ward and Resist cards, which can all stop this combo in its tracks. A single Cogsworth, Grandfather Clock - a sta🐟ple of Sapphire/Steel decks currently - makes this entire loop fall apart if there are no other options to target.

Still, there’s considerable value here. Even if all your opponent has on the board is a 1/3 Olaf, you can banish it and earn eight lore with Beast. If your opponent can’t bounce, banish, or lock Beast down in some other way, any non-Ward, non-Resist character they play will just feed the Beast machine the following turn. You won’t find all three of these cards by turn🌼 six every game, but if your goal is to hit the combo, you’ll probably be able to pull it off fairly often.

The Emerald/Steel Ping deck almost found its footing during Rise of the Floodborn, but with these new combo pieces, we might finally see this deck come into its own this season. Or you know, maybe a two-turn, three-turn la൩te-game boꦫard clear is exactly as inconsistent as it sounds.

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