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How to make Invaders go 'Poof': An Iris Guide
By Cartography Dee
A general guide on how to play Iris at the 'Impossible' difficulty level.
   
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Introduction
Iris is one of the most versatile characters in the game. Even after many runs, there are still some strategies or card combos I have not been able to fully explore. Due to the nature of a roguelike, I will be covering mostly general strategies and play-lines. If you have your own strategies that work well or any other thoughts to share, feel free to post them in the comments.
Basic Summon Tips
Summoning a core mechanic of the Keeper mech. They have some unique properties, and learning to use them well is integral to Keeper play.
  • Your Mech is the Haunted Summon. This means enemies that target your Mech will target it, and you will get a Jam in your deck if it is damaged (but not if it is sacrificed). If you need to push a Puppet into an enemy, you can avoid the Jam by summoning a new one to haunt. This becomes very important when the Tick modifier is active, as Ticks can only destroy the Haunted summon, unhaunted summons are safe from them.
  • Proper summon ordering: Summons are always Haunted in order of recency. When summoning multiple summons, consider the order in which you spawn them; You can often avoid getting Jams from your Mech being damaged if you sequence your plays properly. Additionally, Movement cards and some attacks are played from your Mech's position and it can be easy to end up in an awkward spot if you aren't thinking about it.
  • Splitting enemies: Summons are physical entities on the board, so enemies cannot walk into their tiles. You can use this property to manipulate enemy positions to set up better attacks (generally useful with the starter deck sacrifices). Enemies take action from left to right, so standing in front of the leftmost enemy in a split will be unreliable as it has a 50% chance of moving to your left or right side.
  • Defending from Echoes: These purple nuisances show up in every Boss fight. If they can move 2 or less tiles and end up with a direct line of sight to your Mech, they will always shoot you. If they can't get a line of sight, they will instead throw an auto-bomb within the 8 surrounding tiles of your Mech (If your mech isn't on the field, they will throw the bomb near the bottom of the grid). Having your Summons get destroyed by them can be a big problem, so you want to make sure your Mech is safe behind something. Echoes will ONLY shoot at your mech, if enemies/items/unhaunted summons are in the way, they cannot shoot. Note that enemy actions resolve from left to right, bottom to top. This affects safe positions as some enemies may end up moving before the Echoes do, making a seemingly safe spot unsafe.
The Priority Draw system
This is a very important underlying system in the game designed to mitigate bad rng. This system takes effect every time you draw a card from your deck:

1. If you have no 'Move' cards in hand, draw a 'Move' if your draw pile contains any.
2. If you have no 'Attack' cards in hand, draw an 'Attack' if your draw pile contains any.
3. [If playing as the Keeper mech] If you have no cards that spawn a summon in hand AND you have no summon on board, draw a card that spawns a summon.

While you don't typically need to worry about this mechanic, there are some tricks you can do with it:
  • If you have the ability to draw cards mid-turn, you can manipulate your draw by emptying your hand of Move/Attack cards before drawing.
  • If your deck is not larger than 9 cards, and you have a single movement card (or a single attack card) in your deck, you are guaranteed to draw it every turn.
Earlygame Tips
  • Chrono Tokens are very valuable in Impossible, as they don't refill automatically. It's best to spend them outside of combat rather than Inside of combat; rerolling for better rewards nets you more long term advantage and makes you less likely to reroll in combat (don't be hesitant to reroll Buds either). I would recommend not holding 3 tokens for long as that prevents you from gaining more from Time Angels, but I would also suggest not rolling down to 0 tokens if you can avoid it. Having 1 to spare for emergencies (or misplays) can get you out of a sticky situation as a last resort.
  • Combos and Economy: Combo's are important! Each combo multiplies your star gain, capping out at x5. This incentives taking out multiple enemies in the same turn, often setting up your summons in one turn but waiting until a later turn to detonate them all at once (remember you can bank mana between turns, you will not lose any as long as you do not have more than 2 mana when you end your turn). If there are high value enemies present (like Echoes and Fallen Angels), you will want to kill them later in the combo if possible. Speaking of Echoes, the Echoes that spawn during boss fights do have a bounty of 1500 stars each, which will be lost if you kill the boss before them. If possible try to eliminate them before killing the boss (but don't risk losing the game because of it).
  • Not all enemies are worth as much. Nodes with Fallen Angels or Swarmers tend to be significantly more valuable than nodes without them. The +2 Doom from Fallen Angels is non-lethal, and since you're stuck at minimum 3 Doom, getting 1 more that will be cleared at Min's Shop anyways is negligible. If you have enough damage output to get a decent combo, going to these nodes in Act 1 is often better than going to nodes with better rewards, since you can just buy artifacts/cards at Mins with all the extra money. Also, when given the option, try to prioritize killing one Fallen Angel with a high combo, rather than killing 2 of them with a low combo.
  • Clouds in Act 1 can be used to your advantage. If you push a Puppet on a Cloud tile into an enemy, the Cloud will block the strike, protecting the Puppet from destruction.
  • One of the most important things in Act 1 is Rocket manipulation. Rocketeers and the Mothership boss (and to a lesser extent Echoes with their AutoBombs) will target your Mech with their explosives, with little regard for friendly fire. This can result in massive free damage output against the enemies if you end your turn with your Mech wedged up near an enemy group. It makes a huge difference in the Mothership and Shambler boss fights especially.
Map Node Priority
Regular nodes:
  • Rare card node: This is a great node early on in the game; many rare and Legendary cards are good enough to build your deck around. Tends to be less useful the later the game goes on though, both because a random rare card is less likely to be impactful later, and average card rarity of regular card nodes also increases each Act.
  • Artifact node: Keeper has access to some extremely valuable artifacts. Generally they are supplemental to a strategy rather than core to a strategy though, if you're really struggling with build direction you may prioritize other nodes over this. Tends to be less valuable the more artifacts you get, as it increases the chance of getting the less desirable ones.
  • Upgrade node: Tends to become increasingly stronger the later the game gets, when you have a decent core deck you want to start visiting these over card nodes. If your build is based on a powerful summon (usually a Dragon), Flux and Zombie components are desirable to recharge it. Arcane component is also good for spell spam decks. A lot of cards have upgrades that can basically win the game by themselves or lead to infinite combos, but there are too many to list so you'll need to develop your awareness over which card/upgrade combos you should look out for.
  • Spell node: Almost always consistently useful. Spells can be win conditions, but there are also plenty of utility spells that work in any build. Unless running a Consecrate deck, It's very useful to pick a spell in act 1, wether or not you pick another spell afterwards depends on what you get (many sources of spell cooldown reduction only effect 1 spell at a time, so if you have a win condition spell you're trying to cast fast, having multiple spells on cooldown will just slow you down.) Additionally, the legendary artifact 'Focus' provides a very powerful effect to the bottom-most spell, so if you have a good target for it already you may want to hold off on getting a 3rd spell.
  • Normal card nodes:The 'last resort' node. You generally don't want to visit these if possible, Rare card nodes and Min's are usually safer places to get the cards you need. At some point you'll be forced to visit anyways, if you don't have Chrono Tokens to spare on rerolling the map or if you have to dodge a dangerous enemy formation. The one saving grace is that unlike the Rare Card node, these cards can come pre-upgraded with components, but it's unreliable so don't count on it.

Special event nodes:
*These come with permanent negative modifiers for the rest of the run. Even if the modifier isn't too bad, it increases the chance of the worst modifiers appearing later. Only take these nodes if you think they're providing a significant power boost.
  • Cherubim: Terrible node. Provides extra Chrono Tokens to builds that can kill an Extra Time Angel at the start of battle. Builds that are strong enough to do this did not need the extra token in the first place, and builds too weak to kill it are getting literally zero benefit and just got stuck with a permanent negative modifier for nothing.
  • Cosmic Dust: Very high risk node. Can consider taking this early game if you have some solid cards from buds, but if trying to win consistently it's usually best to skip it. It can get you some extremely good upgraded cards... if you're lucky. It's a fun artifact though so feel free to take it in act 1 if you just wanna mess around.
  • Mobius Gem: The bigger advantage of this artifact is the free removals. If you take it in act 1, this will save you 21,000 stars worth of removals, which is not bad. The reduced deck limit can lead to some very funny decks but also tends to be unnecessary. The main problem is that this artifact is best to pick early, but the value is rather back-loaded. If your starting deck is very strong you can consider it.
  • Gemini: Unlike the other special artifacts, this one is best taken as late as possible. Ideally you have enough money to remove most of the garbage this adds to your deck if you take this. It's a very niche artifact but can have a big payoff if you run into it with the right deck at the right time (which you usually won't....).
  • Random Legendary Artifact: This is potentially very powerful early; a lot of Legendary artifacts provide immediate benefit, but some don't or are a bit niche. I wouldn't go here without Chrono Tokens; I'm sure at least one person has immediately bricked their run with a Chaos Drive. Lategame you can evaluate if you want the boost from this or if your deck is already strong enough to win without the added risk of the negative modifier.
  • 2x Legendary card: Tends to be great early on, but there are some whiffs. Would not recommend taking this node if you don't have some Chrono tokens to spare on rerolling it.
  • 2x Artifact: Some of the duplicate artifacts you can get from here are crazy, this node has some crazy high-roll potential. Like the 2x Legendary node, there are some whiffs, so I would not recommend this node without spare chrono tokens. Note that you can't find every artifact here, only ones with effects that provide some benefit from being doubled.
  • 3x Pilot Unique Cards: This is an incredibly character dependant node. Unfortunately, most of Iris's unique cards are niche, so this node is just a waste.
Iris Unique Items
  • Sign Magick: Iris's starting artifact. Generates Poof's the first time you cast a spell each turn. Baseline, this effectively gives you an additional 0.5 mana every turn if you cast Conjure on cooldown. You don't necessarily need to cast them as soon as you generate them, it can sometimes be better to wait so you don't draw a card you'd prefer to have next turn. Do note that Poof is also tagged as a Junk card, so it benefits from Junk synergies, but also has antisynergy with the Sixth Sense artifact that discards your Junk cards.
  • Conjure: Very useful starting Spell, and only has a 2 turn cooldown. Generally used on cooldown to help generate Poofs, but sometimes it can be better to hold off on it. Tends to be necessary for sniping Time/Fallen Angels early. I usually prioritize removing enemy shields with it, but it's all situation dependant.
  • Wander: Shared with Sura as a starter move card. Iris definitely doesn't need 4 of these, removing 2 of them is generally a good thing to do when you can. They are still necessary for getting your Puppets into the enemy backline, to set up better sacrifices or snipe enemies like Time Angels or Orchids. The utility of changing your Haunt target also comes up every now and then.


  • Puppet: The most basic of all summons. Has no distinguishing features, but it only costs 1 mana so you can get out as many of these as your summon limit allows. Summon recharge effects tend to be pretty useless on these by default, unless you have a way to give them immunity so they can survive more than 1 collision.



  • Blast: The basic sacrifice card, and your main method of dealing damage early. Not much to say about it, setting up to hit as many targets as possible is the basis of the earlygame; it remains relevant into late game with certain components or to charge the Soul Cage artifact. If you get the Reaper legendary artifact, this card becomes virtually useless and changes to the number 1 removal target.


  • Bewitch: It's not terrible, but it's not good either. 2 mana is just too much to be consistently powerful, and the inability to hit shielded enemies makes it even clunkier despite being mitigated by Conjure. The primary use for it is to sacrifice Echoes in the boss fights, or to set up sacrifices in very dense enemy formations. Gets better if you have the SoulBind Spell to sacrifice an enemy for free. Also can be very good if you find one with a -1 mana component already attached.

  • Consecrate: A deceptively good engine piece. While you may think it's designed to be used with Maker's Fury, it actually functions perfectly well without it. The goal of the Consecrate engine is to find a way to consistently recast it (like with Retro Specters or Starter Fluid). By keeping your deck small this enables you to draw your entire deck every turn and give you plenty of mana to cast what you need, resulting in extremely high consistency. Consecrate decks value removal highly and will usually prioritize Upgrade and Artifact nodes when possible. The hand size limit is 12, so depending on how many times you can recast Consecrate you want to aim for an 11 or 9 size deck. It's a fairly commital strategy, so generally you won't go for it past act 1 unless you have a Maker's Fury. [There is also a very specific interaction with the card Quick Cast. Using Consecrate to break the topmost slot will make Quick Cast target the second spell slot instead, letting you reset the cooldown of a very strong spell].
  • Extract: This is Iris's worst card. It's basically a bad version of the Exhume spell. It costs mana, and you need to draw it alongside the card you want to use it with which makes it very clunky. The other issue is just that there are very few good targets for it, Iris doesn't have access to any high cost purge cards; your best bet is using it alongside something with an Echo component but it's very unlikely you'll find a good combo with it.


  • Whoops!: It's seemingly unreliable, but also very reliable. Thanks to Conjure, this will rarely cost more than 1 mana, and spending 1 mana to place a random summon anywhere is very good. On top of setting up in good sacrifice positions without needing to spend a 'move' card, it also has around a ~20% chance of giving you an incredibly strong Toy gunner/stinger summon that Iris normally doesn't have access to. In a longer fight you're almost guaranteed to see a Toy summon eventually, but in a shorter fight you should treat it as a bonus and try to not rely on it happening. Make sure you have sacrifice cards ready though since casting this a lot can fill your summon limit with junk.
  • Maker's Fury: The payoff card for 'SpellBreak'. Without any broken spells, this card is a 2 mana Fireball. Not great for a Legendary card, but at least playable enough to pick speculatively before you have Consecrate or Burn Book. The aforementioned 2 cards are the only ways to break spells, and while Consecrate is a good card that you might already be running, Burn Book is utterly terrible and you should only ever pick it if you have Maker's Fury already. You also need to visit Spell nodes as well, or find a copy of Eureka! to generate spells so you have some to break. All in all, this card is very funny when you get all the pieces together, but that probably won't happen very often.
  • Dark Medal: An incredibly niche and underwhelming legendary artifact. Fills your deck with 1 time use Chants that reduce all your spell cooldowns by 1. The primary use for this is to turbo out spells like Linkify that provide you some permanent advantage after use (while you can turbo out Meteorfall, it only helps with one cast and in the endgame 1 cast is not enough to really matter). There is also the problem that this artifact is significantly weaker when you take it in Act 2, but in Act 1 you're unlikely to have enough pieces to justify taking this over other artifacts that are more consistent and reliable. It's also weaker overall in difficulties past Apocalypse because the reduced day limit means you get 1 less chant per Act. Overall rather disappointing.
  • Wild Magick: On the other hand, this artifact is great. Effectively reduces spell cooldowns to 2. Meteorfall is by far the biggest benefitor of this (though you still need more spell cooldown reduction to get the first cast out) but plenty of other spells benefit a lot from this as well. Unless you're extremely focused on turboing out 1 spell, Spell nodes become a top priority if you take this for obvious reasons. The only downside is that it doesn't benefit Conjure at all, you need additional spells if you want to take advantage of it.
Spell Breakdowns
*The legendary artifact 'Focus' boosts the numerical value of your bottom-most spell by 2. I'll be referencing it when apllicable.

Win Condition Spells:
*These are spells that you can center your entire strategy around.
  • Meteorfall: The flashiest spell, a pretty blatant win condition if you have enough spell cooldown to consistently cast it. Best with artifacts like Wild Magick, Soul Cage and Baloney. Keep in mind that if you don't have spell cooldown this spell will do almost nothing, only being usable late into a drawn out boss fight. It's also technically boosted by Focus but raising the number of hits from 15 to 17 is basically useless.
  • Linkify: By default, basically just reads 'draw 1'. If you can cast it enough times, it will slowly transform your deck into an infinite combo as long as you have 2 draw cards to reshuffle your discard pile. Without support it's very slow though. Benefits a lot from the 'Inventor' pack being available as that puts the Interlinked artifact into the loot pool. Is also an extremely good Focus target, boosting the amount of linkified cards per cast from 1 to 3.
  • Hatch: A bit of an oddball compared to the other win-condition spells. While you can focus on casting the spell as much as possible to spawn multiple Dragons, it's more efficient to build the deck around recharging and moving/protecting a single Dragon. A little bit of spell cooldown helps getting the first Dragon out fast but you don't need much. If you don't have any support this spell can generally get one decent cast before becoming underwhelming. You can also use the Eggs to block enemies though that's pretty niche.

Utility Spells:
*These are spells that are usually supplementary to your strategy rather than the core of it.
  • Copy: Very useful spell in almost every deck. Being able to duplicate your best card is amazing, and unlike copycat you don't need to draw it at the same time. Leads to a lot of infinite combo's by duplicating specific cards. Also generates 3 copies instead of 1 with Focus, but that tends to be overkill.

  • Recharge: Has almost no utility in Iris's starting deck, unless you have a way to give puppets immune. Can be decent in a Dragon centric deck but there are usually better options. Totems are also a decent target, but where this spell really shines is in a Wisp deck; a full board of wisps can result in infinite spell combos. With Fireball or Meteorfall you'll just win on the spot.
  • Assemble: Not too flashy, not too bad. It's a fairly versatile spell, being able to draw in a pinch, but also placing a sacrifice target to any tile on the grid. Totems are also noteworthy for being able to convert recharge effects into draw, which can lead to some infinites. Overall mostly average.
  • Exalt: Drawing 2 is nice, but a 5 turn cooldown is harsh. If you're using this spell fairly, it's mostly just useful to mitigate the negative modifier that makes you draw 2 less cards on the first turn. The better use for it though, is to set up infinite loops by getting most of your deck in your hand, so you can start cycling through your infinite combo. If you don't have a plan in mind I would probably take a different spell over it though. Is also a target for Focus but I don't find it to be a particularily important one.
  • Mulligan: Doesn't seem great at first, but is surprisingly useful. It has a low cooldown and let's you cycle very fast through your deck, filtering through your starter cards and letting you cast your strong cards more often. Has minor synergy with Poof, letting you cycle the Poof while still getting the draw from it later. Is also one of the most reliable ways to discard Sacred Gem and Mana Gem. Most decks wouldn't mind having this.
  • Boost: Just +1 repeat on anything. Very versatile, there's so much you could use it for that I'm not gonna bother talking more about it. Focus boosts it to +3 repeats, which can be pretty funny though it may be hard to find a target worth justifying that.

  • Enhance: I have a personal disdain for random upgrades. Despite that this spell is not bad, 2 random upgrades can be fairly powerful, and it lasts the duration of the fight so you can increase the amount of targets over time. The main annoyance with it is that the Echo component is in the pool, which can make you purge cards you don't want to purge. It's usually manageable, but just be careful if you have an important unupgraded card that you don't want to purge by accident. If you don't mind that it's also a pretty decent Focus target, upgrading 4 cards at once isn't small.
  • Exhume: An interesting spell. It's usefulness tends to be somewhat limited on Iris, as she has a lack of good targets for it. This isn't a spell I would take speculatively, but go ahead and take it if you have an immediate use for it.

  • Fireball: Fireball is just naturally good. It's a solid attack with a wide attack range; the fact that you don't even need to draw it makes it incredibly consistent and a good backup damage option. It's hard to go wrong taking this, and it also benefits heavily from Focus, a triple fireball is no joke.
  • Attract: Fireball's overlooked younger brother. Cooldown is a bit less, damage is a bit less, overall it just kinda wishes it was fireball instead. It's not strictly worse, it can be useful to snipe a backline enemy like a Time Angel or an Orchid, or push an Echo in Act 2 into a hole. Every deck will get some use out of it, it's just never the thing you're looking for when you visit a spell node. It is technically affected by Focus but why would you do that??? Please don't do that.
  • Slash: Unassuming, but it's a pretty solid Tempo pick. It costs a summon, but has a really wide attack area and is tied with Conjure for the shortest spell cooldown. Especially useful for defending the bottom lanes from swarming enemies (of which there are plenty).
  • SoulBind: A particularily odd spell. You're basically trading a summon for a gradual 5 mana discount (the effect also triggers from the natural start of turn spell cooldown reduction, so you won't miss out on any). Iris is not the most appropriate Keeper for this spell, she already has naturally higher mana regen thanks to Poof and unlike Garu or Sura she doesn't have incentive to sacrifice her own summons for this. However it can still be useful if you're running Bewitch or Whisper, because then you can use it to sacrifice an enemy instead. You can also probably make some convoluted infinite combos out of this spell with the mana discount but I don't even want to think about those.
Winning Play-lines
You can treat each run as a set of problems waiting to be solved. The primary problems to solve are:
  • Damage: The amount of hits can you deal every turn. You can indirectly increase your damage output by manipulating enemy positions (or lower the amount of damage needed by stalling). The modifiers Shielded and Ticks increase the amount of damage you need.
  • Coverage: The ability to strike enemies wherever they are. Dependant on your mobility and the range of your attacks. Iris generally has an easy time targeting enemies near the bottom of the grid, but enemies near the top can be harder to deal with. The modifiers Ticks and Doom Ritual increase the amount of coverage you need.
  • Consistency: The ability of your deck to maintain it's damage and coverage on a per-turn basis. Mostly dependant on deck-size and draw power, smaller deck size and higher draw increases consistency. The modifiers Jammed and (and sometimes Clumsy) reduce your deck's consistency, and the modifiers Doom Ritual and Dark Channel increase the amount of consistency you need.
  • Speed: How fast you can start executing your game plan. Mostly a concern with builds that need to set up specific summons, manipulate their deck, or charge spells like Meteorfall. The modifiers Slow Start (and sometimes Clumsy) and Jammed reduce the speed of your deck.

The importance of each problem varies depending on the encounters you face. For example, Orchids in Act 2 are squishy and threaten doom from the backline. They require high speed and coverage to deal with. On the other hand Blobs spawn a lot of smaller blobs. They generally require more damage. If your deck struggles at a certain problem, you may be forced to avoid some encounters until you can improve it.

In a run, you want to establish a combination of things that will solve all these problems. Often these will be things that synergize together to produce powerful results, other times it will just be a mishmash of 'good stuff' that isn't perfect but covers enough bases to win. Ideally you should have a solid plan of what you want your deck to do by the end of Act 1, and you should base your future decisions (what map nodes to take, what to buy, when to reroll rewards) based on it.

Let's go over an imaginary run as example. I start the run and I see a Spirit Storm card in Buds Factory. This is quite lucky, Spirit Storm is a powerful card that can scale its range based off the number of summons sacrificed per battle; it's good enough to be the deck core for now. In Act 1 I take a spell node and an artifact node. I end up with some generically useful stuff, the Boost Spell and the Toymaker artifact. In Min's Shop I don't see anything extremely useful, I'm in a good spot already so I remove 2 Wanders from my deck. I clear the Act 1 boss and the artifact selection isn't ideal. I reroll and find the Reaper artifact. This is great for our strategy, letting us sacrifice for free. In Act 2 I'm focused on upgrading. I manage to get the Risky Component on the Spirit Storm. Pretty good outcome, conditional +1 repeat on our main attack. At the Mins shop I remove the 3 Blasts from my deck as Reaper makes them redundant. It's smooth sailing through Act 3. I pick up a Copy spell along the way so I can duplicate my Spirit Storm, and a Hallowed Grounds artifact so I can setup faster with 2 draws and free sacrifices. By the time I enter the Act 3 boss I have an 8 card deck, I can play Spirit Storm multiple times a turn and it's range is enough to cover the whole map. There's basically zero chance of failure from here and I clear the game.

That's an example of a run going smoothly from start to finish, however a lot of times it won't be that simple. You may not find a great attack early, you may be looking for a specific component that refuses to show up. Don't tunnel vision on one thing, maintain a certain degree of flexibility. If you're hunting for a certain combo, don't be afraid to take decent generic things that aren't the best for your gameplan but will help you not die in the short-term. In one of my worst runs I started with a Tactical Scry, that could easily set up an infinite combo with just a bit of support. Unfortunately I completely whiffed on finding anything I needed for it, and I was limping past Act 2 with a barely coherent deck. I found a Last Impact attack card in Act 3, got an upgrade on it, and decided to pivot the entire deck around it. I didn't have the resources by that point to make it ideal, I only had enough mana to cast it around twice a turn, but it still performed well enough to clear the final Act. if I had stuck with the original plan it would have certainly resulted in a loss.

I do want to make one last mention about deck size since I glossed over it so far. Every mech inherently favors small decks, but Keeper even more so. Keeper has the smallest starting deck, and they often have a limited amount of reliable summon cards. The larger you make your deck, the less summons you will draw, and summons are often the fuel for your damage output early. Decks focused on more powerful non-starter summons, or decks not focused on summons at all will inherently have a smaller subset of cards they want to play, keeping your deck small will let them play their core cards more often, which results in better output. Try not to bloat your deck with more cards than you need to, and removal at Mins is always something to keep in mind if you're not missing anything critical.
About Infinites
The last thing to talk about are infinite combos. An infinite is a combination of cards/artifacts/spells that allows you to take as many actions as you like without ending your turn. Needless to say, any impactful infinite will allow you to immediately win once you execute it. While a lot of the sample decklists I will post in the appendix contain Infinites, there are a few things to keep in mind:
  • Infinites are not relevant for most of the game. On Impossible mode, resources and rerolls are limited. You cannot guarantee finding specific components, which are what most infinites rely on. It is very uncommon to assemble a consistent infinite before Act 3.
  • Infinites are rarely necessary to win the game. Decks that can assemble an infinite are usually strong enough to win without it.
  • Infinites usually cannot be executed right away. Some need setup, and are often are slowed down by modifiers such as Jammed and Slow Start.
  • A few infinites are so tedious to execute you might be better off not doing them. I'm talking like 'play 12 cards so you can cast a single fireball, then repeat'.
How to assemble an infinite:
The general limiting factor to an infinite is Mana. The Stinger mech (and Sura) often circumvent this with the Flow mechanic, but Iris has much fewer ways to consistently generate mana during an infinite. Typically the only way to do so is with either Mana Gem or the Exhume Spell (or the SoulBind spell but that one is a pain to think about). As such, most infinites center around 0 mana cards; specifically, 0 mana cards that can both draw and do something else at the same time. These usually involve the Tactical or Magic components. There are some of the main types of Infinites for Iris (though not the only ones):
  • Standard 2 card infinite: The most common type, you need to get your deck small enough so that you can have an empty discard and draw pile. Then if you have two 0 mana draw cards, you just play them over and over since they keep drawing each other. Ideally they do something you can actually convert into damage to make them useful. An example is looping Tactical Dodge with Magic Bash. Also keep in mind you can substitute the Tactical Component for Flux if you can get a Totem summon onto the field.
  • Spell-centric infinite: Generally based on Wisps, Alchemize, Soul Cage, or the Arcane component. The easiest way is just having the Recharge spell with a lot of wisps with either Wild Magick or Sacred Grounds, which will let you cast your other spells infinitely. There are many combinations of things you can do with spells though, it just depends on what you have.
  • Linkify infinite: If you have 2 draw spells in your deck, getting the Linked component on most of your cards will turn any deck into an infinite. Tends to be pretty slow to start up without some good support though.
Sample Decklists Appendix
This appendix contains a variety of decklists that achieved a 'True Victory' (act 4 clear). Remember that the final decklist is only a snapshot of the run, the path towards it is just as important. Some cards/spells/artifacts are taken speculatively or just as a result of lacking Chrono Tokens and don't end up impacting the final deck much. Still, I hope this section gives you a better idea of the kinds of builds you should be aiming for in a run.

Dragon Babysitter / Dragon Babysitter Hatch version + Gemini
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Reaper Meteorfall / Wild Magick Meteorfall
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Consecrate Chain BFG / Consecrate Hammer BFGs
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Consecrate Beams / Consecrate Levitate
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Maker's Fury Hologram abuse / Maker's Fury Quintuple Spellbreak
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Moonlit Ritual Oru's / Reaper Vudu Oru
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Tactical Witch Hammer + Copycat infinite / Reverb + Chain Witch Hammer infinite
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Wisp Meteorfall Recharge infinite / Wisp Fireball Turbo (failed infinite)
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Super tedious Exhalt + Exhume infinite / Failed Scry infinite, emergency pivot to Last Impact
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Free Delivery Death's Touch / Peashooter repeats feat. Robo-Parrot
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Linkify spam (almost infinite) / Hope DPS feat. Tempt Fate semi-infinite