One Turn Kill Cards: Complete List and Archetypes
One Turn Kill cards are tactical combat actions collected by clearing boss encounters and Bias levels in the facility. Each card costs draws from your 20-card deck to activate, dealing direct damage or manipulating hand costs before your turn ends.

One Turn Kill cards are tactical combat actions collected by clearing boss encounters and Bias levels in the facility. Each card costs draws from your 20-card deck to activate, dealing direct damage or manipulating hand costs before your turn ends.
How Do Card Costs and Draws Work in One Turn Kill?
Card cost in this game is the exact number of cards drawn from your deck when played. As detailed on the Steam store page, drawing cards serves as your resource expenditure. Playing a card with a cost of 3 immediately draws 3 cards from your draw pile into your hand.
When your draw pile cannot supply the full draw cost required by a card, that card becomes unplayable. Ending your turn before reducing the enemy target to zero health results in immediate defeat. Because of this rule, cards that draw resources, cards that return discards into the deck, and cost-reduction abilities dictate how many actions you can execute.
Decks require an exact total of 20 cards during deck building, with a strict limit of up to 3 copies per card. Cards feature mechanics designed to cycle or manage this draw economy:
- Fragile: Destroys the card if another card is played before it. If drawn via specific reshuffle cards like Transcode, the fragile property is ignored, keeping the card intact.
- Deck Return: Returns designated cards from your hand back into your draw pile, refilling your deck count so expensive strikes can still be drawn.
- Discard Synergy: Triggers secondary damage or buffs when discarded from hand by skills or activation costs.
- Cost Reduction: Lowers the draw requirement of targeted cards to zero, allowing actions without consuming remaining deck counts.
What Are the Core Card Archetypes in the Game?
Combat builds center on specific damage engines supported by cycling tools. Reviewing card roles helps prevent running out of cards against late-stage bosses.
| Strategy Archetype | When to Use | Drawback or Cost |
|---|---|---|
| BAS Multi-Hit Engine | High-health encounters requiring steady damage scaling via Nelker's Experiment | Requires stacking attack buffs across multiple hits to match late-game boss totals |
| Heavy Blow Cost Stacking | High Bias stages where Aggra-Ray and Anti-Materiel boost hand costs | Bricks your entire turn if cost reducers like Tea Ceremony are not drawn in time |
| Discard and Kunai Cycling | Encounters where incoming debuffs or Overload junk clog normal draw lines | Needs multiple setup pieces like Ferocious Claw, Genetic Mutation, and Iron Coin |
| Reckless Plan Scaling | Prolonged runs utilizing Backdoor and Revive resets to amass raw attack power | Relies on drawing specific discard engines early in the encounter to trigger stacks |
Multi-Hit and Flat Attack Buffs
BAS is a multi-strike card that attacks twice at base and three times when upgraded. Combining BAS with Nelker's Experiment, which adds flat attack to targeted cards in hand, multiplies total damage output per swing. Intuition supplements this by drawing two cards while granting hand attack buffs.
Laevatein fires three shots at base and gains bonus attacks based on the number of 3-cost cards played during the turn. It introduces a rhythm-based timing input on trigger. When buffed with Nelker's Experiment and cost-reduced, it functions as an alternative burst tool.
Hand-Cost Amplifiers
Heavy Blow is a 2-cost strike dealing base damage increased by the combined cost of cards held in your hand. When buffed to 50 or more attack, its upgraded form grants an extra attack.
Decks running Heavy Blow rely on Aggra-Ray and Anti-Materiel to increase the cost of held cards, dramatically raising Heavy Blow's damage. Players prevent these amplified cards from locking up the hand by playing Tea Ceremony, which converts cards of cost 3 or lower into 0-cost actions.
Discard and Deck Generation
Ferocious Claw discards a card from your hand while striking the opponent. Upgraded Ferocious Claw gains bonus attack equal to the attack value of the discarded card. This creates direct synergy with Kunai Throw, which deals its attack damage immediately whenever it is discarded from hand.
Genetic Mutation adds Ferocious Claw copies into your deck while discarding one held card, supplying card draw and discard triggers. Iron Coin generates extra deck padding upon discard, preventing draw depletion during extended discard loops.
Finisher and Reshuffle Tools
Assassin's Sign functions as an execution attack, gaining 30 bonus attack when your remaining deck holds five or fewer cards. Upgraded Assassin's Sign increases this bonus to 50 attack when the deck drops to one card or fewer.
Axim Core returns all cards in hand to the draw pile while duplicating random cards back into your hand, with its raw 20-draw cost reduced by one each time another card is played during the turn. Procyon Device deals 5 direct damage whenever an attack card is played at the cost of discarding two cards from your hand.
How Do Card Upgrades and Balance Changes Affect Builds?
Cards are upgraded at the Upgrade Facility accessible in the camp hub after clearing Bias level 6. Upgrades require upgrade chips, which are awarded by defeating enemies under raised Bias difficulty settings. Upgraded cards can be toggled between standard and upgraded states freely at the facility.
Developer DenDen adjusted several key cards in the official Steam patch:
We’ve made a few card balance adjustments and fixed some bugs. — the developer's Steam announcement
According to the official 260119 Update announcement, several numerical values were rebalanced:
- Heavy Blow and Heavy Blow+ gained a baseline attack increase from 0 to 20.
- Heavy Blow+ had its secondary trigger threshold adjusted from 40+ to 50+ attack, with bonus attacks reduced from +2 to +1.
- Immortal Flower+ had its trigger requirement lowered from 5 cards to 3 cards, while Eternal Loyalty attack was boosted from 20 to 30.
- Electric Discharge base attack jumped from 6 to 15, and Intuition+ attack increased from +5 to +6.
- Dew Sharpening increased from +6 to +10, with Dew Sharpening+ rising from +10 to +15.
Which Combos Deliver Reliable One-Turn Clears?
High Bias levels require precise card order to eliminate boss targets before cards run out. Testing combinations on the training scarecrow helps confirm damage thresholds before entering live missions.
The Heavy Blow Hand-Cost Burst
This engine converts excessive hand draw costs into pure damage output:
- Open with Anti-Materiel or Heat Burn to draw cards and introduce raw hand cost.
- Play Aggra-Ray to add +1 cost across all cards in your hand.
- Apply Tea Ceremony to reduce Heavy Blow and target strikes down to 0 cost.
- Apply Nelker's Experiment onto Heavy Blow to raise base numbers before calculation.
- Strike with Heavy Blow, dealing amplified strikes based on the inflated costs of remaining cards in hand.
The BAS and Nelker Scaling Loop
This sequence focuses on multi-hit multiplier value without relying on high hand costs:
- Draw through the deck using Transcode and Intuition, holding BAS copies in hand.
- Target BAS with Nelker's Experiment to grant flat attack buffs across each hit instance.
- Use Tea Ceremony or Oxalis's Prayer to eliminate draw costs on buffed attacks.
- Trigger the Duplicate skill to produce additional zero-cost BAS copies.
- Strike repeatedly with BAS to tear through boss shields and health pools.
The Discard Accumulation Engine
Reckless Plan is a scaling strike that gains bonus damage each time it is discarded. Utilizing run-wide persistence, players discard Reckless Plan using Procyon Device or Ferocious Claw. Pairing this setup with the backdoor card allows players to copy utility skills or reshuffles, creating high-damage strikes that dismantle targets across late-game stages.
Next step
Game Guide
Understand card draw resource mechanics, deck cycling tactics, and boss patterns to clear encounters in One Turn Kill.
Related Guides
One Turn Kill Guide: Core Rules and Deck Builds; One Turn Kill Mods and Official Modding Policy
