All for One, Hologram+ and TURBO can form a repeatable turn when Touch of Insanity makes Hologram+ free for the combat. The missing condition in many combo descriptions is the upgrade: base Hologram Exhausts, so it cannot keep returning. The potion supplies a persistent cost change; an ordinary one-turn discount is a different resource.
The three-card cycle
Start with All for One in your discard pile, Hologram+ and TURBO in hand, and Hologram+ already reduced to zero Energy. Assume no other cost modifiers, no card-play restrictions, no damage modifiers, enough hand space, and an enemy that survives the sequence.
| Play | Energy change | Where the necessary cards go |
|---|---|---|
| TURBO | Gain 2 | TURBO and its new Void enter the discard pile. |
| Hologram+ | Spend 0 | Gain 5 Block and retrieve All for One; Hologram+ then enters the discard pile. |
| All for One | Spend 2 | Deal 10 damage and retrieve the zero-cost TURBO and Hologram+. |
The ending hand contains Hologram+ and TURBO again. All for One is back in the discard pile. The same three actions can begin again without drawing a card. At their base attack and upgraded Hologram values, each completed cycle deals ten damage, gains five Block and consumes no net Energy. TURBO+ instead supplies three Energy, so the cycle gains one net Energy.
The entire deck does not have to be tiny. The required cards must be available in those locations, with space to return them. Cards still in the draw pile are irrelevant to this particular cycle because the cycle does not draw them. A large deck can nevertheless make assembling the starting position much slower.
Why the Voids do not immediately stop it
Each TURBO creates another Void in the discard pile. Void loses Energy when drawn. All for One retrieves zero-Energy cards; it does not draw the discard pile, and Void is not a playable zero-Energy card. The cycle therefore creates future draw trouble without paying that trouble immediately.
That distinction matters when deciding whether to add Overclock or another draw card mid-combo. If it reshuffles the discard pile, accumulated Voids can enter the new draw pile. Drawing them can consume the Energy needed for the next All for One. An established retrieval cycle needs no draw to continue; adding draw can change its state from renewable to unaffordable.
If the current attack will end the fight, future Voids may never matter. If an encounter changes phase or stops the sequence, the leftover discard pile becomes part of the next problem. The Defect Status guide covers cleanup with Flak Cannon and the different timing of Compact.
Which card should receive Touch of Insanity?
For this three-card package, select Hologram+. Reducing only All for One from two to zero does not let All for One retrieve the still-one-Energy Hologram+. You can make a large turn with that discount, but the locations at the end do not reproduce the starting position.
There is another renewable package: two different All for One cards, both zero for the combat. With one in hand and the other in discard, playing the first retrieves the second. Playing the second retrieves the first. Each play deals damage and puts the previous copy back within reach. That requires two discounts or another way to establish both zero costs; one potion does not reduce two selected cards.
Liquid Memories gives a retrieved card a discount for the turn. It may bridge a lethal turn, but do not describe it as the same persistent setup as Touch of Insanity. Check the displayed costs again after any new cost modifier.
Hand space and restrictions
All for One also retrieves other eligible zero-cost cards. A discard pile full of cheap attacks can compete with the two engine cards for hand space. Empty useful cards from your hand first when doing so is safe; do not assume the two necessary pieces will fit because the effect says ALL. The Claw build can use a partial retrieval profitably even without a renewable cycle.
A Normality in hand limits card plays and stops an unrestricted sequence. Enemy reactions to card plays also remain active. The loop’s damage and Block totals do not remove encounter-specific effects, and the potion does not bypass a player-wide surcharge. If the combo no longer returns the same hand, locations and affordable costs, stop counting future cycles as guaranteed.
Before drinking the potion, check four concrete facts: Hologram is upgraded; it is the card receiving the combat-long discount; All for One can be reached; and the returned Hologram and TURBO will fit. If one fails, use the actual partial turn to compare the potion with another answer to the enemy’s intent.





