KoE Respect Thread: Balatro

 Balatro Respect Thread

“If I had hands I would have covered my eyes.”


This is a little strange, so let's just set some rules. First and foremost, we will mainly just be going over everything in the game, while looking into the VS aspect of it. You’ll also only be focusing on the Player, rather than Jimbo. Idk what exactly you want me to do here.


What will be used 

  • Balatro

  • Balatro Playing Cards!?!?!?!??!??!?


Disclaimer: This is mainly for fun, so things may be wrong, but you know it's about the journey not the destination. (also probably spelling mistakes but like) also Spoilers


Background 

The rules of Balatro are simple, you must beat the Blind, a certain amount of chips that you must exceed. How does one do this? By playing Poker of course. You have the choice to play different Poker Hands with each hand scoring different amounts of chips and multipliers. You can play up to five cards at a time, but not always required. But you’re not done yet, as the more you win, the more you have to make. You gotta defeat different Blinds and Boss Blinds, the amount of chips you have to reach, going endlessly, only to lose and get ridiculed by Jimbo.


How does one achieve higher scores? With Jokers. Jimbo is a Joker, your standard Joker that gives +4, and that’s just the start. There are over 100 different jokes each with their own effect. And it doesn’t stop at Jokers either, there are Planet cards that upgrade poker hands, Tarot cards that all have different effects, Spectral Cards that do even greater effects, and so much more. You get thousands of combinations to try and get the largest score, or you may lose it all. But don’t quit, all gamblers quit before they make it big.


Weapons and Equipment


Poker Hands

Balatro uses the hands of Poker to figure out how much you score. There are 13 different hands in Balatro, with some of them not being actually Poker hands, rather unique to Balatro due to these hands being possible. The rarer the hand, the more chips and multipliers you’ll get.


Hands and Discards

Balatro uses Hands and Discards on your Playing Cards. You normally Start with 4 Hands and 3 Discards, but there are ways to increase this with Decks, Jokers and Vouchers.


Decks

Decks are very important to Balatro. A standard deck of cards comes with 52 cards There are 4 of each card, each one being a different suit. That means a standard deck of cards contains 52! (8.06581752E67 roughly) different combinations of a standard deck of cards. Other than that, this is what’s SUPPOSED to be in a normal deck.

However, Balatro Decks are a bit different. They can contain fewer cards, more cards, different kinds of cards, different card effects, and much more. The Decks themselves also have different effects. There are currently 15 different Decks in the game, each with their own unique abilities.


  • Red Deck

    • +1 discard every round

  • Blue Deck

    • +1 hand every round

  • Yellow Deck

    • Start with an extra $10

  • Green Deck

    • At end of each Round:

      • $2 per remaining Hand

      • $1 per remaining Discard

    • Earn no Interest

  • Black Deck

    • +1 Joker slot

    • -1 hand every round

  • Magic Deck

    • Start run with the Crystal Ball voucher and 2 copies of The Fool

  • Nebula Deck

    • Start run with the Telescope voucher

    • -1 consumable slot

  • Ghost Deck

    • Spectral cards may appear in the shop, start with a Hex card

  • Abandoned Deck

    • Start with no Face Cards in your deck

  • Checkered Deck

    • Start run with 26 Spades and 26 Hearts in deck

  • Zodiac Deck

    • Start run with Tarot Merchant, Planet Merchant, and Overstock

  • Painted Deck

    • +2 hand size,

    • -1 Joker slot

  • Anaglyph Deck

    • After defeating each Boss Blind, gain a Double Tag

  • Plasma Deck

    • Balance Chips and Mult when calculating score for played hand

    • X2 base Blind size

  • Erratic Deck

    • All Ranks and Suits in deck are randomized


Challenge Decks

These are similar to the Decks from before, however this one's act more as a challenge for the Player. They have different restrictions or rules that are into play that can make your run harder or at the very least more complicated. There are 20 different challenge decks


  • The Omelette

    • Custom Rules

      • All Blinds give no reward money

      • Extra Hands no longer earn money

      • Earn no Interest at end of round

    • Starting items

      • 5x Egg Jokers

    • Banned Vouchers:

      • Seed Money

      • Money Tree

    • Banned Jokers:

      • To the Moon

      •  Rocket

      •  Golden Joker

      •  Satellite

    • Deck 

      • Normal deck

  • 15 Minute City

    • Custom Rules

      • None

    • Starting items

      • Eternal Ride the Bus Joker

      • Eternal Shortcut Joker

    • Banned Vouchers:

      • None

    • Banned Jokers:

      • None

    • Deck 

      • Double Face Cards

      • No Aces, 2s and 3 Playing Cards

  • Rich get Richer

    • Custom Rules

      • Chips cannot exceed the current $

      • Start with $100

    • Starting items

      • Seed Money Voucher

      • Money Tree Voucher

    • Banned Vouchers:

      • None

    • Banned Jokers:

      • None

    • Deck

      • Normal Deck

  • On a knife’s edge

    • Custom Rules

      • None

    • Starting items

      • Eternal, Pinned Ceremonial Dagger Joker

    • Banned Vouchers:

      • None

    • Banned Jokers:

      • None

    • Deck

      • Normal Deck

  • X-ray Vision

    • Custom Rules

      • 1 in 4 cards are drawn face down

    • Starting items

      • None

    • Banned Vouchers:

      • None

    • Banned Jokers:

      • None

    • Deck

      • Normal Deck

  • Mad World

    • Custom Rules

      • Extra Hands no longer earn money

      • Earn no Interest at end of round

    • Starting items

      • Eternal, Negative Pareidolia Joker

      • Eternal Business Card Joker

    • Banned Blind:

      • The Plant

    • Deck

      • Ranks 2 through 9 only32 cards total

  • Luxury Tax

    • Custom Rules

      • Hold -1 cards in hand for every $5 you have

      • 10 hand size

    • Starting items

      • None

    • Banned Vouchers:

      • None

    • Banned Jokers:

      • None

    • Deck

      • Normal Deck

  • Non-Perishable

    • Custom Rules

      • All Jokers are Eternal

    • Starting items

      • None

    • Banned Blind:

      • Verdant Leaf

    • Banned Jokers:

      • Gros Michel

      • Cavendish

      • Ice Cream

      • Turtle Bean

      • Ramen

      • Diet Cola

      • Seltzer

      • Popcorn

      • Mr. Bones

      • Invisible Joker

      • Luchador

    • Deck

      • Normal Deck

  • Medusa

    • Custom Rules

      • None

    • Starting items

      • Eternal Marble Joker

    • Banned Vouchers:

      • None

    • Banned Jokers:

      • None

    • Deck

      • 52 cards, all face cards replaced by Stone cards

  • Double or Nothing

    • Custom Rules

      • All Played cards become debuffed after scoring

    • Starting items

      • None

    • Banned Vouchers:

      • None

    • Banned Jokers:

      • None

    • Deck

      • Standard 52-card deck, all with red seal

  • Typecast

    • Custom Rules

      • When ante 4 boss is defeated; all Jokers become eternal and set Joker slots to 0

    • Starting items

      • None

    • Banned Blind:

      • Verdant Leaf

    • Deck

      • Normal Deck

  • Inflation

    • Custom Rules

      • Permanently raise prices by $1 on every purchase

    • Starting items

      • Credit Card

    • Banned Vouchers:

      • Clearance Sale

      • Liquidation

    • Banned Jokers:

      • None

    • Deck

      • Normal Deck

  • Bram Poker

    • Custom Rules

      • Jokers no longer appear in the shop

    • Starting items

      • Eternal Vampire Joker

      • The Emperor Tarot Card

      • The Empress Tarot Card

      • Magic Trick Voucher

      • Illusion Voucher

    • Banned Vouchers:

      • None

    • Banned Jokers:

      • None

    • Deck

      • Normal Deck

  • Fragile

    • Custom Rules

      • None

    • Starting items

      • Two Eternal, Negative Oops! All 6s Joker

    • Banned Vouchers:

      • Magic Trick

      • Illusion

    • Banned Jokers:

      • Marble Joker

      • Vampire 

      • Midas Mask

      • Certificate

    • Banned Tarot Cards

      • Magician

      • Empress

      • Hierophant

      • Chariot

      • Devil

      • Tower

      • Lovers

    • Banned Spectral Cards

      • Incantation

      • Grim

      • Familiar

    • Banned Booster Packs

      • Standard Pack

    • Banned Tags

      • Standard 

    • Deck

      • Standard 52-card deck, all glass

  • Monolith

    • Custom Rules

      • None

    • Starting items

      • Eternal Obelisk Joker

      • Eternal Negative Marble Joker Joker

    • Banned Vouchers:

      • None

    • Banned Jokers:

      • None

    • Deck

      • Normal Deck

  • Blast Off

    • Custom Rules

      • 2 hands per round

      • 2 discards per round

      • 4 Joker Slots

    • Starting items

      • Eternal Constellation Joker

      • Eternal Rocket Joker

      • Planet Merchant Voucher

      • Planet Tycoon Voucher

    • Banned Vouchers:

      • Grabber

      • Nacho Tong

    • Banned Jokers:

      • Burglar

    • Deck

      • Normal Deck

  • Five-Card Draw

    • Custom Rules

      • 6 discards per round

      • 5 hand size

      • 7 Joker slots

    • Starting items

      • Card Sharp Joker

      • Joker Joker

    • Banned Vouchers:

      • None

    • Banned Jokers:

      • Juggler

      • Troubadour

      • Turtle Bean

    • Deck

      • Normal Deck

  • Golden Needle

    • Custom Rules

      • Discards each cost $1

      • 1 hands per round

      • 6 discards per round

      • Start with $10

    • Starting items

      • Credit Card Joker

    • Banned Vouchers:

      • Grabber

      • Nacho Tong

    • Banned Jokers:

      • Burglar

    • Deck

      • Normal Deck

  • Cruelty

    • Custom Rules

      • Small Blinds give no reward money

      • Big Blinds give no reward money

      • 3 Joker Slots

    • Starting items

      • None

    • Banned Vouchers:

      • None

    • Banned Jokers:

      • None

    • Deck

      • Normal Deck

  • Jokerless

    • Custom Rules

      • Jokers no longer appear in the shop

      • 0 Joker Slots

    • Starting items

      • None

    • Banned Jokers:

      • All Jokers

    • Banned Tarot cards

      • Judgement

    • Banned Spectral Cards

      • Wraith

      • Soul

    • Banned Tags

      • Uncommon

      • Rare

      • Negative

      • Foil

      • Holographic

      • Polychrome

      • Buffoon

      • Top-up

    • Banned Blinds

      • Crimson Heart

      • Verdant Leaf

      • Amber Acorn

    • Banned Booster Packs

      • All Buffon Packs

    • Deck

      • Normal Deck


Playing Cards

As we mentioned before, there are 52 cards; Ace, One, Two, Three, Four, Five, Six, Seven, Eight, Nine, Ten, Jack, Queen and King, and 4 different suits; Clubs Diamonds, Hearts and Spades The best card in the game are the Ace’s, which are worth 11 points. Face cards are all worth 10 chips as well. Cards are played from left to right, which will come into play in a bit. Each Playing Card may have one Enhancement, one Edition, and one Seal.


Jokers

Jokers are probably the most recognizable part of Balatro. Jokers are used to help you on your runs. There are 150 different Jokers, almost all doing something unique to aid you. Like Playing Cards, Jokers activate from left to right. So the order you have the Jokers can actually change depending on your Joker placement. Usually you can only hold five different Jokers, but there are ways to increase this. 


  • Common

    • Joker

      • +4 Mult

    • Greedy Joker

      • Played cards with Diamond suit give +3 Mult when scored.

    • Lusty Joker

      • Played cards with Heart suit give +3 Mult when scored.

    • Wrathful Joker

      • Played cards with Club suit give +3 Mult when scored.

    • Jolly Joker

      • +8 Mult if played hand contains a Pair

    • Zany Joker

      • +12 Mult if played hand contains a Three of a Kind

    • Mad Joker

      • +10 Mult if played hand contains a Two Pair

    • Crazy Joker

      • +12 Mult if played hand contains a Straight

    • Droll Joker

      • +10 Mult if played hand contains a Flush

    • Sly Joker

      • +50 Chips if played hand contains a Pair

    • Wily Joker

      • +100 Chips if played hand contains a Three of a Kind

    • Clever Joker

      • +80 Chips if played hand contains a Two Pair

    • Devious Joker

      • +100 Chips if played hand contains a Straight

    • Crafty Joker

      • +80 Chips if played hand contains a Flush

    • Half Joker

      • +20 Mult if played hand contains 3 or fewer cards

    • Credit Card

      • Go up to -$20 in debt

    • Banner

      • +30 Chips for each remaining discard

    • Mystic Summit

      • +15 Mult when 0 discards remaining

    • 8 Ball

      • 1 in 4 chance for each played 8 to create a Tarot card when scored (Must have room)

    • Misprint

      • +0-23 Mult

      • Also this card can show hints to your next card

    • Raised Fist

      • Adds double the rank of lowest ranked card held in hand to Mult

    • Chaos the Clown

      • 1 free Reroll per shop

    • Scary Face

      • Played face cards give +30 Chips when scored

    • Abstract Joker

      • +3 Mult for each Joker card (Currently +0 Mult)

    • Delayed Gratification

      • Earn $2 per discard if no discards are used by end of the round

    • Gros Michel

      • +15 Mult

      • 1 in 6 chance this is destroyed at the end of round.

    • Even Steven

      • Played cards with even rank give +4 Mult when scored (10, 8, 6, 4, 2)

    • Odd Todd

      • Played cards with odd rank give +31 Chips when scored (A, 9, 7, 5, 3)

    • Scholar

      • Played Aces give +20 Chips and +4 Mult when scored

    • Business Card

      • Played face cards have a 1 in 2 chance to give $2 when scored

    • Supernova

      • Adds the number of times poker hand has been played this run to Mult

    • Ride the Bus

      • This Joker gains +1 Mult per consecutive hand played without a scoring face card (Currently +0 Mult)

    • Egg

      • Gains $3 of sell value at end of round

    • Runner

      • Gains +15 Chips if played hand contains a Straight (Currently +0 Chips)

    • Ice Cream

      • +100 Chips

      • -5 Chips for every hand played

    • Splash

      • Every played card counts in scoring

    • Blue Joker

      • +2 Chips for each remaining card in deck (Currently +104 Chips)

    • Faceless Joker

      • Earn $5 if 3 or more face cards are discarded at the same time

    • Green Joker

      • +1 Mult per hand played

      • -1 Mult per discard

    • Superposition

      • Create a Tarot card if poker hand contains an Ace and a Straight (Must have room)

    • To Do List

      • Earn $4 if poker hand is a [Poker Hand], poker hand changes at end of round

    • Cavendish

      • X3 Mult

      • 1 in 1000 chance this card is destroyed at the end of round

        • Can only appear in the shop when Gros Michel has destroyed itself in the current run.

    • Red Card

      • This Joker gains +3 Mult when any Booster Pack is skipped (Currently +0 Mult)

    • Square Joker

      • This Joker gains +4 Chips if played hand has exactly 4 cards (Currently 0 Chips)

    • Riff-Raff

      • When Blind is selected, create 2 Common Jokers (Must have room)

    • Photograph

      • First played face card gives X2 Mult when scored

    • Reserved Parking

      • Each face card held in hand has a 1 in 2 chance to give $1

    • Mail-In Rebate

      • Earn $5 for each discarded [rank], rank changes every round

    • Hallucination

      • 1 in 2 chance to create a Tarot card when any Booster Pack is opened (Must have room)

    • Fortune Teller

      • +1 Mult per Tarot card used this run (Currently +0)

    • Juggler

      • +1 hand size

    • Drunkard

      • +1 discard each round

    • Golden Joker

      • Earn $4 at end of round

    • Popcorn

      • +20 Mult

      • -4 Mult per round played

    • Walkie Talkie

      • Each played 10 or 4 gives +10 Chips and +4 Mult when scored

    • Smiley

      • Face Played face cards give +5 Mult when scored

    • Golden Ticket

      • Played Gold cards earn $4 when scored

    • Swashbuckler

      • Adds the sell value of all other owned Jokers to Mult (Currently +1 Mult)

    • Hanging Chad

      • Retrigger first played card used in scoring 2 additional times

    • Shoot the Moon

      • Each Queen held in hand gives +13 Mult

  • Uncommon

    • Joker Stencil

      • X1 Multi for each empty Joker slot. Joker Stencil included (Currently X1)

    • Four Fingers

      • All Flushes and Straights can be made with 4 cards

    • Mime

      • Retrigger all card held in hand abilities

    • Ceremonial Dagger

      • When Blind is selected, destroy Joker to the right and permanently add double its sell value to this Mult (Currently +0 Mult)

    • Marble Joker

      • Adds one Stone card to the deck when Blind is selected

    • Loyalty Card

      • X4 Mult every 6 hands played (5 remaining)

    • Dusk

      • Retrigger all played cards in final hand of the round

    • Fibonacci

      • Each played Ace, 2, 3, 5, or 8 gives +8 Mult when scored

    • Steel Joker

      • Gives X0.2 Mult for each Steel Card in your full deck (Currently X1 Mult)

    • Hack

      • Retrigger each played 2, 3, 4, or 5

    • Pareidolia

      • All cards are considered face cards

    • Space Joker

      • 1 in 4 chance to upgrade level of played poker hand

    • Burglar

      • When Blind is selected, gain +3 Hands and lose all discards

    • Blackboard

      • X3 Mult if all cards held in hand are Spades or Clubs

    • Sixth Sense

      • If first hand of round is a single 6, destroy it and create a Spectral card (Must have room)

    • Constellation

      • This Joker gains X0.1 Mult every time a Planet card is used (Currently X1 Mult)

    • Hiker

      • Every played card permanently gains +5 Chips when scored

    • Card Sharp

      • X3 Mult if played poker hand has already been played this round

    • Madness

      • When Small Blind or Big Blind is selected, gain X0.5 Mult and destroy a random Joker (Currently X1 Mult)

    • Séance

      • If poker hand is a Straight Flush, create a random Spectral card (Must have room)

    • Vampire

      • This Joker gains X0.1 Mult per scoring Enhanced card played, removes card Enhancement (Currently X1 Mult)

    • Shortcut

      • Allows Straights to be made with gaps of 1 rank (ex: 10 8 6 5 3)

    • Hologram

      • This Joker gains X0.25 Mult every time a playing card is added to your deck (Currently X1 Mult)

    • Cloud 9

      • Earn $1 for each 9 in your full deck at end of round (Currently $4)

    • Rocket

      • Earn $1 at end of round. Payout increases by $2 when Boss Blind is defeated

    • Midas Mask

      • All played face cards become Gold cards when scored

    • Luchador

      • Sell this card to disable the current Boss Blind

    • Gift Card

      • Add $1 of sell value to every Joker and Consumable card at end of round

    • Turtle Bean

      • +5 hand size, reduces by 1 each round

    • Erosion

      • +4 Mult for each card below [the deck's starting size] in your full deck (Currently +0 Mult)

    • To the Moon

      • Earn an extra $1 of interest for every $5 you have at end of round

    • Stone Joker

      • Gives +25 Chips for each Stone Card in your full deck (Currently +0 Chips)

    • Lucky Cat

      • This Joker gains X0.25 Mult every time a Lucky card successfully triggers (Currently X1 Mult)

    • Bull

      • +2 Chips for each $1 you have (Currently +0 Chips)

    • Diet Cola

      • Sell this card to create a free Double Tag

    • Trading Card

      • If first discard of round has only 1 card, destroy it and earn $3

    • Flash Card

      • This Joker gains +2 Mult per reroll in the shop (Currently +0 Mult)

    • Spare Trousers

      • This Joker gains +2 Mult if played hand contains a Two Pair

      • (Currently +0 Mult)

    • Ramen

      • X2 Mult, loses X0.01 Mult per card discarded

    • Seltzer

      • Retrigger all cards played for the next 10 hands

    • Castle

      • This Joker gains +3 Chips per discarded [suit] card, suit changes every round (Currently +0 Chips)

    • Mr. Bones

      • Prevents Death if chips scored are at least 25% of required chips

        • self destructs after saving you

    • Acrobat

      • X3 Mult on final hand of round

    • Sock and Buskin

      • Retrigger all played face cards

    • Troubadour

      • +2 hand size,

      • -1 hand per round

    • Certificate

      • When round begins, add a random playing card with a random seal to your hand

    • Smeared Joker

      • Hearts and Diamonds count as the same suit, Spades and Clubs count as the same suit

    • Throwback

      • X0.25 Mult for each Blind skipped this run (Currently X1 Mult)

    • Rough Gem

      • Played cards with Diamond suit earn $1 when scored

    • Bloodstone

      • 1 in 2 chance for played cards with Heart suit to give X1.5 Mult when scored

    • Arrowhead

      • Played cards with Spade suit give +50 Chips when scored

    • Onyx Agate

      • Played cards with Club suit give +7 Mult when scored

    • Glass Joker

      • This Joker gains X0.75 Mult for every Glass Card that is destroyed (Currently X1 Mult)

    • Showman

      • Joker, Tarot, Planet, and Spectral cards may appear multiple times

    • Flower Pot

      • X3 Mult if poker hand contains a Diamond card, Club card, Heart card, and Spade card

    • Merry Andy

      • +3 discards each round,

      • -1 hand size

    • Oops! All 6s

      • Doubles all listed probabilities (ex: 1 in 3 -> 2 in 3)

    • The Idol

      • Each played [rank] of [suit] gives X2 Mult when scored. Card changes every round

    • Seeing Double

      • X2 Mult if played hand has a scoring Club card and a scoring card of any other suit

    • Matador

      • Earn $8 if played hand triggers the Boss Blind ability

    • Satellite

      • Earn $1 at end of round per unique Planet card used this run

    • Cartomancer

      • Create a Tarot card when Blind is selected (Must have room)

    • Astronomer

      • All Planet cards and Celestial Packs in the shop are free

    • Bootstraps

      • +2 Mult for every $5 you have (Currently +0 Mult)

  • Rare

    • DNA

      • If first hand of round has only 1 card, add a permanent copy to deck and draw it to hand

    • Vagabond

      • Create a Tarot card if hand is played with $4 or less

    • Baron

      • Each King held in hand gives X1.5 Mult

    • Obelisk

      • This Joker gains X0.2 Mult per consecutive hand played without playing your most played poker hand (Currently X1 Mult)

    • Baseball Card

      • Uncommon Jokers each give X1.5 Mult

    • Ancient Joker

      • Each played card with [suit] gives X1.5 Mult when scored, suit changes at end of round

    • Campfire

      • This Joker gains X0.25 Mult for each card sold, resets when Boss Blind is defeated (Currently X1 Mult)

    • Blueprint

      • Copies ability of Joker to the right

        • Cannot copy Astronomer, Chaos the Clown, Chicot, Cloud 9, Credit Card, Delayed Gratification, Drunkard, Egg, Four Fingers, Gift Card, Golden Joker, Invisible Joker, Juggler, Merry Andy, Midas Mask, Mr. Bones, Oops! All 6s, Pareidolia, Rocket, Satellite, Shortcut, Showman, Sixth Sense, Smeared Joker, Splash, To the Moon, Trading Card, Troubadour and Turtle Bean

    • Wee Joker

      • This Joker gains +8 Chips when each played 2 is scored (Currently +0  Chips)

    • Hit the Road

      • This Joker gains X0.5 Mult for every Jack discarded this round (Currently X1 Mult)

    • The Duo

      • X2 Mult if played hand contains a Pair

    • The Trio

      • X3 Mult if played hand contains a Three of a Kind

    • The Family

      • X4 Mult if played hand contains a Four of a Kind

    • The Order

      • X3 Mult if played hand contains a Straight

    • The Tribe

      • X2 Mult if played hand contains a Flush

    • Stuntman

      • +250 Chips,

      • -2 hand size

    • Invisible Joker

      • After 2 rounds, sell this card to Duplicate a random Joker (Currently 0/2) (Removes Negative from copy)

    • Brainstorm

      • Copies the ability of leftmost Joker

        • Cannot copy Astronomer, Chaos the Clown, Chicot, Cloud 9, Credit Card, Delayed Gratification, Drunkard, Egg, Four Fingers, Gift Card, Golden Joker, Invisible Joker, Juggler, Merry Andy, Midas Mask, Mr. Bones, Oops! All 6s, Pareidolia, Rocket, Satellite, Shortcut, Showman, Sixth Sense, Smeared Joker, Splash, To the Moon, Trading Card, Troubadour and Turtle Bean

    • Driver's License

      • X3 Mult if you have at least 16 Enhanced cards in your full deck (Currently 0)

    • Burnt Joker

      • Upgrade the level of the first discarded poker hand each round

  • Legendary

    • Canio

      • This Joker gains X1 Mult when a face card is destroyed (Currently X1 Mult)

    • Triboulet

      • Played Kings and Queens each give X2 Mult when scored

    • Yorick

      • This Joker gains X1 Mult every 23 [23] cards discarded (Currently X1 Mult)

    • Chicot

      • Disables effect of every Boss Blind

    • Perkeo

      • Creates a Negative copy of 1 random consumable card in your possession at the end of the shop


Enhancements 

Playing Cards can have different enhancements put on them. There are 8 different Enhancements, but a card can only have one singular enhancement at a time. If you try to put two, it will change the card enhancement to the new one


  • Bonus Card

    • +30 Chips

  • Mult Card

    • +4 Mult

  • Wild Card

    • Is considered to be every suit simultaneously

  • Glass Card

    • X2 Mult

    • 1 in 4 chance to destroy card after all scoring is finished

  • Steel Card

    • X1.5 Mult while this card stays in hand

  • Stone Card

    • +50 Chips

    • No rank or suit

    • Card always scores

  • Gold Card

    • $3 if this card is held in hand at end of round

  • Lucky Card

    • 1 in 5 chance for +20 Mult

    • 1 in 15 chance to win $20

    • (Both can trigger on the same turn)


Seals

Seals are seals that can be attached to any playing Card. There are 4 different Seals to apply to a card, each card only able to have one. This can be combined with Enhancements.


  • Gold Seal

    • Earn $3 when this card is played and scores

  • Red Seal

    • Retrigger this card 1 time

    • This also includes in-hand effects on cards

  • Blue Seal

    • Creates the Planet card for final played poker hand of round if held in hand (Must have room)

  • Purple Seal

    • Creates a Tarot card when discarded (Must have room)

    • Can be from discards by the player, or from the automatic discard of The Hook boss blind.


Editions

Editions can be used on Playing Cards or Jokers (Negatives can be on Jokers and Consumable) Like before, cards may only have one edition, but this can stack with Enhancements and Seals. 


  • Base

    • No extra effects on any cards

  • Foil

    • Playing Cards

      • +50 Chips when scored

    • Jokers

      • +50 Chips directly before the Joker is reached during scoring

    • Consumables

      • N/A

  • Holographic

    • Playing Cards

      • +10 Mult when scored

    • Jokers

      • +10 Mult directly before the Joker is reached during scoring

    • Consumables

      • N/A

  • Polychrome

    • Playing Cards

      • X1.5 Mult when scored

    • Jokers

      • X1.5 Mult directly after the Joker is reached during scoring

    • Consumables

      • N/A

  • Negative

    • Playing Cards

      • N/A

    • Jokers

      • +1 Joker slot

    • Consumables

      • +1 Consumable slot (Can only be acquired through  Perkeo)


Debuffed Cards

Debuff is akin to the Editions or In-run stickers, kind of at least. While the name suggests, Debuff debuffs your cards. This means that Jokers and its Edition can no longer trigger (Not including Negative) and Playing Cards have all modifier effects disabled (minus Stone Card and Wild Cards return to their normal suit) and won’t score. However, this has some interesting mechanics around it.

You can still use Playing Cards, they just don’t count to scoring. If you play Four of a Kind and one card is disabled, it will still count as a Four of a Kind. Debuff also doesn’t count towards Joker's effects. Jokers with Discard effects, like Castle and Mail-in Rebate. It doesn’t work with Held in Hand Joker effects, like Raised Fist or Baron. DNA can still copy cards, but will still be debuffed. Cards like Sixth Sense still work and destroy sixes. Debuffed Glass Cards won’t break if played. Debuffed Cards won’t reset cards like Ride the Bus. Debuffed Playing Cards will also give you money when used on Matador

Debuffed Jokers also work strangely, which can be used to your advantage. When Obelisk or Ride the Bus is disabled, playing your most played hand won’t reset it. Campfire and Hit the Road don’t reset at the end of the boss blind, letting them stake further then they normally would. Debuffed Jokers still work on other Jokers, Swashbuckler and Abstract Joker. Temperance will also use the sell value of Debuffed Jokers. Debuffed uncommon Jokers still work on Baseball Cards.


Booster Packs

Booster packs are abundant in Balatro. These are packs filled with many different kinds of cards of all types. There are five different types of packs, each one for each type of card. Jumbo Packs have more than Normal Packs, and Mega Packs will let you pick two of the cards given.


  • Standard Packs

    • Normal

    • Jumbo

    • Mega

  • Arcana Packs

    • Normal

    • Jumbo

    • Mega

  • Celestial Packs

    • Normal

    • Jumbo

    • Mega

  • Buffoon Packs

    • Normal

    • Jumbo

    • Mega

  • Spectral Packs

    • Normal

    • Jumbo

    • Mega 


Tarot Cards

Tarot Cards are consumable cards that can be obtained through Arcana Packs, Purple Seals and the Shop. These cards mainly used to modify your deck, with exceptions, with there being 22 different Tarot Cards to use. Usually you can only hold two consumables, but there are ways to increase this.


  • The Fool

    • Creates the last Tarot or Planet card used during this run

    • The Fool excluded

  • The Magician

    • Enhances 2 selected cards to Lucky Cards

  • The High Priestess

    • Creates up to 2 random Planet cards (Must have room)

  • The Empress

    • Enhances 2 selected cards to Mult Cards

  • The Emperor

    • Creates up to 2 random Tarot cards (Must have room)

  • The Hierophant

    • Enhances 2 selected cards to Bonus Cards

  • The Lovers

    • Enhances 1 selected card into a Wild Card

  • The Chariot

    • Enhances 1 selected card into a Steel Card

  • Justice

    • Enhances 1 selected card into a Glass Card

  • The Hermit

    • Doubles money (Max of $20)

  • The Wheel of Fortune

    • 1 in 4 chance to add Foil, Holographic, or Polychrome edition to a random Joker

  • Strength

    • Increases rank of up to 2 selected cards by 1 (Rank order: 2→3→4→5→6→7→8→9→10→J→Q→K→A→2)

  • The Hanged Man

    • Destroys up to 2 selected cards

  • Death

    • Select 2 cards, convert the left card into the right card (Drag to rearrange)

  • Temperance

    • Gives the total sell value of all current Jokers(Max of $50)

  • The Devil

    • Enhances 1 selected card into a Gold Card

  • The Tower

    • Enhances 1 selected card into a Stone Card

  • The Star

    • Converts up to 3 selected cards to Diamonds

  • The Moon

    • Converts up to 3 selected cards to Clubs

  • The Sun

    • Converts up to 3 selected cards to Hearts

  • Judgement

    • Creates a random Joker card (without in-run stickers) (Must have room)

  • The World

    • Converts up to 3 selected cards to Spades


Planet Cards

Planet Cards are Consumables obtained through Celestial Packs, Blue Seals, two Tarot cards and the Shop. These cards permanently upgrade your Poker Hands for the rest of your run. 12 can naturally be found in Celestial Packs, minus three which you first have to play in order to get the Planet Cards for. You can only have two Consumables at a time, but there are ways to increase this.


  • Pluto (High Card)

    • +1 Mult and +10 Chips

  • Mercury (Pair)

    • +1 Mult and +15 Chips

  • Uranus (Two Pair)

    • +1 Mult and +20 Chips

  • Venus (Three of Kind)

    • +2 Mult and +20 Chips

  • Saturn (Straight)

    • +3 Mult and +30 Chips

  • Jupiter (Flush)

    • +2 Mult and +15 Chips

  • Earth (Full House)

    • +2 Mult and +25 Chips

  • Mars (Four of a Kind)

    • +3 Mult and +30 Chips

  • Neptune (Straight Flush)

    • +4 Mult and +40 Chips

  • Planet X (Five of Kind)

    • +3 Mult and +35 Chips

  • Ceres (Flush House)

    • +4 Mult and +40 Chips

  • Eris (Five Flush)

    • +3 Mult and +50 Chips


Spectral Cards

Spectral Cards are Consumables obtained through Spectral Packs, Arcana packs, Celestial Packs, two Jokers, and sometimes in the Shop. Similar to Tarot Cards, this can be used to modify your deck, just a greater scale, but with drawbacks. Again, you can only have two consumables at a time, but there are ways to increase this.


  • Familiar

    • Destroy 1 random card in your hand, but add 3 random Enhanced face cards instead. 

  • Grim

    • Destroy 1 random card in your hand, but add 2 random Enhanced Aces instead.

  • Incantation

    • Destroy 1 random card in your hand, but add 4 random Enhanced numbered cards instead.

  • Talisman

    • Add a Gold Seal to 1 selected card.

  • Aura

    • Add Foil, Holographic, or Polychrome edition (determined at random) to 1 selected card in hand.

  • Wraith

    • Creates a random Rare Joker (must have room), but sets money to $0.

  • Sigil

    • Converts all cards in hand to a single random suit.

  • Ouija

    • Converts all cards in hand to a single random rank, but -1 Hand Size.

  • Ectoplasm

    • Add Negative to a random Joker, but -1 Hand Size, plus another -1 hand size for each time Ectoplasm has been used this run.

  • Immolate

    • Destroys 5 random cards in hand, but gain $20.

  • Ankh

    • Creates a copy of 1 of your Jokers at random, then destroys the others, leaving you with two identical Jokers. (Editions are also copied, except Negative)

  • Deja Vu

    • Adds a Red Seal to 1 selected card.

  • Hex

    • Adds Polychrome to a random Joker, and destroys the rest.

  • Trance

    • Adds a Blue Seal to 1 selected card.

  • Medium

    • Adds a Purple Seal to 1 selected card.

  • Cryptid

    • Creates 2 exact copies of a selected card in your hand.

  • The Soul

    • Creates a Legendary Joker (Must have room)

  • Black Hole

    • Upgrades every poker hand by one level.


Vouchers

Vouchers are permanent effects throughout your run in Balatro, usually costing $10. There are 32 different vouchers one could buy, and you can technically have as many Vouchers at a time. Each Voucher has an upgraded version of the Voucher you can get after you purchase the initial Voucher.


  • Overstock

    • +1 card slot available in shop

    • This also restocks the shop when bought

    • Overstock Plus

      • +1 card slot available in shop.

      • This also restocks the shop when bought.

  • Clearance Sale

    • All cards and packs in shop are 25% off.

    • Also reduces the sell value your Jokers.

    • Liquidation

      • All cards and packs in shop are 50% off.

      • Also reduces the sell value your Jokers.

  • Hone

    • Foil, Holographic, and Polychrome cards appear 2x more often.

    • Glow Up

      • Foil, Holographic, and Polychrome cards appear 4x more often.

  • Reroll Surplus

    • Rerolls cost $2 less.

    • Reroll Glut

      • Rerolls cost an additional $2 less.

  • Crystal Ball

    • +1 consumable slot.

    • Omen Globe

      • Spectral cards may appear in any of the Arcana Packs.

  • Telescope

    • Celestial Packs always contain the Planet card for your most played poker hand.

    • Observatory

      • Planet cards in your consumable area give X1.5 Mult for their specified poker hand.

  • Grabber

    • Permanently gain +1 hand per round.

    • Nacho Tong

      • Permanently gain an additional +1 hand per round.

  • Wasteful

    • Permanently gain +1 discard each round.

    • Recyclomancy

      • Permanently gain an additional +1 discard each round.

  • Tarot Merchant

    • Tarot cards appear 2X more frequently in the shop.

    • Tarot Tycoon

      • Tarot cards appear 4X more frequently in the shop.

  • Planet Merchant

    • Planet cards appear 2X more frequently in the shop.

    • Planet Tycoon

      • Planet cards appear 4X more frequently in the shop.

  • Seed Money

    • Raise the cap on interest earned in each round to $10.

    • Money Tree

      • Raise the cap on interest earned in each round to $20.

  • Blank

    • Does nothing?

    • Antimatter

      • +1 Joker slot.

  • Magic Trick

    • Playing cards can be purchased from the shop.

    • Illusion

      • Playing cards in shop may have an Enhancement, Edition, and/or a Seal.

  • Hieroglyph

    • -1 Ante.

    • -1 hand each round.

    • Petroglyph

      • -1 Ante

      • -1 discard each round.

  • Director's Cut

    • Reroll Boss Blind 1 time per Ante, $10 per roll.

    • Retcon

      • Reroll Boss Blind unlimited times, $10 per roll.

  • Paint Brush

    • +1 Hand Size.

    • Palette

      • +1 Hand Size again


Tags

Tags are given whenever you slip a Small or Big Blind. Each one gives some kind of effect. The only drawback is you skip that round and don’t get any of the rewards you would normally get during a playthrough. There are 24 different tags you can get during your run.


  • Uncommon

    • The next shop will have a free Uncommon Joker.

  • Rare

    • The next shop will have a free Rare Joker.

  • Negative

    • The next base edition Joker you find in a Shop becomes Negative and free.

  • Foil

    • The next base edition Joker you find in a Shop becomes Foil (+50 Chips) and free.

  • Holographic

    • The next base edition Joker you find in a Shop becomes Holographic and free.

  • Polychrome

    • The next base edition Joker you find in a Shop becomes Polychrome and free.

  • Investment

    • Gain $25 after defeating the next Boss Blind.

  • Voucher

    • Adds a Voucher to the next Shop.

  • Boss

    • Re-rolls the next Boss Blind.

      • Will also use Director's Cut reroll

  • Standard

    • Immediately open a free Mega Standard Pack.

  • Charm

    • Immediately open a free Mega Arcana Pack.

  • Meteor

    • Immediately open a free Mega Celestial Pack.

  • Buffoon

    • Immediately open a free Mega Buffoon Pack.

  • Handy

    • Gain $1 for each hand played this run.

  • Garbage

    • Gain $1 for each unused discard this run.

  • Ethereal

    • Immediately open a free Spectral Pack.

  • Coupon

    • In the next shop, initial Jokers, Consumables Cards and Booster Packs are free ($0).

  • Double

    • Gives a copy of the next Tag selected (excluding Double Tags).

  • Juggle

    • +3 Hand Size for the next round only.

  • D6

    • In the next Shop, Rerolls start at $0.

  • Top-up

    • Create up to 2 Common Jokers (if you have space).

  • Speed

    • Gives $5 for each Blind you've skipped this run.

  • Orbital

    • Upgrades a specified random Poker Hand by three levels.

  • Economy

    • Doubles your money (adds a maximum of $40).


Stacks

Stakes add more difficulty to your runs. There are 8 different Stakes (The last two aren’t in the game) each having a different challenge, along with the previous Stake challenges. Some Stake give Decks after beating them.


  • White Stake

    • Base difficulty

  • Red Stake

    • Small Blind gives no reward money3

  • Green Stake

    • Required score scales faster for each Ante

  • Black Stake

    • 30% chance for Jokers in shops or booster packs to have an Eternal sticker (Can't be sold or destroyed)

  • Blue Stake

    • -1 Discard

  • Purple Stake

    • Required score scales even faster for each Ante

  • Orange Stake

    • 30% chance for Jokers in shops or booster packs to have a Perishable sticker (Debuffed after 5 Rounds)

  • Gold Stake

    • 30% chance for Jokers in shops or booster packs to have a Rental sticker (Costs $3 per round, can be bought for $1)

    • The first Soul card in a Gold seed will give a Legendary Joker that doesn't yet have a Gold Sticker, which will help with the Completionist++ achievement.


Stickers

Stickers are applied to Jokers whenever you beat a stake. They really don’t have any effects on them and Jokers can only display one Sticker at a time. However, they’re are In-Run Stickers that can be applied to Jokers in the shop that have effects on them.\


  • Stake Stickers

    • White Sticker

      • Used this Joker to win on White Stake difficulty

    • Red Sticker

      • Used this Joker to win on Red Stake difficulty

    • Green Sticker

      • Used this Joker to win on Green Stake difficulty

    • Black Sticker

      • Used this Joker to win on Black Stake difficulty

    • Blue Sticker

      • Used this Joker to win on Blue Stake difficulty

    • Purple Sticker

      • Used this Joker to win on Purple Stake difficulty

    • Orange Sticker

      • Used this Joker to win on Orange Stake difficulty

    • Gold Sticker

      • Used this Joker to win on Gold Stake difficulty

      • This sticker is slightly larger than the others

  • In-Run Stickers

    • Eternal Sticker

      • Found in Black Stake, Jokers have a 30% chance of getting an Eternal Sticker. Eternal Stickers make Jokers not be able to be sold or even destroyed. You cannot find a joker that is both Eternal and Perishable.

    • Perishable Sticker

      • Appearing in Orange Stake, Jokers have a 30% chance of getting a Perishable Sticker. Perishable Stickers make Jokers only last for five rounds, afterwards the Joker gets debuffed. Debuffed Cards do not activate their effects, but still provide passive effects to other Jokers. You cannot find a joker that is both Eternal and Perishable. Legendary Jokers also can’t be perishable.

    • Rental Sticker

      • Found on Gold Stake and 30% of appearing, Jokers with Rental Stickers cost $1, but deduct $3 at the end of every round, even capable of putting you in debt. Rental Joker can also have an Eternal or Perishable Sticker. Legendary Jokers will never have a Rental Sticker.

    • Pinned

      • Technically not a sticker, but still along the lines. This makes the card be at the leftmost spot, meaning you can’t move it at all. The only Joker to have this is the Ceremonial Dagger.


Money

Money is a huge part of Balatro, not just for the fact that this is what you use to buy everything in the game, but also some items are affected by money, making it important to have, and they can have A LOT of money. However, with most runs you start with just 5, but there are plenty of ways to get money.


Shop

At the end of each Blind, there’s a shop where you buy all your Jokers, Consumables, Vouchers and packs. There are many many different things that can be bought from here, just gotta have enough cash.


Big Jokeres?

To people who pre-ordered the Balatro Playing Cards, they received a few Jokers that are big. That’s it, nothing else.


Skills and Abilities

Deck Fixing

Deck Fixing is a huge part when it comes to Decks in Balatro. Being able to create Cards, Destroy Cards, transform cards and a bunch more can help you make the desired hands. There's a bunch of examples, but mainly Tarot Cards and Spectral Cards are great for Deck Fixing. Some Jokers, like Trading Card and DNA, help get rid of or create copies of cards.


Fire Manipulation

Whenever your Chips and Mult are higher than the Chip Score with one hand, it will create fire. The more you go beyond the score, the larger the fire will get. When you defeat a blind, sell a card or use a consumable, they will also burn away.


Chicot!?!?!?

This card really likes to break things. Whenever you have multiple of these guys, things tend to become a bit weird. Chicot doesn’t technically disable the boss blind, rather it produces the opposite effect of the blind. This leads to some weird interactions. These effects happen whenever you hold multiple Chicots. These can only be achieved with Invisible Joker or Ankh, as Blueprint and Brainstorm can’t copy its effect.


  • The Wall: Score requirement is reduced by a factor of 2 for each copy of Chicot.

  • The Water: Gains the number of discards originally as extra discards for each copy of Chicot.

  • The Manacle: +1 extra Hand size for each copy of Chicot (permanently).

  • The Needle: Gains (the number of hands originally - 1) extra hands for each copy of Chicot.

  • Violet Vessel: Score is reduced by a factor of 3 for each copy of Chicot.


Limited Precognition

By looking at the description of the Misprint, it will actually show you the next card you’ll draw. Even if you don’t have the card and look at it in your collection.


Possible Non-Physical Interaction

Cards may be able to destroy cards that aren’t exactly there, like Holograph, Hallucination and possibly Legendary Jokers, more so Holograph as that one is an actual hologram. 


Possible Immortality; type 4

Mr. Bones’ discretion explicitly describes it as "Preventing Death”. This has a lots of weird implications in Balatro, and losing the Blind means you die. But nonetheless, pretty interesting. As long as you meet the Blind 25% and multiple Mr. Bones, you could theoretically beat the game by only dying.

Resistances

Transmutation 

Many times cards are turned into different materials, and there are plenty of ways to undo this. Vampire is capable of removing Enhancements from playing cards, returning cards back to normal after being turned to Stone, Steel, Glass and Gold. Many Tarot Cards are capable of changing cards from one type to another.


Limited Nullification Resistance

The Pillar debuffs cards played during the Ante and Double or Nothing Challenge Deck Debuff previously played cards. These can actually be countered by putting an enhancement on cards that will take away these debuffs. This only works for those two instances however.


Luchador and Chicot

The Luchador and Chicot disables boss Blinds. Luchador disables the Boss Blind whenever they are sold, and Chicot just disables Boss Blinds out right. All the Boss Blinds have many different effects. I’ll just go ahead and list what kind of resistances you would give.


  • Telepathy

    • The Hook, The House, The Wheel, The Fish, The Serpent, The Mark, Amber Acorn and Cerulean Bell mess with what Card you draw or force you to draw/discard.

  • Mental Manipulation

    • The Psychic, The Mouth and The Needle force you to do certain actions, which they can negate.

  • Clyvorance

    • The Eye forces you to no longer play your hand by “seeing” what you have played, which can be negated.

  • Monetary Manipulation

    • The Ox and The Tooth each can decrease the amount of money you make, which can be negated.

  • Stat Amplification

    • The Wall and Violet Vessel are the boss blind multiplied by four, rather than its normal 2 multiplier, and these cards can nullify that.

  • Stat Reduction

    • The Arm, The Water,The Manacle, The Needle and The Flint decrease your Poker Hand level, reduce discards at zero, reduce hand by one respective and half your Chips and Mult respectively, which the Luchador and Chicot can negate. 

  • Nullification

    • The Club, the Goad, The Window, The Plant, The Pillar, The Head, Verdant Leaf and Crimson Heart all nullify certain cards, which the two Jokers can negate.


Physical Feats

Strength


  • Can shatter Glass Cards.

  • Certain Jokers, Tarot Cards and Spectral Cards can destroy other cards.

  • Certain Jokers, Tarot Cards and Spectral Cards can break Stone, Steel and Gold Cards.

  • Can move around cards that are made of stone, steel and gold.

  • Black Hole Spectral Card seems to be pulling its name and the borders of the card inwards.

  • With the right combination of Cards, a Chip score of Naneinf can be reached (doubius) 

    • ‘Nan’ means Not a Number, 'e' is multiplying Nan by 10 raised to a power ‘inf,’ an abbreviation for Infinity.


Durability


  • There are cards that are made of Stone, Steel, Glass and Gold.

  • Eternal Jokers can survive being destroyed.


Speed


  • With the right combination of Cards, a Chip score of Naneinf can be reached (doubius) 

    • ‘Nan’ means Not a Number, 'e' is multiplying Nan by 10 raised to a power ‘inf,’ an abbreviation for Infinity.


Synergies

Just a fun part I wanted to include. We won't go over every single possible synergy, as that's the whole point of the game and would be too much work, but we will go over a good chunk of them. This will be separated into two parts, one focused on the Decks and the other on the Jokers.


Deck Synergies

Red Deck

The first deck in the game. The Red Deck gives an extra discard, which can be incredibly useful in multiple situations. All sorts of Jokers benefit from the extra discard in many different ways.


  • Jokers

    • Banner, Delayed Gratification, Faceless Joker, Mail-In Rebate

      • Faceless Joker and Mail-In Rebate benefit from the extra Discard as it gives you the opportunity to discard the correct cards, gaining you more money. 

      • Banner and Delated Gratification will give you more chips and money for each discard respectively.

    • Castle, Yorick, Hit the Road

      • These Jokers benefit from the discard by letting you discard another set of cards that will increase these cards scoring,

    • Trading Card, Burnt Joker

      • These two will cancel out the use of the Discard they require to use. This makes it like you never lost a discard to begin with, without you losing a discard to activate

    • Drunkard, Merry Andy

      • These two will increase your Discards. This will add on to the extra Discard the Red Deck has.

  • Consumables

    • Medium

      • This extra discard works well with Medium due to Purple seals having to be discarded to activate.

  • Vouchers

    • Wasteful, Recyclomancy

      • This will add to your already extra discard that comes with the Red Deck.

    • Petroglyph

      • This will essentially cancel out the Discard you lose with the Petroglyph.

  • Tags

    • Garbage

      • This gives you the opportunity to earn extra money if you don’t use the extra Discard.


Blue Deck

Blue Deck is the second Deck you unlock, and comes with an extra hand. Other than the usually having another hand for Jokers, this has a tone of different uses that can come in hand with a bunch of different uses.


  • Jokers

    • Loyalty Card, Supernova, Space Joker, Ride the Bus, Runner, Hiker, Green Joker, Square Joker, Vampire, Obelisk, Spare Trousers, Glass Joker, Wee Joker, Canio

      • All these have another chance to scale higher with the extra hand they have.

      • Space Joker has another chance to upgrade the hand

    • 8 Ball, DNA, Sixth Sense, To Do List, Card Sharp, Séance, Troubadour

      • All these Jokers require a hand to be activated, this is countered by the extra hand. So you don’t have to sacrifice a hand.

      • Troubadour makes you lose a hand, but this is countered by the extra hand.

    • Business Card, Reserved Parking

      • This gives you the chance to use the extra hand to give you more money

    • Burglar

      • Bugglar adds another hand, adding to the extra hand you have.

  • Consumables

    • Talisman

      • This gives you another chance to use it to make some money.

  • Vouchers

    • Grabber, Nacho Tong

      • These add to the extra hand, increasing the number of hands you have.

    • Hieroglyph

  • Tags

    • Handy

      • This gives you money for every unused Hand, which the extra hand can add too.


Yellow Deck

The Yellow Deck lets you start with 10 dollars rather than the usual 4 dollars. This can be used for the shot to buy things, but also has some extra effects on a few things.


  • Jokers

    • Credit Card, Delayed Gratification, Business Card, Egg, Faceless Joker, To Do List, Cloud 9, Midas Mask, Gift Card, Reserved Parking, Mail-In Rebate, Golden Joker, Trading Card, Golden Ticket, Rough Gem, Matador, Satellite.

      • These all have the chance to give you even more money along with the 10 you start with. While this is mainly for the start of the game, it still can help you easily start getting tons of money.

      • The Credit Card technically gives 

    • To the Moon, Bull, Bootstraps

      • All these Jokers scale with the amount of money you have, this extra cash at the start can let you get a head run on their scaling.

  • Consumables

    • The Magician, Temperance, The Devil, Talisman, Immolate.

      • All of these can add to the money you start with, letting you get tons of money.

    • The Hermit

      • This gives you double the money, and with the extra money, you get more than you usually would.

  • Vouchers

    • Seed Money, Money Tree

      • These scale with the more money you have. This extra dough you got will help the scaling get started.

  • Tags

    • Investment, Handy, Garbage, Speed

      • These all add to the amount of money you get, with the extra 10.

    • Economy

      • This doubles the amount of money you have, this extra 10 giving you more than you typically get.


Green Deck

The green deck is a bit more interesting, and somewhat inline with the yellow deck. It gives you $2 for every hand and $1 for every discard, but you don’t earn interest. So, while some of the traits will carry over, there will also be some more synergies that come with the Green Deck.


  • Jokers

    • Burglar, Drunkard, Merry Andy

      • These either add a hands and Discards, which will help get more money.

    • Banner, Delayed Gratification, Ramen

      • These all benefit from the fact you don’t have to use discard, letting you benefit from their effects and getting money for the discard

    • Credit Card, Vagabond

      • These two technically benefit from the fact that you don’t earn interest on this deck, letting.

    • Business Card, Egg, Faceless Joker, To Do List, Cloud 9, Midas Mask, Gift Card, Reserved Parking, Mail-In Rebate, Golden Joker, Trading Card, Golden Ticket, Rough Gem, Matador, Satellite.

      • These all give you money, which can be used alongside money you make with the Green Deck.

  • Consumables

    • The Magician, Temperance, The Devil, Talisman, Immolate.

      • All of these can be used with in tandem with money you earn from the Green Deck

    • The Hermit

      • This gives you double the money, and with the extra money, you get more than you usually would.

    • Wraith

      • This Consumable benefits from the fact the Green Deck doesn’t acquire interest. 

  • Vouchers

    • Grabber, Nacho Tong, Wasteful, Recyclomancy

      • These all add Hands or Discards, which can give you the chance to get more money.

  • Tags

    • Investment, Handy, Garbage, Speed

      • These all add to the amount of money you get, with the extra money you could earn.

    • Economy

      • This lets you use double all the money you earn from the Green Deck.


Black Deck

The Black Deck gives you an extra Joker slot but minus one hand size. This can lead to a few different synergies that can be useful throughout the run,


  • Jokers

    • Joker Stencil, Ceremonial Dagger, Abstract Joker, Madness, Riff-Raff, Campfire, Baseball Card, Swashbuckler, Blueprint, Invisible Joker, Brainstorm

      • Joker Stencil, Abstract Joker, BaseBall Card Swashbuckle all have the chance to be increased by having an extra Joker (Stencil gets better multi with the open slot)

      • Ceremonial Dagger and Madness have another option at their disposal to destroy, possibly an unwanted Joker.

      • Riff-Raff has more space to create Jokers.

      • Blueprint, Invisible Joker and Brainstorm has another Joker they can copy.

    • Juggler

      • Juggler can cancel out the lost Hand.

  • Consumables

    • Judgement, Wraith, The Soul

      • These all create a Joker, which given the extra Joker slot, is easier to do.

    • Ectoplasm

      • Ectro creates another Joker slot by making a Joker Negative, letting have more Jokers plus the extra slot.

  • Vouchers

    • Grabber, Nacho Tong

      • These can make up for the lost of Hand

    • Antimatter

      • This can add an additional Joker slot along with the extra Joker slot.

  • Tags

    • Uncommon, Rare, Foil, Holographic, Polychrome, Buffoon, Ethereal, Coupon Top-up

      • These all let you get a Joker easily, the extra Joker slot letting, well, have an extra Joker.


Magic Deck

The Magic Deck is an interesting Deck, giving you the Crystal Ball Voucher and the 2 copies of the Fool. Like all the other Decks, it has some interesting effects with different things in the game.


  • Jokers

    • 8 Ball, Sixth Sense, Superposition, Séance, Vagabond, Gift Card, Hallucination, Cartomancer, Astronomer, Perkeo

      • These all benefit from the extra Consumable slot. Most of them can create a Consumable, and the Gift Card can increase the values of another card.

      • Perkio is a bit different, but still creates 

    • Steel Joker, Constellation, Vampire, To the Moon, Fortune Teller, Stone Joker, Lucky Cat, Bull, Golden Ticket, Glass Joker, Satellite, Driver's License, Bootstraps, Canio

      • These all are affected by Tarot and Planet Cards and, with the fool and Crystal Ball Voucher, can be used to better advantage.

  • Consumables

    • All Consumables benefit from the extra slot

    • All Tarot and Planet Cards benefit from the Fool’s

  • Vouchers

    • Omen Globe

      • Since you already have Crystal Ball, you already have the option to buy Omen Globe.

    • Observatory, Tarot Merchant, Tarot Tycoon, Planet Merchant. Planet Tycoon, 

      • These vouchers benefit from the extra consumable slot.

  • Tags

    • Charm


Nebula Deck

This Deck starts you with the Telescope Voucher. This is cool because it's cool. Anyway, you get the point, so let's get into the synergies.


  • Jokers

    • Supernova, Space Joker

      • These not only improve your playing hand, but also are improved with the Telescope, letting you get Planet Cards of those hands.

    • Astronomer, Certificate, Perkeo

      • These Jokers make it easier to get Planet Cards.

      • Perkeo also helps bypass the 1 Consumable slot size.

    • Constellation, Satellite

      • These can be scaled with Planet Cards, which the Telescope helps get the Planet Cards you want.

  • Consumables

    • All Planet Cards, Black Hole

      • These upgrade you played hands, which will help with your most played hand and Telescope 

    • The High Priestess, Trance

      • These Consumables can create Planet Cards 

  • Vouchers

    • Observatory

      • Due to already having the Telescope Voucher, this is easier to get.

    • Crystal Ball

      • Crystal Ball counters the lost Consumable slot.

    • Planet Merchant, Planet Tycoon, Illusion

      • These make getting Planet cards easier to get.

  • Tags

    • Meteor, Coupon

      • These let you get Planet Cards easier.


Ghost Deck

The Ghost deck is all around a good deck, having the Hex can be useful in different scenarios and being able to find spectral cards is great for your deck. Synergies go!


  • Jokers

    • All Jokers

      • The Hex can be used on any Joker at the beginning of your run, giving you a head start

    • Chaos the Clown, Sixth Sense, Séance, Perkeo

      • These all can get you more Spectral Cards to go with your Hex

      • Chaos and Perkeo is a bit different, but can still get you more Spectral

  • Consumables

    • All Spectral Cards

      • Now they can all be found in the shop, that's nice.

    • Hex

      • It can be sold to give you some extra money if you don’t feel like using it.

    • The Hermit, Temperance

      • If you decide to sell the Hex or use it on a Joker, it can give you more cash to double or increase your Joker sell value.

    • Wraith, Ankh, The Soul

      • These all can be used to get another Joker, this pairs well with the Hex.

  • Vouchers

    • Overstock, Overstock Plus, Clearance Sale, Liquidation, Reroll Surplus, Reroll Glut, Omen Globe

      •  These all let you get more Spectral cards in the shop, especially Overstock and Overstock Plus getting you more Shop slots.

      • Clearance Sale, Liquidation, Reroll Surplus and Reroll Glut letting you get it for cheaper.

      • Omen Globe lets you find Spectral Cards in Archana Packs, which increase your odds of getting Jokers.

    • Crystal Ball

      • This gives you another Consumable slot, letting you hold more Spectrals.

  • Tags

    • Ethereal, Coupon

      • These can get you more Spectral Cards.

    • Economy

      • If you decide to sell the Hex, this can be used to double the money earned.


Abandoned Deck

This is an interesting Deck, as it feels more akin to a Challenge Deck. Yet, it still has plenty of ways to build your deck around it.


  • Jokers

    • Most Hand related Jokers

      • Due to the smaller number of Playing Cards, you can more effectively get the cards you want for the hands you want, as long as they don’t contain a face card.

    • Four Fingers, 8 Ball, Blackboard, Runner, DNA, Sixth Sense, Hiker, Shortcut, Mail-In Rebate, Castle, Smeared Joker, Flower Pot, The Idol, Seeing Double, Burnt Joker

      • These all benefit from the smaller Deck size, letting either create the desired hand or just hit the right cards you want more frequently.

    • Fibonacci, Hack, Even Steven, Odd Todd, Scholar, Ride the Bus

      • These all benefit from the lack of Face Cards, letting you pretty much benefit from using any card most of the time. 

    • Turtle Bean, Juggler, Troubadour

      • These can be used to increase hand size, letting you have even better odds of hitting cards you want.

    • Marble Joker, DNA, Certificate

      • These can all create cards to help increase the lower amount of cards.

  • Consumables

    • The Magician, The Empress, The Hierophant, The Lovers, The Chariot, Justice, Strength, The Hanged Man, Death, The Devil, The Tower, Talisman, Aura, Deja Vu, Trance, Medium, Cryptid

      • The lower number of cards help you get the cards you want more often to use Consumables.

    • Familiar, Grim, Incantation, Cryptid

      • These can all make cards for you, making up for the lost cards..

  • Vouchers

    • Magic Trick, Illusion

      • These get more cards.

    • Paint Brush, Palette

      • Having a bigger hand helps with getting the cards you want, along with the lower amount.

  • Tags

    • Standard

      • This can give you more cards to combat the lower amount of cards

    • Juggle

      • Juggle increases the hand size, letting you get higher odds of getting cards you desire.


Checkered Deck

Like Checkers, it comes in two colours, or suits. This can be exploited to its fullest when given the right cards.


  • Jokers

    • Lusty Joker, Wrathful Joker, Blackboard, Smeared Joker, Bloodstone, Arrowhead

      • Since it only has two suits, these Jokers benefit from those two suits.

    • Ancient Joker, Castle, 

    • Droll Joker, Crafty Joker, Superposition, Séance, The Tribe, Burnt Joker

      • Due to it only containing two suits, making Flushes and Straight Flushes is easier. 

    • Four Fingers, Shortcut

      • This directly helps Flushes, Straights and Straight Flushes to be created.

    • Marble Joker, Certificate

      • These can let you get other suits you don’t have.

  • Consumables

    • The Lovers, The Star, The Moon, Familiar, Grim, Incantation, Ouija

      • These can all help you get suits that aren’t Hearts or Spades.

  • Vouchers

    • Magic Trick, Illusion

      • Those can help you get suits you don’t have

  • Tags

    • Standard

      • This can get you suits you don’t have


Zodiac Deck

This Deck starts you with three different Vouchers and actually has a few different effects on how it works, even with itself. 


  • Jokers

    • Ceremonial Dagger, Madness, Campfire

      • Due to the increased odds of Jokers, these can easily help these cards scale by sacrificing unwanted Jokers

    • Chaos the Clown

      • With the Free Reroll, it lets you get Jokers, Tarot and Planet cards easier.

    • Supernova, Astronomer, Burnt Joker

      • These help the hands you play with the Planet Merchant, will let you easily get high scoring hands.

    • Constellation, Satellite

      • The Planet cards will help these Jokers scale faster.

    • Superposition, Vagabond, Hallucination, Showman, Cartomancer, Perkeo

      • You can get ever more Tarot Cards along with the ones from the shop.

    • Vampire, Fortune Teller, Stone Card, Lucky Cat, Golden Ticket, Driver's License

      • These cards can helped be scaled easier due to Tarot Cards benign more often.

    • Gift Card

      • It will increase the sell value of all Jokers, Tarot and Planet cards you have.

  • Consumables

    • All Tarot and Planet Cards

      • They have increased odds of appearing.

    • The Fool, The High Priestess, The Emperor, Trance, Medium

      • These will give you more Tarot and Planet Cards.

  • Vouchers

    • Tarot Merchant, Planet Merchant, Overstock vouchers

      • These three Vouchers actually have a strange reaction. Due to them, they actually increase the odds of getting a Joker. The odds go up from 1.43 jokers per shop roll to 1.53 jokers per shop roll.

    • Overstock Plus, Tarot Tycoon, Planet Tycoon

    • Clearance Sale, Liquidation, Reroll Surplus, Reroll Glut

      • These will better effectively help you get more Jokers, Tarot and Planet Cards.

    • Crystal Ball

      • This lets you hold an extra Consumable for all the Consumables you find.

    • Observatory

      • This will work well with all the Planet Cards you’ll find.

  • Tags

    • Negative, Foil, Holographic, Polychrome

      • These will not only give you a free Joker, but also an edition along with it.

    • Uncommon, Rare, Charm, Meteor, Buffoon, Top-up

      • These will get you Jokers, Tarot and Planet Cards.

    • Orbital

      • Upgrades Pokers hands even more

    • Coupon

      • Lets you use the shop more effectively.


Painted Deck

The Painted Deck is supposed to be the opposite of the Black Deck. you’ve got a bigger hand, but lose a Joker slot. This can be pretty handy when it comes to certain deck builds.


  • Jokers

    • All Hand related Jokers

      • Due to the bigger Hand Size, you can more easily created your desired hands

    • Mime, Raised Fist, Baron, Midas Mask, Reserved Parking, Shoot the Moon, Canio, Triboulet

      • Thanks to the bigger hand size, most Jokers with In Hand abilities are greater.

    • Mail-In Rebate, Castle, The Idol, Hit the Road, Burnt Joker, Yorick

      • With the bigger hand size, you’re more likely to hit the cards you need to activate these Jokers.

    • DNA, Turtle Bean, Juggler, Troubadour, Certificate.

      • These all can increase your hand size, whether that be by increasing the hand size or just creating cards in your hand.

    • Merry Andy, Stuntman

      • The extra hands cancel out the lost hand size.

  • Consumables

    • The Chariot, The Devil, Trance

      • You can have these in your hands while being able to still play desired hand

    • Ouija, Ectoplasm

      • The larger Hand Size negates the negative effects of these cards.

  • Vouchers

    • Paint Brush, Palette

      • These can increase your hand size even further.

  • Tags

    • Juggle

      • This gets you an even bigger hand size, wow.


Anaglyth Deck

This is probably one of the more interesting Decks that’s not a Challenge Deck. You can easily abuse all the Double Tags, or just play like a normal deck without side effects.


  • Jokers

    • Ceremonial Dagger, Green Joker, Madness

      • These Jokers all have negative effects either selecting a Blind or just in a Round. Skipping lets you bypass this and extend your time before their negative effects kick in

    • All Perishable Jokers, Ice Cream, Gros Michel, Cavendish, Turtle Bean, Popcorn, Ramen, Seltzer

      • These Jokers can have their life prolonged if you skin a round, letting you keep them just a bit longer in case you need them.

    • Loyalty Card, To Do List, Obelisk, Ancient Joker, Castle, Mr. Bones, The Idol, Invisible Joker

      • You can skip blinds to lock in their effects for a certain blind if you need them, like saving them for the Boss Blind.

    • Diet Cola, Throwback

      • These two are the only actual Jokers that tie back to skips. Diet Cola gives you another Double Tag and Throw back scales by skipping, both incentivizing you to skip. 

  • Consumables

    • No Consumables directly synergize with Anaglyth or skipping Blinds by themselves.

  • Vouchers

    • No Vouchers directly synergize with Anaglyth or skipping Blinds by themselves.

      • Technically, skipping lets you get to the next Voucher quicker. 

  • Tags

    • All Tags

      • Double Tags will give you a copy of the next Tag you take, meaning you can get tons of the same Tag with all the Double Tags you get.

    • Double Tag

      • Double Tags can’t copy themselves, rather they all pile up.


Plasma Deck

This Deck is more mathematical then the rest of them, as due to the balancing in Chips and Mult, Joker Synergies are a bit more strange.There’s a whole section on the wiki about the Math on how it works and why it’s better, give it a look.


  • Jokers

    • All Chip Jokers early game 

      • Especially in the beginning of the game, you can get super high Chip amounts to score huge Chip scores. Notably Stuntman, Banner with all Discards, Scary Face and Odd Todd with the correct cards, Ice Cream, Blue Joker with full deck, Arrowhead with Spades Cards, ETC.

    • xMult Jokers (especially scaling xMult) 

      • Chips can only get you so far during late game, but with xMutl, you can get way higher Chip Score. This is because it’s being multiplied rather than added.

    • Mr. Bones

      • Due to blinds scaling way faster, Mr. Bones can really save you in a pinch. Though this is mainly only temporary however. 

  • Consumables

    • The Magician, The Empress, The Hierophant, The Chariot, Justice, Deja Vu, Aura, Hex

      • These all can get you an increasingly higher Chip Score.

    • Familiar, Grim, Incantation

      • Enchantments are always helpful with increasing you Chip SCore.

    • All Planet Cards and Black Hole

      • These will increase your starting Chip and Mult amounts, letting you scale faster. 

  • Vouchers

    • Hone, Glow Up, Illusion

      • Editions  and Enhancements are always good

    • Observatory

      • xMult is really good on Plasma Deck

    • Hieroglyph, Petroglyph, Director's Cut, Retcon

      • These let you live longer. either by sending you back you back an Ante to have more time, or by rerolling to an easier Boss Blind (This is more technical though)

  • Tags

    • Foil, Holographic, Polychrome

      • Editions are always good

    • Orbital

      • These can upgrade you base Chip scare on you played hands


Erratic Deck

Now this is the most Challenge Deck-like Deck  in the base Decks of the game. This is pretty much entirely random, unless you’re playing on a certain seed. Now, with this random, it can really really make things interesting and actually gives some of the most interesting synergies in the game. Now, it is important that what is synergies is dependent on the cards you get, as it’s all random.


  • Jokers

    • All Hand related Jokers

      • Erratic Deck can make certain hands really easy to play depending on the cards you can get

    • All Suit related Jokers

      • Like before, Suit related Jokers could really benefit from the random assortment of Cards.

    • Fibonacci, Scary Face, Hack, Even Steven, Odd Todd, Scholar, Business Card, Ride the Bus, Sixth Sense, Faceless Joker, Baron, Photograph, Reserved Parking, Mail-In Rebate, Walkie Talkie, Smiley Face, Sock and Buskin, Wee Joker, The Idol, Hit the Road, Shoot the Moon, Canio, Triboulet

      • Due to being able to have multiple copies of cards, multiple cards related to Jokers benefit. This can really help you build different types of decks.

    • Sixth Sense, Trading Card

      • You can get rid of undesirable Cards. Unless you Sixth Sense, that only lets you get rid of 5’s.

    • DNA

      • This lets you duplicate the cards you really like to build your deck.

  • Consumables

    • Death, Cryptid

      • These make copies of cards you like/need.

    • All Planet Cards, Black Hole

      • Lets you upgrade the hands you’re playing.

  • Vouchers

    • Telescope, Observatory, Planet Merchant, Planet Tycoon

      • Helps your best hands that can be easy on Erratic Deck.

    • Magic Trick, Illusion

      • Helps you get cards you want or need.

  • Tags

    • Standard

      • Lets you get the cards you need.

    • Juggle

      • With the larger hand size and all the cards, getting your desired Hand.

    • Orbital

      • Can be used to upgrade the hands you play.


Joker Synergies

Same Suit Jokers

The main eight Suit Jokers obviously synergies with themselves. If you’re using one, might as well get it’s matching 


Same Hand Jokers

If you’re playing a certain hand, it helps to have Jokers that correspond with the hand. And why stop at one? Get all of them. While some hand types don’t have three separate Jokers, it’s still 


Joker Stencils

Joker Stencil operates a bit differently than most Jokers. It gives xMult for each free Joker Slot, PLUS other Joker Stencils. If you only have 2 Stencils and nothing else, that’s already x25Mutl


Four Fingers, Shortcut & Smeared Joker…

These three Jokers can give you some of the most goofiest looking Straight Flushes you will ever see in your life. This actually leads to…


… + Séance/Superposition

Along with these wacky Straight Flushes, you can use Séance or Superposition to get some Spectral or Tarot Cards. Bonus points if you use both.


… + Runner

Straight Flushes can trigger Runner. That means you can scale this Joker with the most absurd Straight Flushes.


Credit Card & Vagabond…

If you’re constantly in debt, you can get a Tarot Card every time! You’re still in debt though… this lets you get tones of Tarot Cards as long as you make sure not to go past $4.


… + Fortune Teller

With all those Tarot Cards, you can scale Fortune Teller quite well. This lets you upgrade it each hand, which on a standard deck can give +4Mult each round.


Mime & Baron/Shoot the Moon…

These two cards work REALLY well with Mimi. the retrigger can give some excellent mult, and combined with a the Kings and Queens with Red Seals and Steel, it can really rack up Mult


… + Turtle Bean/Juggler/Troubadour

Combine the last few cards with these cards to gain an even bigger deck and watch the numbers sky rocket.


Ceremonial Dagger & Riff-Raff

You eventually have an infinite growing Dagger by just feeding the Jokers Riff-Raff creates. Just make sure not to mess the order up, or you’ll kill Riff-Raff :(


Ceremonial Dagger & Perishable Jokers

Even if the Jokers become useless after they Perish… They can still be used to fuel Dagger, as they still have their sell value.


Banner & Delayed Gratification…

Might as well get Money and Chips at the same time if you aren’t going to use your Discards.


… + Drunkard/Drunkard

You want EVEN more Chips and Money? Well, here you get extra Discards to go along with the two Cards above.


Marble Joker & Stone Joker

This one is pretty simple. More Stone Cards, Stronger Stone Joker. Can’t get simpler than that, probably.


Dusk & Acrobat

Both activate on the Final Hand, shrimple.


Dusk (or just general Retriggers)...

Retriggers are pretty powerful in Balatro. These are just some of the Retrigger Jokers, but there is more, and one that we'll get to… These are incredibly powerful with Jokers that trigger on certain Cards, letting you get huge amounts of Mult or Chips.


… + Hiker

Hiker is one of the strangest Scaling Jokers. Rather than the Joker Scaling, it scales the Playing Cards. So each time you retrigger a card, it will add +5 Chips to that Joker each time.


Chaos the Clown & Flash Card

Another pretty simple synergy, getting more Rerolls will help Flash Card scale way faster.


Abstract Joker/Baseball Card/Swashbuckler & Negative Jokers

Really all of these benefit from Negative Jokers. As for which one benefits more, either Baseball Card or Swashbuckler. Those two give more Mult then Abstract. Only issue with Baseball Card; is it only gives xMult with uncommon Jokers Swashbuckler also has another really good Synergy.


Pareidolia and Face related Jokers

Pareidolia is obviously really good with all Face Related Jokers. There’s a lot of different possible synergies that can go with this, but more notable ones are Business Card, Sock and Buskin, Midas Mask, Photograph and Canio.


Gros Michel/Cavendish & Oops! All 6s

Obviously the best synergy in the game. Get out of here PhotoChad and Jojo Reference. LET THE BANANA DIE!!!! For real though, Oops can let you get Cavendish a lot quicker.


Space Joker & Burnt Joker

I don’t know, what if I just really want a bunch of powerful Poker Hands. That's kind of cool, probably. That’s the only similarity they have.


Egg/Gift Card & Swashbuckler/Ceremonial Dagger

Why’s those two back? Egg and Gift Card are purely for monetary gain, but being greedy can come in handy. Swashblucker can give a bunch of Mult if you keep both for a long time. And while Dagger will kill the cards, it can scale way faster if you let their sell value grow.


Bugler & Hand Related Jokers…

A bunch of Jokers can be scaled just by playing hands. So when you have a bunch more hands, Burglar can scale them way higher with extra hands.


DNA & Sixth Sense

Just an endless cycle of Death and rebirth. A card that will never truly die, but has died all so long ago. Just like a teleporter, is it truly the same card after is has been put back together… You also can get LOTS of Spectral Cards from this.


DNA & Cloud 9

The only real down side is that you’ll have a bunch of Nines in your deck. Just make a bunch of Five of a Kinds and Flush Fives, shrimple. 


Blue Joker/Hologram & Card Creators

Both Blue Joker and Hologram greatly benefit from DNA, Certificate, Marble Joker. The more cards you have, the more they can scale. Although Hologram benefits way more from creating cards.


Constellation/Satellite & Astronomer

It’s practically free scaling! Kaching!!!

Red Card & Astronomer/Hallucination

These two synergize with Red Card pretty well. Astronomer lets you open Celestial Packs for free that you can skip. Hallucination lets you still benefit from opening packs even if you skip them. Cool!


Madness & Eternal Jokers

Even the drawbacks can be beneficial if you use them right. Eternal Jokers can’t be destroyed, Madness can still scale without the free of destroying Jokers you want.


Square Joker & Spare Trousers

These two are hand in hand. Playing a Two Par will scale both these Jokers at the same time. That’s pretty neat. 


Midas Mask & Gold Ticket

Pretty simply, you’re making a bunch of money with the Gold Face Cards.


Vampire & Midas Mask…

Considered one of the best synergies and is a JoJo reference. This can let you scale Vampire incredibly quickly and for free. If you do it right, you can benefit from the Gold Cards as well. 


… + Pareidolia

If you have Pareidolia, it will scale even faster than before. So much gold…


Vampire & Marble Joker

Obviously the better synergy. This is actually a really strange interaction the two have. Vampire will remove the Stone enhancement AND the card will still be played. The only issue is it won’t change the Poker hand, staying the original Hand played. 


Luchador & Chicot

Only the best synergy to ever synergize.


Gift Card & Luchador/Diet Cola/Invisible Joker

Gift Card increase the sell value of Jokers. These three Jokers all activate when being sold. It’s pretty clear synergy.


Gift Card & Cartomancer/Perkeo

Gift Card also increase the sell value of Consumables. These two create Consumables that you can just hold tell you’re ready to sell.


Photograph & Hanging Chad

Dubbed PhotoChad, it’s considered one of the best synergies in the game. It will give you xMult as long as you play a Face card as your first played Card. 


Erosion & Trading Card/Sixth Sense

These cards can decrease your Deck size, letting you scale Erosion. Just don’t git rid of all your cards.


To the Moon & All Econ Jokers

Pretty much any Econ Joker will help To the Moon in getting even more money. Just remember to hold the money for interest


Fortune Teller & All Tarot Card Creator Jokers

All Jokers that can Create Tarot Card can help scale Fortune Teller. It’s pretty simply, though some do better jobs than others.


Lucky Cat & Oops! All 6s 

Oops will help Scale Lucky Cat, letting you hit Lucky Cards more reliably.


Baseball Card & All Uncommon Jokers 

Pretty much all Uncommon Jokers will help with Baseball Card. As we’ve said before, Negatives can help you a lot.


Bull/Bootstrap & All Econ Jokers 

Any form of money will help these Jokers scale, through remember to leave some money to boost them… Sounds familiar


Trading Card & Canio 

Just destroy a bunch of face cards, boom, scaling.


Ancient Joker & Smeared Joker 

These two can help you hit Ancient Jokers twice as much without worrying about the suits not matching.


Smeared Joker & Flower Pot/Seeing Double

This also helps you more reliably hit Flower Pot on played hands. Seeing double can also benefit from Smeared


Ancient Joker & Card Creators 

As long as the card is sellable, Campfire will benefit. So having something that creates Jokers or Consumables can be pretty handy.


Throwback & Perishables Jokers 

Skipping will let the Perishable Jokers last a bit longer, in case you’re saving them for the Boss Blind or something


Throwback & Diet Cola 

Both incentivise skipping Blinds, pretty simple.


Glass Joker & Canio…

Both scale from Glass Cards Shattering, so both can scale.


… + Oops! All 6s 

This helps the Glass Cards shatter.


Blueprint/Brainstorm/Invisible Joker

They all can copy Jokers, though people consider Blueprint the best out of the three. They can pretty much copy Jokers, only with a few exceptions. Invis also removes any Negative editions on Jokers when creating a copy.


 Oops! All 6s & All Probability Jokers

We’ve done this before… Oops will pretty much increase the odds of Jokers, and other things that have a chance of happening. This can be used quite effectively with Lucky Cat or Glass joker, but there’s plenty more.


Hit the Road & Faceless Joker & Yorick

These all benefit from discarding cards, mainly Hit and Faceless with Jacks, which are Face Cards. This lets you get money and scale Hit and Yorick.


Chicot!!!

IT SYNERGIES WITH ITSELF! We went over it before, but yes Chicot can synergise with itself. It is really really goofy.


Weaknesses

A main factor of Balatro is luck, there are ways to increase your odds of either getting certain Jokers, Playing Cards, Consumables, and many other things, but at the end of the day luck plays a huge role. Yes, there is skill involved, but there is also luck involved as well, it is a roguelike game. Certain effects of cards have to do with luck, even with something like Oops! All 6s to increase your odds.


Another major issue is you are limited on how many Jokers, Hands, Hand size, Discards and Consumables you can have. You can’t normally have everything all at once.


Something else to account is that certain cards don’t go well together, either going completely against each other or even canceling each other out. This can be a huge issue when creating a perfect deck for yourself.


Things of note

How does it work in VS

IDK man


Overall


Balatro is awesome and cool and I love gambling. It also doesn’t have many feats, they still do have plenty and plenty of abilities, as well as some good resistance.


I have 73 hours in this game, my Gambling addiction.


🐱 Car


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