Tarots are one of the main forms of shaping your deck and building your run. They serve many different functions and can be reliable and helpful. Some work on shaving off the fat of a deck to streamline builds, some help with money and building Econ, others have a form of chance involved but still give a benefit regardless (mostly). The most common form of Tarots are the once that give enhancements. Enhancements are effects added over cards that will trigger when played or held in hand. They also have their own variety, chips, + mult, X mult, econ, the works.
Not every Tarot and enhancement are created equal however, some are much easier to understand or a multitude of applications, others are that stupid wheel. In any case, below is a list of all the Tarots, what effect they have, explaining the enhancement (if they have one) and some notes on what makes them good, with some points on how to best use them. There isn’t too much of that though, as they are very simple to understand, especially the suit changers.
| Appearance | Name | Effect | Enhancements (If Applicable) | Notes |
|---|---|---|---|---|
![]() | The Fool | Creates a copy of the last Tarot or Planet card used during this run The Fool excluded | N/A | Being able to copy Planets and other Tarots is extremely versatile and powerful and can be used in various different contexts. Extra money from Temperance and Hermit, double of the value from enhancement Tarots, more deck fixing with Death and Hanged Man and many more. Always worth taking if you have something worth copying. |
![]() | The Magician | Enhances 2 selected cards into Lucky cards | Lucky Cards: 1 in 5 chance to give +20 Mult 1 in 15 chance to win $20 | Having Lucky cards is mainly a nice bonus and can combo really well with retriggers to help with extra score, but primarily for the money. You shouldn’t make it the centre of your scoring unless you are running Lucky Cat. Again a nice bonus that I would only take if you’re score is good enough to win. |
![]() | The High Priestess | Creates up to 2 random Planet cards | N/A | Can sometimes be helpful with Constellation as you get 2 Planets for the price of one but if you don’t it can be a crap shoot. You can either get Planets that are really good and help the current but if you don’t and get a Neptune, it just is nearly worthless. Maybe some small value early as you have no levels but still I would rarely take this one. |
![]() | The Empress | Enhances 2 selected cards into Mult cards | Mult cards: +4 Mult | Simple and gets the job done. It is best in the early when getting your footing for a run but falls off a bit as you need higher scoring options and enhancements like Glass. Still not terrible to take in late game, just not ideal. |
![]() | The Emperor | Creates up to 2 random Tarot cards | N/A | Less of a crap shoot than High Priestess as Tarots can be more useful than getting a bad Planet. Sure you might end up with tow suit changers sometimes, but you might also end up with a Fool and Death, or Justice and Temperance. Can be more often good than bad but still a bit luck dependant for what you get so be mindful when seeing it. |
![]() | The Hierophant | Enhances 2 selected cards into Bonus cards | Bonus cards: +30 extra chips | Has a similar deal to Empress and Mult cards but doesn’t fall off as fast I feel. I would still take a Glass over it but sometimes a little extra chips ain’t that bad. It is also very useful in Plasma due to the balance gimmick and making the number bigger, since it gives +30 chips which is better than +4 or +20 Mult to a combined number. |
![]() | The Lovers | Enhances 1 selected card into a Wild card | Wild cards: Can be used as any suit | Worst enhancement and Tarot, no contest. Flushes aren’t the best already but if you are running a Flush run, you could just use a suit changer Tarot for the suit you are using. It’s worse value compared to them. Has very niche uses like with Ancient Joker to help keep suits balanced for it and maybe Flower Pot but I think that just puts it into perspective how near worthless it is. |
![]() | The Chariot | Enhances 1 selected card into a Steel card | Steel cards: X1.5 Mult while this card stays in hand | Steel mainly benefits from having loads in your hand or scoring before it like played scoring or held in hand scoring like Baron or Raised Fist. It’s good to put it on something like a Blue Seal that you don’t weren’t going to play anyway or a value that is part of your build so that you can play it as part of a certain hand without having to keep some random junk in your hand just because it’s Steel. |
![]() | Justice | Enhances 1 selected card into a Glass card | Glass cards: X2 mult 1 in 4 chance to destroy this card | Glass may seem scary at first but it can come in clutch during rounds where a part of your build is neutered by a boss or on rounds where the score is higher than what you could possibly get normally. It’s great to keep a Justice in your Consumable Slot in case of emergency or have lots of Glass as a primary scoring option. |
![]() | The Hermit | Doubles money (Max of $20) | N/A | If you are good at money management, Hermit is like a little reward you get for doing that. As long as you keep your money up, it will always give the amount or a very high amount that makes digging through shops and buying resources a breeze. However, on smaller amounts of money, it can be whatever or a fast way of getting to interest early. It all depends on how good you are with money. Side note, if you use it with 0 or negative money, you get nothing. So uh, don’t. |
![]() | The Wheel of Fortune | 1 in 4 chance to add Foil, Holographic or Polychrome edition to a random Joker | N/A | DO NOT REDEEM |
![]() | Strength | Increase the rank of up to 2 selected cards by 1 | N/A | I find this Tarot to be mainly useful for runs with multiple of the same value. Getting it early allows you to pull bigger hands like Four of A Kind earlier. Some people say you can get use out of it things like Straight runs but I personally I don’t see it. It’s still great at making multiple of a value or values depending on what run you are going with. Not a bad take by all means. |
![]() | The Hanged Man | Destroys up to 2 selected cards | N/A | When defining a run, especially on higher stakes, you want to be rid of any junk and bloat in your deck as fast as possible. Having access to a quick and reliable option to remove that bloat is perfect. It’s simple, quick and effective, never falling off in an Ante 8 run. A Gold Stake players best friend. |
![]() | Death | Select 2 cards, covert the left card into the right card (Drag to rearrange) | N/A | Removing cards is one thing but having more of same card has a variety of uses depending on the card. Making more Blue Seals without digging through loads of packs or more of a Red Seal Glass for high score insurance in case the first breaks. There’s really too many reasons why making copies is so good. If there’s anything worth copying, take a Death. |
![]() | Temperance | Gives the total sell value of all current Jokers (Max of $50) (Currently $0) | N/A | Can be very Joker dependant but also can have a bigger and more helpful pay out than Hermit as it works off how you get the money differently. There are also Jokers that raise the sell values and Editions also help raise sell values. If you play your cards right or have Jokers worth a lot, it can become the best source of Econ in the run. If it pays more than a Hermit then take. |
![]() | The Devil | Enhances 1 selected card into a Gold card | Gold cards: $3 if this card is held in hand at the end of round | Being able to have some extra passive money is a nice bonus. It will always add money before the blind plays you out so if you start at $22 then get a Gold card play out, you will go to $25 and get max interest. On higher stakes it can be used as a counter to Rental Jokers, as they take $3 and Gold gives $3, meaning having it in your hand makes any Rental Joker cost $0. Decent bit of Econ that I don’t mind taking. |
![]() | The Tower | Enhances 1 selected card into a Stone card | Stone card: +50 Chips no rank or suit | Stone is an enhancement that’s just ok. On builds with a lower hand types like High Card, it’s great. On medium hands like Three of A Kind or Four of A Kind it can be good for chips but not necessary. On 5 card hand types, never going to be seen, ever. Removing the rank and suit makes it unable to used in any hand combination but means it will always score. It can still work as something to just toss out for extra chips and has high value on Plasma deck because big number go brrrrrrr. Just don’t try to use it on a Straights run, please. |
![]() | The Star | Converts up to 3 selected cards into Diamonds | N/A | Does what it says on the tin. Diamonds has very few Jokers like Hearts but the primary suit Joker, Rough Gem is just whatever really in terms of money generation. As a Tarot it works just as well as the other 3. I still hate Flushes. |
![]() | The Moon | Converts up to 3 selected cards into Clubs | N/A | Does what it says on the tin. Clubs have the most Jokers going for them, with many being great some even not working off of Flushes, which is great. The Tarot itself is on the same level as all the other suit changers. Flushes are still bad. |
![]() | The Sun | Converts up to 3 selected cards into Hearts | N/A | Does what it says on the tin. Hearts are one of the worst suits if not the worst as they work with very little Jokers and the tow Hearts based Jokers are either meh or just bad. Bloodstone is especially bad and the worst suit Joker. In terms of Tarots though, it works and serves it’s job and is on the same level ass all the other suit changers. Flushes are still terrible and Hearts suck. |
![]() | Judgement | Creates a random Joker card (Must have room) | N/A | Seeing this in the shop is like seeing the potential of having any Joker for $3. This means that sometimes you end up with just what you need at the right moment, or utter trash that doesn’t help your build at all. The benefit is that the Joker created will not spawn with any of the modifiers that Jokers can have on Black and above but can still get Editions like Foil. Great early to get of the ground or just to take a chance on, late game it can be either really worth it, or really worthless or even just skipped entirely. |
![]() | The World | Converts up to 3 selected cards into Spades | N/A | Does what it says on the tin. On a similar but smaller level to Clubs, Spades are pretty good. Their primary Joker, Arrowhead pops off during Plasma deck, mostly on the earlier Antes for higher Stakes. World isn’t any different to the other suit changer Tarots, so it’s like putting on black socks on instead of red or green. Flushes are still as abysmal as ever. |























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