Balatro Deck Strategy Guide: All 16 Decks Explained
Picking a Deck
You choose a deck at the start of every run. Beginners should stick with the Red Deck or Blue Deck; once you're comfortable, try more demanding decks like Black Deck or Ghost Deck.
Beginner-Friendly Decks
Red Deck
Effect: +1 discard.
An extra discard every round makes it easier to throw away junk cards and build the hand you want. Very stable in the early game and fits essentially any build — a genuine all-rounder.
Blue Deck
Effect: +1 hand.
An extra hand per round means an extra scoring opportunity. The hand buffer also makes it safer to attempt risky, low-probability hands.
Yellow Deck
Effect: Start with +$10.
More starting cash means a stronger first shop. Naturally synergises with economy-oriented builds.
Intermediate Decks
Black Deck
Effect: +1 joker slot, -1 hand.
A sixth joker slot is extremely powerful. The -1 hand is real, but the joker synergies you enable more than compensate. The community rates this deck highly.
Green Deck
Effect: $2 per unused hand/discard at end of round, but no interest.
You trade interest for an end-of-round bonus scaled to how many hands/discards you kept. Playstyle: clear rounds while leaving resources on the table.
Magic Deck
Effect: Start with Crystal Ball voucher and two The Fool cards.
+1 consumable slot from Crystal Ball from turn one makes this deck ideal for Tarot/Spectral-heavy plans. Duplicating big consumables with The Fool is a powerful engine.
Advanced Decks
Ghost Deck
Effect: Spectral Cards can be bought individually in shops; start with one Hex.
Spectrals are risky but effects are powerful. Starting Hex grants Polychrome (X1.5 Mult) on a joker, which is a huge head start. Note that Hex can destroy other jokers.
Plasma Deck
Effect: Scoring equalises Chips and Mult; blind minimums are ×2.
Because Chips and Mult are equalised at scoring, pushing only one side still pays off. The ×2 blind requirement is steep, so joker composition matters.
Nebula Deck
Effect: Start with Telescope voucher; -1 consumable slot.
Telescope guarantees Celestial Packs after defeating boss blinds — great for Planet-focused builds. The -1 consumable slot can be reclaimed with Crystal Ball.
Abandoned Deck
Effect: Start with no face cards.
No J/Q/K means no access to face-card-related jokers, but the reduced rank pool makes Straights and Flushes easier. Strong synergy with Fibonacci.
Specialist Decks
Checkered Deck
Effect: Start with only Spades and Hearts (26 + 26).
Only two suits in the deck makes Flushes trivial to produce. Perfect home for Flush-focused builds.
Erratic Deck
Effect: Every card's rank and suit are randomised.
Pure chaos. Unpredictable, but the combinations that emerge can be wild. An advanced, chaotic challenge deck.
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