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Joker Tier List

All 150 jokers ranked S-to-D tier with analysis of Blueprint, Brainstorm, Vampire, and every top-tier pick

Intermediate 18 min read

Tier List Criteria

This tier list evaluates jokers based on:

  • Versatility: Does it work across different decks and hand types?
  • Scaling: Does it continue to grow stronger as Antes progress?
  • Synergy density: How much does it amplify other jokers/card enhancements?
  • Cost efficiency: Is the purchase price justified in the shop ($2–$20)?
  • Gold Stake viability: Can it carry high-difficulty runs?

Ratings assume a full Ante 1–8 run. Synergy-dependent ratings are noted.


S-Tier — Absolutely Powerful, Consider in Nearly Every Run

Joker Cost Effect Why S-Tier
Blueprint $10 Copies the effect of the Joker to its right Doubles any best joker effect. Place XMult sources to the right for exponential gains
Brainstorm $10 Copies the effect of the leftmost Joker Same power as Blueprint, with flexible leftmost slot positioning
Vampire $7 Each played enhanced card consumed gives ×Mult +0.1 Scales exponentially with enhancements. Primary XMult source late-game
Hologram $7 ×Mult +0.25 each time a card is added to the deck Unlimited scaling in runs with frequent deck additions
Fibonacci $8 +8 Mult per scored A/2/3/5/8 Core of number-axis builds. Explosive with Even Steven/Odd Todd
Canio $20 ×Mult +1 each time a card is destroyed Scales exponentially with destruction effects
Triboulet $20 ×Mult 2 for scored K and Q Essential for face-card-axis builds. Strongest legendary
The Duo $8 ×Mult 2 when hand contains a Pair Most universal XMult — triggers with the most basic hand type
Joker Stencil $8 ×Mult equal to empty Joker slots Scales with Joker slot maximization. Combo with Riff-raff

S-Tier Common Traits

  • Provides XMult or equivalent exponential scaling
  • "Buy on sight" in most runs
  • Blueprint/Brainstorm positioning determines the entire run strategy

A-Tier — Very Strong, Actively Pursue

Joker Cost Effect Strength
Juggler $4 Hand size +1 Going from 5→6 cards dramatically increases hand flexibility and role consistency
Loyalty Card $5 ×Mult 4 every 6 hands Conditional but ×4 is exceptional. Manage the counter for reliable activation
Bloodstone $5 1/3 chance ×Mult 2 for scored heart cards High expected value, essential in heart-axis builds
Cavendish $4 ×Mult 3 every 3rd hand Requires counter management but provides high multiplier
Baron $8 Hand Kings give ×Mult 1.5 when scored Foundation of King-axis builds. Combine with hand-holding mechanics
Midas Mask $7 All played face cards become Gold cards Infinite economic scaling in gold card economy builds
Hack $6 Retriggers 2/3/4/5 Doubles Fibonacci, Even Steven, Odd Todd triggers — massive multiplier
Supernova $5 +Mult equal to most played hand level Scales with planet card hand leveling
Space Joker $10 1/4 chance to level up played hand Levels hands without planet cards. Powerful in long runs

B-Tier — Situationally Very Strong

Joker Cost Effect Condition
Shoot the Moon $5 Hand Queens give +13 Mult each Effectively A-tier in Queen-axis builds
Sly Joker $2 +50 Chips when hand contains a Pair Main chip source in pair-heavy decks
Spare Trousers $6 +2 Mult per Two Pair scored (cumulative) Escalates rapidly in Two Pair-focused builds
Runner $5 +15 Chips per Straight scored (cumulative) Stable chip source in Straight-axis
Delayed Gratification $7 Gain $3 per unused reroll at end of Blind Economy-axis resource. Avoid rerolling for profit
Egg $4 Gains $3 sell value each time a card is sold High sell-value economy item
Four Fingers $7 Flushes and Straights count with 4 cards Unlocks 4-card hands. Essential with Shortcut
Shortcut $7 Straights can be made with 1 gap Massively expands Straight viability with Four Fingers
Riff-raff $6 Creates 2 Common Jokers when Blind starts Triggers Joker-count-dependent effects

C-Tier — Niche Uses

Joker Cost Effect Use Case
Joker (base) $2 +4 Mult unconditional Early filler for 5 hands only
Mystic Summit $5 +15 Mult when discards remaining is 0 Only useful in no-discard strategies
Abstract Joker $4 +3 Mult per Joker held Pairs with slot-filling strategies
Business Card $4 1/2 chance $2 when face card played Secondary income in face-heavy decks

D-Tier — Generally Weak

Joker Reason
Gros Michel High extinction risk makes it unreliable
Hit the Road ×Mult reduction each discard; self-destructs
Mime Retrigger-only; weak without specific combos like Baron

How Synergy Changes Ratings

Synergy Setup Jokers Involved Rating Shift
XMult stacking Blueprint + Brainstorm + The Duo All S-tier amplified further
Number 4-Joker parallel Fibonacci + Even Steven + Odd Todd + Scholar Fibonacci becomes top-S
Face card axis Baron + Triboulet + Shoot the Moon All three become A+
Enhancement consumption Vampire + Ceremonial Dagger Vampire becomes #1 XMult
Deck shrink economy The Hermit + Crystal Ball Stabilizes mid-late economy

Rarity-Based Priority

Rarity Base Cost Strategy
Common $2–4 Early-game filler. S/A-tier Commons are high priority
Uncommon $5–7 Main candidates. Vampire, Fibonacci, Juggler especially
Rare $7–10 Core jokers — Blueprint, Brainstorm, Canio
Legendary $20 Canio, Triboulet — highest priority when seen

Key Principles of Joker Selection

  1. XMult sources first: Blueprint, Brainstorm, Vampire, The Duo etc.
  2. Scaling over flat bonuses: Cumulative/exponential jokers beat fixed bonuses late-game
  3. Think in synergies: A B-tier joker becomes top-tier with the right combo
  4. Cost management: Fill early with Commons, transition to Rares mid-game
  5. Gold Stake viability: Some jokers only work in low-difficulty — test for high stakes