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Overview

Field Value
Name (EN) Mad Joker
Name (JP) マッドジョーカー
Rarity Common
Cost $4
Effect +10 Mult if the played hand contains a Two Pair
Unlock Available from the start (no unlock required)
Trigger Type On score
Overall Tier B

Rating & Analysis

Mad Joker grants +10 Mult on hands containing Two Pair. At Common $4, +10 Mult is a stable additive damage anchor — Two Pair is a reasonably common hand condition, and Full House / Four of a Kind also qualify (since they contain Two Pair).

The optimal play is the Two Pair additive stack: Mad Joker + Clever Joker (Two Pair +20 Mult) + Duo (Pair x2). On Two Pair plays, all three fire — +30 Mult x2 = compound burst. DNA-duplicating same-rank cards raises Two Pair reliability further.

Tier lists rate Mad Joker B in Two Pair-axis builds. The $4 cost is a steal; great early-game stable damage anchor.

Good Joker Synergies

Joker Why
The Duo (Pair x2) Pair contains Two Pair → fires alongside Mad Joker.
Clever Joker Two Pair +20 Mult — direct stack with Mad Joker.
Jolly Joker Pair +8 Mult — Pair-axis additive stack.
DNA Same-rank duplication for Two Pair reliability.
Blueprint / Brainstorm Copy +10 Mult → +20 effective.
Fortune Teller / Canio +Mult / xMult parallel scaling.

Recommended Builds

Build Core Loop Target Consumables
Two Pair focus Mad + Clever + Duo combo Enhancement Tarots
Full House axis Two Pair contained — Mad Joker fires Moon (Full House Planet)
Blueprint stacking Mad Joker + Blueprint = +20 Mult Black Hole / The Soul
Early-game bridge $4 Two Pair anchor Any

Tips & Usage

  • Build for Two Pair reliability — DNA, deck thinning.
  • Higher hands containing Two Pair (Full House, Four of a Kind) all qualify.
  • Blueprint to its right doubles +Mult to +20 effective.
  • Moon Planet levels Full House for stronger base scores.
  • Joker slot cost — weigh against stronger picks.

Caveats

  • Triggers only on Two Pair (contained) — High Card / single Pair / pure Straight don't qualify.
  • Without xMult support, +Mult alone caps in mid-Ante.
  • Perishable Mad Joker is risky — becomes dead weight on expiry.
  • Late-game sell value $1 — consider selling if synergy fades.
  • Stone cards (no rank/suit) don't count toward Two Pair detection.