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