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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
- 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