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Tarot, Planet & Spectral Guide

All 22 Tarots, 12 Planets, and 18 Spectrals: effects, priorities, and best use cases

Intermediate 15 min read

Consumable Overview

Balatro has three types of consumable cards: Tarots, Planets, and Spectrals. Each consumable is single-use — using one permanently alters cards in your deck or hand, or triggers a powerful one-time effect.

Managing your consumable slots (two by default) and timing usage correctly is key to extracting maximum value.

Tarot Cards (22 total)

Tarot cards are used to enhance, transform, and destroy cards in your deck. All 22 are based on the Major Arcana.

Card generation and joker effects

Card Effect
The Fool (0) Creates a copy of the last Tarot or Planet used during this run
The High Priestess (II) Creates 2 random Planet cards
The Emperor (IV) Creates 2 random Tarot cards
The Hermit (IX) Doubles your money (up to $20)
Wheel of Fortune (X) Tries to give a random joker an edition (Foil 12.5% / Holo 8.75% / Poly 3.75%)
Temperance (XIV) Gives money equal to the sell value of your most expensive joker
Judgement (XX) Creates a random joker
The World (XXI) Converts up to 3 selected hand cards to Spades

Card enhancement effects

Card Effect
The Magician (I) Enhances up to 2 selected cards to Lucky Cards
The Empress (III) Enhances up to 2 selected cards to Mult Cards
The Hierophant (V) Enhances up to 2 selected cards to Bonus Cards
The Lovers (VI) Enhances 1 selected card to a Wild Card
The Chariot (VII) Enhances 1 selected card to a Steel Card
Strength (VIII/XI) Increases rank of up to 2 selected cards by 1
Justice (XI/VIII) Enhances 1 selected card to a Glass Card
The Devil (XV) Enhances 1 selected card to a Gold Card
The Tower (XVI) Enhances 1 selected card to a Stone Card
The Star (XVII) Converts up to 3 selected hand cards to Clubs
The Moon (XVIII) Converts up to 3 selected hand cards to Hearts
The Sun (XIX) Converts up to 3 selected hand cards to Diamonds
The Hanged Man (XII) Destroys up to 2 selected cards
Death (XIII) Converts the left-most selected card into the right-most (copying rank and enhancement)

Tarot priority guide

Top priority (consider using immediately):

  • The Fool: copies last Tarot/Planet used — snowball value
  • The High Priestess: 2 free Planet cards
  • The Emperor: 2 free Tarot cards — enables chaining deck manipulation
  • The Magician: Lucky Cards proc +20 Mult / +$20 each; strong with multiple copies

Situationally high value:

  • The Chariot: Steel Cards give ×1.5 Mult while held; stacking multiple is explosive
  • Justice: Glass Cards give ×2 Mult; can anchor an entire scoring build
  • Death: copying an enhanced card is one of the strongest plays available
  • The Hanged Man: the core deck-thinning tool; removes dead cards quickly

Economy cards:

  • The Hermit: weak with low funds; best used when you hold $10+
  • Temperance: more valuable the more expensive your jokers are

Planet Cards (12 total)

Planet cards level up the associated poker hand by 1, increasing its base Chips and base Mult permanently.

All planet cards

Planet Hand Per-level bonus
Pluto High Card +10 Chips / +1 Mult
Mercury Pair +15 Chips / +1 Mult
Uranus Two Pair +20 Chips / +1 Mult
Venus Three of a Kind +20 Chips / +2 Mult
Earth Full House +25 Chips / +2 Mult
Mars Four of a Kind +30 Chips / +3 Mult
Saturn Straight +30 Chips / +3 Mult
Jupiter Flush +15 Chips / +2 Mult
Neptune Straight Flush +40 Chips / +4 Mult
Planet X Five of a Kind +35 Chips / +3 Mult
Ceres Flush House +40 Chips / +4 Mult
Eris Flush Five +50 Chips / +3 Mult

Planet X, Ceres, and Eris are secret cards — they do not appear in the shop normally and are obtained via Telescope voucher Celestial Packs or specific run conditions.

Using Planet cards effectively

  • Concentrate on one or two main hands: pick a main hand early and funnel all Planet cards into it
  • Telescope voucher: after defeating a Boss Blind, a Celestial Pack appears containing the Planet for your most-played hand
  • Nebula Deck: starts with Telescope, providing consistent Planet access
  • High Priestess Tarot: generates 2 Planet cards immediately — useful for supplementing your Planet supply

Recommended Planet card rankings

  1. Jupiter (Flush) — Flush is consistent and reliable; +15 Chips/+2 Mult per level is great value
  2. Saturn (Straight) — Straight remains viable into mid/late game; +30 Chips/+3 Mult is strong
  3. Mars (Four of a Kind) — essential for Four of a Kind builds; +30 Chips/+3 Mult
  4. Neptune (Straight Flush) — highest return in dedicated SF builds: +40 Chips/+4 Mult per level

Spectral Cards (18 total)

Spectral cards hit harder than Tarots but most carry a cost. They are true high-risk/high-reward plays. Spectrals normally only appear in Spectral Packs, not individually in the shop (Ghost Deck is the exception).

No-downside cards (safe to use)

Card Effect
Black Hole Levels every poker hand up by 1 (equivalent to 12 Planet cards)
Cryptid Adds 2 copies of a selected hand card directly to your deck
Talisman Adds a Gold Seal to a selected hand card
Aura Adds an Edition to a selected card (Foil 50% / Holo 35% / Poly 15%)
Deja Vu Adds a Red Seal to a selected hand card
Trance Adds a Blue Seal to a selected hand card
Medium Adds a Purple Seal to a selected hand card

Cards with a downside

Card Effect Cost
Ectoplasm Gives a random joker the Negative edition -1 hand size (permanent)
Hex Gives 1 random joker Polychrome edition Destroys all other jokers
Ankh Copies 1 random joker (you get two of the same) Destroys all other jokers
Wraith Gains a random Rare Joker Sets your money to $0
Familiar Creates a random Standard Pack -1 hand size (permanent)
Ouija Converts all hand cards to the same randomly chosen rank -1 hand size (permanent)

Spectral priority guide

S-tier (use almost unconditionally):

  • Black Hole: zero downside, every hand levelled up by 1 — the single strongest Spectral in any build
  • Cryptid: the Flush Five build keystone; use whenever you have a target card worth duplicating

A-tier (strong in the right context):

  • Ectoplasm: Negative edition adds a joker slot; -1 hand size hurts but the slot gain is immense
  • Aura: Polychrome proc gives ×1.5 Mult; outcome depends on the card but upside is huge
  • Deja Vu: Red Seal on a Steel or Glass card effectively doubles that card's multiplier contribution

B-tier (build dependent):

  • Hex: high risk; best used when you have only one joker you want to upgrade
  • Ankh: can be game-winning if you have a single dominant joker worth cloning
  • Wraith: losing all money is painful early; best used when money is temporarily irrelevant

Managing Consumable Slots

Default consumable slots: 2. If slots are full you cannot pick up additional consumables.

Ways to increase slots:

  • Crystal Ball voucher: +1 consumable slot ($4)
  • Palette voucher: +1 consumable slot (upgrade of Crystal Ball, $6)
  • Magic Deck: starts with Crystal Ball already owned
  • Nebula Deck: starts at -1 slot — watch out for slot starvation

The Fool Combinations

The Fool creates a copy of the last Tarot or Planet used. Powerful chains include:

  • Black Hole → The Fool: all hands levelled up twice
  • High Priestess → The Fool: 4 total Planet cards generated
  • The Emperor → The Fool: 4 total Tarot cards generated
  • The Magician → The Fool: up to 4 Lucky Cards in your deck