Black Deck
+1 Joker slot
-1 hand every round
The Black Deck is an unlockable Deck that provides +1 Joker slot but -1 Hand each round. This deck is unlocked by discovering at least 100 items in the collection.
Black Deck is considered by many to be one of the hardest decks the game has to offer. While the upside, +1 Joker slot, is very good going into mid-late game, the brutal -1 Hand each round makes progressing through the first few rounds incredibly difficult, as there will not be many scoring tools available at disposal. The −1 hand also results in one less dollar made at the end of the blind.
Starting Contents
It contains the 52 cards of a normal deck: four suits, each with 13 cards (2 to 10, Jack, Queen, King, and Ace).
Synergies
The early game on the Black Deck is much more difficult than with any other deck, since with one less hand, 5 fewer cards can be seen, which makes building around 5-card hands more difficult, but smaller hands (such as High Card) can be even worse, since one can only play 3 of them per round (instead of 4).
As the Black deck, you should be more willing to take temporary strength, such as
Popcorn ({{Mult|+20}} <br> {{Mult|-4}} per round played Common Additive Mult Independent Popcorn.png) or
Ice Cream ({{Chips|+100}}<br>{{Chips|-5}} for every hand played Common Chips Independent Ice Cream.png), in order to stay alive.
Finding an early
Riff-Raff (When [[Blind|{{hl|orange|Blind}}]] is selected, create {{hl|orange|2}} [[Common Jokers|{{hl|blue|Common}} {{hl|orange|Jokers}}]] <br> {{room}} Common Effect On Blind Select Riff-Raff.png) can be a very powerful starting Joker as well, leveraging the increased +1 Joker slot for early scoring and econ.
Some other jokers that benefit from the extra Joker slot or -1 hand per round include:
Gros Michel ({{mult|+15}}<br>{{hl|green|1 in 6}} chance this is destroyed at the end of round. Common Additive Mult Independent Gros Michel.png) can be good, as it's easier to hold for a long time in order to evolve into
Cavendish ({{xmult|3}} <br> {{hl|green|1 in 1000}} chance this card is destroyed at the end of round Common Multiplicative Mult Independent Cavendish.png), and the extra mult is good for surviving the early game.
Swashbuckler (Adds the sell value of all other owned [[Jokers|{{hl|orange|Jokers}}]] to Mult <br> {{currently|{{mult|+1}}}} Sell a total of {{hl|orange|20}} Joker cards Common Additive Mult Independent Swashbuckler.png) and
Abstract Joker ({{Mult|+3}} for each [[Jokers|{{hl|orange|Joker}}]] card<br>{{Currently|{{mult|+0}}}} Common Additive Mult Independent Abstract Joker.png) give more flat mult.
Joker Stencil ({{xmult|1}} for each empty [[Jokers|{{hl|orange|Joker}}]] slot <br> <small>Joker Stencil included</small> <br> {{Currently|{{xmult|1|}}}} Uncommon Multiplicative Mult Independent Joker Stencil.png) gives X6 Mult instead of X5 Mult if all slots are empty.
Baseball Card ([[Uncommon Jokers|{{hl|green|Uncommon}}]] Jokers each give {{xmult|1.5}} Rare Multiplicative Mult On Other Jokers Baseball Card.png) can trigger off of more Uncommon Jokers.
Burglar (When [[Blind|{{hl|orange|Blind}}]] is selected, gain {{hl|blue|+3}} Hands and {{hl|orange|lose all discards}} Uncommon Effect On Blind Select Burglar.png) practically doubles the number of hands you can play.
Gift Card (Add {{Money|1}} of {{hl|orange|sell value}} to every [[Jokers|{{hl|orange|Joker}}]] and [[Consumables|{{hl|orange|Consumable}}]] card at end of round Uncommon Economy N/A (Passive) Gift Card.png) increases the sell value of even more Jokers.
- You are more likely to have an open slot to buy
Diet Cola (Sell this card to create a free [[Tags|{{hl|orange|Double Tag}}]] Uncommon Effect N/A (Passive) Diet Cola.png), which you can then sell.
- Because of the lowered number of hands,
Acrobat ({{xmult|3}} on {{hl|orange|final hand}} of round Play {{hl|orange|200}} hands Uncommon Multiplicative Mult Independent Acrobat.png) and
Dusk (Retrigger all played cards in {{hl|orange|final hand}} of the round Uncommon Retrigger On Scored Dusk.png) take fewer hands to trigger.
Ceremonial Dagger (When [[Blinds|{{hl|orange|Blind}}]] is selected, destroy [[Jokers|Joker]] to the right and permanently add {{hl|orange|double}} its sell value to this {{hl|red|Mult}} <br> {{currently|{{mult|+0}}}} Uncommon Additive Mult Independent Ceremonial Dagger.png) appreciates the extra Joker slot, as one can still have four safe Jokers while scaling Dagger.
Judgement (Creates a random [[Jokers|{{hl|orange|Joker}}]] card<br>{{room}} Available from start. Tarot Judgement.png) is a good choice, as filling out your Joker slots, even with bad Jokers, can help you survive the early game.
- The value of
Temperance (Gives the total sell value of all current [[Jokers]]<br>{{hl|grey|(Max of}} {{hl|orange|{{Money|50}}}}{{hl|grey|)}} Available from start. Tarot Temperance.png) rises from the extra Joker.
Grabber (Permanently gain {{hl|blue|+1}} hand per round Base Grabber.png) and
Nacho Tong (Permanently gain an additional {{hl|blue|+1}} hand per round Play a total of 2,500 cards Upgraded Nacho Tong.png) are incredibly helpful on Black Deck, as they negate the deck's -1 hand penalty.
Wasteful (Permanently gain {{hl|red|+1}} discard each round Base Wasteful.png) and
Recyclomancy () provide more discards to help assemble powerful hands.
Blank ({{hl|gray|Does nothing?}} Base Blank.png) /
Antimatter ({{hl|edition|+1}} Joker Slot Redeem Blank 10 total times Upgraded Antimatter.png) can be powerful if you want to go all in on Joker slots.
Anti-Synergies
Jokers that are worse on the Black deck include:
- Overall, any scaling Joker that requires hands to be played is impeded by the -1 hand penalty, giving fewer opportunities to scale them efficiently.
- This includes
Green Joker ({{mult|+1}} per hand played <br> {{mult|-1}} per discard <br> {{Currently|{{mult|+0}}}} Common Additive Mult Mixed Green_Joker.png),
Ride the Bus (This Joker gains {{Mult|+1}} per {{hl|orange|consecutive}} hand played without a scoring {{hl|orange|face}} card <br> {{Currently|{{Mult|+0}}}} Common Additive Mult Mixed Ride the Bus.png),
Supernova (Adds the number of times [[Poker Hands|{{hl|orange|poker hand}}]] has been played this run to Mult Common Additive Mult Independent Supernova.png),
Runner (Gains {{Chips|+15}} if played hand contains a {{ph|Straight}} <br> {{Currently|{{chips|+0}}}} Common Chips Mixed Runner.png),
Square Joker (This Joker gains {{Chips|+4}} if played hand has exactly {{hl|orange|4}} cards <br> {{Currently|{{Chips|0}}}} Common Chips Mixed Square_Joker.png),
Spare Trousers (This Joker gains {{Mult|+2}} if played hand contains a [[Poker Hands|{{hl|orange|Two Pair}}]] <br> {{currently|{{mult|+0}}}} Uncommon Additive Mult Mixed Spare Trousers.png), and
Obelisk (This Joker gains {{xmult|0.2}} per {{hl|orange|consecutive}} hand played without playing your most played {{hl|orange|poker hand}} <br> {{currently|{{xmult|1}}}} Rare Multiplicative Mult Mixed Obelisk.png).
- Jokers that encourage the player to not discard, such as
Delayed Gratification (Earn {{Money|2}} per {{hl|orange|discard}} if no discards are used by end of the round Common Economy N/A (Passive) Delayed_Gratification.png),
Banner ({{Chips|+30}} for each remaining {{hl|orange|discard}} Common Chips Independent Banner.png), and
Ramen ({{xmult|2}}, loses {{xmult|0.01}} per {{hl|orange|card}} discarded Uncommon Multiplicative Mult Mixed Ramen.png), are very difficult to use, as they suffer from the -1 hand penalty, which forces more dependency on discards while disallowing liberal use of 'throwaway' hands.
Vagabond (Create a [[Tarot Cards|{{hl|purple|Tarot}}]] card if hand is played with {{Money|4}} or less Rare Effect Independent Vagabond.png) and
Reserved Parking (Each {{hl|orange|face}} card held in hand has a {{hl|green|1 in 2}} chance to give {{Money|1}} Common Economy On Held Reserved Parking.png) suffer from the -1 hand penalty, as Jokers that generate a resource when a hand is played have fewer opportunities to trigger.
Card Sharp ({{xmult|3}} if played {{hl|orange|poker hand}} has already been played this round Uncommon Multiplicative Mult Independent Card_Sharp.png) can activate one less time.
Loyalty Card ({{xmult|4}} every {{hl|orange|6}} hands played<br>{{hl|grey|5 remaining}} Uncommon Multiplicative Mult Independent Loyalty Card.png) becomes harder to activate.
Troubadour ({{hl|orange|+2}} hand size, <br> {{hl|blue|-1}} hand each round Win {{hl|orange|5}} consecutive rounds by <abbr title="Discards are OK to use.">playing only 1 hand</abbr> Uncommon Effect N/A (Passive) Troubadour.png)'s -1 hand per round penalty means players will only have 2 hands to beat each blind.
Hieroglyph ({{hl|orange|-1}} Ante, <br> {{hl|blue|-1}} hand each round Base Hieroglyph.png) is not recommended, as its -1 hand penalty means the player will only have 2 hands to beat each blind.
Trivia
- The ability of this deck may be a reference to
Negative ({{hl|edition|+1}} Joker or Consumable slot Joker (Negative).png) Jokers (which are usually black), since both give an extra Joker Slot.
In other languages
| Language | Name |
|---|
| Internal | b_black |
| Chinese (Simplified) | 黑色牌组 |
| Chinese (Traditional) | 黑色牌組 |
| Dutch | Zwart kaartspel |
| French | Jeu noir |
| German | Schwarzes Deck |
| Indonesian | Black Deck |
| Italian | Mazzo nero |
| Japanese | ブラックデッキ |
| Korean | 블랙 덱 |
| Polish | Czarna talia |
| Portuguese (Brazilian) | Baralho Preto |
| Russian | Черная колода |
| Spanish (Spain) | Baraja negra |
| Spanish (Latin America) | Baraja negra |
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| Standard Decks |
Red Deck ( {{hl|red|+1}} discard every round Unlocked from start Red Deck.png)
Blue Deck ( {{hl|blue|+1}} hand every round Discover at least {{hl|orange|20}} items from your [[collection]] Blue Deck.png)
Yellow Deck ( Start with extra {{Money|10}} Discover at least {{hl|orange|50}} items from your [[Collection|collection]] Yellow Deck.png)
Green Deck ( At end of each Round: <br> {{Money|2}} per remaining {{hl|blue|Hand}} <br> {{Money|1}} per remaining {{hl|red|Discard}} <br> Earn no {{hl|orange|Interest}} Discover at least {{hl|orange|75}} items from your [[collection]] Green Deck.png)
Black Deck ()
Magic Deck ( Start run with the {{V|Crystal Ball|class=hl-purple}} voucher and {{hl|orange|2}} copies of {{tarot|The Fool}} Win a run with the {{D|Red}} on [[Stakes|any difficulty]] Magic Deck.png)
Nebula Deck ( Start run with the {{V|Telescope|class=hl-cyan}} voucher <br> {{hl|red|-1}} consumable slot Win a run with the {{D|Blue}} on [[Stakes|any difficulty]] Nebula Deck.png)
Ghost Deck ( [[Spectral Cards|{{hl|sblue|Spectral}}]] cards may appear in the shop, start with a {{spectral|Hex}} card Win a run with the {{D|Yellow}} on [[Stakes|any difficulty]] Ghost Deck.png)
Abandoned Deck ( Start run with no {{F|}}[[Card Ranks#Face cards|{{hl|orange|Face Cards}}]] in your deck Win a run with the {{D|Green}} on [[Stakes|any difficulty]] Abandoned Deck.png)
Checkered Deck ( Start run with {{hl|orange|26}} {{suit|Spades}} and {{hl|orange|26}} {{suit|Hearts}} in deck Win a run with the {{D|Black}} on any difficulty Checkered Deck.png)
Zodiac Deck ( Start run with {{V|Tarot Merchant|class=hl-purple}}, {{V|Planet Merchant|class=hl-cyan}}, and {{V|Overstock|class=hl-orange}} Win a run with any [[Decks|deck]] on the {{Stake|Red}} difficulty or harder Zodiac Deck.png)
Painted Deck ( {{hl|orange|+2}} hand size, <br> {{hl|red|-1}} Joker slot Win a run with any [[Decks|deck]] on the {{Stake|Green}} difficulty or harder Painted Deck.png)
Anaglyph Deck ( After defeating each [[Blinds|{{hl|orange|Boss Blind}}]], gain a [[File:Double tag.png|24px]] [[Tags|{{hl|orange|Double Tag}}]] Win a run with any [[Decks|deck]] on the {{Stake|Black}} difficulty or harder Anaglyph Deck.png)
Plasma Deck ( Balance [[Chips|{{hl|blue|Chips}}]] and [[Mult|{{hl|red|Mult}}]] when calculating score for played hand <br> {{hl|red|X2}} base Blind size Win a run with any [[Decks|deck]] on the {{Stake|Blue}} difficulty or harder Plasma Deck.png)
Erratic Deck ( All [[Card Ranks|{{hl|orange|Ranks}}]] and [[Suits|{{hl|orange|Suits}}]] in deck are randomized Win a run with any [[Decks|deck]] on the {{Stake|Orange}} difficulty or harder Erratic Deck.png)
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| Challenge Decks |
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