This guide has been created by wiki members as a helpful resource, and is not official.
Most Decks in Balatro start with the standard 52 cards, however there are many ways to change this in your favour. Deck Manipulation (or Deck Fixing) is an important aspect of getting high scores and keeping up with ante scaling, which is often the difference-maker in beating a blind or not. It is especially important with higher Stakes due to having -1 discard, and when playing decks with limited Joker slots such as
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) and the ‘Jokerless’
Challenge Deck (). Also, Deck Manipulation is necessary for all late-game strategies, such as playing Flush Five or using
Steel ({{xmult|1.5}} while this card stays in hand Steel Card.png) Kings.
Effects for Deck Manipulation
These are all the effects that can be used for Deck Manipulation in the game, some of which are determined, and you can specify the cards to be affected, while others are random.
Card Addition
Determined
| Name
|
Type
|
Trigger condition
|
Added Card(s)
|
Net Deck Size Increase
|
Note
|
Cryptid (Create {{hl|orange|2}} copies of {{hl|orange|1}} selected card in your hand Available from start. Spectral Cryptid.png)
|
Spectral Card
|
|
2 copies of the selected card
|
2
|
Card modifiers are also copied.
|
DNA (If {{hl|orange|first hand}} of round has only {{hl|orange|1}} card, add a permanent copy to deck and draw it to {{hl|orange|hand}} Rare Effect On Played DNA.png)
|
Joker
|
The first hand of round, with only 1 card
|
1 copy of the played card
|
1
|
Also, cards can be bought from shop, from Standard Packs or with
Magic Trick ({{hl|orange|Playing cards}} can be purchased from the [[The Shop|{{hl|orange|shop}}]] Base Magic Trick.png) voucher.
Random
| Name
|
Type
|
Trigger condition
|
Added Card(s)
|
Net Deck Size Increase
|
Note
|
Familiar (Destroy {{hl|orange|1}} random card in your hand, add {{hl|orange|3}} random [[Card Modifiers#Enhancements|{{hl|orange|Enhanced}}]] [[Card Ranks#Face cards|{{hl|orange|face cards}}]] to your hand Available from start. Spectral Familiar.png)
|
Spectral Card
|
|
4 random Enhanced numbered cards
|
3
|
Also destroying 1 random card in your hand
|
Grim (Destroy {{hl|orange|1}} random card in your hand, add {{hl|orange|2}} random [[Card Modifiers#Enhancements|{{hl|orange|Enhanced}}]] [[Card Ranks#Aces|{{hl|orange|Aces}}]] to your hand Available from start. Spectral Grim.png)
|
|
2 random Enhanced Aces
|
1
|
Incantation (Destroy {{hl|orange|1}} random card in your hand, add {{hl|orange|4}} random [[Card_Modifiers#Enhancements|{{hl|orange|Enhanced}}]] [[Card Ranks#Number cards|{{hl|orange|numbered cards}}]] to your hand Available from start. Spectral Incantation.png)
|
|
3 random Enhanced face cards
|
2
|
Marble Joker (Adds one [[Stone Cards|{{hl|orange|Stone}}]] card to the deck when [[Blinds|{{hl|orange|Blind}}]] is selected Uncommon Effect On Blind Select Marble Joker.png)
|
Joker
|
The beginning of each Blind
|
1 random Stone Card
|
1
|
Stone Cards have suits and ranks obscured
|
Certificate (When round begins, add a random {{hl|orange|playing card}} with a random [[Seal|{{hl|orange|seal}}]] to your hand Have a [[Gold_Cards|Gold playing card]] with a [[Gold_Seal|{{hl|orange|Gold Seal}}]] Uncommon Effect N/A (Passive) Certificate.png)
|
1 random card with a random seal
|
|
Card Removal
Determined
| Name
|
Type
|
Trigger condition
|
Removed Card(s)
|
Net Deck Size Decrease
|
Note
|
The Hanged Man (Destroys up to {{hl|orange|2}} selected cards Available from start. Tarot The Hanged Man.png)
|
Tarot Card
|
|
(Up to) 2 selected cards
|
(Up to) -2
|
|
Trading Card (If {{hl|orange|first discard}} of round has only {{hl|orange|1}} card, destroy it and earn {{Money|3}} Uncommon Economy On Discard Trading Card.png)
|
Joker
|
The first discard of round, with only 1 card
|
The discarded card
|
-1
|
Also gives $3
|
Sixth Sense (If {{hl|orange|first hand}} of round is a single {{hl|orange|6}}, destroy it and create a [[Spectral Cards|{{hl|sblue|Spectral}}]] card <br> {{room}} Uncommon Effect N/A (Passive) Sixth_Sense.png)
|
The first hand of round, with a single 6
|
The single 6 played
|
-1
|
Also create a Spectral card
|
Also,
Glass Cards ({{xmult|2}}<br>{{hl|green|1 in 4}} chance to destroy card Glass Card.png) have a 1 in 4 chance to be destroyed after played.
Random
| Name
|
Type
|
Removed Card(s)
|
Net Deck Size Decrease
|
Note
|
Immolate (Destroys {{hl|orange|5}} random cards in hand, gain {{Money|20}} Available from start. Spectral Immolate.png)
|
Spectral Card
|
5 random cards in hand
|
-5
|
Also gives $20
|
Familiar (Destroy {{hl|orange|1}} random card in your hand, add {{hl|orange|3}} random [[Card Modifiers#Enhancements|{{hl|orange|Enhanced}}]] [[Card Ranks#Face cards|{{hl|orange|face cards}}]] to your hand Available from start. Spectral Familiar.png)/ Grim (Destroy {{hl|orange|1}} random card in your hand, add {{hl|orange|2}} random [[Card Modifiers#Enhancements|{{hl|orange|Enhanced}}]] [[Card Ranks#Aces|{{hl|orange|Aces}}]] to your hand Available from start. Spectral Grim.png)/ Incantation (Destroy {{hl|orange|1}} random card in your hand, add {{hl|orange|4}} random [[Card_Modifiers#Enhancements|{{hl|orange|Enhanced}}]] [[Card Ranks#Number cards|{{hl|orange|numbered cards}}]] to your hand Available from start. Spectral Incantation.png)
|
1 random card in hand
|
See Notes
|
Also adding cards (see above), thus cannot be used to decrease deck size
|
Card Modification
Determined
| Name
|
Type
|
Modified Card(s)
|
Modification
|
Note
|
Death (Select {{hl|orange|2}} cards, convert the {{hl|orange|left}} card into the {{hl|orange|right}} card<br>{{hl|gray|(Drag to rearrange)}} Available from start. Tarot Death.png)
|
Tarot Card
|
Left selected card
|
Suit and rank to the right selected card
|
Card modifiers are also copied.
|
The Star (Converts up to {{hl|orange|3}} selected cards to {{Suit|Diamonds}} Available from start. Tarot The Star.png)
|
(Up to) 3 selected cards
|
Suits to Diamond
|
|
The Sun (Converts up to {{hl|orange|3}} selected cards to {{Suit|Hearts}} Available from start. Tarot The Sun.png)
|
Suits to Heart
|
|
The Moon (Converts up to {{hl|orange|3}} selected cards to {{Suit|Clubs}} Available from start. Tarot The Moon.png)
|
Suits to Spade
|
|
The World (Converts up to {{hl|orange|3}} selected cards to {{Suit|Spades}} Available from start. Tarot The World.png)
|
Suits to Club
|
|
Strength (Increases rank of up to {{hl|orange|2}} selected cards by {{hl|orange|1}} Available from start. Tarot Strength.png)
|
(Up to) 2 selected cards
|
Ranks increase by 1
|
Aces will become 2s
|
Random
| Name
|
Type
|
Modified Card(s)
|
Modification
|
Note
|
Sigil (Converts all cards in hand to a single random [[Card Suits|{{hl|orange|suit}}]] Available from start. Spectral Sigil.png)
|
Spectral Card
|
All cards in hand
|
Suits to a single, random suit
|
|
Ouija (Converts all cards in hand to a single random [[Card Ranks|{{hl|orange|rank}}]]<br>{{hl|red|-1}} hand size Available from start. Spectral Ouija.png)
|
Ranks to a single, random rank
|
Also reducing total hand size by 1
|
Synergies with Deck Manipulation
The functions of these Jokers/hands can be made more through specific deck manipulations:
- Generally, any Joker that takes effect upon cards of certain suits (like
Lusty Joker (Played cards with {{Suit|Heart}} suit give {{Mult|+3}} when scored Common Additive Mult On Scored Lusty Joker.png) and
Bloodstone ({{hl|green|1 in 2}} chance for played cards with {{suit|Heart}} suit to give {{xmult|1.5}} when scored Have at least {{hl|orange|30}} cards with {{hl|orange|Heart}} suit in your deck Uncommon Multiplicative Mult On Scored Bloodstone.png)) or ranks (like
Fibonacci (Each played {{hl|orange|Ace}}, {{hl|orange|2}}, {{hl|orange|3}}, {{hl|orange|5}}, or {{hl|orange|8}} gives {{Mult|+8}} when scored Uncommon Additive Mult On Scored Fibonacci.png) and
Wee Joker (This Joker gains {{Chips|+8}} when each played {{hl|orange|2}} is scored <br> {{Currently|{{chips|+0}}}} Win a run in {{hl|orange|18}} or fewer rounds Rare Chips Mixed Wee Joker.png)) will benefit from deck manipulation, by getting more cards of the certain suits or ranks.
- For Jokers that choose suit/rank randomly in the deck (
Castle (This Joker gains {{Chips|+3}} per discarded [[Card Suits|{{hl|orange|[suit]}}]] card, suit changes every round <br> {{currently|{{chips|+0}}}} Uncommon Chips Mixed Castle.png) and
The Idol (Each played [[Card Ranks|{{hl|orange|[rank]}}]] of [[Card Suits|{{hl|orange|[suit]}}]] gives {{xmult|2}} when scored<br><small>Card changes every round</small> In one hand, earn at least {{hl|orange|1,000,000}} chips Uncommon Multiplicative Mult On Scored The Idol.png), not including
Ancient Joker (Each played card with [[Card Suits|{{hl|orange|[suit]}}]] gives {{xmult|1.5}} when scored, <br> <small>suit changes at end of round</small> Rare Multiplicative Mult On Scored Ancient Joker.png)), removing cards of certain suits/ranks can make these jokers more consistent.
Blue Joker ({{Chips|+2}} for each remaining card in {{hl|orange|deck}} <br> {{currently|{{chips|+104}}}} Common Chips Independent Blue Joker.png) works better with a large deck,
Erosion ({{Mult|+4}} for each card below {{hl|orange|[the deck's starting size]}} in your full deck <br> {{Currently|{{Mult|+0}}}} Uncommon Additive Mult Independent Erosion.png) works better with a small deck.
- Multiples (Pairs, 3/4/5 of a Kind, Full House) - create copies of a specific rank and modifying/removing others.
- Straights - Mathematically, a larger deck is generally unfavorable for straight cards. It's better to removing cards of low or high ranks (depending on owned joker—most of the time keeping higher ranks are more beneficial, due to higher chips and more combinations of face cards) to make continuous rank more likely to occur.
- Flushes - Create more cards of a specific suit.
- All secret hands require deck manipulation to be acquired.
Although often more beneficial, deck manipulation would make play style of the round extremely fragile to certain Boss Blinds, for example:
- With deck made mostly by a certain suit:
The Club ( Boss The Club.png),
The Goad ( Boss The Goad.png),
The Window ( Boss The Window.png), and
The Head ( Boss The Head.png)
- With deck made mostly by face cards:
The Plant ( Boss The Plant.png) and
The Mark ( Boss The Mark.png)
- With a small deck:
The Hook ( Boss The Hook.png) and
The Pillar ( Boss The Pillar.png)
- Relying on certain hand type:
The Eye ( Boss The Eye.png),
The Arm ( Boss The Arm.png), and
The Ox ( Boss The Ox.png)
Therefore, any method that can avoid specific Boss Blind (jokers
Luchador (Sell this card to disable the current [[Blinds|{{hl|orange|Boss Blind}}]] Uncommon Effect N/A (Passive) Luchador.png) or
Chicot (Disables effect of every [[Blinds|{{hl|orange|Boss Blind}}]] Find this [[Jokers|Joker]] from the [[Spectral Cards|{{hl|sblue|Soul}}]] card. Legendary Effect On Blind Select Chicot.png), vouchers
Director's Cut (Reroll [[Blinds|Boss Blind]] {{hl|orange|1}} time per Ante, {{Money|10}} per roll Base Director's Cut.png) or
Retcon (Reroll [[Blinds|Boss Blind]] {{hl|orange|unlimited}} times, {{Money|10}} per roll Discover 25 Blinds Upgraded Retcon.png)) should be considered.
Strategies for Deck Manipulation
A good economy is essential for Deck Manipulation, due to the need of many Tarot or Spectral Cards. These Jokers can also help:
Perkeo (Creates a [[Negative|{{hl|edition|Negative}}]] copy of {{hl|orange|1}} random [[Consumables|{{hl|orange|consumable}}]] card in your possession at the end of the [[The Shop|{{hl|orange|shop}}]] Find this [[Jokers|Joker]] from the [[Spectral Cards|{{hl|sblue|Soul}}]] card. Legendary Effect N/A (Passive) Perkeo.png) - can create a copy of a useful Tarot or Spectral card each round.
Sixth Sense (If {{hl|orange|first hand}} of round is a single {{hl|orange|6}}, destroy it and create a [[Spectral Cards|{{hl|sblue|Spectral}}]] card <br> {{room}} Uncommon Effect N/A (Passive) Sixth_Sense.png) removes a card from your deck and gives a Spectral card, which could be used for further deck fxing.
Cartomancer (Create a [[Tarot Cards|{{hl|purple|Tarot}}]] card when [[Blinds|{{hl|orange|Blind}}]] is selected <br> {{room}} Discover every Tarot Card. Uncommon Effect On Blind Select Cartomancer.png) creates a Tarot card that could be used for deck fixing each round.
Unlocks requiring Deck Manipulation
These unlocks/achievements require deck manipulation to be achieved:
Bloodstone ({{hl|green|1 in 2}} chance for played cards with {{suit|Heart}} suit to give {{xmult|1.5}} when scored Have at least {{hl|orange|30}} cards with {{hl|orange|Heart}} suit in your deck Uncommon Multiplicative Mult On Scored Bloodstone.png) - Have at least 30 cards with Heart suit in your deck.
Rough Gem (Played cards with {{suit|Diamond}} suit earn {{Money|1}} when scored Have at least {{hl|orange|30}} cards with {{hl|orange|Diamond}} suit in your deck Uncommon Economy On Scored Rough Gem.png) - Have at least 30 cards with Diamond suit in your deck.
Onyx Agate (Played cards with {{Suit|Club}} suit give {{mult|+7}} when scored Have at least {{hl|orange|30}} cards with {{hl|orange|Club}} suit in your deck Uncommon Additive Mult On Scored Onyx Agate.png) - Have at least 30 cards with Club suit in your deck.
Arrowhead (Played cards with {{suit|Spade}} suit give {{Chips|+50}} when scored Have at least {{hl|orange|30}} cards with {{hl|orange|Spade}} suit in your deck Uncommon Chips On Scored Arrowhead.png) - Have at least 30 cards with Spade suit in your deck.
Hit the Road (This Joker gains {{xmult|0.5}} for every {{hl|orange|Jack}} discarded this round<br> {{Currently|{{xmult|1}}}} Discard {{hl|orange|5 Jacks}} at the same time. Rare Multiplicative Mult Mixed Hit_the_Road.png) - Discard 5 Jacks at the same time.
Seeing Double ({{xmult|2}} if played hand has a scoring {{suit|Club}} card and a scoring card of any other suit Play a hand that contains {{hl|orange|four}} <abbr title="Other suits that count as clubs (e.g. wild suits) with rank 7 will also count.">{{hl|orange|7 of Clubs}}</abbr> Uncommon Multiplicative Mult Independent Seeing_Double.png) - Play a hand that contains four 7 of Clubs.
- Big Hands - Have 80 or more cards in your deck.
- Tiny Hands - Thin your deck down to 20 or fewer cards.