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Balatro: Best Tarot Cards and When to Use Them

The Fool, Death, and The Hanged Man are strong general-purpose Tarot picks in Balatro. Learn when suit converters, money cards, and random effects are better for your run.
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The Fool, Death, and The Hanged Man are strong starting picks for improving a deck, but no Tarot card is best in every Balatro run. The right choice depends on what your deck and Jokers need: copy a useful card with Death, thin unwanted cards with The Hanged Man, or use The Fool to repeat a powerful Tarot or Planet effect. Suit converters and money cards can be better when they match your build or solve an immediate need.

How to choose a Tarot card in Balatro

There are 22 Tarot cards. They are single-use consumables that can alter playing cards, create other consumables or Jokers, or provide money. The effects and selection limits below follow community-maintained card references; check the card text in your current game version for patch-sensitive details.

When comparing options, ask what the run needs now and what will improve future draws:

  • Immediate scoring: Will the effect strengthen the hands you can score now?
  • Future draws: Will it improve deck composition or remove cards that get in the way?
  • Build synergy: Does it support your Jokers, desired suits or ranks, and target hands?
  • Timing and cash: Could money change your next shop decision, and how much would Temperance pay with your current Jokers?
  • Risk and opportunity cost: Is the outcome random or risky, and is the effect worth using a consumable slot for?

A tier list can offer a starting point, not a universal rule. For example, Balatro University published a consumables tier-list video on April 26, 2024, discussing version 1.0.1c. It is a dated community perspective, not an official ranking or a controlled comparison. Balatro University’s tier-list video

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Strong general-purpose picks

The Fool: repeat a useful effect

The Fool repeats the last Tarot or Planet card used, except The Fool itself. Its flexibility is valuable after a high-impact consumable, but it is a weak automatic pick if the last effect was modest or no longer fits the run.

Death: copy a card that advances your plan

Death turns the left selected playing card into a copy of the right selected card. It is most useful when you have a clear target—such as a rank, suit, or enhancement that already helps your build. If there is no worthwhile card to duplicate, its potential is limited.

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The Hanged Man: remove cards that dilute the deck

The Hanged Man destroys up to two selected playing cards. Removing unwanted cards can make it more likely that future draws contain the ranks or suits your plan needs. Think before removing a card with a useful enhancement or other run-specific value.

Best Tarot cards for a particular build or need

Flush and other suit-focused builds

The Star changes up to three selected cards to Diamonds; The Moon changes them to Clubs; The Sun changes them to Hearts; and The World changes them to Spades. These converters make sense when the chosen suit supports your hands or Joker synergies. Without that connection, a suit change may do little.

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Rank-focused plans

Strength raises up to two selected cards by one rank. It is a situational choice when that rank change supports the hands or synergies you are pursuing; it is not a general-purpose substitute for copying a card or thinning the deck.

When money is the priority

The Hermit doubles your money, up to $20. Temperance pays the total sell value of your current Jokers, up to $50. Their usefulness depends on your current cash, Joker values, and whether the extra money can improve a shop decision.

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When you want a random Joker or consumable

Judgement creates a random Joker if there is room, offering potential upside without letting you choose the result. The Emperor creates up to two random Tarot cards, and The High Priestess creates up to two random Planet cards; each is subject to the available capacity shown by the game.

Enhancements and chance-based effects

The Magician makes up to two Lucky Cards; The Empress makes up to two Mult Cards; The Hierophant makes up to two Bonus Cards; The Lovers makes one Wild Card; The Chariot makes one Steel Card; Justice makes one Glass Card; The Devil makes one Gold Card; and The Tower makes one Stone Card. Justice’s Glass Card has a 1-in-4 chance to shatter when scored. Wheel of Fortune has a 1-in-4 chance to apply Foil, Holographic, or Polychrome to a random Joker. Treat both as chance-based options rather than guaranteed improvements.

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What each Tarot card does

Tarot card Effect
The Fool Repeats the last Tarot or Planet card used, except The Fool itself.
The Magician Makes up to two Lucky Cards.
The High Priestess Creates up to two random Planet cards.
The Empress Makes up to two Mult Cards.
The Emperor Creates up to two random Tarot cards.
The Hierophant Makes up to two Bonus Cards.
The Lovers Makes one Wild Card.
The Chariot Makes one Steel Card.
Justice Makes one Glass Card.
The Hermit Doubles money, up to $20.
Wheel of Fortune Has a 1-in-4 chance to apply Foil, Holographic, or Polychrome to a random Joker.
Strength Raises up to two selected cards by one rank.
The Hanged Man Destroys up to two selected cards.
Death Turns the left selected card into a copy of the right selected card.
The Devil Makes one Gold Card.
The Tower Makes one Stone Card.
The Star Changes up to three selected cards to Diamonds.
The Moon Changes up to three selected cards to Clubs.
The Sun Changes up to three selected cards to Hearts.
The World Changes up to three selected cards to Spades.
Temperance Pays the total sell value of current Jokers, up to $50.
Judgement Creates a random Joker if there is room.

These effects and limits are drawn from community-maintained references: Balatro Wiki: Tarot Cards and Balatro Wiki: Tarot cards. The references are not official publisher documentation, and exact details can be patch-sensitive.

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