Tarot Cards Guide

All 22 Tarot Cards explained - modify your deck, enhance cards, and create powerful combinations.

What are Tarot Cards?

Tarot Cards are consumable items in Balatro that modify your deck and enhance individual cards. Each Tarot Card can be used once before being consumed. They're essential for deck transformation strategies and creating synergies with suit-specific Jokers.

You can hold up to 2 Tarot Cards at once (expandable with Vouchers). Purchase them from the shop for $3-4, or generate them through Joker effects like 8 Ball.

Card Modification Tarots

These Tarot Cards transform your playing cards, adding enhancements or changing their properties.

The Fool

Creates the last Tarot card used

Cost: $3

Strategy: Chain powerful Tarots. Use The Fool after Death, The Emperor, or Judgment for duplicates. Works with Fortune Teller for +Mult.

The Magician

Enhances 2 selected cards to Lucky Cards

Cost: $4

Strategy: Lucky Cards have 1 in 5 chance for +20 Mult. Use on high-value cards you play frequently. Pairs with luck-based builds.

The High Priestess

Creates up to 2 Planet Cards

Cost: $4

Strategy: Free hand leveling. Use to level your primary hand type. Works with Constellation for +Mult.

The Empress

Enhances 2 selected cards to Mult Cards

Cost: $4

Strategy: Mult Cards give +4 Mult when scored. Use on cards you play in scoring hands. Good early game boost.

The Emperor

Creates up to 2 Tarot Cards

Cost: $4

Strategy: Tarot generation. Creates random Tarots. Use when you need deck modifications. Chain with The Fool.

The Hierophant

Enhances 2 selected cards to Bonus Cards

Cost: $4

Strategy: Bonus Cards give +30 Chips when scored. Use for chip-focused builds. Great for early ante clearing.

The Lovers

Enhances 1 selected card to a Wild Card

Cost: $3

Strategy: Wild Cards count as any suit. Perfect for Flush builds. Makes any card work for suit requirements.

The Chariot

Enhances 1 selected card to a Steel Card

Cost: $4

Strategy: Steel Cards give +1.5x Mult when held in hand. Use on cards you keep, not play. Works with Steel Joker scaling.

Justice

Enhances 2 selected cards to Stone Cards

Cost: $4

Strategy: Stone Cards give +50 Chips when scored but lose rank/suit. Works with Stone Joker. Can break suit builds.

The Hermit

Gain $20

Cost: $3

Strategy: Pure economy. Use when below $5 for interest. $17 net profit. Works with Greedy Joker for Mult.

Wheel of Fortune

1 in 4 chance to enhance 1 selected card to a Polychrome Card

Cost: $3

Strategy: Polychrome gives +1.5x Mult when scored. Risky but powerful. Use on key scoring cards.

Strength

Increases rank of 2 selected cards by 1

Cost: $3

Strategy: Rank upgrading. Turn 2s into 3s, 9s into 10s. Works for Straight builds (fix gaps). Can't upgrade Aces.

The Hanged Man

Destroys up to 2 selected cards

Cost: $3

Strategy: Deck thinning. Remove low-value cards. Works with Vampire for ×Mult scaling. Can destroy Stone cards for Stone Joker bonus.

Death

Select 2 cards, convert the left card into the right card

Cost: $4

Strategy: Card duplication. Turn random cards into your key cards. Create Kings for Baron, Queens for Triboulet. Most powerful Tarot.

Temperance

Gain sell value of all Jokers and Consumables

Cost: $3

Strategy: Sell everything for cash. Use when run is failing or for massive economy boost. Resets progress.

The Devil

Enhances 1 selected card to a Gold Card

Cost: $3

Strategy: Gold Cards give $3 when held at round end. Economy generation. Use on cards you keep in hand.

The Tower

Enhances 1 selected card to a Stone Card

Cost: $3

Strategy: Single Stone Card creation. +50 Chips. Works with Stone Joker. Similar to Justice but one card.

The Star

Converts up to 3 selected cards to Diamonds

Cost: $3

Strategy: Suit transformation. Build Diamond Flush with Gluttonous/Lusty Joker. Use for suit-specific builds.

The Moon

Converts up to 3 selected cards to Clubs

Cost: $3

Strategy: Club transformation. Works with Blackboard (Spades/Clubs ×3 Mult). Build dark suit decks.

The Sun

Converts up to 3 selected cards to Hearts

Cost: $3

Strategy: Heart transformation. Best with Lusty Joker (+3 Mult per Heart). Build Heart Flush decks.

Judgement

Creates a random Joker

Cost: $4

Strategy: Free Joker generation. Random but free $4-8 value. Can create rare Jokers like Blueprint, Baron.

The World

Converts up to 3 selected cards to Spades

Cost: $3

Strategy: Spade transformation. Works with Wrathful Joker, Arrowhead, Blackboard. Build Spade synergy.

Card Enhancement Types

Tarot Cards can add enhancements to your playing cards. Each enhancement provides unique benefits.

Enhancement Effect Best Use
Bonus Card +30 Chips when scored Early game chip boost, high-frequency cards
Mult Card +4 Mult when scored Multiplicative builds, pairs with Mult Jokers
Wild Card Counts as any suit Flush builds, suit flexibility
Steel Card +1.5x Mult when held in hand Hold cards, Steel Joker synergy
Stone Card +50 Chips when scored (loses rank/suit) Stone Joker builds, chip-focused
Gold Card +$3 when held at round end Economy builds, cards you don't play
Lucky Card 1 in 5 chance for +20 Mult when scored Risky builds, luck-based Jokers
Polychrome +1.5x Mult when scored High-value cards, boss rounds

Tarot Card Strategies

Deck Transformation

Use Death, The Star/Moon/Sun/World to convert your deck to one suit. Combine with suit-specific Jokers (Lusty, Wrathful, Gluttonous) for massive bonuses. A full Heart deck with Lusty Joker gives +15 Mult per hand.

King/Queen Generation

Use Death to convert random cards into Kings or Queens. With Baron (×1.5 per King) or Triboulet (×2 per K/Q), this is the most powerful scaling strategy. 4 Kings + Baron = ×6 Mult.

Steel Card Strategy

Create Steel Cards with The Chariot. Hold them in hand for ×1.5 Mult each. Combine with Steel Joker which gains ×1.5 per Steel card in deck. Hanging Chad retriggers Steel cards for double effect.

Economy Chaining

Use The Hermit ($20) when below $5. Chain with The Fool to repeat. Maintain $25 for maximum interest ($5/round). Use Gold Cards for passive income.

Deck Thinning

Use The Hanged Man to remove low-value cards. Smaller deck = more consistent hands. Works with Vampire which gains ×Mult when enhanced cards are destroyed.

Wild Flush

Use The Lovers to create Wild Cards. Any 5 cards can form a Flush. Perfect for early Flush builds before suit transformation.

Pro Tips for Tarot Usage