Every Deck In Balatro And How To Unlock Them

Every Deck In Balatro And How To Unlock Them
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While the initial thrill of Balatro might come from winning your first run, unlocking all the Decks can allow you to have more varied runs and beat your high scores. It’s not an easy feat to unlock them naturally, but doing so will give you brand-new modifiers from the start and allow you to create complicated new strategies.

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While there is an easy way to unlock all the Decks, Jokers, Editions, and other collectibles, this will prevent you from earning any of the game’s achievements on that profile. It’s better to unlock everything in Balatro slowly on your main profile and then make another one to try out everything.

Updated by Tom Hopkins on February 1, 2025: There are ways to approach runs with each of the decks in Balatro. If you’re using a deck with just two suits, you’re best to focus on using hands that take advantage of that. Also, with the new themed cards now live in the game, you can make each of the decks look more interesting.

Every Deck And How To Unlock It

A screenshot from Balatro showing the Deck screen in the Collection menu, with the Ghost Deck being selected. Text underneat the title reads, "Spectral cards may appear in the shop. Start with a Hex card."

There are currently 15 Decks in Balatro, with players having to take on increasing challenges to unlock all of them. The rewards are worth it, with higher-level Decks giving you special buffs at the start of each run when you select them.

Unlocking all the Decks the quickest way will disable achievements on that profile unless you reset it.

To unlock all the Decks the fastest way, you need to click on your profile name in the bottom left and then click ‘Unlock All‘ under ‘Reset Profile.’

Deck Name

Unlock Condition

Attributes

Tips

Red

Base Deck.

Gain one Discard for the run.

If you’re not using your extra discards, you can make better use of Jokers that give you Gold or Score for having Jokers left.

Blue

Discover 20 items.

Gain one Hand for the run.

An extra hand lets you take advantage of Jokers that boost Mult for the number of times you play a hand.

Yellow

Discover 50 items.

You’ll have $10 more when beginning a new run.

The best thing to do here is to spend the money early to get good Jokers that give you a early boost.

Green

Discover 75 items.

At the end of each Round, receive $2 per remaining Hand and $1 per remaining Discard. Receive no interest.

This is only useful if you get good early Jokers and are able to clear Blinds quickly.

Black

Discover 100 items.

Gain an additional Joker slot. Lose a Hand every round.

This will help you in the latter Blinds, if you can get good Jokers. You may struggle early, though.

Magic

Win a run with Red.

Start your run with a Crystal Ball Voucher and two copies of The Fool.

Be sure to open early Arcane packs and use the Fool cards to duplicate a good one you get.

Nebula

Win a run with Blue.

Start a run with the Telescope Voucher. Lose a consumable slot.

Be sure to focus on a hand from the start of a run to make the best of the Voucher.

Ghost

Win a run with Yellow.

You’ll start with a Hex card and Spectral cards will have a chance to be available in the shop.

This is more luck based, you just have to hope for good Spectral cards.

Abandoned

Win a run with Green.

You’ll begin a run with no Face Cards in your deck.

Be sure to ignore any face card focused-Jokers.

Checkered

Win a run with Black.

Your deck will have 26 Spades and 26 Hearts in a new run.

This is perfect for focusing on flushes, so do everything you can to prioritise those.

Zodiac

Win a run on at least Red Stake difficulty.

Tarot Merchant, a Planet Merchant, and Overstock will be in your deck.

No much you can do here aside from hope for good cards to appear in the shop.

Painted

Win a run on at least Green Stake difficulty.

Get two additional hand sizes. Lose one Joker slot.

Focus on straights and flushes.

Anaglyph

Win a run on at least Black Stake difficulty.

After defeating each Boss Blind, gain a Double Tag.

Again, all you can do is hope for useful tags here.

Plasma

Win a run on at least Blue Stake difficulty.

Balance Chips and Multiplier when calculating the score for the played hand. Base Blinds are twice as big.

Focus on building chips or mult, which will boost both.

Erratic

Win a run on at least Orange Stake difficulty.

All Ranks and Suits in the deck are randomized.

This is more of a fun option and it doesn’t change much.

Whether you unlock each Deck slowly or decide to try them out all at once, each new stack of cards can be your ticket to more advanced strategies. As with many other roguelites, the key to advancing is experimenting and trying out new things to push the boundaries of the game’s mechanics.

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