Common Joker
Misprint
Random MultCost
$4
150 Jokers and five slots to decide which ones earn a spot
Data from build 17459173, updated
Five slots is all you get, so every Joker you keep is implicitly a Joker you’re not running instead. You buy them from the shop between rounds, pull them from Booster Packs, or earn some by clearing an in-run challenge tied to that specific card. 45 of the 150 start locked, which means the shop you see early on a fresh save looks thinner than the one a veteran gets. Stack the right synergy and a hand that started modest ends up breaking the scoring curve entirely.
Every Joker is Common, Uncommon, Rare, or Legendary. Higher rarities show up less often in the shop and in Booster Packs, but they tend to carry stronger, more build-defining effects. Legendaries can’t be bought at all, the only path to one is The Soul, a Spectral Card that guarantees a Legendary on the spot.
Cost scales with rarity and power: $2 for a bare +Mult Common, up to $20 for the Legendaries, though you can only earn those, never buy them. Sell a Joker back and you recoup part of its value, so pricing matters when you’re deciding what to cut.
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