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that being said, those first 2 rounds almost any joker would be super helpful. i just did a run where i got sock and bussin with the hiker and just smiled as those two jokers carried me to ante 5.
I wish there was another game mode where you can just pick jokers cards and stuff you unlocked previously without hoping they show up in the shop.
The one i am not sure i will ever try again is the madness joker. It earned me a win with spectral deck, and ended up with 8.0 x-mult, but my god.... if you ever want to experience rng beyond rng do try this one.
Also, burnt joker. Bought it once to unlock, but for a rare card the mechanic seemed underwhelming. How do you actually benefit from this one? having bean and burglar for a humongous hand where you could still maybe benefit from discarding high end hands? Some unknown showman joker synergy and focusing on a specific planet? idk.
What? Burnt Joker is just a better space joker in most cases. One guaranteed level increase per round, versus a few 1/4 chance rolls that usually end up being one roll because you start oneshotting the round. As for how to use it, you use your hands to discard 5 cards at once, so you can use your first discard to get the hand you want. Better with easier-to-make hands of course, unless your deck is really stacked to your advantage, but it's very much not a bad joker.
I actually tend to prefer space joker over burnt joker typically, consistently taking it even when eternal. While burnt is significantly better for high cards/pairs, space joker is still good for those smaller hands while being very viable for any larger ones as well. It's a very "consistent" way to scale base mult for builds that bypass typical flat mult jokers without being limited like burnt joker is.
I hear Green Joker is good, but I never really use it because playing lots of hands and not discarding is a pretty painful demand.
maybe I'm still missing something. idk
Space Joker on average can give +1 level per blind if you play 3 hands, the problem is it tends to proc when you play a throwaway hand, leveling up the hand you didn't want. Burnt Joker is guaranteed +1 level but you have to dig for your preferred hand, lowering income from leftover hand. However with Blueprint / Joker, Burnt Joker is basically +3 level per blinds while Space Joker is still chance-based on each copy.
The jokers that destroy other jokers. Those things always seem to show up after I have jokers I'd rather keep.
I also skip Obelisk. Why? Because knowing myself I WOULD play the wrong hand at some point and throw the entire run.
I also skip the one that scales off hands played without discarding (Green Joker?). Because again, it's hard to remember to stop discarding for this particular run, when you can generally discard as much as you need otherwise.
But it sounds like setting up Obelisk demands first driving up your most-used hand hard to create room to play in - likely before you know that you're going to have Obelisk?
I think I've heard that having key jokers with Eternal status is a gamechanger there, but I too am afraid to touch Madness - a strong Madness isn't really a sufficient build all on its own, but you can't count on any other joker staying around...
Might be fun to pick up if you also have Eternal Joker Stencil? Or, like, Eternal Blueprint would be solid.
Also, I almost never use Joker Stencil, because its multiplication doesn't seem very good really. I mean, unless you manage to make a bunch of duplicates of it, in which case it can get pretty strong. But I don't understand how to do that kind of systematic, large-scale manipulation.