BloxodesBloxodes
  • Home
  • Articles
  • Wiki
  • Catalog
  • Tools
  • Stats
  • Checklists
  • Quizzes
  • Codes
  • Events
  • Games
Browse
  • Home
  • Articles
  • Wiki
  • Catalog
  • Tools
  • Stats
  • Checklists
  • Quizzes
  • Codes
  • Events
  • Games
Theme
  1. Home>
  2. Wiki>
  3. Balatro>
  4. Consumables

All 52 Consumables and What Each Card Does in Balatro

Updated on November 4, 2026 (about 4 hours ago)

Balatro consumables are one-use cards that you hold in a shared area until you use them or sell them. They come in Tarot, Planet and Spectral families. Each one changes something in your run, whether that's your playing cards, your money, your poker hands or your Jokers, the special cards that change how you score and earn. Knowing what each family does and how to get them makes it easier to decide when a card is worth the space it takes.

View

Type

Tarot

22 items

The Fool

Copies the last Tarot or Planet card you used.

Type
Tarot
Target
Last Tarot or Planet card used this run
Base Cost
$3
Effect
Creates the last Tarot or Planet card used this run; The Fool itself is excluded.

The Magician

Turns up to two selected cards into Lucky Cards.

Type
Tarot
Target
1–2 cards in hand
Base Cost
$3
Effect
Enhances 1 or 2 selected cards into Lucky Cards.

The High Priestess

Creates up to two random Planet cards.

Type
Tarot
Target
Free consumable slots
Base Cost
$3
Effect
Creates up to 2 random Planet cards (must have room).

The Empress

Turns up to two selected cards into Mult Cards.

Type
Tarot
Target
1–2 cards in hand
Base Cost
$3
Effect
Enhances 1 or 2 selected cards into Mult Cards.

The Emperor

Creates up to two random Tarot cards.

Type
Tarot
Target
Free consumable slots
Base Cost
$3
Effect
Creates up to 2 random Tarot cards (must have room).

The Hierophant

Turns up to two selected cards into Bonus Cards.

Type
Tarot
Target
1–2 cards in hand
Base Cost
$3
Effect
Enhances 1 or 2 selected cards into Bonus Cards.

The Lovers

Makes one selected card count as every suit.

Type
Tarot
Target
1 card in hand
Base Cost
$3
Effect
Enhances 1 selected card into a Wild Card.

The Chariot

Turns one selected card into a Steel Card.

Type
Tarot
Target
1 card in hand
Base Cost
$3
Effect
Enhances 1 selected card into a Steel Card.

Justice

Turns one selected card into a Glass Card.

Type
Tarot
Target
1 card in hand
Base Cost
$3
Effect
Enhances 1 selected card into a Glass Card.

The Hermit

Doubles your money, with a $20 cap on the gain.

Type
Tarot
Target
Your money
Base Cost
$3
Effect
Doubles your money, up to a maximum gain of $20.

The Wheel of Fortune

May add an edition to a Joker.

Type
Tarot
Target
Random Joker without an edition
Base Cost
$3
Effect
Has a 1 in 4 chance to add Foil, Holographic, or Polychrome to a random Joker without an edition.

Strength

Raises the rank of up to two selected cards by one.

Type
Tarot
Target
1–2 cards in hand
Base Cost
$3
Effect
Increases the rank of up to 2 selected cards by 1.

The Hanged Man

Removes up to two selected cards from your deck.

Type
Tarot
Target
1–2 cards in hand
Base Cost
$3
Effect
Destroys up to 2 selected cards.

Death

Copies one selected card onto another.

Type
Tarot
Target
Exactly 2 cards in hand, in order
Base Cost
$3
Effect
Select 2 cards in order; the left card becomes a copy of the right card.

Temperance

Pays cash based on the combined sell value of your Jokers.

Type
Tarot
Target
Your Jokers’ sell value
Base Cost
$3
Effect
Gives the total sell value of your Jokers, up to $50.

The Devil

Turns one selected card into a Gold Card.

Type
Tarot
Target
1 card in hand
Base Cost
$3
Effect
Enhances 1 selected card into a Gold Card.

The Tower

Turns one selected card into a Stone Card.

Type
Tarot
Target
1 card in hand
Base Cost
$3
Effect
Enhances 1 selected card into a Stone Card.

The Star

Changes up to three selected cards to Diamonds.

Type
Tarot
Target
1–3 cards in hand
Base Cost
$3
Effect
Converts up to 3 selected cards to Diamonds.

The Moon

Changes up to three selected cards to Clubs.

Type
Tarot
Target
1–3 cards in hand
Base Cost
$3
Effect
Converts up to 3 selected cards to Clubs.

The Sun

Changes up to three selected cards to Hearts.

Type
Tarot
Target
1–3 cards in hand
Base Cost
$3
Effect
Converts up to 3 selected cards to Hearts.

Judgement

Creates a random Joker if you have room.

Type
Tarot
Target
Free Joker slot
Base Cost
$3
Effect
Creates a random Joker (must have room).

The World

Changes up to three selected cards to Spades.

Type
Tarot
Target
1–3 cards in hand
Base Cost
$3
Effect
Converts up to 3 selected cards to Spades.

Type

Planet

12 items

Mercury

Raises Pair by one level, adding +15 Chips and +1 Mult.

Type
Planet
Target
Pair
Base Cost
$3
Effect
Levels up Pair, adding +15 Chips and +1 Mult per level.

Venus

Raises Three of a Kind by one level, adding +20 Chips and +2 Mult.

Type
Planet
Target
Three of a Kind
Base Cost
$3
Effect
Levels up Three of a Kind, adding +20 Chips and +2 Mult per level.

Earth

Raises Full House by one level, adding +25 Chips and +2 Mult.

Type
Planet
Target
Full House
Base Cost
$3
Effect
Levels up Full House, adding +25 Chips and +2 Mult per level.

Mars

Raises Four of a Kind by one level, adding +30 Chips and +3 Mult.

Type
Planet
Target
Four of a Kind
Base Cost
$3
Effect
Levels up Four of a Kind, adding +30 Chips and +3 Mult per level.

Jupiter

Raises Flush by one level, adding +15 Chips and +2 Mult.

Type
Planet
Target
Flush
Base Cost
$3
Effect
Levels up Flush, adding +15 Chips and +2 Mult per level.

Saturn

Raises Straight by one level, adding +30 Chips and +3 Mult.

Type
Planet
Target
Straight
Base Cost
$3
Effect
Levels up Straight, adding +30 Chips and +3 Mult per level.

Uranus

Raises Two Pair by one level, adding +20 Chips and +1 Mult.

Type
Planet
Target
Two Pair
Base Cost
$3
Effect
Levels up Two Pair, adding +20 Chips and +1 Mult per level.

Neptune

Raises Straight Flush by one level, adding +40 Chips and +4 Mult.

Type
Planet
Target
Straight Flush
Base Cost
$3
Effect
Levels up Straight Flush, adding +40 Chips and +4 Mult per level.

Pluto

Raises High Card by one level, adding +10 Chips and +1 Mult.

Type
Planet
Target
High Card
Base Cost
$3
Effect
Levels up High Card, adding +10 Chips and +1 Mult per level.

Planet X

Raises Five of a Kind by one level, adding +35 Chips and +3 Mult. Unlock it by playing that hand in the run.

Type
Planet
Target
Five of a Kind
Base Cost
$3
Effect
Levels up Five of a Kind, adding +35 Chips and +3 Mult per level. Unlocked after playing Five of a Kind in the run.

Ceres

Raises Flush House by one level, adding +40 Chips and +4 Mult. Unlock it by playing that hand in the run.

Type
Planet
Target
Flush House
Base Cost
$3
Effect
Levels up Flush House, adding +40 Chips and +4 Mult per level. Unlocked after playing Flush House in the run.

Eris

Raises Flush Five by one level, adding +50 Chips and +3 Mult. Unlock it by playing that hand in the run.

Type
Planet
Target
Flush Five
Base Cost
$3
Effect
Levels up Flush Five, adding +50 Chips and +3 Mult per level. Unlocked after playing Flush Five in the run.

Type

Spectral

18 items

Familiar

Trades one random hand card for three random Enhanced face cards.

Type
Spectral
Target
Random card in hand; adds face cards
Base Cost
$4
Effect
Destroys 1 random card in your hand, then adds 3 random Enhanced face cards.

Grim

Trades one random hand card for two random Enhanced Aces.

Type
Spectral
Target
Random card in hand; adds Aces
Base Cost
$4
Effect
Destroys 1 random card in your hand, then adds 2 random Enhanced Aces.

Incantation

Trades one random hand card for four random Enhanced numbered cards.

Type
Spectral
Target
Random card in hand; adds numbered cards
Base Cost
$4
Effect
Destroys 1 random card in your hand, then adds 4 random Enhanced numbered cards.

Talisman

Adds a Gold Seal to one selected card.

Type
Spectral
Target
1 card in hand
Base Cost
$4
Effect
Adds a Gold Seal to 1 selected card in your hand.

Aura

Adds an edition to one selected card.

Type
Spectral
Target
1 uneditioned card in hand
Base Cost
$4
Effect
Adds Foil, Holographic, or Polychrome to 1 selected card in your hand that has no edition.

Wraith

Creates a Rare Joker and sets your money to zero.

Type
Spectral
Target
Free Joker slot
Base Cost
$4
Effect
Creates a random Rare Joker and sets your money to $0.

Sigil

Changes every card in your hand to the same random suit.

Type
Spectral
Target
All cards in hand
Base Cost
$4
Effect
Converts all cards in your hand to one random suit.

Ouija

Changes every card in your hand to the same rank, at the cost of one hand size.

Type
Spectral
Target
All cards in hand
Base Cost
$4
Effect
Converts all cards in your hand to one random rank and reduces hand size by 1.

Ectoplasm

Adds Negative to a Joker and reduces hand size; repeated uses cost more.

Type
Spectral
Target
Random uneditioned Joker
Base Cost
$4
Effect
Adds Negative to a random Joker without an edition and reduces hand size; the hand-size loss increases by 1 with each use in the run.

Immolate

Destroys random hand cards for $20.

Type
Spectral
Target
Up to 5 random cards in hand
Base Cost
$4
Effect
Destroys up to 5 random cards in your hand and gives you $20.

Ankh

Copies a random Joker and clears the other removable Jokers.

Type
Spectral
Target
Random Joker; other Jokers
Base Cost
$4
Effect
Copies a random Joker, then destroys all other non-Eternal Jokers; the copy loses Negative.

Deja Vu

Adds a Red Seal to one selected card.

Type
Spectral
Target
1 card in hand
Base Cost
$4
Effect
Adds a Red Seal to 1 selected card in your hand.

Hex

Adds Polychrome to a Joker and clears the other removable Jokers.

Type
Spectral
Target
Random uneditioned Joker; other Jokers
Base Cost
$4
Effect
Adds Polychrome to a random Joker without an edition, then destroys all other non-Eternal Jokers.

Trance

Adds a Blue Seal to one selected card.

Type
Spectral
Target
1 card in hand
Base Cost
$4
Effect
Adds a Blue Seal to 1 selected card in your hand.

Medium

Adds a Purple Seal to one selected card.

Type
Spectral
Target
1 card in hand
Base Cost
$4
Effect
Adds a Purple Seal to 1 selected card in your hand.

Cryptid

Makes two copies of a selected card.

Type
Spectral
Target
1 card in hand
Base Cost
$4
Effect
Creates 2 copies of 1 selected card in your hand.

The Soul

Creates a Legendary Joker if you have room.

Type
Spectral
Target
Free Joker slot
Base Cost
$4
Effect
Creates a Legendary Joker (must have room).

Black Hole

Raises every poker hand by one level.

Type
Spectral
Target
All poker hands
Base Cost
$4
Effect
Upgrades every poker hand by 1 level.

Tarot Cards in Balatro

Tarot cards mostly work on what you already have, whether that's the cards in your hand, your deck, your money or your Jokers. Many ask you to select cards first, and the card's text spells out how many you can pick. Some turn selected cards into special versions such as Lucky, Steel or Gold Cards. Others change a card's suit, raise its rank by one or remove cards from your deck.

A few Tarot cards are about cash, such as The Hermit and Temperance. Others help build your Joker lineup. Wheel of Fortune has a chance to add a special edition, like Foil or Polychrome, to a Joker that has none. Judgement creates a random Joker, and The Emperor creates Tarot cards, so one card can lead to another.

The Fool copies the last Tarot or Planet card you used, so you can repeat a useful effect. It never copies a Spectral card.

Planet Cards in Balatro

Planet cards level up one poker hand, such as a Pair or a Flush, for the rest of the run. Each level adds Chips and Mult, the two numbers that decide how many points a hand scores. The size of each gain depends on the hand.

Each Planet works on one hand, and the card itself tells you which one and what it adds.

Hidden Planet Cards and Black Hole

A few Planet cards stay locked until you earn them. Planet X unlocks after you play Five of a Kind, Ceres after Flush House, and Eris after Flush Five. The unlock only counts within the run where you play that hand, so every new run starts with them locked again.

Black Hole is a Spectral card that raises every poker hand by one level at once. It's rare, showing up as an insert in Booster Packs rather than as a regular card in the Planet pool.

Spectral Cards in Balatro

Spectral cards make the biggest changes of any family, and many of them ask for something in return. The cost is often a card, some money, your hand size or a Joker. Several destroy cards in your hand. Familiar, Grim and Incantation each destroy one random card and add enhanced replacements to your deck for the rest of the run: face cards, Aces or numbered cards, in that order.

Some costs hit harder than others. Ankh and Hex clear most of your Jokers, though Eternal Jokers survive. Wraith gives you a Rare Joker but sets your money to $0. Ouija and Ectoplasm both cut your hand size, but Ouija's loss is a flat one while Ectoplasm's grows with each use in the run.

Others are gentler. Aura adds an edition to a card in your hand that has none, while Talisman, Deja Vu, Trance and Medium each add a seal to one selected card. Cryptid makes two copies of a selected card, and Sigil changes every card in your hand to one random suit.

How to Get Balatro Consumables and What They Cost

The shop is one of the main places to find consumables. It opens after every round you beat, and each card slot in it first rolls a type. Jokers come up most often, with Tarot and Planet cards landing far less often, while Spectral cards only show up in the shop with the Ghost Deck.

Booster packs are the other big source. Arcana Packs hold Tarot cards, Celestial Packs hold Planet cards, and Spectral Packs hold Spectral cards. The cards you take from a pack are used right away instead of going into your slots.

Other effects fill in the rest. Tarot cards can come from seals, tags and some Joker effects, Planet cards from card effects, and Spectral cards from other effects too.

Spectral cards cost a little more than Tarot and Planet cards in the shop. Discounts and other run effects can change the price you actually see. Clearance Sale and Liquidation cut shop prices, and the Astronomer Joker makes Planet cards and Celestial Packs free.

Balatro Consumable Slots and Room

Consumables take up room while you hold them. A run starts with two slots, and Crystal Ball can raise that number while Nebula Deck lowers it. Shop cards need a free slot before you can buy them.

Effects that create a Joker or a consumable say "must have room" in their text, and they need an open slot of that kind before they can work. Cards that change playing cards need cards in your hand to work on, so an empty hand gives them nothing to do.

The Fool, The Emperor and The High Priestess are the exception. When you use one of them from a slot, it frees its own slot, so it still works when every slot is full. Holding Planet cards also pays off with Observatory, which boosts Mult for their poker hands.

Which Balatro Consumables Are Worth Using

Planet cards are worth the most when they match the hand your build actually plays. Each level stacks on the last, so sticking with the hand you have built around matters more than collecting one of every Planet.

Tarot cards are flexible tools that can fix suits, ranks and enhancements or build up your cash and Jokers. Spectral cards can reshape a run, so check their cost before you use one, especially if it touches your Jokers, your money or your hand size.

FAQ

Q.

What does Death do in Balatro?

Death needs exactly two cards in your hand, selected in order. The left card becomes a copy of the right card.

Q.

Can you make money with Balatro consumables?

A few can. The Hermit doubles your money up to a cap, and Temperance pays out the combined sell value of your Jokers, also with a cap. Immolate gives you cash but destroys random cards in your hand.

Q.

Can you copy a consumable in Balatro?

The Joker Perkeo makes a Negative copy of a consumable you're holding. A Negative consumable adds a slot to your limit, so the copy gives you room rather than using it up.

Comments
0 total

Checking your account...

0/1000
No comments yet. Be the first to share a tip.

Share this collection with your friends

More Balatro collections

  • VouchersBalatro Vouchers are permanent run upgrades bought in the shop. See how base and upgraded Vouchers work, how to unlock them, and which ones matter most.
  • DecksBalatro Decks explained: what each starting setup changes, how to pick one for your play style, and how to collect and unlock every Deck in the game.
  • JokersBalatro Jokers explained: how they boost your score, how rarity and shop odds work, how to unlock them, and which ones matter most for your build.
Balatro wiki
BloxodesBloxodes
  • About Us
  • Browser Extension
  • Contact Us
  • How We Verify Codes
  • Privacy Policy
  • Editorial Guidelines
  • Terms of Service
  • Account Deletion
  • Disclaimer

Page Indexes

  • Codes
  • Articles
  • Stats
  • Wiki
  • Tools
  • Catalog
  • Checklists
  • Events
  • Puzzles
  • Quizzes

Top Pages

  • Roblox Music IDs
  • Free Roblox Items
  • Roblox Decal IDs
  • Roblox Color Codes
  • Grow a Garden Crop Calculator
  • The Forge Crafting Calculator
  • The Forge Inventory Optimizer

© 2026 Bloxodes. Not affiliated with Roblox.