The “best card” is the one that improves your run’s existing engine without bloating the deck. Prioritize permanent growth, efficient draw, controllable Fatal payoffs, reliable Vulnerable and Explore cards that solve multiple useful actions. Skip rewards that are strong in isolation but do not help your current plan.
Version note: This page is written for the September 10, 2026 Early Access launch. Shroom and Gloom is actively changing, so treat older demo videos as historical unless the same behavior appears in launch footage or official notes.
There is no honest universal tier list yet
Early Access launched yesterday, character decks differ, and the two paths have distinct card pools. A single S/A/B list would hide the context that actually decides whether a reward is good.
Use these priorities instead.
Priority 1: permanent scaling you can focus
A repeatable upgrade on the attack you already draw often is premium. Cards and camp structures that permanently increase damage can turn basic attacks into your run’s win condition.
Priority 2: draw that improves consistency
Draw is strongest when your deck is already disciplined. A card that replaces itself or reaches the next attack can effectively shrink the deck. Draw does less for a pile full of low-impact cards — clean the deck too.
Priority 3: Fatal cards with controllable damage
A Fatal payoff is excellent when its damage number is easy to set up. Multi-hit Fatal attacks can be powerful, but awkward damage bands may miss the kill and waste the payoff.
Priority 4: Vulnerable before burst
Vulnerable is worth more when your deck contains a large attack or several follow-up hits. Treat it as a multiplier. The more damage you can pack into the window, the better the enabler becomes.
Priority 5: Explore cards with flexible verbs
An Explore card that can unlock or reveal, dig or fix, or solve another pair of common interactions is valuable because it prevents dead hands. Single-purpose cards are still useful, but flexibility matters when Threat is rising and every extra rest can hurt.
Cards you can safely pass
Pass a card when it duplicates a job you already cover, needs a synergy your deck does not have, costs so much energy that it crowds out the turn, or dilutes the chance of drawing your carry.
For concrete synergy patterns, read Cards & Builds.