Tarot
Three-card Tarot drafts after every boss, draft priority, Legendary rarities, and anti-synergy cards.
Introduction
After every boss fight, you draft three Tarot Cards and pick one to permanently reshape your build for the rest of the run. Late-game card quality matters far more than opening picks because a single Legendary drawn at the Act 2 boss can flip a struggling run into a winner. Some Talents let you reroll the offered set, and 'anti-synergy' cards intentionally punish popular keywords, forcing creative draft decisions. The wiki tracks every confirmed Tarot effect, rarity tier, draft position, and synergistic combination so you never draft blindly. Each Tarot has a Major Arcana flavor (The Tower doubles damage, The Fool restores Ultimate, Death grants a one-time revive) and a build-defining effect that stacks with the underlying keyword chain. Pacing card picks across Acts is the difference between an unstoppable run and a stalled build that fails to close Act 3.
Tarot Card Tier & Effect
| Tarot Card | Rarity | Effect | Tier |
|---|---|---|---|
| The Tower | Legendary | Doubles all damage | S |
| The Fool | Legendary | Restores Ultimate + cooldown reset | S |
| The Magician | Epic | +1 Weapon Part slot | A |
| The High Priestess | Epic | Reveals boss attack pattern | A |
| The Chariot | Rare | +20% movement, -25% dash CD | B |
| Death | Rare | One-time full HP revive | B |
Tarot Card Picks
The Tower
The Tower is the highest-impact Legendary Tarot Card in the game, doubling all damage for the rest of the run from a single pick. As the community-confirmed S-tier pick, The Tower is the most game-warping card in the draft pool, capable of flipping a struggling run into a winning one when drafted at the Act 2 boss. The card's only anti-synergy is with crit-only builds, where the doubled base damage dilutes crit multiplier returns; otherwise it is universally strong. Best drafted at the Act 2 boss for maximum benefit on Act 3 clears. The wiki tracks The Tower's draft positions and the recommended build pairings for each Act draft window.
The Fool
The Fool is the Ultimate-restoring Legendary Tarot Card, resetting your Ultimate ability and cooldown for a single burst window. As the second S-tier pick alongside The Tower, The Fool is essential for hunters whose Ultimates define their build identity — Iron Bucket Knight's Bulwark and One-Eyed Codger's Snipe both become run-defining when their cooldowns reset. The card pairs especially well with the Mysterious Nun's Resurrect, creating a stacked burst window of Ultimate + revive. Best drafted early in the run to maximize the number of Ultimate cycles before Act 3.
The Magician
The Magician is the +1 Weapon Part slot Epic Tarot Card, enabling 6-slot end-game loadouts that max out chassis capacity. As the strongest A-tier card, The Magician is universally strong across all chassis archetypes because part slots are the primary scaling axis for every weapon build. The card is most valuable when drafted early in the run, before the player has filled all their default slots, because the extra slot enables builds that would otherwise be slot-starved. The wiki tracks The Magician's synergy with each chassis archetype and the recommended part pick priorities once the extra slot opens.
The High Priestess
The High Priestess is the boss-reveal Epic Tarot Card that shows the next boss's attack pattern for 30 seconds. As one of the strongest A-tier cards for new players, The High Priestess enables players to learn boss patterns before the encounter starts, which is especially valuable for the Act 2 mid-boss and Act 3 Storm Wall guardian. The card's strength is its teaching value — players can see the boss's attack pattern in advance and plan their dodges accordingly. Best drafted before the first encounter with a new boss. The wiki tracks the recommended draft positions for each boss encounter.
The Chariot
The Chariot is the movement-speed Tarot Card that grants +20% movement and -25% dash cooldown for the rest of the run. As a strong B-tier card, The Chariot is universally useful for any build that needs more mobility, especially solo runs where dodging enemy patterns is the primary survival mechanic. The card's strength is its mobility boost — the +20% movement and -25% dash CD compound for significantly faster repositioning during boss enrage timers. Best drafted early in the run to maximize the run-length benefit. The wiki tracks the recommended build pairings for The Chariot.
Death
Death is the one-time full HP revive Tarot Card that triggers once per run when the player would otherwise die. As a strong B-tier safety card, Death is best drafted by new players who are still learning boss patterns, or by experienced players attempting high-risk Chaos Battle Scar runs where one mistake can wipe a run. The card's strength is its one-time safety net — the revive grants full HP and removes all debuffs, which essentially resets the encounter. The card is contextual, however — picking Death when you already have a safety net is wasted slot value. The wiki tracks the recommended build contexts for Death's strongest impact.
Core Mechanics
Tarot Cards are drafted after every boss fight in sets of three. The first card in each set follows your current build direction, the second is broadly useful, and the third is a wildcard that may be anti-synergy (intended to punish greedy builds). Picking a card is permanent for that run — you cannot un-pick a card mid-run, only swap via specific Talents or Relic effects. Some Talents let you reroll the offered set, and certain rare cards stack with their own rarity-tier effect (e.g., The Tower doubles damage, The Fool restores your Ultimate). Draft frequency scales with Act: 2 drafts in Act 1, 3 in Act 2, 4 in Act 3, which deliberately tilts the lottery toward late-game Legends.
Advantages
Tarot Card drafts occur after every boss fight, so late-game card quality matters more than opening picks. A single Legendary card picked at the Act 2 boss can flip a struggling run into a winning one. The three-card draft system also allows strategic reroll via specific Talents, giving the player agency over RNG without trivializing it. Anti-synergy cards (cards that punish popular keywords) force creative draft decisions and keep the meta from collapsing into a single best build path. Drafting at the camp between Acts also lets you swap card-pick priorities, so a struggling build can pivot to a different archetype mid-run. The wiki tracks every confirmed card, the recommended pick position by build, and the anti-synergy cards to avoid per archetype.
Challenges
The Tarot draft system has a known anti-synergy pattern: roughly 1 in 8 drafts intentionally punishes your most-promising keyword chain, which can ruin a run if you have no reroll Talent invested. Late-game draft positions are not balanced — Legendary rarity cards appear far more often in Act 3 drafts than Act 1, but players who die before Act 3 never see them. The three-card draft does not scale with player count in co-op, so multi-player runs get less draft control than solo. Some cards are also contextual — Death's revive only triggers once per run, so picking Death when you already have a safety net is wasted slot value. Players who overcommit to card-draft Talents also slow their overall Talent progression, so investing in draft control is a real opportunity cost against other Character Talent paths.
Frequently Asked Questions
How often do I draft Tarot Cards?+
What are the rarities in the Tarot draft pool?+
Can I reroll a Tarot draft?+
Quick Tips
Always draft the highest-rarity card offered, unless it's a known anti-synergy card. Legendary cards (The Tower, The Fool) are the strongest picks in the game, and drafting them at the Act 2 boss can flip a struggling run into a winning one. Anti-synergy cards are intentional design — roughly 1 in 8 drafts punishes your most-promising keyword chain. The wiki indexes the anti-synergy cards per archetype and the recommended pick positions. The Tower is universally strong, but Death's revive only triggers once per run, so pick Death when you don't have a safety net.
Late-game draft positions are the most valuable. Legendary rarity cards appear far more often in Act 3 drafts than Act 1, so players who die before Act 3 never see the strongest cards. The recommended pacing is to survive Acts 1-2 with a serviceable build, then capitalize on the Act 3 draft lottery for the strongest Legendary picks. The wiki tracks the recommended draft positions for each card and the anti-synergy cards to avoid per archetype. Specific Talents let you reroll the offered set, which gives the player agency over RNG.
The three-card draft does not scale with player count in co-op, so multi-player runs get less draft control than solo. This is an intentional design choice — the draft frequency is fixed per run regardless of squad size. Co-op runs rely more on team-synergy and shared loot swaps than draft control. The wiki tracks the recommended co-op build progressions for the strongest squad compositions. Solo players can plan around the draft lottery more deliberately than co-op squads.
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