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Tarot Cards Icon.png
Suit card.png

A Card is a moderately common type of Pick Up which provides a special effect upon activation. Cards come with various properties:

  • Elles sont affichées en bas à droite de l'écran, s'utilisent en appuyant sur L Shift et sont à usage unique.
  • Isaac ne peut transporter qu'une carte ou pillule à la fois. Tenter de ramasser une deuxième carte ou pilule fera tomber celle qu'il portait.
  • Il existe deux types de cartes dans The Binding of Isaac: Rebirth: «Cartes de Tarot» et «Suit Cards"
  • Contrairement aux pilules, un type de carte aura toujours le même effet. Cependant, toutes les cartes de tarot partagent la même icône, et ne peuvent donc pas être identifiés avant d'être ramassé.

AcquisitionModifier

ListeModifier

Arcane MajeureModifier

Item Icon Item Name Effect
0 The Fool.png

O

The Fool

Téléporte le joueur à la première salle du niveau en cours.

Astuce: Cette carte est peu utile, par contre elle peu permettre de se sortir d'une Challenge Room et de revenir dans le niveau après avoir tué Mom . Elle peu à la rigueur servir à se sortir d'une situation problématique.

I The Magician.png

I

The Magician

Player's shots curve towards enemies and may turn purple until you leave the current room.

TIP: This effect is the same as Spoon Bender and Telepathy For Dummies; this card is useless in the case of the former and best used when the latter lacks charge.

II The High Priestess.png

II

The High Priestess

Summons Mom's foot stomp on a random enemy (targets the player if fighting Mom or if there are no enemies present), dealing massive damage — enough to kill most bosses and wiping half of Mom's own health if used on her. Acts as an explosion — will destroy rocks and can open secret rooms.
TIP: As mentioned, this card will target Isaac if no enemies are present in the current room; make sure that's something you want to do before you use this.

III The Empress.png

III

The Empress

Turns the player into a demon, increasing damage by 2 and speed by 1 until you leave the current room.
TIP: This effect is the same as Whore Of Babylon; as such, this card is useless if you already have this item and it is active.This card is best saved for a room you're going to stay in for awhile, such as a Challenge Room or the Boss Room.

IV The Emperor.png

IV

The Emperor

Teleports the player to the Boss Room. If used while fighting the boss, the fight will restart and the boss will be back at full health. (Will be the same boss, but could possibly change to a different colored version)

TIP: Always try to save this card for the final floor of your run; also keep in mind that you can use the inertia from running to take another card or pill into the boss room with you, if you're fast enough.

V The Hierophant.png

V

The Hierophant

Spawns 2 soul hearts.

TIP: It spawns these rather than adding them to your life, as Balls of Steel does; use this to your advantage, if you can.

VI The Lovers.png

VI

The Lovers

Spawns 2 full hearts.

TIP: It spawns these rather than adding them to your life; use this to your advantage, if you can.

VII The Chariot (flipped).png

VII

The Chariot

Grants you temporary invincibility, and causes you to damage enemies with touch. However, you cannot attack unless you're holding Mom's Knife.
TIP: This is the same effect as My Little Unicorn, so this is best used when said item lacks charge.

VIII Justice.png

VIII

Justice

Spawns 1 random type of Bomb drop, Key drop, Coin drop, and Heart drop.

TIP: This can spawn anything dropped by clearing a room, like Troll Bombs, 1+1 Free, Soul Hearts, and nickels; with Wrath of the Lamb, you can also get Super Troll Bombs, Eternal Hearts, Golden Keys and dimes from using this card. Also, as with The Lovers and The Hierophant, it spawns these rather than adding them to your life and inventory; use this to your advantage, if you can. This card will spawn a specific kind of heart if a room forces it (full red heart in the womb-themed top secret room, eternal heart in the cathedral-themed top secret room).

IX The Hermit.png

IX

The Hermit

Teleports the player to the Shop. If there is no Shop (or you are already in one), this will act as a random teleport.

TIP: This card can teleport you into a locked Shop, and you will open it without consuming a key if it does.

X Wheel of Fortune.png

X

Wheel of Fortune

Spawns a Slot Machine. In Wrath of the Lamb, this may also spawn a Fortune Telling Machine.

TIP: If you can, find a room with another Slot Machine, Fortune Telling Machine, or Blood Donation Machine to maximize gambling efficiency.

XI Strength.png

XI Strength

Makes the player bigger, increasing maximum health and damage until the player leaves the current room (same effect as Odd Mushroom (Large)). ??? receives a permanent spirit heart rather than a temporary maximum health increase, however this may be a bug.

TIP: This card is best saved for a room you're going to stay in for awhile, such as a challenge room or the boss room; it can also be used as a last-ditch healing effort.

XII The Hanged Man.png

XII

The Hanged Man

Removes the player's body allowing flight over obstacles, spikes and pits until you leave the current room. If you have Brimstone, instead of removing the players body it will give them wings (All the same as single-use Transcendence).

TIP: This card is useless if you have any item that already allows flight, such as Transcendence (as Item), Lord Of The Pit, Fate, or the Holy Grail.

XIII Death.png

XIII

Death

Damages all enemies in the room significantly.

TIP: This does the same thing as the The Necronomicon, and they can be devastating to enemies in the room if you use them in quick succession. This technique is best saved for Bosses, though; especially those that like to spawn lesser enemies.

XIV Temperance.png

XIV Temperance

Spawns a Blood Donation Machine.
TIP: If you can, find a room with another Slot Machine, Fortune Telling Machine, or Blood Donation Machine to maximize gambling efficiency.

XV The Devil.png

XV

The Devil

Increases your damage by 2 until you leave the room.

TIP: This has the exact same effect as The Book Of Belial. Using both in the same room will not cause the damage to stack.

XVI The Tower.png

XVI

The Tower

Spawns six troll bombs around the room.

TIP: This does the same thing as the Anarchist Cookbook, and they can be devastating to both yourself and enemies in the room if you use them in quick succession.

The Stars.png

XVII

The Stars

Teleports the player to the Treasure Room. If there is no Treasure Room, this will act as a random teleport. Randomly chooses a Treasure Room in XL floors.

TIP: This card can teleport you into a locked Treasure Room, and you will open it without consuming a key if it does.

XVIII The Moon.png

XVIII

The Moon

Teleports the player to the Secret Room. This card will open one random wall once inside the Secret Room, so you can leave even if you don't have any bombs available.

TIP: This card can teleport you out of inescapable rooms like the Challenge Room and Mom's room. It can also get you out of problematic rooms in a pinch.

XIX The Sun.png

XIX

The Sun

Completely heals player, damages all enemies, and reveals the entire map and location of special rooms for the current level. (Same effect as XXI The World and a Full Health pill combined, though unlike a Full Health Pill, it will not heal ???.)

TIP: Try to use this card in an uncleared room or on the Boss, if you need to use it at all.

XX Judgement.png

XX Judgement

Spawns a beggar. In Wrath of the Lamb, this may also spawn a Devil Beggar.

TIP: Try to wait until you get into a Devil Room or an Angel Room to use this card; if you do and give the Beggar enough money, he will leave behind an item specific to that room instead of a more random item. If you cannot get either before leaving this card behind, use it in the Curse Room or the Secret Room.

The World-flipped.png

XXI

The World

Reveals the entire map and location of all special rooms for the current level.
TIP: This is less useful if you have either Treasure Map or The Compass, and completely useless if you have both, or you've revealed the map via things like the Crystal Ball, a Sun card or another World card.

Arcane MineureModifier

Item Icon Item Name Effect
Shape670.png The Joker

Transports you to the Devil Room. Exiting places you in the starting room of the floor.

The Devil Room acts as usual: it may randomly contain Krampus, get replaced by an Angel Room and will contain a trapdoor to Sheol in Level 2 of Chapter 4.

Therefore if you access it on a floor before fighting the boss, take the items inside and get regular access to it later in the boss room, the Devil Room won't contain new items.

Also allows getting to the Devil Room in situations in which it would be otherwise inaccessable.

Shape668.png 2 of Hearts

Doubles your Hearts (up to full health). If you have half a heart left, recovers your first two Heart Containers. (Spirit Hearts are unaffected.)

Example: Given you have 7 Heart Containers, 2 Spirit Hearts and 2.5 Hearts left. Using the card will heal you for 2.5 hearts, so you will have 5 of 7 heart containers filled, and 2 Spirit Hearts.

Useless for ???.

Shape666.png 2 of Spades

Doubles the number of Keys you currently have. If you don't have any Keys, provides you with two.

Shape667.png 2 of Clubs Doubles the number of Bombs you currently have. If you don't have any Bombs, provides you with two.
Shape669.png 2 of Diamonds Doubles the number of Coins you currently have. If you don't have any Pennies, provides you with two.

de:Cartes de Tarot

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