This is my mod collection for the game Balatro, containing 45 Jokers and 7 Decks.
This mod is partially incompatible with JellyMod, but there is a partial workaround. As long as you extract JellyMod into a seperate subfolder and keep MikasModCollection inside of the Mods folder, they should be mostly compatible. Your final Mods folder should look something like this: Appdata/Balatro/Mods will have MikasModCollection.lua and the assets folder. Put the JellyMod zip in a new folder Appdata/Balatro/Mods/JellyMod, and then extract JellyMod.zip there. The Scout Joker from JellyMod breaks things again, but things should be more compatible than before.
Thanks to @Mastahcheech and @Cr4zZyBipBiip for figuring this out
This mod is also incompatible with Divvy's, with no possible fix.
- Requires Steamodded version 0.8.2.
- Download the whole mod as a .zip file, then unzip it in
Appdata/Balatro/Mods. - For more information about installing mods, check the Steamodded readme.
- The mod has a config right at the top of the file, in case you want to disable something in specific.
Only even cards. Starts with the Even Steven joker.
Only odd cards. Starts with the Odd Todd joker.
Only cards from the Fibonacci Sequence (Ace, 2, 3, 5, 8). Starts with the Fibonacci joker.
Only prime cards (2, 3, 5, 7, Ace). Starts with the Prime Time joker.
Only Gold Face cards. Starts with the Midas Mask joker.
All Jokers give +1 Joker slot, but the price of Jokers and Buffoon Packs increases per Joker.
The exact formula is: Base Price * Number of Jokers. All Jokers also remove the Joker slot again once sold
+1 hands, discards and hand size. Start with a negative The Sniper joker. Ante scales X1.5 as fast.

Gains +15 Mult per round, starting at 15. Self destructs after 3 rounds.
Art made by Grassy

1 in 4 chance to get an extra card of whatever you're buying.
Buying a Joker gives another random Joker, buying a Tarot card gives another random Tarot card, etc.

Gives +20 Chips for every specific letter in all your Jokers. Letter changes when this Joker appears in the shop.
An example: If the current letter is 'o' and you have "Cool Joker" and "Joker", you'd get a (3 * 20) + 20 = 80 chip bonus
Art made by Grassy

If you have both the Half Joker and the Incomplete Joker, give +2 Joker slots and X5 Mult.

Earn $2 for every Gold Seal and Gold Card in your whole deck at the end of the round.
Art made by Grassy

Give +100 Chips if played hand contains 3 or fewer cards.

Gives $5 at the end of every round. 1 in 4 chance to give -$5 instead.

Gain $1, $3, $10, $25, $50 when 1, 2, 3, 4 or 5 sevens are played, respectively.

Once every 2 rounds, Blue Seals give 2 Planet cards. One of these will be for your most played poker hand.

Gives each played prime number (2, 3, 5, 7, Ace) X1.2 mult when scored.
Art made by Grassy

Once per hand, add +1 to all listed probabilities whenever a Lucky card does not trigger. Resets every round.
Example: 1 in 4 -> 2 in 4 -> 3 in 4

Gains +25 Chips for every card with a seal, starting at 25 Chips.

Gives +1 hand, +1 discard and +1 hand size. Destroyed if you play more than 4 cards.

Gives +1 hand size for every 4 cards in your deck above 52. Caps at the current Ante.
So at Ante 1 you can have at most +1 Hand size, at Ante 2 at most +2, etc...

Diamond and Club cards gain +12 Chips when scored. Heart and Spade cards gain +3 Mult when scored.

If at least 4 poker hands have been played the same amount of times, gives X4 Mult.
Does not count unplayed poker hands
Art made by Grassy

Gives X3 Mult when the ranks of all played cards adds up to exactly 21. Gives -X0.5 Mult less for every point below 21.
An Ace can be valued at either 1 or 11

Every discarded card permanently gains +4 Chips.

Playing High Card upgrades it by 1 level. Poker hand changes when played.

If a blind is finished with a High Card, randomly enhance played cards.
Does not work on already enhanced cards

Gives +1 hand size per discard, -1 hand size per hand played (but hand size effect can't be negative). Resets every round.

Gives +50 Chips for every Common Joker.

Retrigger all played Lucky cards.

Doubles the effect of all Seals.
Art made by Grassy

Gives +3 mult per discarded card. Resets every round.

If played hand contains 5 Enhanced cards, Enhance a random Joker.

Gain X0.01 Mult for every card played, starting at X1 Mult.

Gains +2 Mult per Seal, +10 Chips per Enhancement and X0.1 Mult per Edition for every card in your deck.

Gives X4 Mult when balance is at or below -$20.

Go up to -$100 in debt. Gives -1 discard for every -$25 in debt.

If 4 Lucky cards trigger in one hand, create a random negative Joker.
If a Lucky card triggers on both Mult and money, it counts as 2 triggers. Retriggers also count as seperate triggers

Gains +1 Mult for every non lethal hand played. Mult gain increases by +1 for every Joker with "Joker" in the name.
A non lethal hand is a hand that does not finish off a blind

Copies the effect of all played Enhanced cards.

If the first hand of the round has only 1 card, give it a random Enhancement, Seal and Edition.

Gains +X1 mult per hand played, starting at X1. Resets every round.

Gives 20 Mult, 100 Chips and X1.5 Mult on the 4th action.
An action is either playing a hand or discarding

If scored cards have the same ranks and order as the previous hand, add previous hand's Chips to the current hand. Caps at 10% of the current blind's Chips.
Art made by Grassy

Gains +X0.25 Mult whenever a blind is finished with 2x the chip requirement.

Add excess Chips from last blind to the first hand of the current round. Caps at 10% of the current blind's Chips.

If a hand scores more than the blind's required Chips, duplicate the played hand and add cards to your hand.

Gains +X4 Mult when a blind is finished within 5% of the exact chip requirement.
Art made by Grassy

Gives X4 mult if the hand contains a straight and you have both the Odd Todd and Even Steven jokers. Also gives 1 extra joker slot.

Doubles all base values on Jokers.
Does not work with Cards like Juggler and Credit Card


