Invisible Joker does nothing while you hold it. Its entire value is the exit: after 2 rounds, selling it duplicates a random Joker from your lineup, scaling and editions included. Sold next to a grown Ride the Bus or a Legendary, it is one of the highest-value sells in the game. Sold next to junk, it copies junk. The card is a bet on the rest of your board.
Stats
| Field | Value |
|---|---|
| Rarity | Rare |
| Cost | $8 (sells for $4) |
| Effect | After 2 rounds, sell this card to duplicate a random Joker |
| Unlock | Win a run without ever having more than 4 Jokers |
| Copyable by Blueprint/Brainstorm | No |
How to unlock it
The condition is strict: never more than 4 Jokers at any moment of a winning run. Buying a fifth Joker even once, for one shop screen, voids it.
The Painted Deck route. Painted Deck starts with 4 Joker slots instead of 5, so the cap enforces itself. You physically cannot exceed 4 — with two exceptions that will silently break the attempt:
- Negative Jokers stack beyond your slot count. One Negative purchase can take you to 5.
- The Antimatter voucher adds a Joker slot. Skip it entirely.
On any other deck, the run works the same way, you just have to leave the fifth slot empty on discipline alone. Four Jokers is a real handicap at Ante 7-8, so build compact: one scaling Joker, one xMult, one economy, one flex.
Painted Deck: +2 hand size, -1 Joker slot. The slot penalty is exactly what this unlock wants.
What the copy keeps
The duplicate is nearly exact. Verified behavior:
| Property | Copied? |
|---|---|
| Scaling progress (e.g. accumulated Mult) | Yes |
| Foil / Holographic / Polychrome edition | Yes |
| Stickers (Eternal, Perishable, Rental) | Yes |
| Negative edition | No — removed from the copy |
| Debuffed state | Yes (copy is also debuffed) |
Two timing rules worth knowing: a second Invisible Joker created by selling the first starts back at 0/2 rounds, while a copy made by the Ankh Spectral card keeps the original's round counter.
How to sell it well
Thin your board before selling. The target is random among your Jokers. Three Jokers plus Invisible means a 1-in-3 shot at the one you want; sell your filler first and the odds improve.
Copy things money can't buy. The best targets are Jokers you cannot simply repurchase: a Legendary from The Soul, or a scaling Joker with ten rounds of growth banked. Duplicating a flat +4 Mult Joker wastes the effect.
Watch the debuff clock. A Perishable sticker debuffs Invisible Joker after 5 rounds — once debuffed, it sells but no longer duplicates. The Crimson Heart boss does the same temporarily. Sell before the window closes.
The Showman chain. With Showman on board, a second Invisible Joker can appear in shops. Selling one can even duplicate the other — the fresh copy resets to 0/2 and the loop continues as long as you can afford the rounds.
The Negative overflow trick. A Negative-edition Invisible Joker occupies no slot. Sell it with all slots full and you still receive the copy — you end up one Joker over your slot count (e.g. 6/5). The game allows it; you just can't buy further Negative Jokers while over.
When to buy
| Situation | Call |
|---|---|
| Legendary or well-scaled Joker on board | Buy. This is the dream scenario. |
| Board full of replaceable flat Jokers | Skip. The copy is worth less than $8. |
| Crimson Heart upcoming, no round to spare | Skip or sell early. Debuff kills the effect. |
| Showman build with spare slots | Buy. Chain potential. |
FAQ
You must sell it. Nothing happens automatically — the duplication fires only when you sell the card, and only after it has been in play for 2 full rounds.
No. The target is random among the Jokers you own. The only control you have is selling other Jokers first to shrink the pool.
That is by design: the duplicate always has Negative removed. Every other edition — Foil, Holographic, Polychrome — carries over.