DNA
If first hand of round has only 1 card, add a permanent copy to deck and draw it to hand
What DNA actually does
If the first hand of a round consists of exactly 1 card, DNA permanently adds a copy of that card to your deck and draws it to your hand.
"Permanent" is the key word: the duplicate joins your deck forever, including its enhancements, seal, and edition. DNA is the only consistent way to copy a card without using a one-shot Spectral.
Why this is broken
Copies preserve enhancements, seals, and editions. That means:
- Copy a Polychrome ×1.5 Mult card: now you have two of them. Repeat.
- Copy a Glass card (×2 Mult, 1 in 4 destroy): now you have two glass cards, two chances at the ×2 trigger.
- Copy a Gold seal card (gives $3 when held in hand at round end): now you have two of them — every round that card is held, you get +$3 more.
- Copy a Steel ×1.5 Mult card: now your hand holds two steel cards multiplying your score every round.
A few rounds of DNA = a meaningfully reshaped deck. Across an 8-ante run with disciplined play, DNA can duplicate 15-20 enhanced cards into your deck.
The playstyle DNA forces
To trigger DNA, your first hand must contain exactly 1 card. That means:
- Discard the rest of the starting 5-card draw before playing the first hand. With 8-card hand size and 3 discards, you draw 8, discard down to 1, play that 1 as your "first hand of the round."
- The hand type doesn't matter — even a played High Card with 1 card triggers DNA.
Cost: 1 hand and 1+ discards per round are spent on the DNA setup. You need enough hands to still beat the Blind after spending one on DNA fuel.
Bigger hand size makes this cheaper. Stuntman (+250 chips, -2 hand size) is anti-DNA — you can't afford to play a 1-card hand. Plasma Deck (-1 hand, +1 discard) hurts. Magic Deck (+1 discard) helps. Painted Deck (+2 hand size) helps a lot.
Which card to target
Pick the card you played first carefully. Aim for high-enhancement cards in suits/ranks you actually play:
- An Ace with Polychrome edition: gigantic doubling target.
- A face card with Glass enhancement: feeds Triboulet, Cavendish-line, and Glass Joker simultaneously.
- A Gold-seal card: economy snowball.
The wrong target — a non-enhanced low card — wastes DNA's setup cost for a deck dilution.
When to take
Take DNA:
- Early run (Antes 1-3) when you have many rounds left to compound copies.
- You already have enhanced cards (Polychrome, Glass, Gold seal) worth duplicating.
- Hand size is 8+ and discards are healthy.
Skip DNA:
- Ante 5+ — limited rounds left to compound, setup cost stops paying off.
- Discards are scarce (The Water boss, Plasma Deck without Magic Tag).
- You have no enhanced cards to target and no plan to make any.
Related Jokers
Same rarity or category as DNA.
Test DNA in the Score Calculator
Drop DNA into a slot, pick a hand and see chips × mult update in real time.