Cards in Cult of the Lamb are some of the game's main bread and butter. They allow players to get stronger during their runs. Cards can make a huge difference in whether or not the player has a run where they are steamrolling through enemies or a run where they seem to be a little slow and not doing enough to take them onto the boss.

At lower difficulties cards are not necessarily as important until the latter half of the game. On higher difficulties is when players need to choose their cards somewhat meticulously. This guide will help players at all levels be able to choose between the cards and pick which ones are the best for their run.

10 10/10 The Hearts III

The Hearts III Card In Cult Of The Lamb

The Hearts III is the strongest health card in the game. It allows players to get two extra hearts. The two extra hearts are the refillable type. This allows for players to be able to search throughout the dungeon they're in for more hearts if they end up taking damage.

This card doesn't do anything besides give players health so there aren't any good combos that players could make with it. It only serves the purpose of making the player into a tank which at higher difficulties won't matter if the player has bad movement.

9 9/10 True Sight

True Sight Card In Cult Of The Lamb

The True Sight card can give players a 10% chance of dealing with a critical hit. This is virtually an all-around great card as those critical hits deal huge damage. If a player pairs this card with a dagger it can highly increase their damage output. This is because the dagger does damage so quickly . 1 out of 10 hits is bound to land a crit which will happen quickly.

The negative to this card is that it can be somewhat a waste of a card if used with some of the heavier weapons. The damage output that they deliver when it does land is always nice though.

8 8/10 Hands of Rage

Hands Of Rage Card In Cult Of The Lamb

The Hands of Rage card is a cool card that gives players an early Legend of Zelda Master Sword vibe. This is because the card allows the player to be able to fire a projectile when they swing their sword. This is however on a 10-second cooldown so it can feel like it isn't worth it at times.

The upgraded version of this card which randomly appears turns the cooldown into 5 seconds making players a menage to this faux society, but this is extremely rare.

7 7/10 All Seeing Sun

All Seeing Sun Card In Cult Of The Lamb

The All Seeing Sun card can be a big plus in this game if its use is timed correctly. This card allows players to do 20% more damage whenever the sun is up. The sun has a long window of being up. So, if players use this when the sun is just starting to rise they can get a buff for the entirety of their run.

The card does have its faults when it comes to damage at night though as the card will be worthless then. If not for this the card would be even better.

6 6/10 Blazing Trail

Blazing Trail In Cult Of The Lamb

The Blazing Trail card does not do the highest amount of damage. What this card does is add an important quality of life upgrade. This card lets players deal damage when they are rolling. Now, this is not the first time that this has been used in a roguelite, but this ability never fails to impress.

Players being able to run away from enemies and also go through them while doing damage is nice. Being able to roll through someone and attack feels satisfying every time it's done.

5 5/10 Strength From Within

Strength From Within In Cult Of The Lamb

Strength From Within is a card that allows players to gain their Fervour back slowly. It does however come with a 2.5-second cooldown. The cooldown isn't too big of a deal as players will rarely ever notice it. Players should choose this card whenever they can as it is the best card for players to gain their curses back quickly.

Other Fervour cards can help players with their mana usage. None, on the other hand, help out in battle as much. The slow ability to regain Fervour along with many enemies on the screen allows players to have magic heavy runs with their curses.

4 4/10 Divine Strength

Divine Strength Card In Cult Of The Lamb

Divine Strength is a card that increases a player's attack rate by 1.25. This is like any other ability that increases a player's attack rate. Having this ability can make weapons that feel groggy to use like the axe or hammer a lot more flexible in battle.

This buff allows for different play styles with different weapons. Players can land more hits in their combos before they have to roll away. It's not flashy in any way, but it is extremely useful on any of the weapons.

3 3/10 Master Of The Art

Master Of The Art Card In Cult Of The Lamb

Master Of The Art is very similar to the last card. The only difference in this card is that it increases the overall damage a player's weapon does by 1.2x. This is the better pick of the two as weapons with a high attack rate will completely shred enemies.

Weapons with a low attack rate will do even more damage which allows players to land strong single-hit kills on some enemies. This card is versatile and every player should grab it if it pops up in the store as there are not many cards like it.

2 2/10 The Burning Dead

The Burning Dead Card In Cult Of The Lamb

The Burning Dead card is both cool and useful. It causes enemies' dead bodies to explode which can dish out some great damage. This ability has many uses.

This card can be used to clear out rooms quickly. If a lot of enemies are around then players can combo the dead enemy explosions with their weapon attacks and kill everything in moments. This card also works great on bosses. Every major boss, besides the final boss, has a horde of enemies that are around them. Using this card with boss enemies can hastily take the boss out and clear mobs.

1 1/10 The Arachnid

The Arachnid Card In Cult Of The Lamb

The Arachnid card is the most broken in the game. This card deals poison damage to all enemies that are struck. Some players might bring up the fact that poison weapons do this. They are not wrong, but this poisons every enemy as soon as a player's weapon makes contact with them. Poison weapons take consecutive hits and time for the poison to build. Mix this with different weapon types such as those that deal higher damage or summon ghosts and players have death in their hands

The great thing about this effect is that it continuously does damage to enemies. If a boss gets rid of the effect a player can just run up on them and hit them again. It's essentially as though every enemy in the game is taking double damage and double the weapon buffs with the right weapon.