Shroom and Gloom card list: Demo cards, deck types, and combo-building tips
Explore the Shroom and Gloom card list with demo examples, deck roles, counts, combo ideas, and practical tips for stronger runs.
Shroom and Gloom card list: scope and snapshot
The Shroom and Gloom card list is not just a checklist—it is a map of a two-deck roguelike where exploration sets up your run and combat cards finish it. A useful Shroom and Gloom card list matters because the game rewards focused upgrades, careful energy use, and turning defeated fungal enemies into food instead of stuffing your deck with every reward. This guide separates demo-documented cards from generated effects and planned content, then turns the available examples into practical combo and deckbuilding advice.
As of September 4, 2026, the official Shroom and Gloom Steam listing lists Early Access for September 10, 2026. It describes a first-person roguelike double-deckbuilder with hundreds of cards, two distinct core decks, and card modification that can produce dramatically stronger versions.
Because the game is still approaching Early Access, the Shroom and Gloom card list below should be treated as a labeled snapshot rather than a permanent final catalog.
| Reference | What it contributes | Scope |
|---|---|---|
| Official Steam listing | Two-deck structure, hundreds of cards, card growth, eating mechanics, and planned release information | Official overview, not an item-by-item database |
| Build-scoped Shroom and Gloom database | 523 named pages across Explore and Combat, including 288 Combat entries | Steam demo build 23718635; values can change |
| Team Lazerbeam’s downloadable game page | Prototype context, deckbuilding goals, card modification, and food systems | Developer information from an earlier work-in-progress |
| Supplied demo playthroughs | Named cards, visible effects, and real combo interactions | Player experience, not a complete canonical list |
The community database explains that exact values are tied to Steam demo build 23718635. It also keeps some same-name upgrades and interactions as scoped variants, which is why its page count should not automatically be treated as the number of unique cards in the final game.
Demo card-count statistics
| Metric | Reported value | How to interpret it |
|---|---|---|
| Named Explore and Combat pages | 523 | Demo database total, not a final launch total |
| Combat pages | 288 | Build-scoped Combat category |
| Calculated Explore remainder | 235 | 523 minus 288; a derived figure, not a separately published official count |
| Indexed card mechanics | 1,041 actions | Mechanics index, not the number of cards |
The database also catalogs Foresight separately as a smaller passive layer. For the cleanest understanding, think of Explore and Combat as the two main decks, with Foresight supporting both.
How the Shroom and Gloom card list is organized
Shroom and Gloom’s defining feature is double-deckbuilding. Explore cards help you move through the fungal dungeon, search for rewards, modify cards, and open paths. Combat cards handle attacks, skills, food, and survival during encounters.
The database additionally describes Foresight cards as passive premonitions that trigger during exploration or combat. This creates a third layer of planning, but it does not replace the two primary decks emphasized by the official game description.
| Deck or layer | Main job | Examples or effects seen | Practical question |
|---|---|---|---|
| Explore | Movement, searching, setup, modifications, and unlocking abilities | Map, Key, Rest, Shovel, Unlock, Truffle Hunt | Does this improve access, health, or future rewards? |
| Combat | Damage, skills, control, healing, and food interactions | Bash, Sneak Attack, Hot Poker, Bite, Distant Shadow | Does this advance one clear combat plan? |
| Foresight | Passive predictions and triggered support | Drawing a card after feeding or creating Keen Eye at exploration start | Does the passive reinforce your main engine? |
Not every named object in a run is necessarily a normal draft card. Toasty Kebab, Gourmet Toasty, Toothpick, Hope, and Rage appear in the footage as generated outputs or effects. They are important for combo planning, but they should not be added to a permanent card count without checking the version you are playing.
The official description also emphasizes that cards can grow and change over time. A weak starting attack may become a reliable finisher, while a rare card can turn into a highly specialized weapon. That makes upgrade paths just as important as the initial card name.
Combat cards in the Shroom and Gloom card list
The clearest named examples come from the supplied demo run focused on a powerful strategy and the second Shroom and Gloom gameplay run. The table below paraphrases effects visible in those videos. Since these are player experiences from a demo, check your in-game tooltip for current wording and values.
| Card | Demo-observed effect or report | Combat role | Evidence |
|---|---|---|---|
| Bash | Used as an early attack and as a lock-breaking fallback that causes self-damage | Emergency damage or access option | Player experience |
| Sneak Attack | Deals 2 damage and adds 1 Vulnerable to the target | Damage setup | Player experience |
| Distant Shadow | Applies 2 Spell Weakness and becomes lodged in the target | Niche control or spell setup | Player experience |
| Hot Poker | Deals 1 damage three times; a fatal hit creates Toasty Kebab | Multi-hit damage and food generation | Player experience |
| Bite | Deals 5 damage and heals 2 health | Direct damage with sustain | Player experience |
| Scavenger Blade | Deals 5 damage, with its damage increasing by 1 when you eat | Food-based scaling | Player experience |
| Encouragement | Deals 1 damage to yourself and draws 1 card | Hand cycling at a health cost | Player experience |
| Scythe | Community reports describe it as an area attack that scales extremely well with fatal-damage upgrades | High-ceiling multi-target damage | Community reports |
The strongest repeated pattern is a food engine. A card with an “if fatal” clause can turn a kill into Toasty Kebab. Eating that reward restores health and can activate other effects, including the damage growth shown on Scavenger Blade. The footage also demonstrates Toothpick as a low-cost follow-up generated through eating-related effects.
A practical sequence looks like this:
- Apply a setup effect such as Vulnerable when appropriate.
- Use a multi-hit attack such as Hot Poker to finish a weakened enemy.
- Collect the Toasty Kebab created by the fatal effect.
- Eat it to heal and trigger food-related bonuses.
- Spend the generated Toothpick or another cheap attack.
- Use card draw or energy effects to continue the chain.
Multi-hit attacks are especially interesting because some observed effects increase Rage whenever damage is dealt. That means several smaller hits can interact differently from one large hit. However, this is a demonstrated combo route, not a guarantee that every multi-hit card will trigger every effect in the same way.
Community reports: An itch.io player described Scythe combined with “If Fatal” damage growth as strong enough to trivialize later encounters. Another player experience report recommended focusing upgrades on one card instead of spreading improvements across the whole deck. These comments are useful strategy signals, but they are not a permanent tier list.
Explore, Foresight, and utility cards
The Explore side determines whether your Combat deck has enough health, access, and upgrades to survive. The official game description assigns navigation, card modification, and unlocking to this deck, while the demo footage shows how utility effects can directly improve a combat plan.
Demo-observed utility entries
| Name or entry | What the material shows | Best use |
|---|---|---|
| Map | Appears in the opening hand and supports route awareness | Plan paths without judging it by damage |
| Key | Opens locks without using the self-damaging Bash alternative | Preserve health while accessing valuable rooms |
| Unlock | Opens locks; related effects shown drawing cards or gaining energy | Convert exploration actions into tempo |
| Shovel / Dig for Weapons | Searches for weapons, snacks, or other rewards | Take when the route offers a worthwhile payoff |
| Rest / Heal | Provides recovery, with repeated 5-health heals shown in combat footage | Stabilize before difficult rooms |
| Truffle Hunt / Dig Up a Snack | Finds food or health-related rewards | Support eating and healing synergies |
| Practice Dummy | Lets the player sharpen or improve an attack | Concentrate upgrades on a reliable carry |
| Table Manners | Creates a Toothpick when you eat | Strengthen a food-focused deck |
| Toad Shrine | Allows the player to lick the toad and forget a card | Remove weak or obsolete draws |
| Foresight | Provides passive triggers such as drawing after feeding | Add consistency without spending combat energy |
The exact lock interaction can vary by card or version. One observed effect draws a card and grants energy after unlocking, while another lock-opening effect draws two cards. This is why reading the complete tooltip is more valuable than judging a card by its short name.
Player experience: Community comments mention that Explore and Combat card categories were initially difficult to distinguish by color, while a later comment reported clearer corner markers and type indicators in a demo update. If your build resembles the earlier interface, rely on deck markers, card types, and tooltip text rather than color alone.
This part of the Shroom and Gloom card list also includes several effects that should be viewed as outputs rather than ordinary deck additions. Hope, Rage, Repress Rage, Toothpick, and Toasty items can change how a run plays without representing another permanent card choice.
How to use this Shroom and Gloom card list
Use this Shroom and Gloom card list as a decision framework, not a shopping list. The goal is to build a deck where several cards reward the same behavior.
-
Choose a central engine early.
Food and Toasty effects, multi-hit damage, card draw and energy, or status-based control are all visible directions in the demo. Once you identify an engine, favor cards that repeat or improve its trigger instead of taking unrelated high-number attacks. -
Upgrade a dependable carry.
The official game description specifically promotes growing cards into much stronger versions. Player experience also suggests that concentrating upgrades on one reliable attack can be more effective than making every card slightly better. Hot Poker and Scavenger Blade are useful examples of cards with visible scaling potential. -
Match expensive cards with draw or energy.
The videos show energy costs in the upper-left corner, including 0-, 1-, and 2-cost actions. Expensive attacks become more practical when paired with Unlock-related energy, card draw, Hope, or lock-opening effects. Keep at least one low-cost play available so a bad hand does not end your turn completely. -
Make the Explore deck serve the Combat deck.
A Key can save health, a Shovel can find a stronger weapon, and Practice Dummy can improve your chosen finisher. Route choices should be judged by how they improve the next few fights, not only by the immediate reward displayed in front of you. -
Treat healing as part of your damage plan.
Shroom and Gloom deliberately encourages eating enemies instead of relying only on conventional defense. Bite, Toasty Kebab, snacks, and max-health upgrades can let you take calculated risks with self-damaging cards. Do not spend health for extra cards unless your food or healing engine can recover it. -
Thin out cards that no longer contribute.
The Toad Shrine provides a way to forget a card. Community reports also mention that decks can become cluttered quickly. Removing a weak starter or an effect that no longer matches your engine can make your strongest cards appear more often. -
Read enemy modifiers before committing energy.
Player experience recommends checking enemy perks before each round. The footage shows enemies using effects such as Spell Shield and Inspired, so raw damage is not always the correct first play. Save a control card or a cheap setup action when an enemy’s modifier could disrupt your planned turn. -
Be cautious with static rankings.
Community reports praise Scythe and other area attacks, but balance can change between the demo and Early Access. Use the Shroom and Gloom card list to understand interactions, then trust the tooltip in your current build over an old tier list.
FAQ: Shroom and Gloom card list
How many cards are in the Shroom and Gloom card list?
The build-scoped database reports 523 named pages across the Explore and Combat categories, including 288 Combat pages. Subtracting those figures produces a calculated remainder of 235 Explore pages, but that is not an official final-release total. The database also catalogs Foresight separately.
Are Explore and Combat cards separate decks?
Yes. The official description presents two distinct decks. Explore cards handle navigation, searching, modifications, and unlocks, while Combat cards are used to fight. The database describes Foresight as a smaller passive deck or layer that can trigger during both exploration and combat.
What are the best early cards?
There is no permanently confirmed tier list. In the supplied demo footage, Hot Poker, Bite, Sneak Attack, Key, Unlock, and food-related effects all show clear uses, but their value depends on your developing strategy. A multi-hit food engine may want different cards from a draw-focused or control-oriented run.
Is this a complete Shroom and Gloom card list for the full game?
No. This is a sourced demo snapshot containing documented counts and observed card examples. The official Steam page describes hundreds of cards and planned Early Access development, so names, effects, and availability may change. Use the build-scoped database for detailed current entries and the official Steam listing for release updates.
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