When played as an Enhancer on a winning trick, add a +1 shield to the Caretaker.
Every Beastro venture card by flavour and value, the ingredient that adds it to your deck, and all 72 card effects with what each one does when it wins a trick.
When played as an Enhancer on a winning trick, add a +1 shield to the Caretaker.
No effect
When played as an Enhancer on a winning trick, add a +1 shield to the Caretaker.
Each round this card remains in your hand, its value increases by +2 (maximum value of 9).
No effect
On trick win, the monster will blow away 1-3 cards from your hand.
When played as an Enhancer on a winning trick, add a +1 shield to the Caretaker.
Each round this card remains in your hand, its value increases by +2 (maximum value of 9).
This card has a 20% chance of being destroyed when played.
On trick win, attack and gain +2 Stamina.
Each round this card remains in your hand, its value increases by +2 (maximum value of 9).
When played as an Enhancer on a winning trick, do +1 Bonus Attack.
On trick win, attack and gain +2 Stamina.
On trick win, add a +1 shield to the Caretaker.
On trick win, the Caretaker becomes Thorn Wrapped for 3 turns.
On trick win, the Player's hand will be blown away, forcing a redraw.
When played as an Enhancer on a winning trick, do +1 Bonus Attack.
This card has a 20% chance of being destroyed when played.
On trick win, deal full damage to the losing monster and the other active monster (if any).
On trick win, attack and gain +2 Stamina.
When played as an Enhancer on a winning trick, do +1 Bonus Attack.
When played as an Enhancer, add a +2 shield to Caretaker
On trick win, deal full damage to the losing monster and the other active monster (if any).
When played as an Enhancer on a winning trick, attack and gain +2 Stamina.
On trick win, add a +1 shield to the Caretaker.
On trick win, the Player's hand will be blown away, forcing a redraw.
On Trick win, all cards in your hand become Electrified.
On trick win, add a +1 shield to the Caretaker.
When played as an Enhancer, add a +2 shield to Caretaker
This card has a 20% chance of being destroyed when played.
When played as an Enhancer, add a +2 shield to Caretaker
When played as an Enhancer on a winning trick, attack and gain +2 Stamina.
On trick win, the Caretaker becomes Thorn Wrapped for 3 turns.
On Trick win, all cards in your hand become Electrified.
When played as an Enhancer on a winning trick, add a +1 shield to the Caretaker.
No effect
When played as an Enhancer on a winning trick, add a +1 shield to the Caretaker.
Each round this card remains in your hand, its value increases by +2 (maximum value of 9).
On trick win, the Caretaker will take -2 less damage from attacks for 3 turns.
When played as an Enhancer on a winning trick, do +2 Bonus Attack.
Each turn this card remains in your hand, it will decrease in value by -1.
When this card is held in your hand, the Caretaker gains a small boost to Evasion (can stack).
When played as an Enhancer on a winning trick, add a +1 shield to the Caretaker.
Each round this card remains in your hand, its value increases by +2 (maximum value of 9).
On trick win, the Caretaker will take -2 less damage from attacks for 3 turns.
On trick win, the monster inflicts Burned on all cards held in your hand.
When played as an Enhancer on a winning trick, do +2 Bonus Attack.
Each turn this card remains in your hand, it will decrease in value by -1.
When this card is held in your hand, the Caretaker gains a small boost to Evasion (can stack).
Each round this card remains in your hand, its value increases by +2 (maximum value of 9).
On trick win, the Caretaker will take -2 less damage from attacks for 3 turns.
On trick win, monster reduces your hand size by 1 until end of combat.
On trick win, the value of your played card(s) will be halved permanently.
Each turn this card remains in your hand, it will decrease in value by -1.
When played as an Enhancer on a winning trick, do +1 Bonus Attack.
When this card is held in your hand, the Caretaker gains a small boost to Evasion (can stack).
On trick win, add a +2 shield to the Caretaker.
On trick win, the monster inflicts Burned on all cards held in your hand.
On trick win, the value of your played card(s) will be halved permanently.
When played as an Enhancer on a winning trick, do +1 Bonus Attack.
On trick win, gain a medium boost to critical hit chance for 3 turns.
On trick win, gain a medium boost to critical hit chance for 3 turns.
On trick win, add a +2 shield to the Caretaker.
On trick win, the value of your played card(s) will be halved permanently.
When played as an Enhancer on a winning trick, do +1 Bonus Attack.
On trick win, monster reduces your hand size by 1 until end of combat.
On trick win, gain a medium boost to critical hit chance for 3 turns.
On trick win, add a +2 shield to the Caretaker.
On trick win, the cards in your hand will have their numbers blurred.
On trick win, the cards in your hand will have their numbers blurred.
Each time this card is added to your hand, a random value between 1-5 is assigned.
When played as an Enhancer on a winning trick, add a +1 shield to the Caretaker.
When played as an Enhancer on a winning trick, add a +1 shield to the Caretaker.
Each round this card remains in your hand, its value increases by +2 (maximum value of 9).
On trick win, shoots an acid bomb onto a random card in the player's hand.
On trick win, there is a small chance the opponent will be poisoned after attacking.
When played as an Enhancer on a winning trick, do +1 Bonus Attack.
On trick win, there is a small chance the opponent will be poisoned after attacking.
When played as an Enhancer on a winning trick, there is a medium chance the monster will be poisoned.
When played as an Enhancer on a winning trick, add a +1 shield to the Caretaker.
Each round this card remains in your hand, its value increases by +2 (maximum value of 9).
When this card is held in your hand, the Caretaker can't become Poisoned.
On trick win, become Extra Spiky for 3 turns.
On trick win, there is a small chance the opponent will be poisoned after attacking.
When played as an Enhancer on a winning trick, opponent becomes Weakened.
When played as an Enhancer on a winning trick, do +1 Bonus Attack.
When played as an Enhancer on a winning trick, there is a medium chance the monster will be poisoned.
Each round this card remains in your hand, its value increases by +2 (maximum value of 9).
When this card is held in your hand, the Caretaker can't become Poisoned.
When played as an Enhancer on a winning trick, extend the duration of the Primary Card's effect by +1 turn.
On trick win, shoots an acid bomb onto a random card in the player's hand.
When played as an Enhancer on a winning trick, opponent becomes Weakened.
On trick win, there is a small chance the opponent will be poisoned after attacking.
On trick win, gain a medium boost to critical hit chance for 3 turns.
When this card is held in your hand, the Caretaker can't become Poisoned.
When this card is held in your hand, the Caretaker counter attacks for +1 damage when hit (can stack)
On trick win, become Extra Spiky for 3 turns.
On trick win, gain a medium boost to critical hit chance for 3 turns.
When played as an Enhancer on a winning trick, extend the duration of the Primary Card's effect by +1 turn.
On trick win, there is a 50% chance the opponent will be poisoned
On trick win, there is a small chance the opponent will be poisoned after attacking.
When played as an Enhancer on a winning trick, there is a medium chance the monster will be poisoned.
On trick win, become Extra Spiky for 3 turns.
When played as an Enhancer on a winning trick, opponent becomes Weakened.
On trick win, there is a small chance the opponent will be poisoned after attacking.
On trick loss, the Terroreyezer will disappear, avoiding all damage.
On trick win, there is a small chance the opponent will be poisoned after attacking.
On trick win, gain a medium boost to critical hit chance for 3 turns.
When this card is held in your hand, the Caretaker counter attacks for +1 damage when hit (can stack)
On trick loss, the Terroreyezer will disappear, avoiding all damage.
On trick win, the Terroreyezer blacks out the cards in your hand for 2 turns.
On trick win, power up for one turn. +4 to Attack power.
On trick win, power up for one turn. +4 to Attack power.
On trick win, power up for one turn. +4 to Attack power.
On trick win, ash rains down from the sky. 1-3 cards in your hand will become Smoldering.
On trick win, power up for one turn. +4 to Attack power.
On trick win, deal a percentage of the damage applied to the losing monster to the other active monster.
When this card is held in your hand, the Caretaker gets +1 attack (can stack).
On trick win, a fiery blast hits the Caretaker and incinerates your played cards, destroying them permanently.
On trick win, deal a percentage of the damage applied to the losing monster to the other active monster.
When this card is held in your hand, the Caretaker gets +1 attack (can stack).
When this card is held in your hand, the Caretaker gets +1 attack (can stack).
On trick win, a fiery blast hits the Caretaker and incinerates your played cards, destroying them permanently.
On trick win, ash rains down from the sky. 1-3 cards in your hand will become Smoldering.
On trick win, deal a percentage of the damage applied to the losing monster to the other active monster.
On trick win, the monster inflicts Burned on all cards held in your hand.
On trick win, the monster inflicts Burned on all cards held in your hand.
When played as an Enhancer on a winning trick, add a +1 shield to the Caretaker.
No effect
When played as an Enhancer on a winning trick, make a copy of the main card and put it in the deck.
When played as an Enhancer on a winning trick, add a +1 shield to the Caretaker.
Each round this card remains in your hand, its value increases by +2 (maximum value of 9).
On trick win, 1-3 cards in the Caretaker's hand will flip to the back.
When played as an Enhancer on a winning trick, make a copy of the main card and put it in the deck.
When played as an Enhancer on a winning trick, do +2 Bonus Attack.
On trick win, the Caretaker will receive a medium boost to Evasion for 3 turns.
When this card is held in your hand, the Caretaker counter attacks for +1 damage when hit (can stack)
When played as an Enhancer on a winning trick, do +1 Bonus Attack.
On trick win, the Caretaker will receive a small boost to Evasion for 3 turns.
When played as an Enhancer on a winning trick, add a +1 shield to the Caretaker.
Each round this card remains in your hand, its value increases by +2 (maximum value of 9).
On trick win, add a +1 shield to the Caretaker.
When played as an Enhancer on a winning trick, make a copy of the main card and put it in the deck.
When played as an Enhancer on a winning trick, do +2 Bonus Attack.
On trick win, the monster has a small chance of hurting itself when attacking for one turn.
On trick win, the Caretaker will receive a medium boost to Evasion for 3 turns.
On trick win, gain a small boost to critical hit chance for 3 turns.
On trick win, the Caretaker will receive a small boost to Evasion for 3 turns.
Each round this card remains in your hand, its value increases by +2 (maximum value of 9).
On trick win, 1-3 cards in the Caretaker's hand will flip to the back.
On trick win, the monster has a small chance of hurting itself when attacking for one turn.
On trick win, the Caretaker will receive a medium boost to Evasion for 3 turns.
When this card is held in your hand, the Caretaker gains a small boost to Evasion (can stack).
When this card is held in your hand, the Caretaker counter attacks for +1 damage when hit (can stack)
When played as an Enhancer on a winning trick, do +1 Bonus Attack.
On trick win, the Caretaker will receive a small boost to Evasion for 3 turns.
On trick win, deal a percentage of the damage applied to the losing monster to the other active monster.
On trick win, add a +1 shield to the Caretaker.
On trick win, the player must destroy a card from their hand at the start of the next round.
On trick win, gain a small boost to critical hit chance for 3 turns.
When this card is held in your hand, the Caretaker gains a small boost to Evasion (can stack).
On trick win, deal a percentage of the damage applied to the losing monster to the other active monster.
On trick win, the player must destroy a card from their hand at the start of the next round.
When this card is held in your hand, the Caretaker counter attacks for +1 damage when hit (can stack)
On trick win, the monster has a small chance of hurting itself when attacking for one turn.
On trick win, gain a small boost to critical hit chance for 3 turns.
When played as an Enhancer on a winning trick, do +2 Bonus Attack.
On trick win, deal a percentage of the damage applied to the losing monster to the other active monster.
On trick win, the player must destroy a card from their hand at the start of the next round.
The Cranbear will eat one Sweet card out of your hand and heal for the card value.
The Cranbear will eat one Sweet card out of your hand and heal for the card value.
When played as an Enhancer on a winning trick, add a +1 shield to the Caretaker.
No effect
Each round this card remains in your hand, its value increases by +1 (maximum value of 9).
When played as an Enhancer on a winning trick, do +1 Bonus Attack.
When played as an Enhancer on a winning trick, add a +1 shield to the Caretaker.
Each round this card remains in your hand, its value increases by +2 (maximum value of 9).
No effect
On trick win, power up for one turn. +2 to Attack power.
On trick win, the losing monster has a small chance to fall asleep.
Each round this card remains in your hand, its value increases by +1 (maximum value of 9).
Each turn this card remains in your hand, it will decrease in value by -1.
When played as an Enhancer on a winning trick, do +1 Bonus Attack.
When played as an Enhancer on a winning trick, add a +1 shield to the Caretaker.
Each round this card remains in your hand, its value increases by +2 (maximum value of 9).
On trick win against the front monster, blow the second monsters card away.
On trick win, power up for one turn. +2 to Attack power.
On trick win, the losing monster has a small chance to fall asleep.
Each round this card remains in your hand, its value increases by +2 (maximum value of 9).
Each turn this card remains in your hand, it will decrease in value by -1.
On trick win, add a +1 shield to the Caretaker.
When played as an Enhancer on a winning trick, extend the duration of the Primary Card's effect by +1 turn.
On trick win, the monster will blow away 1-3 cards from your hand.
On trick win, 1-3 cards in the Caretaker's hand will flip to the back.
On trick win against the front monster, blow the second monsters card away.
On trick win, the losing monster has a small chance to fall asleep.
Each turn this card remains in your hand, it will decrease in value by -1.
When played as an Enhancer on a winning trick, do +1 Bonus Attack.
On trick win against the front monster, blow the second monsters card away.
On trick win, the losing monster has a small chance to fall asleep.
On trick win, add a +1 shield to the Caretaker.
When played as an Enhancer on a winning trick, extend the duration of the Primary Card's effect by +1 turn.
On trick win, the monster will blow away 1-3 cards from your hand.
On trick win, the monster inflicts Burned on all cards held in your hand.
On trick win, power up for one turn. +2 to Attack power.
On trick win, add a +1 shield to the Caretaker.
On trick win, the monster inflicts Burned on all cards held in your hand.
No Beastro cards match those filters.
Venture cards are what a Beastro meal turns into. Cooking an ingredient hands its cards to the Caretakers, and those cards are the deck they play with out in the wilds. Between them the 107 ingredients add 263 cards, so a Beastro menu is really a deck list written in food.
Each Beastro card carries a flavour, a face value from 1 to 10, and usually an effect. Combat is a trick-taking duel, so the value decides who takes the trick and the effect decides what that win is worth. 227 of the 263 cards carry an effect; the other 36 are plain numbers.
Values are not spread evenly across the Beastro flavours, and neither are the effects. A high card with no effect can be worth more than a low card with a strong one, because taking the trick is what triggers the effect in the first place. Planning a Beastro deck means balancing the two.
Every Beastro card is drawn from the same set of pieces: a flavour blank, the flavour spirit in the middle, the value and the flavour symbol. Two cards with the same flavour and value look identical even when their effects differ, which is why this page groups cards by flavour and value and lists the effects separately.
Ingredients add 263 venture cards between them, spread across the six flavours with face values from 1 to 10. Monsters bring their own decks on top of that.
By cooking. Each ingredient adds its own venture cards to the deck your Caretakers take on a venture, so unlocking a new ingredient is how you add new cards.
No. 227 of the 263 ingredient cards carry an effect, and 36 are plain value cards. Effects trigger when the card wins a trick.
Cards share their art: the flavour blank, its spirit, the value and the flavour symbol. Two cards of the same flavour and value look the same even if their effects differ.
Ingredient cards go up to 10. Monster decks reach higher, with cards up to 16.