How many cards are on the Shroom and Gloom card list?
Steam-facing: about 300 explore + combat cards per pathway, two unique pools. A community DB counted 907 on build 25221077 — snapshot, not permanent.
Shroom and Gloom card list: Combat vs Explore families, STAB/ROAST/Toasty, grow and modify. The 907-row dump is a snapshot, not all cards. Verified Sep 2026.
Grow and mutate cards instead of collecting a third deck.
~10 min read
This Shroom and Gloom card list is the Early Access map of Combat versus Explore families — not a 900-row dump. Shroom and Gloom from Team Lazerbeam / Devolver Digital ships two pathways with about 300 explore + combat cards each, unique pools, then grow and modify instead of collecting a third hand. Steam App 3271280. Early Access since September 10, 2026. Verified September 12, 2026. Store: Steam listing.
Players searching all cards often land on a third-party DB that counted 907 cards on build 25221077 (Explore 437 + Combat 470, plus 31 Foresight). Treat that count as a version snapshot, not a permanent wiki law. This page teaches families, STAB / ROAST / Toasty, and why a full dump stays P1. Dual-deck rules: decks.
| Fact | Detail |
|---|---|
| Official EA scale | ~300 explore + combat cards per pathway · two unique pools |
| Snapshot DB | 907 cards on build 25221077 — not a permanent total |
| Snapshot split | Explore 437 · Combat 470 · Foresight 31 (same build) |
| Families to learn | Attack · Skill · Camp · Search · Pick · Mood · Food · Grow/Modify · Consume |
| Teaching trio | STAB · ROAST · Toasty |
| Third pile | Foresight = run passives, not a third hand |
| Full dump | P1 per-card pages — this page stays families + examples |
| Platform | PC (Windows) · macOS · Steam |
| Verified | September 12, 2026 |
Matched by build plan, shared topics, and guide progression — not random related links.
Two EA pathways (~300 explore + combat cards each). Official store language is hundreds of cards across two pathways that both push toward The Gloom. That is the number this Shroom and Gloom card list treats as Steam-facing: two unique pools, roughly three hundred explore-plus-combat cards each, not one shared binder. A third pathway with its own cards is planned for the EA window — planned is not a third live pool.
A community database tagged Steam EA build 25221077 counted 907 cards (437 Explore, 470 Combat) plus 31 Foresight, 7 card packs, and a long action log. Those figures are useful as a snapshot of one build and dangerous as a forever all cards headline. Patches will add, rename, and delete. If your Inspector disagrees with a dump row, the Inspector wins. Next: sort by family, not by a 900-line spreadsheet.
Combat keeps you alive in the room. Explore opens the dungeon, searches, camps, picks locks, and rewrites cards between fights. You build both or the run stalls — the same split as dual decks. Families below are the scan layer for all cards queries. Keywords such as Gunk, Warmth, Battery, Data, Temporary, Unplayable show up across families; they are tags, not extra decks.

| Family | Usually lives in | What it is for |
|---|---|---|
| Attack | Combat | Damage now — STAB is the teaching cheap hit |
| Skill | Combat | Setup, extra plays, non-attack fight tools |
| Camp | Explore | Warmth, rest, campsite structure |
| Search | Explore | Look, reveal, Keen Eye-style information |
| Pick | Explore | Unlock, screwdriver, lock, door, tool |
| Mood | Combat (often temporary) | Rage, Hysterical Strength, short-lived states |
| Food | Either / generated | Toasty, snacks, eat-to-heal payloads |
| Grow / Modify | Explore (also combat growth) | Rewrite a card into a larger attack |
| Consume | Either | Spend the card (or a generated leftover) for a spike |
Skill cards and cook Attacks (ROAST) sit next to STAB. Food generated in a fight is still Combat economy even if you eat it later. Mood cards are often temporary and destroy on discard — Concerned Parent lives here; see characters.
Search, Pick, Camp, and Modify are why Explore is a deck, not a map UI. Shovel / dig, rope, screwdriver, backpack draws appear in public example lists — useful as family proof, not as a complete Explore dump. Warmth from Camp and leftover Burning Sensation (Paperboy) is explore insurance. Facility gunk and data lean Pick/Search on the second path.
Three public examples carry the whole eat-loop. STAB is a cheap Attack (public notes: deal 7 damage — verify tooltip). ROAST is an Attack with cook / Fatal interaction: a kill can spawn Toasty. Toasty is Food, not another Attack: store it, eat later, restore Headpoints. Enemy → Fatal cook → Food → heal. Blocking is the wrong instinct; this trio is why.

| Card | Family | Public lesson |
|---|---|---|
| STAB | Attack | Low-cost damage engine; grow this, do not ignore it |
| ROAST | Attack / cook | Kill line that can create Toasty |
| Toasty | Food | Leftover heal resource — eat, do not treat as a strike |
If you understand STAB, you understand Attack growth. If you understand ROAST, you understand why Combat feeds cooking. If you understand Toasty, you understand Consume/Food leftovers. The rest of all cards is variations on those jobs plus Explore tools. Soup still sits in a pot as a run-changer — generated food is not automatically soup.
Names in circulation: 2M Rope (create Rope), Afterglow (draw), Backpack (draw 3), Shovel (dig), Screwdriver (fix / unlock), Arc Welder (create Spark), Back Scratch (heal + Tingles, Consume). Use them to recognize Search / Pick / Consume. Do not freeze costs from a snapshot as this wiki’s complete Shroom and Gloom card list.
Official pitch: grow starter cards into huge attacks and modify rares into run-breakers. Growth is infinite in the copy; your Inspector still has a current number. Consume spends a card (or leftover) for an effect — Back Scratch style — so not every leftover wants to live in hand forever. The mid-page table is the decision block when two upgrades fight for the same play.
| If you must pick one | Do this | Do not do this |
|---|---|---|
| Grow STAB vs add a random Attack | Grow the STAB you already play | Inflate the Combat pile with unplayed hits |
| ROAST vs another cook Attack | Keep ROAST if you need Toasty | Stack cook cards you never Fatal with |
| Modify a rare vs grow a starter | Modify when the rare already matches the run | Modify a card you never draw |
| Consume leftover vs hold Food | Consume when Headpoints are fine and the spike wins the room | Eat nothing and die “saving Toasty” |
| Explore Modify vs extra Search | Modify when Combat is already feeding you | Search forever with a Combat deck that cannot roast |
| Foresight vs another card pick | One Foresight that matches the loop | Treat Foresight as a third hand of Attacks |
Snapshot DBs count 31 Foresight. Starter examples in circulation: Always Looking (start explore → Keen Eye), Generous (when you Feed, draw), Comfort Food (low health → Food each turn), Healthy (after combat, heal 3), Patience (rarity when you decline). Those are passives for the run. Full page: foresight. Do not mix them into the Combat draw pile in your head.
Each EA pathway has a unique card pool. Facility gunk / data / locks will not all appear on Forgotten Path. Counting all cards across both paths as one collection is how a 907 snapshot appears. Play the path you unlocked; do not expect Janitor gunk tools on a route that never shows machines. Path page: paths.
Use the filter as a family finder, not as a promise that every snapshot row is in your build. Type a family or a teaching name from this Shroom and Gloom card list. If the row is missing in-game, it was a dump artifact or a patch delete. Packs from quests change what can appear; class kits change what you start with. This search does not replace Card Inspector.
| Name | Family | Deck | Note |
|---|---|---|---|
| STAB | Attack | Combat | Teaching cheap hit; grow candidate |
| ROAST | Attack / cook | Combat | Fatal can spawn Toasty |
| Toasty | Food | Generated | Eat for Headpoints |
| Fireballs | Attack / feed | Combat (Paperboy) | Feed → Headpoints + Burning Sensation |
| Burning Sensation | Camp / temporary | Generated | Warmth in hand; discard destroys |
| Campfire | Camp | Explore | Warmth structure |
| Hysterical Strength | Mood | Generated (Parent) | Rage on attacks; scales with draws |
| Parental Instinct | Skill / once-per-fight | Combat (Parent) | Creates Hysterical Strength |
| Mama Bear | Attack | Combat (Parent) | Damage per card in hand (public note) |
| Shovel | Search / dig | Explore | Public example — treasure dig |
| Screwdriver | Pick | Explore | Fix / unlock example |
| Backpack | Skill / draw | Explore | Draw example |
| Back Scratch | Skill / Consume | Explore or Combat (verify) | Heal + generate Tingles, Consume |
| Foresight (any) | Passive | Foresight pile | Not a hand card — see foresight page |
It will not rank a 907-row DB. It will not invent Activist exclusives. It will not list every Facility gunk name. Per-card URLs are P1. If you need a number, open Inspector in the live build, then come back to families here.
A honest all cards page that pretends to be complete will be wrong next Tuesday. EA roadmap adds a pathway, classes, and packs. Snapshot DBs already mix Explore, Combat, Foresight, generated leftovers, and old rows. This site’s P0 job is families, the teaching trio, path uniqueness, and the snapshot caveat. Per-card pages, Card Lab, and a versioned 900-row table wait until we re-extract a build we are willing to date.

ID, rarity, path, class gate, cost, grow steps, generates, consumes, first_seen build, last_verified. Until those fields are ours, linking out to a fan DB without the snapshot label is how this wiki would lie. Live patch names belong on Discord (https://discord.gg/ZZspguu7Vu).
Collectors stall. They add every Attack, skip Explore Modify, never ROAST, and then search all cards hoping a hidden strike exists. Growers win. They pick a family, grow STAB or a matching rare, eat Toasty, and keep one Foresight. Shroom and Gloom is a double-deckbuilder because the second pile is how the first pile becomes unfair.
No roast, no Toasty, no eat. No Modify, eternal starter numbers. No Pick, locked Facility doors. Mood discarded instantly, Rage never climbs. Foresight treated as a missable Attack. A third drawn hand is not in the live loop — Combat and Explore are the two piles; Foresight stays passive.
907 as a permanent total. Copying costs from build 25221077 after a patch. Inventing Activist cards. Putting Foresight in the Combat list. Ignoring path-unique pools. Durable rules stay on this Shroom and Gloom card list; Inspector wins arguments.
Next: read Foresight as run passives on foresight, not as extra Attacks.
Then keep Combat versus Explore honest on decks and eat leftovers on cooking.
Steam-facing: about 300 explore + combat cards per pathway, two unique pools. A community DB counted 907 on build 25221077 — snapshot, not permanent.
Families and examples on this page, Inspector in-game. A full dump is P1 so this wiki does not freeze a stale 907-row table.
Attack, Skill, Camp, Search, Pick, Mood, Food, Grow/Modify, Consume. Learn STAB, ROAST, and Toasty before you scroll a dump.
It is a card-shaped pile of run passives (snapshot: 31). It is not a third hand. See the Foresight page.
No. Each EA path has unique cards, enemies, and rewards. A third path is planned.
Cook Attack. Public notes: a Fatal kill can create Toasty, which you eat for Headpoints. Verify the tooltip after patches.
Not on P0. Per-card pages are P1 after a dated extract. Use families here plus Card Inspector.
No. Paid Steam Early Access. Packs come from quests.
Matched by build plan, shared topics, and guide progression — not random related links.