Is Foresight a third deck?
No. Foresight cards are run-long passives. Combat and Explore are the two hands you draw.
Shroom and Gloom Foresight cards are run-long passives: explore, combat, feed, or start-of-room triggers — not a third hand. Steam EA. Verified Sep 2026.
Run-long passives that fire in explore or combat.
~7 min read
Shroom and Gloom Foresight cards are run-long passives. They sit outside Combat and Explore and fire when a sentence becomes true: start of explore, after combat, when you feed, when Headpoints are low, when you decline a reward, on lethal, on an enemy death. They are not a third hand you draw every turn. Shroom and Gloom from Team Lazerbeam, published by Devolver Digital, Steam Early Access September 10, 2026 (App 3271280). Verified September 12, 2026.
Each class ships a starter Foresight with its Combat Deck and Explore Deck. Extra Foresight is a draft, not a third pile to spam. Community databases list ~31 Foresight rows on a snapshot build — treat that count as versioned, not a complete live binder. Store: Steam listing. Dual piles: double deckbuilder.
| Fact | Detail |
|---|---|
| Game | Shroom and Gloom · Team Lazerbeam / Devolver Digital · Steam 3271280 |
| Type | Run-level passive / relic-like — not a third draw pile |
| Starter | One base Foresight per class kit |
| DB snapshot | ~31 Foresight rows — build-specific, not a promise |
| Triggers (public) | Start explore · after combat · feed · low HP · decline · lethal · enemy death |
| Demo leftover | Hidden Foresight rewards in demo tunnels — EA is the live product |
| Mode | Single-player |
| Not this page | Full 31-row dump, exact trigger numbers, hidden demo map |
| Verified | September 12, 2026 |
Matched by build plan, shared topics, and guide progression — not random related links.
Think relic, not extra hand. A Shroom and Gloom Foresight card sits outside Combat and Explore and waits for its sentence to become true. Dual-deck still decides whether you live: Combat kills and cooks; Explore opens rooms and pays warmth. Foresight only pays if you already do the verb. If you never feed, a feed Foresight is a sticker.
Players searching foresight cards often want a third pile because the UI shows three collections. The third collection is passives. You do not draw them every turn. You do not cycle them like STAB. You inspect them like a relic: trigger, payoff, and whether that trigger still matches the path you picked. Classes and kits: characters. Card families: card list.

Combat Deck + Explore Deck are the hands. Foresight is the background rule. Mixing them is how a run “has no attacks” because every pickup went into a passive that never fires. Keep Combat cycling. Keep Explore opening doors. Then ask whether the Foresight sentence is already true.
No 31-row dump. No invented trigger percentages. Heal chain lives on eat & soup. First-run order lives on beginner guide. Here we only teach what Foresight is, when it fires, and how to pick one extra without starving the two real decks.
Public examples fire at: start of explore, after combat, when you feed, when Headpoints are low, when you decline cards, on lethal, on enemy death. If the trigger never happens, the card is a sticker. Read the inspect, not a wiki table of HP. Early Access will rename triggers; the journal and the card text win.
Start-explore Foresight wants you to take rooms. Feed Foresight wants roast → eat or a Lunch Lady feed. After-combat wants you to finish packs, not skip every fight. Decline / rarity Foresight wants you to skip rewards on purpose. Lethal / Lazarus-like Foresight wants near-death — useless if you already die to rooms, not HP.

| Trigger family | Wants you to | Skip if |
|---|---|---|
| Start explore | Take rooms, pay Explore verbs | You turtle in camp |
| Feed / eat | Roast, eat, or feed Fireballs / dog | You never cook |
| After combat | Win hallway packs | You skip fights |
| Decline / rarity | Skip rewards on purpose | You greed every pick |
| Lethal / Lazarus-like | Survive a near-death | You already die to rooms, not HP |
| Enemy death | Finish kills, not stall | You never close combat |
Snapshot databases tag Foresight with those families. If your card says something else, the inspect is the patch notes. Discord is for “did today’s build rename Generous,” not for inventing a hidden 32nd row: Discord.
Named in public materials (verify text in-game): Always Looking, Comfort Food, Generous, Healthy, Patience, Lazarus, Ready to Snack, Ready to Scrap, Unstoppable. Those names teach families; they are not a ranked tier list. Exact payoffs stay TBA until your tooltip agrees.
Starter Foresight is class-locked. Paperboy’s starter should rhyme with warmth / camp / Fireballs. Lunch Lady’s starter should rhyme with feed. Janitor leans Facility gunk. Concerned Parent scales mood / Rage. Activist kit is TBA — do not invent a Foresight for a class you have not unlocked. See characters.
Community DBs add dozens of extra Foresight names on a snapshot. Print those as version snapshots, not Steam law. If your draft pool does not show them, they are not live for you. This page names teaching examples only so a new player can match a verb.
Comfort Food / Ready to Snack / Generous-style feed payoffs want the eat chain on cooking. Taking them on a slash-only Paperboy who never roasts is how Foresight becomes clutter.
Match the verb you already paid for. Lunch Lady + Generous (feed draw) rhymes. Paperboy + start-explore Keen Eye / Always Looking rhymes. A combat-death draw Foresight on a player who never finishes packs does not. Do not pick a Foresight to “complete the set.”
When two extras appear, keep the one whose trigger you will still do after the next room, not the rarer name. Pathways change verbs: Facility wants gunk and machines; Forgotten Path wants camp and tunnels. A start-explore Foresight on a skip-room turtle fails both. Paths: paths.
| If you must pick one | Do this | Do not do this |
|---|---|---|
| Feed vs start-explore | Keep the verb you already play | Take both and starve Combat |
| Lethal vs after-combat | Lethal only if you actually hit low Headpoints | Stack Lazarus because the name is cool |
| Starter vs extra | Starter is enough for run one | Replace Paperboy warmth Foresight with a skip-room sticker |
| Path change | Re-read triggers when you swap Facility vs Forgotten | Import Forgotten camp passives into digital locks |
Every official EA class ships unique starting Combat + Explore + base Foresight. That is the kit. Unlocking a class is unlocking a Foresight, not a skill tree. Quests that pay a character therefore also pay a Foresight: quests.
Paperboy teaches the default: warmth, camp, Fireballs — a Foresight that likes taking rooms and feeding fire. Lunch Lady wants feed counters. Janitor wants Facility gunk. Concerned Parent wants mood / Rage engines. Activist remains named on the five with kit TBA. Snapshot extras (Researcher, Slob, Grubby) stay snapshot — do not invent their Foresight.
New players add Combat, then add Explore, then try to “build Foresight” as if it were Slay the Spire relics you fish every floor. One extra that fires is better than three stickers. Boss rooms still want roast, not a passive wall: bosses.
The free demo talked about 8 hidden Foresight rewards and keeping one after a run, inside a 26-tunnel layout. That is ancestor talk. Early Access is the live product: two pathways, quest unlocks, five official classes. Do not import demo tunnel counts into Facility. Early Access · Sep 10, 2026.
If a YouTube still shows demo HUD, treat Foresight names there as older than September 10, 2026. Verify in your build. Patch talk belongs on Discord. Durable rule: Foresight is a run-long passive, not a third hand.
Next: pair the passive with a class kit on characters.
Keep Combat versus Explore honest on double deckbuilder and the eat chain on cooking.
No. Foresight cards are run-long passives. Combat and Explore are the two hands you draw.
No. They wait on triggers. If the trigger never happens, skip the pick.
Community DBs list ~31 on a snapshot. This page names teaching examples only. Confirm in your build.
Yes. Official kits ship unique starting Combat + Explore + base Foresight.
Demo copy talked about hidden rewards and keeping one. EA is the live product — do not import demo tunnel counts.
Matched by build plan, shared topics, and guide progression — not random related links.