Hoe
Clears grass from field plots to prepare land for planting crops. A foundational plowing card present in every starting deck. Note: buildings also clear grass when placed.
Cards
Browse indexable Cropdeck cards, compare tags, and filter the public card list.
Clears grass from field plots to prepare land for planting crops. A foundational plowing card present in every starting deck. Note: buildings also clear grass when placed.
A vanishing water card that exhausts at the end of the day if not used. Cannot be used to fill wells. Replaced Bottle of Water as the Morning Refill reward in patch 1.0.6.
A standard water card used to nurture crops. Was the original reward from Morning Refill before being replaced by Wooden Bucket in patch 1.0.6.
A crop card that regrows every 2 days. Non-golden version allows a maximum of 2 harvests per planting.
A specialty crop card in the 'Wicked' card class (alongside Mushrooms and Potatoes). Its gem sale price was increased in patch 1.0.6.
A specialty crop card in the 'Wicked' card class. HIDDEN TIP: Mushrooms grow normally with water on plowed land — NOT only on grass during rain. Multiple experienced players played for weeks without realizing this. Also essential for Dog runs since they do not require plowed land.
A utility card. Previously had a low draw priority bug (players reported it always being one of the last cards drawn). Fixed in patch 1.0.6. Card draw has weighted probabilities, not 100% random.
A staple crop in the 'Wicked' card class. Produces 3 potato yields per card (each worth 4 coins = 12 total). Has a 50% chance to regrow when harvested. COMMUNITY STRATEGY: Rush potatoes, forge them into a golden version before the Season 1 boss — this was one player's winning Dog run strategy.
An epic-rarity utility card. Players have questioned whether it was legendary in an older build, but current observed rarity is epic and the history still needs verification. Its exact effect is still being investigated by the community.
A crop card that costs 2+ energy to play. Harvesting it produces an 'Extra Cabbage' vanishing card. Known interaction: Big Spender scarecrow does NOT trigger with Cabbage if played as second card, or if using the vanishing Extra Cabbage (which costs only 1 energy).
A vanishing crop card obtained from harvesting Cabbage. Costs only 1 energy. Because it costs only 1, it does NOT trigger the Big Spender scarecrow (which requires the first card to cost 2+). Expires if unused.
A crop card in the Grains class. Grains class crops reduce tax pressure, making them valuable for maintaining a lean scarecrow count. Unlock requirement: Harvest 50 yields from fertilized crops.
A crop card with a key hidden mechanic: Rice can be planted directly on water tiles — no plowing required. This makes it exceptionally efficient on river-heavy fields and a strong pick for Dog runs. Golden Rice gives 2 harvests normally. (Note: Golden Brush on Rice currently causes a known bug granting infinite harvests.)
A utility card used to upgrade crops to golden rarity. When used on Rice, it currently causes a bug that grants infinite harvests (reported to developer). Normally intended to upgrade crops to their golden-rarity version with improved stats.
A crop card with a unique fire-resistance mechanic: if the plant has water stored, it does not catch fire. This makes it a strong choice for fire-hazard biomes or runs with high fire weather risk.
A utility/energy card. Players have reported drawing hands consisting entirely of Low Battery cards, suggesting it may have weight in the draw pool under certain conditions.
A 2-turn harvest crop that forms part of the garlic/carrot/beetroot trio strategy. Players report it can carry runs deep into endless mode (Season 7+). Works especially well with Pumptrioshka scarecrow for growth acceleration.
A 2-turn harvest crop. Has a hard cap on growth amount. Part of the garlic/carrot/beetroot trio. Beet Salesman scarecrow dramatically improves its value, making it probably the best of the two-harvest crops.
An unlockable crop card that forms part of the garlic/carrot/beetroot trio. All three harvest in 2 turns. Carrot is considered the most 'ignorable' of the three but still useful in the combo. Dev mentioned carrots as a quest example: 'Harvest 200 carrots to receive 50 extra gems.'
A high-value crop that grants luck points for every bok choy harvested. The developer confirmed: the more bok choys you harvest, the more luck points you gain, so growing them a few extra days before finishing a level is worth it. Player dusray called it 'insanely good'.
A late-game crop card that player dusray won with on their first run. Another player called it 'might be the best last game crop too for endless mode.' Strong carry potential for finishing seasons.
A high-performing crop that players call 'goated' and 'so good.' Reportedly carries almost every run it is used in. With good scarecrow setup, you can go infinite — scaling beyond what the game can throw at you. If you see Eggplant early, build around it.
A reliable crop card with unusual harvest timing. Players report that Olives can be harvested once, then left to mature into Black Olives; when they turn black, their harvest count refills and rises from 2 possible harvests to 3. They also synergize with a scarecrow that rewards not harvesting immediately.
A crop card with two upgrade paths available. One upgrade path produces an exhausting (vanishing) version. Multiple upgrade options make it versatile.
A utility card used for harvesting or clearing. Player chamadaflamers does not pick it up unless it is high rarity, suggesting low-rarity versions are underwhelming.
A high-rarity syringe card. When combined with Farmhand scarecrow, garlic, and carrot, it can create a 'near infinite' setup that dominates endless mode.
A watering card. Noodles pointed out that having a hose, a sprinkler, and an upgraded bucket all in one deck is too many different water types — players should focus on one form of watering for deck consistency.
A card with strong synergy with Cabbage. Player yivess confirmed 'waitress + cabbage $$' as a profitable combo. Exact effect is still being investigated.
A recurring crop that players describe as not being removed on harvest and regrowing every 3 days. Community discussion calls Tomatoes "eternal" like Figs, but exact rank differences and current harvest limits still need in-game verification.