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My Card Is Better Than Your Card! on Steam

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Become the coolest kid of the playground in this playful roguelike deckbuilder. Craft every card yourself with adorable stickers and wow your rivals in tug-of-war card battles full of wonder!

My Card Is Better Than Your Card! is a roguelike, card game and deckbuilding game developed and published by Utu Studios.
Released on October 06th 2025 is available on Windows, MacOS, Steam Deck and Steam Machine.

It has received 1,277 reviews of which 1,209 were positive and 68 were negative resulting in a rating of 9.0 out of 10. 😎

The game is currently priced at 9.61€ on Steam with a 35% discount.


The Steam community has classified My Card Is Better Than Your Card! into these genres:

Media & Screenshots

Get an in-depth look at My Card Is Better Than Your Card! through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10
  • Processor: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300
  • Memory: 4 GB RAM
  • Graphics: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics (Kaveri)
  • Storage: 3 GB available space
MacOS
  • OS: macOS 10.15
  • Processor: Apple M1
  • Memory: 4 GB RAM
  • Storage: 3 GB available space

Steam Price & Best Deals

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

101 hours played
April 2026
As someone who has beaten the game on Hard many times over with all the decks, beaten all the challenges, and nabbed nearly all the achievements, I strongly recommend getting this game. The atmosphere and gameplay make it a joy to dig into. There is a surprising amount of depth that I did not initially expect, which kept me coming back for more. What's Awesome: The game is so much fun. Like any rougelike, you need to learn the game (and not everything is offered up front), but each breakthrough you make will feel rewarding. The back-and-forth health bar mechanic works so well. I've never seen a game pull it off as well as this one. Some matches are blowouts (on yours or the enemy's part), but most have a tense back-and-forth that makes it exciting to play. The mechanics of each of the cards being whatever you want gives endless possibilities. Especially on easy and medium runs, you can deploy a variety of strategies. The artwork is a joy. I've spent time admiring it, sharing screenshots of stuff with friends, and just making silly looks. What Could Improve: The main critique I see is about balance, but I think it's less about balance rather than the game communicating two different things to the player. On one hand, players are encouraged to tinker with sticker allocations and you're even given themed decks to try all the stickers. Therefore, you're given an impression that you can win by committing to a certain theme or running virtually any sensible build. However, especially on harder difficulties/challenges, the reality is there is only one build best suited to beat bosses: build one card that gives you more candy you can dream of, build 1-2 high-scoring cards, and get a dragon/gator or two to cover enemy power spikes (as icing on the cake, get an octopus or mouse, but honestly not necessary). I think these issues are caused by the limited Boss pool, and I think regular encounters give people much more flexibility to change their playstyle. If players had some options for the bosses they faced, or bosses were tailored more to the themed deck, then it may make this experience smoother. I honestly don't think any cards need to be nerfed, though some could be buffed (especially tokens, more on that below). Tokens are a great idea in theory, but they're rarely an optimal choice in practice on medium, hard, or challenges. I've been able to beat a few hard runs with them as my main build, but they often require you getting an enormous amount of support at the right intervals to sustain it. While for enemies, they can churn out tokens and immediately capitalize on them with ease. I found most of the time I was just unwinding the theme of the token decks and transitioning them to the strategy I mentioned earlier. I don't know what the solution is here--maybe more specialized toys? One thing I thought of was a toy that prevented token removal/theft once per combat. One recurring complaint I see is being forced to add a card. Once I learned the game, I found that is rarely a bother because it's a good check on your deck becoming too broken and you often come by enough useful stickers to manage the deck growth. Perhaps increasing the odds of the removal event could tamp this down or make it an option in a large shop or other event. Some players have pointed out valid UI issues too. Sometimes you unintentionally click, and you get committed to a run tree you didn't intend to select or you pick the wrong card to trade. If your run is already going well, it shouldn't hurt but it is frustrating. These choices need to be made more obvious or have a back button. My last critique are two of the few remaining achievements I haven't gotten. One doesn't seem possible--beating a run with no toys. After all this time, I actually have no idea how to get rid of toys, and since you start with one at the start of a run, this one seems impossible to get (skill issue as I see some people have it?). Second, is the mouse with the top hat. Purely luck-based, with a very, very low chance of happening since they're both very rare stickers. I hate RNG achievements like this because I don't want to waste my time going through run after run after never seeing the right combo. The game should at least increase the odds once it's seen you beat everything on hard and all the challenges, but I recommend removing this achievement altogether because it doesn't reward the player as the circumstances are beyond their control. What I hope to see: I would love an opportunity to make sets/dioramas with the stickers. Would be fun to have color variants for all the stickers too! More challenges and more boss variety (especially in the final boss circuit). Character customization. DO NOT ADD ANYMORE STICKERS/DECKS. I think there's a healthy amount now, and I think there's a risk of diluting the pool with more.
40 hours played
March 2026
TL;DR: This is an amazing card battler with card creation as a central mechanic. Has a few balancing issues right now that will hopefully be addressed in future updates. Well worth your money if you love card battlers and think creating your own cards in a Roguelite sounds fun. 9/10 This is a delightful roguelike card battler. The star of the show is the card crafting via the stickers the game hands out. The player is given full freedom to mix and match stickers on their cards however they see fit. You can always remove the stickers later and reuse them on other cards so it's non-committal. This is by far the highlight of this game and thankfully it's the central mechanic. Figuring out card combos feels extra satisfying because you're creating the cards yourself. Some of my favorite moments in this game are when I spend 5-10 minutes thinking about how to optimize my deck around a new sticker I just got. The presentation in this game is top notch. The art is gorgeous. The music is incredibly catchy. The sound effects and visual effects are satisfying. It feels very complete. I want to call out how awesome it is that several stickers have unique animations to them, like the Fish tokens that swim around on the board, the Plant tokens that sprout from the ground, how the Alligator chomps away all the Tokens on the board, how the Dragons swoops in to breathe fire on everything in play, how the Snake tokens coil around the Fav Meter, etc. I can tell that a lot of work went into this and it has greatly paid off. I play on Normal difficulty and it hits a sweet spot for me. It's really easy in Week 1, then gets harder in Week 2, culminating in a challenging Week 3. You will lose runs in Week 2-3 if you're careless. Currently the game is in early access so there are some balancing worries, but it's nothing that a patch can't fix. The most unbalanced thing I've run into so far is one enemy being disproportionately strong compared to the other opponents but that can be circumvented by avoiding that opponent at all costs. Some decks also feel too weak compared to others. Hopefully this will be addressed in the future as well. This game has quickly become one of my favorite digital card games. I have literally dreamed of a game with the card creation system from Super Dragon Ball Heroes: World Mission but with more satisfying card battling and this game is exactly that. This game did to me what Balatro did to most people. I am hooked. I can't stop playing it.
20 hours played
Feb. 2026
Man, this game is so fun. Don't be fooled by its cute visuals. Underneath lies a deeply rewarding crafting mechanic. You have the freedom to creatively craft your own powerful cards by combining stickers on them. This lets your strategy run wild and makes every run intense. It also perfectly captures a childhood atmosphere with its colorful art style and charming soundtrack. Every deckbuilder fan MUST play this!
108 hours played
Feb. 2026
A delightful game with a lot of potential but also some rough edges. I personally adore the artstyle, the joy of making your own cards and creating funny little scenes, and the surprisingly deep gameplay and uncompromising difficulty. The core mechanics of being able to choose between more energy or card draw on your turn, the intense back-and-forth battles, and the amount of fun disruptive cards to feel like you can punch up against tougher opponents all contribute to a robust deckbuilder experience underneath a wonderfully charming exterior. I want to preface my critique with the fact that I love this game even in its current state, and my appreciation for it is what makes me look for the changes that could make this game legendary. My issues arise with the randomness that comes with getting a powerful lategame build. Getting a holographic or golden sticker that fits your deck's strategy is a MASSIVE power boost, but on some playthoughs all the holographics and golden stickers that show up will be weak and irrelevant to your deck. Some events like the treasure hunt and dinosaur dig can also vary wildly in terms of how many rewards they give you, from a single useless sticker to 5+ ones with no ability to make meaningful choices. I'd also like to see more stickers that allow for interplay between different archetypes: the detective stickers in particular are really fun but pretty much only benefit from other detective stickers- maybe a "red herring" sticker that places clues based on fish or similar ideas would be much appreciated. Overall, I want more opportunities for skill and decision making to help shape a deck or pivot into other archetypes to make use of the rare stickers you get. Still, absolutely worth your time even in its early access state, there's plenty of content on offer!
139 hours played
Jan. 2026
My Card is Better than Your Card! Is a SUPER fun deckbuilder game where you make your own cards by combining stickers that have crazy effects! At this point I have played this game for many hours, without realizing just how much time I have spent on it. Its a bit of a time suck, but if you’re a Balatro girly, you are probably already used to this! The game has adorable aesthetics, cute music, cute characters, and room for creativity with the ability to customize the stickers. In my review I will talk about aspects of this game I liked, didnt like, and would like to see changed as it grows in early access. Steam deck compatibility: This game plays beautifully on the steam deck. 0 issues running it, no crashes, no lag. Its great for the steam deck gamers. Balancing: A lot of the reviews are complaining about the balancing. Personally I do not think the bosses are too hard, in fact I think most of them are too easy because of Leo’s difficulty spike. Leo is pretty easy on Relaxed mode, challenging on Normal, and a beast on difficult. Personally I have no issue with Leo being a beast on the highest difficulty. Its “difficult” for a reason. HOWEVER, I feel as if the opponents before him should be scaled a little harder so its less of a difficulty spike. My deck will absolutely OBLITERATE the other opponents but then you get to leo and see that your build is missing something to counter him properly. Many people have complained that you need to have only certain meta builds to beat Leo. I disagree with this. I have been able to beat him with token builds, epic card builds, slow buildup builds, ect. Its really about having a well versed deck. This is the case with any videogame yes? You wouldnt expect to beat a final boss in a different game with just a powerful sword and no armor, no potions, ect. So having a well rounded deck is key. So while I dont think leo is too hard or unbeatable whatsoever, I do think that the opponents before him should scale a bit better leading up to him so you arent going from 0 to 100 and you have more of an idea where your deck has weak points before you get to the final boss. Another aspect of the balancing I would like to talk about that I dont like so much is the chance of getting the specific stickers for your deck on harder difficulties. I have now beat 20+ runs and I can confidently say on difficult mode, the likelihood of getting stickers that go with your starter deck feels next to 0. I actually tested this. I said “I want to go for a flower build” but I clicked the robot starting pack instead on hard, and low and behold, I found SEVERAL flower booster packs, not a single robot one. So honestly if theres a build you are aiming for on difficult, dont pick that starter pack. I honestly dont like that aspect of the game. I understand decreasing the likelihood of finding the stickers to go with your deck to up the difficulty curve, but imo its too much. Having a flower starter deck on hard mode and not finding a single sunflower sticker only having the one cherry blossom from the starter feels like 0 point in even picking that as a starter deck. Something I would like to see added to the game is an endless mode! Sometimes I am just loving my deck and I want to take it further! After our win let us go into endless mode like Balatro just to see how far we can take our build just for fun. Adding/removing cards. Many people have mentioned how annoying it is how few options there are to thin your deck. I do agree, but I also understand that keeping more than a couple of cards in your deck is part of the balancing. However, I do feel like it should change just a little for more freedom. Maybe either by making adding a new card optional on some days, OR make it so we can sell a card or two at the flea market. Having so little freedom to remove cards makes it so I never buy ANYTHING at the flea market because its just not worth having TWO new cards i dont want added to my deck. Toy Balancing: Honestly I feel like some of the toys are useless while others are OP. If you have the one that gives you stars per candy earned, that one is goated. Meanwhile theres the one that gives you only 3 dinky stars at the beginning. I do get this again relates to balancing, if all the toys were OP, whats the fun in that? Basically my point is if I could have it my way, I would make some of the OP toys nerfed, and some of the lame ones boosted. Holographic / Golden stickers: One thing I think its MEGA doodoo is how come when I trade a card or my sticker sheet with a holographic or golden sticker, they never give me one in return? These rare stickers deserve more trading power. When you get one useless to your build it literally doesnt even help you in trades, it just gives you an extra coin to sell back to the store which is lame. Sorry it seems like I am complaining so much! I really really love this game. Even if they never updated it again, this is a game I will return to. However I feel like with it being in early access, there are so many small things that can be tweaked for a better playing experience. I am so looking forward to how this game will evolve and I will continue to try and get all my friends to try it.

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Frequently Asked Questions

My Card Is Better Than Your Card! is currently priced at 9.61€ on Steam.

Yes, My Card Is Better Than Your Card! is currently available at a 35% discount. You can purchase it for 9.61€ on Steam.

Yes, My Card Is Better Than Your Card! received 1,209 positive votes out of a total of 1,277 achieving a rating of 8.95.
😎

My Card Is Better Than Your Card! was developed and published by Utu Studios.

Yes, My Card Is Better Than Your Card! is playable and fully supported on Windows.

Yes, My Card Is Better Than Your Card! is playable and fully supported on MacOS.

No, My Card Is Better Than Your Card! is not playable on Linux.

Yes, My Card Is Better Than Your Card! is playable on Steam Deck, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

Yes, My Card Is Better Than Your Card! is playable on Steam Machine, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

No, My Card Is Better Than Your Card! does not support VR.

My Card Is Better Than Your Card! is a single-player game.

No, My Card Is Better Than Your Card! does not currently offer any DLC.

No, My Card Is Better Than Your Card! does not support mods via Steam Workshop.

No, My Card Is Better Than Your Card! does not support Steam Remote Play.

Yes, My Card Is Better Than Your Card! is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for My Card Is Better Than Your Card!.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 25 October 2026 00:14 UTC
SteamSpy data 19 October 2026 18:46 UTC
Steam price 28 October 2026 04:28 UTC
Steam reviews 19 October 2026 17:55 UTC

If you'd like to dive deeper into the details about My Card Is Better Than Your Card!, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about My Card Is Better Than Your Card!
  • SteamCharts - Analysis of My Card Is Better Than Your Card! concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck My Card Is Better Than Your Card! compatibility
My Card Is Better Than Your Card!
Rating
9.0
1,209
68
Game modes
Features
Online players
145
Developer
Utu Studios
Publisher
Utu Studios
Release 06 Oct 2025
Platforms