The cards found in Back 4 Blood add a lot of depth to the chaotic title. Those that played and enjoyed Left 4 Dead are accustomed to joining lobbies with others and making their way through massive hordes of enemies with nothing more than their gun of choice and a health kit. But the introduction of cards into Back 4 Blood makes the entire affair more strategic, giving players the ability to create "a build."

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These cards give interesting bonuses that should appeal to a wide array of players, allowing would-be Cleaners to better explore and strengthen their own unique playstyle. Although the worth of these cards is dependant on the playstyle of the person using them, there are still quite a few that stand out from the rest of the group. Here's a look at some of the best of the bunch.

Patient Hunter

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  • Each second a player aims down the sights their damage increases by 10 percent (up to 30 percent total).

One of the biggest tips for beginner Cleaners is to never stop moving in Back 4 Blood. Those that are just starting out and learning the game will quickly become food for the horde if they stay in one spot for too long. Because of this, it's not recommended that those unfamiliar with the levels take Patient Hunter.

That said, players who are confident in their knowledge of each level and know their surroundings well can turn into absolute boss killers thanks to this card. Paired with a character like Jim, who gets a flat damage boost for each enemy killed with a precision shot (5 percent per kill up to 50 percent) so long as he doesn't take damage, and it's easy to see why Precision Hunter could dish out so much damage. Those that can find a safe spot out of harm's way and find themselves a powerhouse weapon like the Barret M95 can be a real boon to their team.

Double Grenade Pouch

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  • The player gains two additional offensive item slots but loses 10 percent damage.

At first glance, it's hard to recommend any of the cards that come with a negative caveat, since there are so many that are simply positive boons with no drawback. Still, there are some that offer up great value for teams, even with the penalty.

Double Grenade Pouch is a good example and actually works well for players that are support-heavy or have cards to counteract the damage reduction. Jim is another good Cleaner to bring along when this card is active, thanks to his team-wide 10 percent damage boost to enemy weak spots. Although a player's individual damage will be slightly worse against bosses, the ability to carry multiple grenades to clear hordes is well worth it.

Life Insurance

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  • Gain two extra lives but lose 50 copper at the beginning of each level.

Those who are just starting out (or finding it difficult to take some of the higher difficulties) might want to opt for Life Insurance. This card also comes with a downside, but it's easily negated for those that know what and where to look to find additional copper. In fact, players can play copper-gaining cards to help counteract the negative effect of Life Insurance.

Having two extra lives can mean the difference between victory and defeat, especially during brutal wave-based events.

Berserker

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  • Each melee kill (for 4 seconds after) grants 10 percent melee damage and speed while also granting 5 percent movement speed.

Those that love to cleave their way through the horde, rather than sit back with a firearm, will definitely want to pick up the Berserker card. This boost is a Melee-players best friend, offering up great bonuses to Melee Damage/Speed, and Movement Speed (so long as players are continuously killing Ridden with melee attacks).

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This card works insanely well with Holly, as she gets boons towards stamina, helping to create a melee powerhouse that can quickly and effectively bash through hordes of ridden.

Battle Lust

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  • Each melee kill heals the player for 2 health.

Those who want to really take their Melee build to the next level absolutely need Battle Lust, a card that helps players to heal on each successful melee-based kill. Pair that with Berserker for the increased damage and speed, lock-in Holly, grab the hatchet, and get to work clearing out the enemy horde for the team. This can be a great "tank build," helping to keep the aggro off the team while keeping players alive even in the middle of hundreds of Ridden.

In The Zone

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  • Gain 5 percent increased reload speed for each precision kill (lasts 5 seconds and can stack up to 10 times for a 50 percent bonus max).

The Ridden are insanely fast at times, quickly overwhelming players and backing them into corners. The only option is to put them down quickly but that can be an issue when a player is forced to reload so often. It's even worse for players that opt to take single-shell-reload Shotguns or LMGs into battle.

In The Zone helps to remedy this pain somewhat by greatly rewarding players who opt for headshots while they clear out the horde. This perk is especially good for LMGs and players that can control the recoil and hit weak spots often will find themselves reloading their massive firearms much faster.

Pep In Your Step

Back 4 Blood Minigun Case
  • Gain 10 percent movement speed for 5 seconds after a precision kill.

Movement is absolutely paramount to surviving most encounters in Back 4 Blood. Solid map knowledge can help players out of sticky situations but the easiest way to be overwhelmed in Back 4 Blood is to stand still. Ridden are simply too fast and too strong at higher difficulties to take them all on from a stationary position.

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Pep In Your Step can help players escape the clutches of the Ridden, rewarding them with additional movement speed to juke around their enemies should they consistently hit their precision shots.

Confident Killer

Back 4 Blood Infected Grabber
  • Gain a 1 percent damage boost each time the team kills a Mutation (up to 15 percent).

Easily one of the best cards for any Cleaner, Confident Killer rewards players not only for their contribution towards thinning the Ridden, but also gives them bonuses from teammate kills. Special mutations are rampant in some levels of Back 4 Blood, especially at higher difficulties, so it's easy to see this bonus stack quickly.

This card really shines during longer levels, giving Cleaners some serious firepower when stacked with other damage-boosting buffs.

Combat Knife

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  • Transforms regular melee attack into melee weapon attack.

The Combat Knife is a curious yet supremely useful card that transforms the player's standard melee attack into a "melee weapon." While this seems like a flat damage boost from the outside, it's actually much deeper (and more useful) than that.

By transforming the regular melee into the knife stab, players gain all bonuses they come across that stack with melee weapons. This includes things like Berserker and Battle Lust. Those that want the option to gain health and movement speed off their melee kills but don't want to lose a secondary firearm should definitely snag this card.

Two Is One And One Is None

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  • Allows players to carry two primary weapons but reduces swap speed by 25 percent.

Here's another card that comes packed with a negative side effect. Thankfully, like the others, the perk given greatly outweighs the penalty. Players who rock this card will be given the ability to carry and use two primary weapons instead of only be able to lug around one.

The negative is that swap speed will be considerably slower, thanks to a 25 percent reduction, but players who know when and where to swap weapons will benefit greatly from this boon. Carrying two primary weapons can be downright overkill and one could argue it's almost a necessity at higher difficulties.

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