The best and worst blackjack hands depend on more than the number printed on your cards. A total of 20 gives you a strong position, while a hard 16 can leave you choosing between two unfavorable moves. But even those hands change in value depending on what the dealer shows.
At Noxino, understanding these differences can help you make more informed decisions at the blackjack table. This guide covers the strongest starting hands, troublesome totals, soft and hard hands, and how dealer cards affect your choices. You’ll also find a ranking based on published expected-value calculations.
Which Blackjack Hands Are the Strongest?
The strongest blackjack hand can mean three things: the best initial two cards, the highest final total, or the hand with the greatest expected return against a specific dealer card.
Unlike many other casino games, blackjack allows you to make decisions after receiving your initial cards. That makes starting hands such as 10, 11, and paired aces particularly valuable, even though their totals are lower than 20.
Natural Blackjack: Ace Plus a 10-Value Card
A natural blackjack consists of an ace and a 10, jack, queen, or king as your first two cards.
Under standard 3:2 rules, a winning natural blackjack pays 1.5 times your original stake in profit. Some tables offer 6:5 instead, reducing that profit to 1.2 times your stake.
If the dealer also has a natural blackjack, the result is a push, meaning your original wager is returned.
A 21 made with three or more cards does not qualify for the natural blackjack payout.
Totals of 20, 19, 18 and 17
A starting 20 is exceptionally strong because only a dealer 21 can beat it. Another 20 results in a push.
A total of 19 is also favorable but loses to 20 or 21. An 18 is more vulnerable, while 17 becomes particularly difficult against a dealer showing 9, 10, or an ace.
These totals also require different decisions depending on their composition.
For example, basic strategy generally calls for standing on hard 17 or higher. Soft 17 and soft 18, however, may require hitting or doubling against certain dealer cards.
Starting Pairs: Aces, Eights and Tens
Pairs give you the option to split your cards into two separate hands, provided the table permits it.
Published six-deck basic strategy charts generally recommend:
- Pair of aces: Split to create two new hands starting with an ace.
- Pair of eights: Split rather than play the combined hard 16.
- Pair of tens: Stand on 20 instead of giving up an already strong total.
Splitting requires an additional wager equal to your original stake. If you’re using promotional funds, review the conditions of any welcome bonus before assuming that an additional split wager is permitted.
Rules covering resplitting and drawing cards after splitting aces can also affect these decisions.
Opening Totals of 10 and 11
Starting totals of 10 and 11 are attractive because one additional card can produce a strong final hand. They also create opportunities to double down.
Under a common six-deck game where the dealer stands on soft 17, basic strategy recommends doubling an 11 against dealer cards 2 through 10. A starting 10 is generally doubled against 2 through 9, but hit against 10 or an ace.
Doubling requires another wager equal to your original stake, and you receive exactly one additional card.
The latest promotions may have separate conditions governing bonus-funded wagers, but promotional funds do not change the underlying blackjack probabilities.
Which Blackjack Hands Are the Weakest?

The weakest blackjack hands aren’t necessarily the lowest totals. Hands such as 5 or 6 leave plenty of room to draw another card.
The difficult hands are usually those where standing produces a weak final total, but hitting carries a substantial risk of busting.
Hard 16 and the middle totals of 12 through 15 are the clearest examples.
Why Hard 16 Troubles Every Player
A hard 16 is one of blackjack’s most uncomfortable positions.
Standing leaves you behind any dealer total from 17 through 21. Hitting creates another problem: drawing a 6 or any higher-value card causes an immediate bust.
The dealer’s upcard determines which risk is preferable.
For a six-deck game without surrender, basic strategy generally recommends standing on hard 16 against dealer cards 2 through 6 and hitting against 7 through an ace.
If late surrender is available, the calculation changes.
The Wizard of Odds surrender analysis recommends surrendering hard 16 against a dealer 9, 10, or ace under common four-or-more-deck rules, subject to hand composition and applicable conditions.
A pair of eights should be considered separately because splitting may be the better option.
The Awkward Middle: Hard 12 Through 15
Hard totals from 12 through 15 are commonly called stiff hands. They are high enough to create a bust risk but usually too low to beat a dealer who finishes with a strong total.
A hard 12 against a dealer 6 is generally a stand under standard six-deck strategy. That same 12 against a dealer 10 is normally a hit.
Hard 13 through 15 are typically played similarly, standing against dealer cards 2 through 6 and hitting against stronger upcards when surrender is unavailable.
This is why the dealer’s card matters more than simply labeling a total as good or bad.
Soft Hands Explained and How They Play
Soft hands are more forgiving because an ace can count as either 11 or 1 without immediately causing a bust.
That flexibility makes it possible to draw another card when a comparable hard total would carry greater risk.
However, having a soft hand does not automatically mean you should hit.
Spotting a Soft Hand
A hand is soft when an ace can count as 11 without taking the total above 21.
For example, an ace and a 5 form soft 16.
If you draw a 9, the ace changes from 11 to 1, giving you a hard 15 instead of a bust.
This flexibility is what separates soft hands from hard totals with the same displayed value.
Playing Soft Hands Well
Soft-hand decisions depend heavily on both the total and the dealer’s upcard.
Under the published six-deck, dealer-stands-on-soft-17 strategy chart:
- Soft 20 and soft 19: Generally stand.
- Soft 18: Stand against dealer 2, 7, or 8; double against 3 through 6 when permitted; hit against 9, 10, or an ace.
- Soft 17: Usually hit or double, depending on the dealer’s card.
- Soft 13 through 16: Generally hit against stronger dealer cards, with some doubling opportunities against weaker ones.
An immediate hit on a soft hand cannot cause a bust because the ace can be counted as 1. The hand can become hard after that card, however, making later decisions more restrictive.
Hard Hands and the Risk They Carry
Hard hands lack the flexibility of a soft ace.
Once a hard total gets close to 21, drawing another card becomes increasingly dangerous. That makes the dealer’s upcard especially important when deciding whether to hit, stand, double, or surrender.
The correct choice isn’t necessarily the safest-looking one. It’s the decision with the strongest expected value under the applicable rules.
Spotting a Hard Hand
A hard hand either contains no ace or has an ace that must count as 1.
For example, a 9 and a 7 form hard 16.
Drawing a 6 would take the total to 22 and bust the hand.
By comparison, an ace and a 5 also total 16, but that soft hand can absorb another card without immediately going over 21.
Playing Hard Hands Well
Hard totals can be grouped into three broad ranges.
Low totals, usually 5 through 8: Hitting is normally the preferred decision because one additional card cannot bust the hand.
Middle totals, 9 through 16: These need closer attention. A 9, 10, or 11 may offer a profitable doubling opportunity, while totals of 12 through 16 often require comparing the danger of hitting against the dealer’s likely final hand.
Higher totals, 17 through 20: Standing is generally the recommended play.
These guidelines follow conventional basic strategy, but exact exceptions depend on the number of decks and dealer rules. A basic strategy calculator from Wizard of Odds can help distinguish those variations.
What the Dealer Shows and How the Table Plays
Your cards tell only part of the story.
The dealer’s visible card affects the chance that the dealer will finish with a strong hand or bust. Meanwhile, table rules determine what actions you can take and how much a winning blackjack pays.
Both factors can change a hand’s expected value.
The Dealer’s Upcard and Your Hand’s Value
Dealer cards 4, 5, and 6 are generally considered weak because the dealer has a greater chance of busting.
According to Wizard of Odds’ dealer probability tables, a dealer showing 6 has the highest bust probability among the listed upcards under its six-deck, hit-soft-17 model.
Consider two contrasting situations:
Hard 16 against dealer 6: Standing is generally preferable because the dealer must continue drawing until reaching the required total.
Hard 16 against dealer 10: Without surrender, hitting is generally the recommended move because standing is unlikely to beat the dealer’s final hand.
The same principle applies to hard 12. Standing against 6 is usually appropriate, while hitting against 10 is generally favored.
Rule Changes That Move Hand Values
Blackjack rules affect the expected return of individual hands, even when the cards are identical.
Four differences deserve particular attention:
- Blackjack payouts: A 3:2 natural blackjack pays more than a 6:5 natural blackjack. Wizard of Odds calculates that changing from 3:2 to 6:5 reduces the player’s expected return by approximately 1.39 percentage points, all else equal.
- Deck count: Fewer decks generally improve player returns when other conditions remain identical. However, unfavorable rules can outweigh that benefit.
- Dealer soft 17: Requiring the dealer to hit soft 17 instead of standing generally favors the house.
- Late surrender: This option can reduce expected losses on selected weak hands by allowing the player to forfeit half the original stake.
These effects are documented in the Wizard of Odds blackjack rule variations.
Blackjack Hand Myths, Tested
Several common beliefs sound reasonable until you compare them with published strategy calculations.
Myth 1: Splitting tens creates a better opportunity.
Basic strategy generally favors standing on 20. Splitting sacrifices an already strong hand to create two uncertain ones.
Myth 2: A dealer 6 is bound to bust.
A 6 is a weak dealer upcard, but a bust is not guaranteed. Strategy accounts for probability, not certainty.
Myth 3: You should stand on every 16.
Standing can be correct against weak dealer cards, but hitting or surrendering may be preferable against stronger ones.
Myth 4: Every 21 receives a blackjack payout.
Only an initial two-card ace plus a 10-value card qualifies as a natural blackjack under conventional rules. A 21 reached after hitting generally receives an ordinary winning payout.
These distinctions are supported by published blackjack strategy charts and depend on the table’s rules.
Ranking Blackjack Hands by What They Are Worth

The most useful way to compare blackjack hands is through expected value (EV). This measures the average profit or loss from a particular starting hand over many repetitions, expressed relative to the original wager.
The following ranking uses calculations from Michael Shackleford’s Wizard of Odds Appendix 9.
Rule set: Six decks, dealer hits soft 17, 3:2 blackjack payout, doubling after splitting allowed, up to four split hands except aces, one card dealt to each split ace, and no surrender. The figures assume the dealer shows a 10 and has already checked that they do not have blackjack.
| Hand | Dealer Upcard Assumed | Expected Value (per unit bet) | Source |
| Blackjack (natural), A + 10 | 10 | +1.500 | Wizard of Odds |
| Starting 20, 10 + 10 | 10 | +0.559 | Wizard of Odds |
| Pair of aces, split | 10 | +0.182 | Wizard of Odds |
| Starting 11, 6 + 5 | 10 | +0.178 | Wizard of Odds |
| Soft 18, A + 7 | 10 | -0.143 | Wizard of Odds |
| Hard 12 to 15, 10 + 2 through 10 + 5 | 10 | -0.376 to -0.504 | Wizard of Odds |
| Hard 16, 10 + 6 | 10 | -0.535 | Wizard of Odds |
Figures are rounded to three decimal places. They represent the best available play under the stated rules, including additional stakes required when doubling or splitting. The natural blackjack figure applies only after dealer blackjack has been ruled out.
For example, an EV of -0.535 means an average loss of 0.535 units per original unit wagered over repeated occurrences of that exact situation. It does not predict the result of an individual hand.
The ranking also shows why comparing hands by total alone can be misleading. A pair of aces and an opening 11 may have more favorable long-run values than some higher totals because splitting and doubling create different opportunities.
Frequently Asked Questions
Hard 16 is among the most difficult starting hands, especially against a dealer showing 9, 10, or an ace. However, the weakest position depends on the dealer’s upcard, the cards making up your hand, and whether surrender is available.
A natural blackjack normally cannot lose under standard blackjack rules, but it can tie if the dealer also has a natural blackjack. This is called a push, and your original wager is returned. Other hands totaling 21 do not receive the same special treatment.
A soft hand contains an ace counted as 11 without exceeding 21, while a hard hand has no such flexibility. Soft hands can absorb one additional card without immediately busting, giving players more options when deciding whether to hit or double.
Playing two hands does not automatically improve your expected return per unit wagered. Each hand still follows the game’s mathematical probabilities, while your total financial exposure increases. Rules for multiple hands, including minimum wagers and splitting restrictions, can vary between tables.
A natural blackjack, consisting of an ace and a 10-value card, is the strongest starting hand. It typically pays 3:2, although some tables use 6:5, and it pushes against a dealer blackjack. This makes it the benchmark when comparing the best and worst blackjack hands.
