Live TCGPlayer market data · 10 games

Know what's in the pack before you rip.

Live expected value, profit odds & the full outcome distribution for every modern booster — across ten trading card games.

10 games 160 sets 800+ sealed products live prices 🎴 Rip a pack → The Rip Report — our blog →

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Instant search across every card in all 10 games — Pokémon, Magic, Lorcana, Yu-Gi-Oh!, One Piece, Star Wars, Digimon, Flesh and Blood, DBS Fusion World & Weiss Schwarz. Click a result to open its set.

🔥 Best value to rip right now

Every sealed product across all 10 games, ranked by expected profit margin — EV of the pulls vs the current TCGPlayer sealed price. Click any row to load it into the calculator.

How is this calculated?
  1. Slot model. Each pack is a fixed number of cards. The "interesting" slots (Rare, Hit, Foil…) each draw a rarity from community-estimate per-set pull rates; the rest are bulk commons/uncommons at a nominal $0.05.
  2. EV per pack = Σ (probability of rarity × average market price of cards at that rarity), summed across every slot.
  3. Live prices. Card prices are TCGPlayer market averages. Pokémon renders instantly from this site's regularly refreshed pokemontcg.io mirror, then revalidates against the live API in the background when the mirror is over an hour old; the other nine games are mirrored from TCGCSV's 2-hourly snapshot.
  4. Selling friction (~15% by default) approximates TCGPlayer's ~10.25% fee + $0.30/order + shipping + time. Toggle it off in the product panel to see raw market-price EV.
  5. Alt-arts & promos sharing a rarity code (e.g. "Manga", "Showcase", "Parallel") are excluded from the rarity bucket average so a single $1000 Manga variant doesn't drag the typical SR price up.
  6. Presale sets (release date still ahead) are in the calculator and have set pages, but aren't ranked here: until release the singles list is a handful of hype-priced chase cards and the sealed price is a presale ask, so their EV is speculation rather than a market.
  7. Odds is the exact probability that the rip's pulls cover its price — read off each product's full outcome distribution (the pack model convolved with itself once per pack, by FFT), not simulated. Margin is the average; odds are how often you actually come out ahead, and the two rank differently on purpose.
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Product

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30th Celebration booster pack

Expected value & profit/loss

Sealed cost
$0.00
Expected pull value
$0.00
Expected profit / loss
$0.00
0%
EV per pack
$0.00
= break-even pack price
Chance to profit (single pack)
0%

Pack contents & pull rates

Loading live prices…

Outcome distribution

EV is just the mean — this is the spread you'd actually experience. The tiles are read off the exact distribution of this rip (computed, not sampled); the bars are a Monte Carlo of 10,000 openings with the exact density drawn over them, so you can see the simulation converge.

Odds as you open more

Not a simulation. The odds engine convolves the pack model with itself — once per pack, by FFT — for the exact probability of being ahead after any number of packs, and works the chase odds in closed form. It's the answer to "should I open a box or just a few packs?"

Chase odds

How the exact odds are computed

A pack is a sum of independent slot draws — the same slot model shown in the pull-rate table, drawing specific cards from their live price pools. The engine places each slot on a fine money lattice with a mean-preserving split (so the lattice pack has exactly the model's EV), builds the single-pack distribution, then raises its Fourier transform to the N-th power and inverts it to get the N-pack distribution — the aggregate-loss FFT method from actuarial mathematics, with the grid padded so nothing wraps around. A single pack is enumerated outright, with no lattice at all.

Past the FFT budget (tens of thousands of packs) it switches to the Lugannani–Rice saddlepoint approximation evaluated from the pack's exact cumulant generating function, which is accurate to a fraction of a percent at that scale. Chase-card odds are closed form: 1 − (1 − q)N for a per-pack chance q. None of these numbers carry simulation noise; their only approximations are the community pull-rate estimates and the independence assumptions listed under limitations.

Simulate a single rip

Roll the dice on the chosen number of products and see what you actually pull.

Chase cards in this set

Top cards by live TCGPlayer market price — these drive most of the variance.

💎 Grading ROI — worth slabbing?

Pulled a chase card? See whether a PSA/CGC/Beckett submission beats selling it raw: expected slab value across grade outcomes, minus grading & selling fees, vs. the raw price today. Slab prices are estimates from the raw price (tiered multipliers with a slab-floor) — edit them with real eBay sold comps for your card. New to grading? Read our grading explainer and grading arbitrage guides.

fee + postage share — editable
of non-gems, ~75% land a 9, the rest ≤8
Estimated slab resale prices (editable)

Auto-estimated from the raw price whenever you change cards; your manual edits stick until the next card change.

Top grading candidates in this set

Every chase card in the set run through the same math at your current service, cost and gem-rate settings, using auto-estimated slab prices. Click a row to load it into the calculator above.

Grading fees are approximate published rates and change often; declared-value tiers, sub minimums and bulk requirements apply. Slab price estimates are rough heuristics, not market data — always check real sold comps before submitting.

Live thumbnails & market prices for every card in the set. Hover for full art — click for the TCGPlayer listing.

Assumptions & limitations