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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?
- 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.
- EV per pack = Σ (probability of rarity × average market price of cards at that rarity), summed across every slot.
- Live prices. Card prices are TCGPlayer market averages. Pokémon comes live from pokemontcg.io on every page load; the other nine games are mirrored from TCGCSV's 2-hourly snapshot.
- 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.
- 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.
Pick a set
Product
Expected value & profit/loss
Pack contents & pull rates
Outcome distribution
Monte Carlo of 10,000 simulated openings. EV is just the mean — this shows the spread you might actually experience.
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.
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.
All cards in this set
Live thumbnails & market prices for every card in the set. Hover for full art — click for the TCGPlayer listing.
Assumptions & limitations
- Pull rates are community estimates, not official. None of TPCi, Konami, or Bandai publishes them. Real distributions vary between sets and printings — Yu-Gi-Oh! and One Piece pull rates are especially approximate since fewer pack-opening studies exist.
- Card prices for Pokémon are TCGPlayer market averages from pokemontcg.io, refreshed every page load. The EV uses the average across all cards in a rarity tier; the Monte Carlo and rip simulator draw specific cards from the tier (equally likely, rescaled so the mean still matches the EV) once live prices load, so the distribution tails reflect real card prices.
- Card prices for Yu-Gi-Oh! and One Piece come from the 2-hourly TCGCSV snapshot (no live in-browser API exists). Each rarity is averaged across every card carrying that rarity in the set.
- Sealed prices for all games come from the same 2-hourly TCGCSV snapshot (TCGPlayer's market feed). Local retail prices can differ substantially.
- Pack counts are nominal. ETBs and collection boxes occasionally ship with promo packs or pack-count revisions; the number shown is the most common configuration.
- Multi-variant products (e.g. Evolving Skies ETBs come in two artwork variants, Burst Protocol has 1st Edition vs Unlimited) are represented by one canonical TCGPlayer SKU — prices for the other variant can differ.
- Bulk commons/uncommons are valued at a nominal $0.05 each for EV. In practice they're rarely sellable individually.
- The rip simulator is independent draws per slot using the listed chances, with every card in a tier equally likely (short prints and print-run skews aren't modeled). Real packs also have correlations (e.g. guaranteed hits, anti-collision logic between rarity tiers) that the simulator doesn't model.
- Yu-Gi-Oh! / One Piece set logos aren't shown — pokemontcg.io is Pokémon-only and TCGCSV doesn't supply set-level artwork. Individual card images are taken from the TCGPlayer CDN.
- "Chance to profit (single pack)" is the probability that the hit slot alone exceeds the per-pack price — a conservative single-pack break-even.
- Selling friction (~15% by default) approximates the gap between TCGPlayer's "market price" and what a typical seller actually nets: ~10.25% transaction fee + $0.30/order + shipping you cover + time. Toggle it off in the product panel to see raw market-price EV instead.
- "Hit slot" baseline: when the random hit slot in a pack doesn't pull an Illustration Rare or chase card, modern packs still contain a Holo Rare-equivalent foil. The rate tables now include a "Holo Rare (baseline)" row absorbing that ~85% of cases, so EV no longer treats those slots as bulk filler.
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