Card values and finishes

Mechanic

A card’s starting value depends on its rarity, design, border, roll group and foil.

Base value ranges

RarityStarting range
Common$0.30–$0.70
Rare$2–$5
Epic$10–$35
Ultra$100–$225

Value multipliers

VariantMultiplier
Basic border1×
Silver border1.15×
Gold border1.45×
Ex border1.85×
First Edition border2.5×
Full Art border3×
None foil1×
Standard foil1.8×
Inverse foil2.5×

Calculation

The design’s position in its rarity list sets a base value between the range endpoints. Starting value applies the border multiplier, then roll-group multiplier, then foil and set multipliers. The current set multiplier is 1.

Roll-group multipliers are 1×, 1.25× and 1.75× for Easy, Medium and Hard. The result rounds to cents; exact half-cent ties round to an even cent. Market changes can alter the value later.

Daily market changes

Each day selects a rising card category and a different falling category. A card may match both. The category step is 0.20–5.00 percentage points, rounded to two decimal places. Matching the rising category adds the step; matching the falling category subtracts it.

A separate 40% roll can add noise equal to the step divided by 2.5. The noise sign uses an integer roll from 0 through 99: 0–50 is positive and 51–99 is negative. The combined daily change rounds to two decimal places.

At a total change of at least 25% in either direction, a correction can pull the value back toward its starting price. Correction chance is the absolute percentage change, capped at 100%; correction size is 5 to the lesser of 50 and absolute change ÷ 2.1 percentage points.

Total change is limited to −80% through +200%, then rounded to two decimal places. Final price is starting value × (1 + total change ÷ 100), rounded to cents.

Cards (80)

Search Anime Shop Simulator