Card values and finishes
Mechanic
A card’s starting value depends on its rarity, design, border, roll group and foil.
Base value ranges
| Rarity | Starting range |
|---|---|
| Common | $0.30–$0.70 |
| Rare | $2–$5 |
| Epic | $10–$35 |
| Ultra | $100–$225 |
Value multipliers
| Variant | Multiplier |
|---|---|
| Basic border | 1× |
| Silver border | 1.15× |
| Gold border | 1.45× |
| Ex border | 1.85× |
| First Edition border | 2.5× |
| Full Art border | 3× |
| None foil | 1× |
| Standard foil | 1.8× |
| Inverse foil | 2.5× |
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.