So, you want to know just how rare that really cool and expensive card you pulled actually is? Or maybe you’re trying to figure out what the rarest card in TCG Card Shop Simulator is.
Either way, the card-opening system has quite a bit going on behind the scenes.
TCG Card Shop Simulator has now reached version 1.0, officially leaving Early Access on September 15, 2026. The full release adds more to the game, but the rarity system documented here is based on the game’s card-generation logic that has been analyzed previously. I haven’t found an official 1.0 announcement confirming a change to these specific probability values, so I’m keeping the code-derived numbers rather than guessing at new ones.
One quick clarification before getting into the numbers: when I say rarity here, I’m talking about the card’s border type. In the game’s code, “rarity” can refer to the type of card pack the card came from, such as Common, Rare, Epic, or Legendary. I still think rarity is much more fun to say than “border type.”
TCG Card Shop Simulator Card Rarity Probabilities Guide v1.0
These are the probability values documented from the game’s card-generation logic:
| Card Rarity | Chance |
|---|---|
| Full Art | 1/400 — 0.25% |
| EX | 1/100 — 1% |
| Gold | 1/25 — 4% |
| Silver | 1/12.5 — 8% |
| First Edition | 1/5 — 20% |
| Any Foil | 1/20 — 5% |
The foil chance is a separate check on top of the rarity.
For example, getting a Full Art is a 1/400 chance. If the card is then selected to become a foil, there is another 1/20 chance.
That gives a Full Art Foil a total chance of:
1/400 × 1/20 = 1/8,000
That’s 0.0125%.
So yes, those really are extremely rare.
How the Card Generation Works
When you open a pack, the game generates 7 cards.
Each individual card then goes through its own series of checks.
The process works roughly like this:
- The game generates a random number between 0 and 10,000.
- It checks the probability value for each rarity.
- The checks are performed from the rarest rarity down toward the more common ones.
- Once one of the rarity checks succeeds, the other rarity checks are skipped.
- If none of the rarity checks succeed, the card becomes a Base card.
The first check is for whether the card will be Foil, with a 1/20 chance.
After that, the game checks the rarity starting with Full Art, followed by EX, Gold, Silver, and First Edition.
This order is important because the rarities aren’t completely independent.
If a card succeeds the Gold check, for example, it doesn’t then continue checking to see if it should also be Silver. The process stops once the card gets a successful rarity result.
Does the Pack Type Change the Odds?
Based on the documented card-generation logic, the normal card rarity chances aren’t changed simply because you’re opening a different pack type.
That means Common, Rare, Epic, and Legendary packs use the same rarity probability system for the cards they generate.
Destiny packs are the exception when you’re talking about Ghost Packs, because Destiny packs have a different Ghost Pack chance.
There also isn’t a demonstrated difference between opening an individual card pack and getting a pack from a card box. The cards still go through the same basic generation process.
The Actual Distribution Over 10,000 Cards
The percentages above aren’t quite the final percentages you’ll see if you simply add them together.
That’s because the game checks the rarities one after another.
For example, a card that becomes Gold doesn’t get another chance to become Silver. Therefore, Silver has to survive all the checks above it before it can be selected.
After accounting for that dependency, the approximate distribution over 10,000 cards looks like this:
| Card Type | Cards per 10,000 | Chance |
|---|---|---|
| Full Art Foil | 1.25 | 0.01% |
| EX Foil | 4.99 | 0.05% |
| Gold Foil | 19.75 | 0.20% |
| Full Art | 23.75 | 0.24% |
| Silver Foil | 37.92 | 0.38% |
| First Edition Foil | 87.22 | 0.87% |
| EX | 94.76 | 0.95% |
| Base Foil | 348.87 | 3.48% |
| Gold | 375.26 | 3.75% |
| Silver | 720.50 | 7.21% |
| First Edition | 1,657.14 | 16.57% |
| Base | 6,628.59 | 66.29% |
These figures are rounded to two decimal places.
They also don’t include Ghost Cards or God Packs because those systems are determined at the pack level rather than being part of the normal individual-card calculation.
Ghost Packs and Ghost Cards
Ghost Cards are a separate rare card type, and they don’t simply use the normal rarity roll.
Instead, each pack gets a chance to become a Ghost Pack.
For a Tetramon pack, the chance is:
1/1,000 — 0.1%
For a Destiny pack, the chance is:
1/500 — 0.2%
If the Ghost Pack check succeeds, the last card in the pack is guaranteed to be a Ghost Card.
The Ghost Card itself has a 50/50 chance of having either a White or Black background.
It can also be Foil, using the normal 1/20 foil chance.
That means the chance of getting a Foil Ghost Card from a Tetramon pack works out to:
1/1,000 × 1/20 = 1/20,000
That’s 0.005%.
For a Destiny pack:
1/500 × 1/20 = 1/10,000
That’s 0.01%.
Ghost Cards are also treated as Legendary Full Art cards.
God Packs
God Packs are another special part of the card-opening system.
When you open a pack, the game generates a God Pack Roll Index. This determines the minimum rarity that cards in that pack can have.
A God Pack doesn’t necessarily mean that every card is automatically a Foil Full Art. Instead, the result establishes the minimum rarity for the cards generated in that pack.
The roll is made between 1 and 100,000.
The documented distribution is:
| God Pack Roll | Chance |
|---|---|
| 1st Edition | 0.5% |
| Silver | 0.31% |
| Gold | 0.25% |
| EX | 0.2% |
| Full Art | 0.07% |
| Ghost Pack | 0.05% |
| Foil 1st Edition | 0.12% |
| Foil Silver | 0.1% |
| Foil Gold | 0.049% |
| Foil EX | 0.02% |
| Foil Full Art | 0.009% |
| Foil Ghost Pack | 0.001% |
| Foiled Base | 0.2% |
The important part is understanding what the result actually means.
If you roll a 1st Edition God Pack, that is the guaranteed minimum. You can still get Gold cards or Foils inside the pack.
If you roll a Foil God Pack, you won’t get a non-Foil card.
A Ghost God Pack guarantees a Ghost Card, but everything else uses the normal odds.
A Foil Ghost God Pack makes every card Foil.
You can also still get a Ghost Pack even if your God Pack roll didn’t specifically guarantee one.
And if you happen to get both a Ghost Pack and a Foiled God Pack, the Ghost Card will also be Foil.
XP From Opening Cards
Opening packs doesn’t always give you the same amount of XP.
The XP depends on the rarity of the cards you receive.
Here are the documented XP values:
| Card Type | XP |
|---|---|
| Base | 1 |
| First Edition | 2 |
| Silver | 6 |
| Gold | 8 |
| Base Foil | 8 |
| EX | 15 |
| First Edition Foil | 16 |
| Full Art | 18 |
| Ghost | 18 |
| Silver Foil | 48 |
| Gold Foil | 64 |
| EX Foil | 120 |
| Full Art Foil | 144 |
| Ghost Foil | 144 |
So while a normal Base card barely gives you any XP, pulling something like an EX Foil or Full Art Foil gives a much larger amount.
How to See How Many Packs You’ve Opened
The game doesn’t provide an obvious in-game counter for exactly how many card packs you’ve opened.
One way that has been used to check this is through SaveEditOnline.
The basic process is:
- Open SaveEditOnline.
- Find your TCG Card Shop Simulator save file.
- The save is located under:
C:\Users\%userprofile%\AppData\LocalLow\OPNeonGames\Card Shop Simulator\savedGames_Release1.gd - The number at the end represents the save slot, so you may have a different number if you used another save slot.
- Drag the save file onto the website or open it through the browser.
- Search for:
m_GameReportDataCollectPermanent > cardPackOpened - The number beside it shows how many packs you’ve opened.
The site may warn that the file can’t be opened, but the guide’s method indicates that it can still be read.
For the 1.0 version, I’d still treat this as a save-editing workaround rather than an official in-game statistics feature.
Hopefully, the game eventually makes this information available directly.
Customer Trading Cards
Customers can also sell or trade cards to you.
The type of card that customers can offer depends on your store level.
This means you won’t start seeing Destiny cards from customers before you’ve unlocked the appropriate Destiny packs. Ghost Cards also become more common as your store level increases.
The documented customer-card values are:
| Level | Unlocked Pack | Destiny % | Ghost % | Foil Ghost % | Graded % |
|---|---|---|---|---|---|
| 0 | Common | 0% | 0.4% | 0% | 0% |
| 5 | Rare | 0% | 0.8% | 0% | 2% |
| 12 | Epic | 0% | 1.2% | 0% | 4% |
| 20 | Legendary | 0% | 1.6% | 0.016% | 6% |
| 25 | Destiny Common | 15% | 2% | 0.04% | 8% |
| 30 | Destiny Rare | 25% | 2.4% | 0.072% | 10% |
| 40 | Destiny Epic | 35% | 2.8% | 0.112% | 12% |
| 50 | Destiny Legendary | 50% | 3.6% | 0.18% | 15% |
Once the customer has selected a card, the card has an even chance of being any of the different borders, including Foil.
That works out to 1/12 for each border type, from Base all the way to Full Art Foil.
Ghost Cards are the exception because they use their own probabilities listed above.
For graded cards, the grade is uniformly random from 1 through 10 in the customer-trading system, meaning each grade is equally likely.
Card Grading
Card grading was added before the full 1.0 release and remains one of the biggest RNG systems in the game.
Once you send your cards to the grader, the service you choose does not determine whether you receive a better grade. The grading result is still based on the game’s random grading system.
The grade is determined when your cards come back.
The game first decides whether the card belongs to the Good Grade group or Bad Grade group.
The chances are:
- Good Grade: 96%
- Bad Grade: 4%
For the Good Grade group, the game then checks:
- Grade 10: 40%
- Grade 9: 40%
- Grade 8: 50%
- Grade 7: 50%
- Grade 6: 50%
- Otherwise: Grade 5
For the Bad Grade group:
- Grade 5: 40%
- Grade 4: 50%
- Grade 3: 50%
- Grade 2: 50%
- Otherwise: Grade 1
Because these are dependent checks, the final percentages aren’t the same as simply reading those numbers individually.
The resulting initial grading chances are approximately:
| Grade | Chance |
|---|---|
| 10 | 38.4% |
| 9 | 23.04% |
| 8 | 17.28% |
| 7 | 8.64% |
| 6 | 4.32% |
| 5 | 5.92% |
| 4 | 1.2% |
| 3 | 0.6% |
| 2 | 0.3% |
| 1 | 0.3% |
These figures mean that getting a Grade 10 is fairly common compared with getting a Grade 1.
Recent player discussions continue to describe the grading system as pure RNG, with Grade 10 occurring roughly 38.4% of the time and low grades being much less common.
Are Pack-Pulled Cards Guaranteed to Get High Grades?
No.
This is worth pointing out because it is an easy assumption to make.
A card coming directly from a pack is not guaranteed to receive a Grade 9 or Grade 10 when you send it for grading.
The grading roll is separate from the card’s rarity and from how you obtained the card.
So even if you pulled an extremely valuable Full Art card yourself, you can still get an unlucky grade.
Likewise, turning off customer trading doesn’t make your pack-pulled cards automatically receive higher grades.
Regrading Cards
You can also send a graded card back to be regraded.
This is risky.
The documented regrading roll gives you:
- 30% chance to increase by one grade
- 29% chance to decrease by one grade
- 41% chance to stay at the same grade
The card only moves by a single grade.
So trying to turn a Grade 9 into a Grade 10 is possible, but you can just as easily turn that Grade 9 into a Grade 8.
It’s one of those systems where you have to decide whether the potential improvement is worth risking the grade you already have.
What the Rarity Numbers Actually Mean
The biggest thing to understand is that the listed probabilities are individual checks, not completely independent percentages.
The game starts with the rarest outcomes and works downward.
That’s why the final distribution looks different from simply adding the listed rarity chances.
For example, Full Art has a 0.25% check, but the final chance of a non-Foil Full Art is around 0.24% because the Foil check and the dependent rarity process have to be taken into account.
The same idea applies all the way down to Base cards.
That’s also why Base cards make up the overwhelming majority of the cards you open.
1.0 and These Probability Numbers
With TCG Card Shop Simulator now entering version 1.0, the game is no longer simply an Early Access project. The developer announced the full release for September 15, 2026, with the 1.0 version bringing the game to its full release and adding new content such as playable Tetramon.
However, I would be careful about treating the old probability guide as an official developer-published table.
These numbers came from analyzing the game’s code, and the developer can change the underlying values at any time. I also couldn’t find an official 1.0 patch note that specifically says these rarity, Ghost Pack, God Pack, XP, customer-card, or grading formulas were changed.
So for now, these are best treated as the documented/code-derived probabilities, rather than permanent guarantees.
If a future 1.0.x update changes the card-generation logic, these numbers will need to be checked again.
The probability information here is based on analysis of the game’s underlying logic and is subject to change if the developer changes the system.
The rarity percentages should not be treated as guarantees. Getting a 1/400 card doesn’t mean you’ll necessarily see one after opening exactly 400 cards. Each roll is random.
The same applies to grading. A 38.4% Grade 10 chance doesn’t mean every five cards will give you two Grade 10s. You can get several 10s in a row, or several lower grades in a row.
That’s just how RNG works.
I hope this gives you a better idea of what’s actually happening behind the scenes when you rip open packs in TCG Card Shop Simulator 1.0.
And if you’re chasing that Full Art Foil, Ghost Foil, or Grade 10 you’ve been waiting for, good luck. You’re definitely going to need it.