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Every pull is a roll. Here are the exact odds. Numbers here are the same numbers the game uses — they aren't marketing copy.
Each pull rolls against these weights. Weights sum to 1000; probability is weight divided by total.
| Rarity | Weight | Probability |
|---|---|---|
| common | 750 | 75.00% |
| rare | 150 | 15.00% |
| epic | 70 | 7.00% |
| legendary | 25 | 2.50% |
| mythic | 5 | 0.50% |
| Total | 1000 | 100.00% |
Each boost biases the per-rarity weights for a set number of pulls. When more than one boost is loaded the stronger one wins (Legend > Epic > Rare). Multipliers shown are applied to the base weight in the table above, not to the final percentage.
| Boost | Pulls | Cost | Rare | Epic | Legendary | Mythic |
|---|---|---|---|---|---|---|
| Rare Boost | 5 | 50 Seeds | 3× | 2× | 1.5× | 1× |
| Epic Boost | 10 | 200 Seeds | 1× | 4× | 3× | 2× |
| Legend Boost | 5 | 350 Seeds | 1× | 2× | 5× | 4× |
After 15 pulls in a row without a Rare or better, every rare+ outcome is 3× more likely on the next pull. After 20 pulls, the next pull is guaranteed to be Rare or better — Common weight drops to 0 until the streak breaks.
The set contains 115 cards, distributed across rarities as follows:
| Rarity | Cards in pool |
|---|---|
| common | 54 |
| rare | 33 |
| epic | 17 |
| legendary | 7 |
| mythic | 4 |
Inside a rarity, each card is equally likely. The per-card probability is the rarity probability divided by the number of cards in that rarity.
| Rarity | Per specific card |
|---|---|
| common | 1.3889% |
| rare | 0.4545% |
| epic | 0.4118% |
| legendary | 0.3571% |
| mythic | 0.1250% |
| Seeds pack | Price |
|---|---|
| 100 Seeds | $0.99 |
| 350 Seeds | $2.99 |
| 700 Seeds | $4.99 |