Guide

Rarities and packs

The seven rarities, what a six-card pack actually rolls, how the guarantee works, and what to do with duplicates.

4 min readUpdated September 3, 2026

A pack is the main way cards enter the game, and the odds behind it are published rather than implied. This guide explains what the seven rarities mean, how a pull is decided, and what happens to the copies you did not need.

The seven rarities

In order: common, uncommon, rare, epic, legendary, mythic, chromatic.

The first five are what packs are built on. Mythic and chromatic are the chase tiers, and they are deliberately scarce — a standard pack ships with both weighted at zero, so they do not come out of it at all. Mythic cards are handed out through banners instead, and chromatic is the rarest thing in the game.

Rarity is not only a label. It sets the card's health bonus and mana surcharge in battle, its value on the marketplace, how much essence it is worth when disenchanted, and how many copies of it you may put in one deck.

What a pack actually rolls

A standard pack is exactly six cards. Each slot rolls a rarity first, then a card of that rarity from the pack's pool.

The shipped default weights are common 64, uncommon 26, rare 8, epic 1.6, legendary 0.4, mythic 0 and chromatic 0. Those numbers are percentages per card slot, and they are the whole story: a rarity weighted at zero cannot come out of a pack, under any circumstances. Every rule that can forbid a rarity is applied to the weights before the roll rather than to the result afterwards, so closing one gate never quietly raises another tier's odds.

Two consequences worth knowing. First, the rate shown in the app is the rate you get — measured over 200 000 simulated packs, epic lands at 1.01 times its stated weight and legendary at 1.10, and that 10% is the guarantee firing for unlucky runs. Second, a pack is always six cards; there is no hidden bonus slot topping it up.

Chromatic has one extra rule on top: at most one per pack, always, and a per-player cooldown after one drops.

The guarantee

Packs count how many you have opened without a legendary. By default, the hundredth pack of a given type forces one of its six slots to legendary. The counter is per pack type and per player, and it resets when you actually get a legendary — or anything rarer, since a mythic satisfies a legendary promise.

At the default weight of 0.4 the guarantee is a floor for the unlucky rather than a source of drops: only about a quarter of one percent of hundred-pack runs ever reach it. Premium subscribers reach it sooner, at 75 packs by default, and also carry a small weight boost on epic and legendary that comes out of common.

Limited runs and serial numbers

A card can be printed in a limited run. Once the run is exhausted, no more copies enter the game from any pack, and each copy carries a serial number recording where in the run it landed. A limited card can never appear twice in the same pack.

That scarcity is what the marketplace is mostly built around. A low serial on a small run is worth what somebody will pay for it, and the whole sale history is public, so the price is readable rather than folklore.

Mythic banners

Mythic cards arrive through time-boxed waves. A wave holds one or more mythics; you pick exactly one to chase, and only that card can drop for you.

The odds ladder is explicit. The first several pulls cannot hit at all, then a base chance applies, then the chance climbs with every further pull, and at a fixed pull count it becomes certain. Getting your chosen mythic closes the wave for you. Your target locks on the first pull, so choose before you start.

Some waves also accept essence instead of currency. Cards pulled that way are account-bound and cannot be sold or traded — the point of the essence route is to consume duplicates, not to mint new tradable supply.

Duplicates: essence, crafting and wear

Three things to do with copies you do not want.

Sell them. The marketplace runs on coins and takes a 10% commission that is destroyed rather than paid to anyone.

Disenchant them. Each card you disenchant is destroyed, and each one independently rolls a 70% chance to pay out essence; the rest burn for nothing. Rates rise with rarity. The bulk job always keeps at least one copy of every card you own and refuses to touch anything protected — favourites, listed cards, cards in a deck, on an expedition or in a chat. Mythic and chromatic can never be disenchanted; they are the output of the sink, not its input.

Essence is soulbound. It never converts to coins or gems. It buys pulls on essence packs, funds mythic banner pulls, and can be donated to your guild for guild experience.

Craft them. Five copies go in and something better comes out. Crafting can fail, and when it does the five sacrifices are burned — though each one may salvage into essence, with better odds the less worn it was.

Which brings up wear. Every transfer and every heavy event marks a card a little, wear is visible on the card, and it lowers what disenchanting pays. The Trader runs the only bench in the game that reverses it.

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