Comics Masters

Rarity

How a card’s rarity is decided

Each of the 204,534 cards is a real Marvel, DC or indie issue (Image, Dark Horse, Valiant, Archie, IDW, Boom!...). Its rarity reflects the place it has taken in comics history. Neither market value, nor the price of a copy, nor your wallet comes into it.

The score

Where rarity comes from

  1. I

    First appearances

    Each issue is scored on the characters and teams who debut in it, and on what they became: a hero who has since appeared in thousands of issues weighs far more than a forgotten extra. A cameo or an unnamed first appearance counts less.

  2. II

    The era

    A character born two years ago has not had time to build a career yet. Since 2005, an issue is therefore compared with the debuts of its own era, not with those of the 60s.

  3. III

    The #1s

    A #1 that launches a major series earns points based on how important the series is, even without a big debut.

  4. IV

    Cult issues

    An issue reprinted on its own or often referenced by other series also earns points, up to a limit: fame alone does not make a legendary.

Each publisher’s issues are then ranked by score. The top 0.15% are Legendary, the next 1.5% Super rare, then 7% Rare and 25% Uncommon. Everything else is Common.

The catalog

The five rarities

  • Legendary

    The first appearances that changed history: Spider-Man, the X-Men, Superman, Batman.

    For example: Amazing Fantasy (1962) #15, Action Comics (1938) #1, Incredible Hulk (1962) #181.

    Cards
    341
    Share
    0.15%
    Sell value
    500 to 2,000
  • Super rare

    Major debuts and cult-classic issues.

    For example: Ultimate Spider-Man (2000) #1, Spider-Gwen (2015) #1, Batman (1940) #497.

    Cards
    3,402
    Share
    1.5%
    Sell value
    100 to 400
  • Rare

    Issues that matter in a hero’s history.

    For example: Fantastic Four (1961) #256, Amazing Spider-Man (1999) #700, Iron Man (1996) #1.

    Cards
    15,755
    Share
    7%
    Sell value
    25 to 75
  • Uncommon

    Characters who mattered, series that lasted.

    Cards
    35,710
    Share
    25%
    Sell value
    10 to 20
  • Common

    The backbone of any collection, and the currency of your trades.

    Cards
    149,326
    Share
    the rest
    Sell value
    5

Selling a duplicate earns you coins. Within the same rarity, higher-scored issues are worth more.

The pulls

The odds in a pack

A pack holds five cards. The first four are drawn at random, the fifth is at least Uncommon. One pack in 10 is golden: its last card is at least Super rare.

RarityCards 1 to 4Card 5Golden card 5
Legendary0.1%0.5%8%
Super rare0.7%4.5%92%
Rare4.2%30%-
Uncommon23%65%-
Common72%--
  • On average, a Legendary about every 65 packs, a Super rare every 7.
  • Guaranteed: after 99 packs in a row without a Legendary, the 100th has one.
  • Events: during an event, Super rares and Legendaries come out twice as often in the featured pack.
  • Themed packs: if a pack has no card of the rarity drawn, it gives the closest one below. A family with fewer than 5 Legendaries draws its own from the whole catalog of its publisher: the Legendary stays a surprise.

Variants

Variant covers

Many issues have several covers: one by another artist, a homage cover, a themed series. When a card that has variants comes out of a pack, it has a one in 30 chance of being one of them. A variant card has a second pearl border.

Ratio variants (1:25, 1:50, 1:100...), which publishers kept for retailers, are rarer among themselves: a 1:100 comes out four times less often than a 1:25.

  • Same rarity as the regular cover, and a sell value 3 times higher, 10 times for a ratio variant.
  • An issue counts once: owning its regular cover or one of its variants is the same for the album, completed series and the leaderboard.
  • A separate card for everything else: a variant can be traded, sold and auctioned. A card’s page shows every cover of its issue, and the ones you own.

Questions

The reading pack

Every half hour of reading on Comics Tracker earns a pack. Its first card comes from the comic you read, the other four are drawn normally.

The rarity of that first card is drawn with the odds of cards 1 to 4, then the game picks an issue of the comic in that rarity, or in the closest one below. So reading a cult comic does not give you more Legendaries: reading chooses which card you get, not its rarity. If the comic has no card common enough, the first card is drawn normally.