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A Practical Guide to TCG Rarity System Design

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Henry He

Co-founder and Technology Lead at EZRA Card

Specializing in printing, printing materials and IT systems.

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Table of Contents

TCG rarity system design determines how often players encounter particular cards, how accessible decks remain, and how rewarding booster packs feel to open. It is more than a label printed in the corner: it connects game design, player psychology, product economics, and long-term card availability.

This guide explains how to choose rarity tiers, assign cards to them one card at a time, calculate pull rates, plan pack contents, and test whether scarcity creates a healthy player experience. It is written for designers and independent publishers building a first or second TCG release.

The central design question is not “Which cards should be rare?” It is “How much complexity, gameplay impact, player demand, and scarcity can this card carry without damaging play or trust?”

TCG rarity system design with custom cards and booster packs

Important: The numbers in the examples below are illustrative. Actual rates depend on pack size, product mix, and whether cards are weighted individually or by slot.

What Is a TCG Rarity System?

Rarity tiers, pull rates, and market value

At its core, TCG rarity system design has three connected layers:

  1. Rarity tiers are what players see on the card: Common, Uncommon, Rare, Mythic, Special, or another naming scheme.
  2. Pull rates are the production rules that determine how frequently a tier or a particular card appears.
  3. Market value and availability are outcomes of supply, demand, competitive relevance, collectability, and future reprints.

These layers influence one another, but they are not interchangeable. A card can be rare and inexpensive if nobody wants it, or common and valuable if it is a widely played staple. Rarity creates a supply condition; it does not create demand by itself.

Why many TCGs use rarity

Rarity can serve several purposes at once:

  • It gives players a reason to collect and open sealed products.
  • It controls how often complex or swingy effects appear in Limited play.
  • It helps publishers create products at different price points.
  • It creates room for premium treatments without making every card equally collectible.
  • It provides a language for discussing availability.

None of these purposes is mandatory. A small game might use a flat distribution, a fixed-deck model, or cosmetic rarity only. The right question is not “How many rarities does a real TCG need?” but “Which player experience should rarity shape in this game?”

Pokémon Charizard trading card

Source: Flickr.

Rarity is not power level

High rarity should not automatically mean “strongest card.” A useful rarity decision considers at least four variables:

  • Complexity: How many rules does the player need to remember?
  • Frequency: How often should the effect appear in a draft or sealed pool?
  • Swinginess: How much can the card change the outcome of a game?
  • Availability goal: Should a competitive player need one copy, four copies, or a whole playset?

Players playing Magic: The Gathering

Source: Wikimedia Commons.

Some high-rarity cards are exciting because they are unusual rather than dominant. Conversely, commons and uncommons often need to contain reliable, playable effects so that Limited and budget Constructed decks function.

A card-by-card rarity decision matrix

Use the questions below as a review tool for each card. They do not add up to a score that automatically assigns rarity: the right answer depends on the format and the role of the card. Mark each factor low / medium / high, then discuss any conflicts with the set's goals.

FactorAskWhat a high rating may suggest
Complexity and wordinessHow much does a player need to remember or track?In Limited, consider moving the card out of Common, simplifying it, or providing stronger reminders.
Effect size and game impactHow much can this card change the result of a game?Reduce its frequency, narrow its effect, or make sure common answers can interact with it. Rarity alone does not fix an overpowered card.
Limited impactDoes it routinely decide games or invalidate an archetype?Test its frequency in draft/sealed simulations; a high-impact card may need a lower frequency or a redesign.
NarrownessIs it useful only in a specific matchup or deck?A narrow card can often sit higher without becoming a required purchase, but check that its deck has enough support at lower rarities.
Breadth / splashabilityCan many decks use it with little cost?High demand plus low supply can make a card an access bottleneck. Consider a less scarce version or a reprint plan.
World or character associationIs the card a signature moment or character?This can support a premium treatment or collector variant, but flavor alone does not require gameplay scarcity.

This matrix adapts the design dimensions discussed in Mark Rosewater's “Quite the Rarity.” It is a starting point for playtesting, not a universal rulebook for every TCG.

The Role–Pressure–Access–Experience framework

Use four connected checks—Role, Pressure, Access, and Experience—rather than a score that automatically assigns a tier:

  1. Role: Identify the card's job. Is it a basic resource, a common answer, an archetype signal, a build-around, a finisher, or mainly a collector-facing version?
  2. Pressure: Estimate its complexity, swinginess, and how often the effect should appear in a Limited pool. High impact is a reason to test or redesign a card, not a reason to hide it at Mythic.
  3. Access: Ask whether players need one copy, four copies, or a full playset, and whether several popular decks need the same card. A high-demand staple should not become inaccessible simply because it is powerful.
  4. Experience: Model what happens when the card joins the full set. How soon will players see it, how often will it duplicate, and will its scarcity feel appropriate for its role?

After all four checks, choose the lowest tier that fits. Move a card upward only when its complexity, frequency, specialization, or collector purpose gives players a clear reason for the distinction.

This order matters. Starting with “How exciting would this card be as a Mythic?” encourages artificial scarcity. Starting with the card's role keeps gameplay and access decisions visible.

Worked example: one card, three possible rarities

Imagine a card called Tactical Recall: “Return one unit to its owner's hand, then draw a card.” Its rarity depends on context, not on the name or the fact that it is useful.

Version of the cardLikely tierWhy
A simple, limited-strength answer that every deck can useCommon or UncommonPlayers need access to basic interaction, and the effect is easy to understand.
A flexible answer that can also protect your own key unit and repeatedly generates tempoUncommon or RareHigher swinginess and broader use justify lower frequency, but it should not become a four-copy access bottleneck without a plan.
A showcase version with the same gameplay text and special artPremium treatmentIts collector value comes from presentation, not from making the functional card harder to obtain.

The example illustrates the core rule: rarity should communicate a card's role and intended availability. It should not be used as a late-stage patch for balance problems.

How Many Rarity Tiers Should Your TCG Have?

Three tiers: Common, Uncommon, and Rare

Three tiers are easy to explain, print, and balance. They are a strong starting point for a first release, especially when:

  • the set is small;
  • the print run is uncertain;
  • the game is primarily Limited or starter-deck driven; or
  • the team is still learning how its audience collects and plays.

A three-tier system can still include foils or alternate-art cards as treatments rather than additional gameplay rarities. This keeps the availability rules simple while preserving a premium collecting layer.

Four tiers: adding Mythic, Epic, or Special

A fourth tier creates a clearer chase layer. It can work well when the game has enough cards and demand to support a genuinely scarcer tier.

Before adding it, answer three questions:

  1. Is there enough design space for the tier to contain cards that feel distinct?
  2. Can the planned print run place enough copies in circulation for interested players to obtain them?
  3. Will the tier be meaningful in play, collection, cosmetics, or some combination of the three?

If the answer to all three is no, the extra tier may add confusion without adding value.

Five or more tiers

Five or more tiers can support a mature product line with multiple set sizes, premium products, and an established collector audience. They also increase the burden of naming, icon design, collation, quality control, and customer communication.

More tiers do not automatically create more excitement. They create more decisions and more chances for two tiers to feel indistinguishable.

A practical selection method

Score each proposed tier against these factors:

FactorQuestion
Player needDoes the tier communicate a meaningful difference?
Design spaceCan it hold enough cards with a consistent role?
SupplyWill enough copies enter circulation?
Pack experienceWill the tier appear often enough to feel fair and understandable?
CommunicationCan a new player understand it quickly?

If a tier does not score well on at least two or three of these factors, consider removing it or making it cosmetic.

The set-level rarity audit

After assigning individual cards, audit the whole card pool. A tier can look sensible one card at a time and still create a frustrating set when its cards are combined.

Audit questionWarning signDesign response
Can a new player build a functional deck from common and uncommon cards?Essential interaction or resources appear only at Rare or above.Move core effects down, add starter access, or provide functional equivalents.
Does each tier have a recognizable job?Two tiers have similar complexity, power, and collector appeal.Merge them or give one tier a clear mechanical or cosmetic purpose.
Are the most demanded cards also the scarcest?Several popular decks need the same high-rarity card.Increase availability, add reprints, or create a lower-rarity version with the same role.
Does the set create enough variety per box?Players see repeated copies before seeing enough different cards to understand the set.Adjust slot weights, tier sizes, or duplicate rules.
Can the rarity language be explained in one paragraph?Players need a chart to understand what each icon means.Reduce tiers, simplify names, or separate gameplay rarity from premium treatments.

This audit is the article's practical stopping rule: do not approve a rarity system because every individual card has a plausible label. Approve it only when the complete card pool produces a clear, playable, and attainable collection path.

What Goes in Each Rarity Tier?

Common: the foundation

Commons should be understandable, useful, and frequent enough to form the basic grammar of the game. They commonly carry:

  • simple attacks, defenses, resources, or movement effects;
  • cards that teach a faction or archetype's identity;
  • low-risk synergy pieces;
  • answers that Limited players need to see regularly.

Commons do not have to be weak. They should usually be lower in complexity and swinginess, not automatically lower in strategic value.

Uncommon: the bridge

Uncommons are often the largest design space. They can introduce:

  • medium-complexity mechanics;
  • cards that reward drafting around a theme;
  • build-around pieces that need support;
  • stronger but narrower answers.

An uncommon should be interesting when opened without being so universal that every Limited player takes it immediately.

Rare: payoff and specialization

Rares can carry larger effects, narrower strategies, or effects that would appear too infrequently at common. They are often attractive to Constructed players, but not every rare needs to be a tournament staple.

When evaluating a rare, ask whether its scarcity is doing useful work. If the card is required in every competitive deck, low availability can become a barrier. If it is a narrow build-around, rarity may be less harmful because only a smaller group needs copies.

Mythic, Chase, or Special: collection and identity

The highest tier should have a clear promise. That promise might be:

  • a unique gameplay effect;
  • a signature character or story moment;
  • an unusual art treatment;
  • a premium finish;
  • a card intended for collectors rather than competitive play.

Avoid filling the highest tier with cards that are both unexciting and difficult to obtain. This creates the “bulk chase” problem: the card is rare, but players do not feel rewarded when they open it.

Separate gameplay rarity, treatment, and exclusivity

Designers often combine three different decisions under the word “rarity.” Separating them creates more options and avoids making competitive cards scarce only to create collector appeal.

Design leverWhat it controlsExample use
Gameplay rarityHow often the functional card appears and how frequently its effect enters playPut a complex build-around at Rare rather than Common.
Premium treatmentHow a version looks or feels without changing its rules textOffer foil, textured, borderless, or alternate-art versions of an accessible card.
Product exclusivityWhere or when a version can be obtainedInclude a promotional illustration in an event or collector product.

When the goal is visual excitement, use a treatment. When the goal is controlling how often an effect appears, use gameplay rarity. When the goal is marking an event or product, use exclusivity. A single card can use all three, but the decisions should be documented separately.

Rarity and Limited balance

Rarity controls exposure, not just scarcity. A complex effect that appears once in many drafts may be manageable at rare but frustrating at common. Conversely, a basic removal spell may need to appear at common or uncommon so that Limited games have meaningful interaction.

Test Limited pools with simulated openings, not only individual card playtests. A card can be balanced in isolation but oppressive when a pool contains too many copies, or useless when it appears too rarely to support its archetype.

Visual Differentiation: How Players Identify Rarity

Symbols and icons: the baseline

A rarity symbol should remain readable in a sleeve, under ordinary lighting, and at the smallest practical card size. Use shape as well as color so that players with color-vision differences can identify tiers.

Good baseline requirements:

  • the symbol appears in a consistent location;
  • each tier has a distinct silhouette;
  • the symbol remains legible in black and white;
  • the icon is still visible when the card is scanned or photographed;
  • the rulebook includes a simple legend.

Foil, holo, texture, and finish

Premium treatments are useful as a second signal, not as the only signal. Foil and texture can vary by printer, lighting, and camera angle. A player should not need to tilt a card to determine its gameplay rarity.

Examples of premium surface treatments for cards

Test physical samples under normal lighting and in sleeves. Digital previews cannot reliably show how foil, texture, matte varnish, or spot gloss will look in actual play.

Border and frame treatment

Color, frame changes, and surface finish can reinforce the icon system. Use them carefully: a darker or more elaborate frame may reduce text contrast, and color-only distinctions can fail accessibility checks.

Pull Rates: Designing the Numbers Behind Scarcity

Start with the slot, not the headline percentage

Define the physical pack first. For example:

Example pack structure: 12-card pack = 7 Common + 3 Uncommon + 1 Rare slot + 1 Premium slot.

Then define what each slot can contain. A premium slot might contain Rare, Mythic, or Showcase cards with a weighted distribution. This is easier to explain than assigning an independent probability to every card in the set.

Before finalizing the rates, confirm that the slot rules can represent them and that the resulting opening pattern is easy to explain. Keep this probability check separate from the player-facing rarity labels.

Tier probability versus specific-card probability

These are different questions.

If a tier appears with probability pₜ and contains Nₜ equally weighted cards, then:

Named-card probability: tier probability ÷ number of equally weighted cards in that tier.

Illustrative example:

  • Mythic tier appears in 1% of packs.
  • The tier contains 8 equally weighted Mythics.
  • Each named Mythic appears in 0.125% of packs, or about 1 in 800 packs.

If cards are not equally weighted, calculate each card separately and document the weights. Do not use a tier headline to imply that every card in the tier has the same availability.

Expected copies and chance of opening at least one

For a product with B packs and a per-pack probability p for a specific card:

Expected copies per box: number of packs × per-pack probability. Chance of at least one copy after n packs: 1 − (1 − per-pack probability)^n.

For example, if a card appears in 1 out of 400 packs, a 24-pack box has an expected value of 0.06 copies. The chance of finding at least one is:

Calculation: 1 − (399/400)^24 ≈ 5.8%.

That is why “one per 400 packs” should not be described as “one per box.” Expected value and guaranteed contents are different promises.

Worked example: from set list to box odds

The following is a hypothetical design to show the calculation, not a recommended universal distribution.

Set: 120 gameplay cards: 60 Common, 30 Uncommon, 24 Rare, and 6 Mythic.

12-card booster: 7 Common slots, 3 Uncommon slots, 1 Rare-or-Mythic slot, and 1 non-collectible token/resource card. For the example, common and uncommon slots draw uniformly from their tier without duplicates within that pack. The Rare-or-Mythic slot is Rare 94% of the time and Mythic 6% of the time; cards are equally weighted within each tier. Assume each pack's rare slot is an independent draw and there are no box or case guarantees.

That gives these per-pack probabilities:

OutcomeCalculationPer-pack probability
Any MythicSlot is Mythic6% (about 1 in 16.7 packs)
One named Mythic6% ÷ 6 Mythics1% (1 in 100 packs)
One named Rare94% ÷ 24 Rares3.9167% (about 1 in 25.5 packs)

For a 24-pack box, under the independence assumption:

OutcomeExpected copies per boxChance of at least one
Any Mythic24 × 6% = 1.441 − 0.94²⁴ ≈ 77.3%
One named Mythic24 × 1% = 0.241 − 0.99²⁴ ≈ 21.4%
One named Rare24 × 3.9167% ≈ 0.941 − (1 − 0.039167)²⁴ ≈ 61.7%

The box averages 1.44 Mythics, but it does not guarantee one. Likewise, after four boxes (96 packs), a named Rare has an expected 3.76 copies, but the chance of opening at least four is only about 52.1% in this model. Expected copies are an average across many openings, not a promise to an individual buyer.

If the real collation process imposes box- or case-level constraints, pack outcomes may not be independent. Recalculate or simulate the final rules before publishing odds.

Pull rates should be rewarding without being misleading

Use a spreadsheet or small simulation to check:

  • the chance that a box contains no card from a desired tier;
  • the expected number of duplicates;
  • the number of boxes needed to obtain a playset;
  • how often a player opens a premium treatment;
  • whether a new player can build a functional deck from a reasonable purchase.

Do not optimize only for the most exciting opening. A distribution that produces spectacular highlights but too many disappointing boxes can damage trust and retention.

A pull-rate review that connects numbers to design

Before approving a rate, answer these five questions:

  1. Tier visibility: How many packs should a new player open before seeing this tier at least once?
  2. Named-card access: How many packs or boxes should a player expect to need for one copy of a named card, and for a playset?
  3. Duplicate pressure: Will the distribution create many duplicates before a player sees enough different cards to build a deck?
  4. Format access: If the card is important in Constructed, does its rate make a reasonable playset attainable through packs, singles, starter products, or reprints?
  5. Expectation clarity: Does the product copy describe an average, a guaranteed slot, or a probability of at least one? These are different promises.

Use the answers to revise the design, not merely to decorate a product page with a percentage. A good pull rate is one that supports the card's intended role and the player's path to a functional collection.

Collation: The Design Decision Nobody Talks About

“Collation” means the process that determines which cards enter which packs and how those packs are assembled. The following terms are useful planning categories for comparing player experiences.

A collectible card booster pack

Source: Wikimedia Commons.

Custom booster-pack example from EzraCard

Compare methods by player outcome

Collation approachWhat the player experiencesMain design riskBest fit
Weighted randomEvery pack follows the same published odds, but short streaks can be very good or very bad.Averages look acceptable while individual boxes feel punishing.Products that deliberately emphasize variance and surprise.
Backstop or pity mechanismThe chance of a premium result improves after a run without one.An invisible rule may be difficult to explain or verify.Products that want excitement without extreme losing streaks.
Fixed or semi-fixed packoutEach pack includes a planned mix, such as a guaranteed Rare slot, while cards within slots remain random.Predictability can reduce surprise if every pack feels too similar.New-player products and sets built around consistent playability.
Box-level guaranteeA box contains at least a stated number from a tier, although individual packs vary.Buyers may mistake a box guarantee for a per-pack rate.Products that want an understandable floor on box value.

Choose the method from the experience you want, then simulate at least 10,000 packs and review both the average and the worst realistic streaks. A method fails the experience check when its long-run odds look correct but too many individual buyers receive an opening pattern that contradicts the intended rarity promise.

Keep the rule simple enough that players can understand what a pack can contain. The player-facing design should come first; implementation details should support it.

Rarity in Limited and Constructed Formats

Limited

In Limited, rarity controls how often players encounter mechanics and archetype payoffs. Every color, faction, or strategy should have enough common and uncommon support to be drafted or opened without relying on a specific rare.

A good test is to remove every rare from a simulated pool. If the remaining cards cannot produce a coherent deck, the lower tiers may be underdeveloped.

Constructed

In Constructed, rarity affects acquisition cost and deck accessibility. A powerful rare may be acceptable if it is a niche option, but a universally required four-of can become a major barrier.

Availability can be managed without weakening the card by using:

  • starter decks;
  • preconstructed products;
  • periodic reprints;
  • guaranteed slots;
  • alternate versions with the same gameplay text;
  • a lower-rarity functional equivalent.

Apply the framework differently by format

Framework checkLimited questionConstructed question
RoleDoes the card teach, enable, or reward an archetype?Is it a staple, a build-around, a sideboard tool, or a finisher?
PressureHow often can this effect appear before drafts become repetitive or games become swingy?Does the card restrict deck choice or invalidate common strategies?
AccessMust players open this card for an archetype to function?How many copies does a competitive deck need, and how many decks want it?
ExperienceWill a draft or sealed pool function without opening a Rare?Can an interested player obtain a usable deck without chasing several scarce staples?

When the two formats point in different directions, do not average the answers. Choose the primary format, redesign the card, or provide another access path. For example, a splashy Rare can be healthy in Limited but harmful to Constructed access if every competitive deck needs four copies.

Small publishers and format focus

A small print run may not support a full Draft, Sealed, and Constructed ecosystem at launch. Choose a primary format and let the rarity system serve it first. Add secondary formats after observing actual player behavior rather than promising every format immediately.

Common Rarity Design Mistakes

Too many tiers with too little design space

If two tiers have nearly identical complexity, power, and availability, players will not understand why both exist.

Rarity used as a substitute for balance

Making a problematic card rarer does not fix an unhealthy effect. It only makes fewer players experience it and may make the games that do contain it more frustrating.

High rarity with low desirability

The top tier should feel like a meaningful discovery. A rare card that is weak, unattractive, and difficult to trade creates disappointment rather than excitement.

Color-only or foil-only identification

Players should be able to identify gameplay rarity without special lighting, perfect color vision, or handling the card at a particular angle.

Pull rates that create misleading expectations

A headline percentage is not enough. Check how often players see a tier, how many duplicates they receive, and how many boxes they may need to find a playable set. If the real opening experience feels much scarcer than the label suggests, the rarity system will lose trust.

Ignoring the size of the population

The number of printed boxes matters. If a top-tier card appears in only a few hundred copies worldwide, it may be exciting for collectors but impossible for a competitive community to access. Decide whether scarcity is intentional and communicate it honestly.

Forgetting reprints and future products

Rarity is a long-term promise. Before launch, decide how reprints, starter decks, promotional cards, and alternate treatments will affect the original card's availability and perceived value.

A Practical First-Set Template for Indie Publishers

The following is a starting template, not a universal formula:

  1. Use three gameplay rarities for the first set: Common, Uncommon, and Rare.
  2. Add a fourth tier only if it has a clear player-facing purpose.
  3. Reserve at least half of the card pool for simple, functional cards that support Limited or starter decks.
  4. Put essential interaction at common or uncommon unless the game is explicitly not designed around Limited play.
  5. Create a separate premium-treatment layer so cosmetics do not complicate gameplay availability.
  6. Define the player-facing purpose of each tier before assigning final card counts.
  7. Simulate at least 10,000 packs and compare the results with the intended experience.
  8. Check that Limited archetypes and starter decks work without a specific high-rarity card.
  9. Publish enough information for players to understand the product without promising an exact secondary-market value.

One-page rarity design worksheet

Complete this worksheet for every tier, then use the Role–Pressure–Access–Experience framework on any card whose placement is disputed.

DecisionRecord for the set
Primary format and audienceWhich format must the rarity system serve first, and how experienced are its players?
Tier promiseWhat does each tier communicate that another tier does not?
Card rolesWhich essential resources, answers, archetype enablers, build-arounds, and finishers belong in each tier?
Access targetHow many copies of a staple should a player reasonably need and be able to obtain?
Pack experienceWhat is the target time to first Rare or Mythic, acceptable duplicate rate, and worst tolerable dry streak?
Cosmetic layerWhich collector goals can be met with treatments instead of gameplay scarcity?
Format stress testDoes Limited work without a Rare, and can Constructed decks function without several scarce staples?
Communication testCan a new player understand the tiers, symbols, and pack promise in one short paragraph?

The worksheet creates a traceable design record. If a card changes tier later, the team can identify whether its role, gameplay pressure, access requirement, or expected opening experience changed—instead of debating rarity by instinct.

Sources

FAQ

How many rarity tiers should a new TCG have?

Three tiers are usually the safest starting point. Four can work when the extra tier has a clear purpose and the print run supports it.

Should rarity determine card power?

No. Rarity can support complexity, frequency, and collectability decisions, but it should not be used to hide balance problems. Commons and uncommons still need to be useful.

What if a powerful card is needed by many decks?

Treat broad demand as access pressure. Redesign the card, place it at a more attainable tier, include it in a starter or preconstructed product, or provide a lower-rarity functional equivalent. Making a universal staple scarcer may increase chase value, but it also raises the cost of participating in the game.

Is a premium treatment the same as a higher rarity?

Not necessarily. Gameplay rarity controls how often the functional card appears. A premium treatment changes presentation, such as foil, texture, borderless art, or an alternate illustration. Keeping these layers separate lets a game offer collectible versions without restricting access to the playable card.

What is the best way to mark rarity?

Use a distinct symbol as the primary signal. Add foil, texture, or frame changes as secondary signals, not as the only way to identify a tier.

How do I calculate a card's pull rate?

Start with the slot probability, then divide by the number of equally weighted cards in that slot. If weights differ, calculate each card separately. Also check the chance of finding at least one copy after a realistic number of packs.

Is one card per 400 packs the same as one card per box?

No. It means the expected average is one copy per 400 packs. Individual boxes can contain zero, one, or more copies unless a box-level guarantee changes the distribution.

Can I change rarity after launch?

You can, but changing an existing card's distribution may affect player trust, deck accessibility, and the perceived value of cards already sold. Explain the reason and provide a clear transition plan.

What is collation and why does it matter?

Collation is the process that determines which cards enter each pack and how packs are assembled. It shapes variance, the player's opening experience, and the actual scarcity of each card.

Final Principle

A successful rarity system makes the game easier to understand and the player experience rewarding over time. Begin with Role, test Pressure, protect Access, and model Experience. Then calculate the numbers from pack slots and validate the result with simulations and playtests. Rarity should make the game more legible and more sustainable—not merely make some cards harder to obtain.

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