Card Registry
Every completed match is a chance at a card drop. See the full leaderboard and everyone's collection progress, or the complete drop log for every match's breakdown.
Originals, Prints & The Trading Hall
Your cards just became real objects with history. Every card you hold is now a numbered print — open one in the viewer to see its mint number and date. Print #1 of every card is stamped ★ THE ORIGINAL, permanently: exactly one exists per card, whoever ends up holding it.
Originals now score 1.5× points (rounded up) on the leaderboard — a Mythical jumps 11 → 17, a Mythical Player card 15 → 23. First-finders already have their premium; the rankings have moved. Full table on the home page.
🔒 Coming soon — THE TRADING HALL. Trade cards with each other: open offers on a public floor, direct offers, many-for-many bundles, and a permanent trade ledger. Trade for an original and its premium comes with it. Six trading achievements are already on the board, waiting.
A vanishingly rare, unpredictable bonus completely outside the normal drop system — not tied to any match, could strike anyone at any time.
Two rolls happen per eligible player, per match: first, whether you get a drop at all (this varies a lot by mode); then, if you do, which rarity it is (the same odds everywhere, regardless of mode). The table below is those two combined — your real, actual odds of walking away with each specific rarity from one match of that mode.
One exception: PVP Arena's "any drop" chance isn't flat. It's a base rate plus a bonus per qualifying player in the match — the exact formula is shown in its row below. Everything else in the table is a fixed rate regardless of player count.
| Mode | Any drop | Solo Run † | Common | Uncommon | Common Foil | Uncommon Foil | Rare | Epic | Rare Foil | Epic Foil | Legendary | Legendary Foil | Mythical |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Security Missions | |||||||||||||
| Medium Security † | 30.0% | 60.0% | 11.983% | 7.215% | 4.344% | 2.615% | 1.575% | 0.948% | 0.571% | 0.344% | 0.207% | 0.125% | 0.075% |
| High Security † | 40.0% | 70.0% | 15.977% | 9.619% | 5.792% | 3.487% | 2.099% | 1.264% | 0.761% | 0.458% | 0.276% | 0.166% | 0.100% |
| Maximum Security † | 55.0% | 70.0% | 21.969% | 13.227% | 7.964% | 4.795% | 2.887% | 1.738% | 1.046% | 0.630% | 0.379% | 0.228% | 0.138% |
| Ultra Max Security | 75.0% | — | 29.957% | 18.037% | 10.859% | 6.538% | 3.936% | 2.370% | 1.427% | 0.859% | 0.517% | 0.311% | 0.188% |
| Super Agent (D5) | 80.0% | — | 31.954% | 19.239% | 11.583% | 6.974% | 4.199% | 2.528% | 1.522% | 0.916% | 0.552% | 0.332% | 0.200% |
| Raids | |||||||||||||
| Sonoran Raid | 65.0% | — | 25.963% | 15.632% | 9.411% | 5.666% | 3.412% | 2.054% | 1.237% | 0.745% | 0.448% | 0.270% | 0.163% |
| Desert Raid | 75.0% | — | 29.957% | 18.037% | 10.859% | 6.538% | 3.936% | 2.370% | 1.427% | 0.859% | 0.517% | 0.311% | 0.188% |
| Dome Defence Raid | 85.0% | — | 33.952% | 20.441% | 12.307% | 7.410% | 4.461% | 2.686% | 1.617% | 0.974% | 0.586% | 0.353% | 0.212% |
| PVP | |||||||||||||
| 1v1 Duel * | 45.0% + 4.0%/player | — | 17.974%+ | 10.822%+ | 6.516%+ | 3.923%+ | 2.362%+ | 1.422%+ | 0.856%+ | 0.515%+ | 0.310%+ | 0.187%+ | 0.113%+ |
| Mercenary | 90.0% | — | 35.949% | 21.644% | 13.031% | 7.846% | 4.724% | 2.844% | 1.712% | 1.031% | 0.621% | 0.374% | 0.225% |
| Double Agent | 80.0% | — | 31.954% | 19.239% | 11.583% | 6.974% | 4.199% | 2.528% | 1.522% | 0.916% | 0.552% | 0.332% | 0.200% |
* Rarity odds shown are the minimum, based on just the base rate — they scale up proportionally as the any-drop chance increases with more qualifying players in the match.
† Solo Run column — see below. Rarity odds for a solo run scale up proportionally the same way, based on the boosted any-drop chance rather than the base rate.
Every match, regardless of mode
- You need to have been actively playing for at least 10% of the match's real length — not the mission's "intended" time, the actual time it ran for.
- You need to still have been in the match when it ended. Leaving early disqualifies you even if you'd already banked plenty of time.
- The match itself has to have actually resolved. An abandoned or crashed match never grants a drop chance to anyone, regardless of how long anyone was in it.
Mode-specific rules
- Standard PvE missions (Medium Security, High Security, Maximum Security, Ultra Max Security, Super Agent (D5)) — the mission has to be a win. A failed mission means no drop chance for anyone that match, even if you personally played perfectly.
- Raids (Sonoran Raid, Desert Raid, Dome Defence Raid), Double Agent (Double Agent), and PvP (1v1 Duel, Mercenary) — any resolved outcome counts, win or lose.
- Standard PvE missions and Raids only — if anyone in the match uses certain commands (team-switching or spawning/ deploying additional units outside normal play), the drop is cancelled for everyone in that match, not just whoever used it. This does not apply to Double Agent or PvP, where these actions are normal.
If you qualify
Qualifying gives you a chance at a drop — it's not a guarantee. The odds depend on the mode you played, shown in the table above. If you do get a drop, the rarity is randomized independently of the mode — see the table for exact odds per rarity, and remember: rarer cards are rarer everywhere, but harder/rarer modes give you more total shots at one.
Low-death team bonus
On top of everything above, some modes reward a clean run. If your whole team's combined deaths for the match stay under that mode's limit, every player who already qualified for a drop gets a second, completely independent roll — same odds as the table above, not better odds, just a second shot at them. You could walk away with two cards from one match, one card, or none at all — the bonus roll can miss just like the first one can.
This is a whole-team number, not a per-player one — everyone's deaths for the match are added together. One player having a rough match is enough to cost the whole team the bonus, even if everyone else played a clean game.
Double Agent is the one exception — since real players are on both sides there, each side's deaths are counted separately against the same limit, and each side's bonus is independent. A rough match for the attackers doesn't cost the defenders their bonus, and vice versa.
| Mode | Team deaths must stay under |
|---|---|
| Security Missions | |
| Medium Security | 4 |
| High Security | 4 |
| Maximum Security | 4 |
| Ultra Max Security | 4 |
| Super Agent (D5) | 40 |
| Raids | |
| Sonoran Raid | 6 |
| Desert Raid | 6 |
| Dome Defence Raid | 10 |
| PVP | |
| Double Agent | 6 |
Only available on the modes listed above — PvP proper (PVP Arena, labelled "1v1" internally, and Mercenary) doesn't have a bonus tier.
Solo run bonus
Completing Medium Security, High Security, Maximum Security entirely solo (nobody else meaningfully in the match with you) multiplies your any-drop chance by 2.0×, shown as the "Solo Run" column in the table above. This is capped at a hard ceiling of 70.0% no matter how high the multiplier would otherwise push it.
Everything else about eligibility above still applies as normal — you still need to actually qualify for a drop chance in the first place; this only changes the odds once you do.
Every card is worth points as well as counting toward your total card count — useful for breaking ties on the leaderboard, where you can sort by either. Foils are worth more than their base rarity, and Player cards are worth more than everything else at the same rarity, on top of that. Since every card became a numbered print, holding THE ORIGINAL — print #1, the first ever minted — scores a premium: 1.5× the card's value, rounded up.
| Rarity | Standard | ★ Original | Player cards | ★ Player original |
|---|---|---|---|---|
| Common | 1 | 2 | 5 | 8 |
| Common Foil | 2 | 3 | 6 | 9 |
| Uncommon | 3 | 5 | 7 | 11 |
| Uncommon Foil | 4 | 6 | 8 | 12 |
| Rare | 5 | 8 | 9 | 14 |
| Rare Foil | 6 | 9 | 10 | 15 |
| Epic | 7 | 11 | 11 | 17 |
| Epic Foil | 8 | 12 | 12 | 18 |
| Legendary | 9 | 14 | 13 | 20 |
| Legendary Foil | 10 | 15 | 14 | 21 |
| Mythical | 11 | 17 | 15 | 23 |
Player-category cards start at a higher baseline than everything else (Builds, Locations, NPCs) at the same rarity, but the gap between rarities scales identically either way. The Original columns show what the same card scores for whoever holds its first-ever print — the premium follows the print, so trading for an original means trading for its points too. Later prints of a card always score the standard value.
