Arena Club review: what 0 sampled pulls show
Slab Packs from a grading house with its own marketplace. We measured – coming back per dollar across 0 sampled pulls, with a typical rip of –.
Read →How card-rip packs actually work, what the payout terms really say, and what 16,781,560sampled pulls tell us that the odds tables don't. Every figure here is computed from the same data as the rankings, so nothing goes stale against the boards. RSS
Slab Packs from a grading house with its own marketplace. We measured – coming back per dollar across 0 sampled pulls, with a typical rip of –.
Read →Vault, marketplace and packs for graded cards and video games. We measured 109.5% coming back per dollar across 52,032 sampled pulls, with a typical rip of 85.1%.
Read →Digital packs with a vault and an instant cash-out. We measured 102.2% coming back per dollar across 154,975 sampled pulls, with a typical rip of 55.3%.
Read →On-chain graded-card gacha packs, Pokemon, One Piece, sports. We measured 104.0% coming back per dollar across 692,181 sampled pulls, with a typical rip of 79.4%.
Read →Cash card rip packs, vaulted and graded, ship or sell back. We measured 91.8% coming back per dollar across 231,989 sampled pulls, with a typical rip of 81.6%.
Read →Six Pokemon packs from Bronze to Ultimate, opened in their app. We measured – coming back per dollar across 0 sampled pulls, with a typical rip of –.
Read →Instant Rips inside live breaks, cards vaulted at Fanatics Collect. We measured – coming back per dollar across 0 sampled pulls, with a typical rip of –.
Read →Card gacha across ten collections, ship the slab or sell it back. We measured 94.8% coming back per dollar across 104,430 sampled pulls, with a typical rip of 48.5%.
Read →Sports-only front end on Collector Crypt inventory. We measured 112.9% coming back per dollar across 231 sampled pulls, with a typical rip of 78.2%.
Read →PSA-graded packs from a high-street retailer, digital or in-store. We measured – coming back per dollar across 0 sampled pulls, with a typical rip of –.
Read →Graded Pokemon packs, redeem the slab or sell it back. We measured 99.7% coming back per dollar across 211,074 sampled pulls, with a typical rip of 88.9%.
Read →Claw-machine pulls on vaulted cards, instant cash-out or ship the slab. We measured 111.8% coming back per dollar across 788 sampled pulls, with a typical rip of 82.8%.
Read →Graded Pokemon packs with live odds and a public feed of openings. We measured 94.9% coming back per dollar across 473,140 sampled pulls, with a typical rip of 88.4%.
Read →Packs inside a Solana exchange, paid and bought back in USDC. We measured 103.9% coming back per dollar across 351,589 sampled pulls, with a typical rip of 79.7%.
Read →On-chain pack rips from a shared card pool on Solana. We measured – coming back per dollar across 0 sampled pulls, with a typical rip of –.
Read →Pokemon and NBA packs, odds shown before the rip. We measured – coming back per dollar across 0 sampled pulls, with a typical rip of –.
Read →Pokemon packs on Magic Eden powered by Collector Crypt. We measured 111.9% coming back per dollar across 616 sampled pulls, with a typical rip of 83.7%.
Read →Graded Pokemon and One Piece packs, odds printed on every pack page. We measured 104.2% coming back per dollar across 28,580 sampled pulls, with a typical rip of 79.8%.
Read →PSA-vaulted Pokemon and sports packs, with lending against your cards. We measured 100.3% coming back per dollar across 1,695 sampled pulls, with a typical rip of 83.1%.
Read →Solana draws on deposited graded cards, priced from the pool. We measured – coming back per dollar across 0 sampled pulls, with a typical rip of –.
Read →Gacha packs on Collector Crypt's pool, wrapped in duels and ranks. We measured – coming back per dollar across 0 sampled pulls, with a typical rip of –.
Read →Sports and Pokemon packs, ship the card or cash out instantly. We measured – coming back per dollar across 0 sampled pulls, with a typical rip of –.
Read →Graded card packs across Pokemon, One Piece and sports. We measured – coming back per dollar across 0 sampled pulls, with a typical rip of –.
Read →Sports, Pokemon, One Piece and Disney packs with published band odds. We measured – coming back per dollar across 0 sampled pulls, with a typical rip of –.
Read →Digital packs with graded cards, ship, vault or sell back. We measured – coming back per dollar across 0 sampled pulls, with a typical rip of –.
Read →Pokemon boosters with published tier odds, ship or insta-sell. We measured 101.3% coming back per dollar across 20,765 sampled pulls, with a typical rip of 83.3%.
Read →App-only packs with cash-out to PayPal, Venmo or your bank. We measured – coming back per dollar across 0 sampled pulls, with a typical rip of –.
Read →Graded Pokemon slabs, odds and recent rips printed on every pack page. We measured 106.0% coming back per dollar across 10,032 sampled pulls, with a typical rip of 84.9%.
Read →Digital TCG packs with provably fair randomness. We measured – coming back per dollar across 0 sampled pulls, with a typical rip of –.
Read →PSA-graded Pokemon packs with a public odds feed and openings. We measured 109.6% coming back per dollar across 2,526 sampled pulls, with a typical rip of 97.3%.
Read →Graded-card packs with a public recent-pull feed. We measured 95.0% coming back per dollar across 4,516 sampled pulls, with a typical rip of 65.2%.
Read →Arcade-style packs running on Collector Crypt inventory. We measured 105.1% coming back per dollar across 40,916 sampled pulls, with a typical rip of 80.2%.
Read →Packs opened inside a Solana wallet, cards from Collector Crypt. We measured 103.4% coming back per dollar across 40,415 sampled pulls, with a typical rip of 76.1%.
Read →Cash Pokemon rip packs with published bucket odds and risk modes. We measured 94.1% coming back per dollar across 14,397,896 sampled pulls, with a typical rip of 79.7%.
Read →Digital packs, real cards, instant cash offer on every pull. We measured – coming back per dollar across 0 sampled pulls, with a typical rip of –.
Read →PSA slab packs with a live opening feed and a tiered buyback. We measured 99.0% coming back per dollar across 26,057 sampled pulls, with a typical rip of 84.9%.
Read →We started sampling live feeds to catch packs that underdeliver. The more interesting finding was the packs whose own published odds sell them short.
Read →One card can carry an average. It cannot carry a median. That difference decides which pack sits at the top of our board, and it changes the answer completely.
Read →Every site has a way to turn a pulled card back into money. They are not the same way, and the differences are worth more than most of the odds tables.
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