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TCG Card Shop Simulator Card Sets and Packs Explained

Every pack line in TCG Card Shop Simulator, what the Destiny variants change, where ghost cards come from, and how 1.0 pushed the card pool to 4,436.

9/21/2026 TCG Card Shop Simulator Wiki team Last updated: 9/21/2026
TCG Card Shop Simulator Card Sets and Packs Explained video
A pack opening session with several cards revealed and a total value shown

TCG Card Shop Simulator sells eight regular pack lines and one 1.0 addition. Four rarities run through the Tetramon Base family, four run through Destiny, and Ascension sits alongside them.

Each pack holds seven cards. Each box holds eight packs.

The eight regular lines

Base familyDestiny familyCards inside
Basic PacksBasic DestinyBasic cards
Rare PacksRare DestinyRare cards
Epic PacksEpic DestinyEpic cards
Legendary PacksLegendary DestinyLegendary cards

Every line ships in three sizes: a 32-pack case, a 64-pack case, and a box of eight packs that can be sold or opened individually.

Unlock levels rise as you go up the rarities. Epic packs open at level 12 with an $800 licence, the 64-pack case at level 15 for $900, and the box product at level 16 for $1,200. Legendary packs need level 20 and $2,000, with the 64-pack case arriving at level 26 for $2,500.

Why Destiny is the line that matters

Ghost cards only appear in Tetramon Base and Destiny packs, and the odds differ by a factor of two.

Pack familyGhost card chance
Tetramon Base packs1 in 1,000
Destiny packs1 in 500

That single number is the reason to open Destiny packs when you are chasing the rare pulls. The rate is documented on the community wiki and matches what creators report from recorded openings.

Other rarity figures are thinner on sources. One creator lists EX foils at roughly one every 285 packs and full-art foils at one every 1,142 packs, with ghost foils at around 1 in 20,000 from base packs and 1 in 10,000 from Destiny.

The Ascension set

Patch 1.0 added Ascension packs with 1,452 new cards. The artwork is fully illustrated, with Tetramons and their backgrounds drawn together, and the developer says the project took more than six months.

Ascension also moved the total pool. The official update notes put collectible cards at 2,714 before the patch and 4,436 after.

Two practical notes from recorded 1.0 play. Booster boxes for Ascension were not in the game at launch, though the developer has said they are coming. And winning a duel can drop Ascension packs even at low shop levels.

Opening: what does and does not change your odds

Two myths are worth clearing up immediately.

Pulling packs out of a case does not improve your luck. The community has tested this and the odds match single packs exactly. The only real difference is convenience.

Pack-opening experience follows card rarity, not card value. If you are farming shop levels, cheap packs are the efficient choice.

What does change is your speed. The pack-opening animation speed is a settings option, and there is a pack-opening machine furniture item that runs in real time so you can leave it working.

What to do with the cards afterwards

Cheap cards never belong on a shelf. Use the workbench to build bulk bundles, and use the binder’s multi-select so you can list dozens at once.

Expensive cards are a different decision. If you are chasing the collection achievements, hold every rare you do not already own. Selling a full-art foil early is the most common reason people stall on the 2,500-card mark.

Open questions

The community wiki has no Ascension page yet, so its case sizes, unlock levels and licence costs are not published anywhere we could verify. This page confirms only the 1,452-card figure and the pack’s existence. Patch 1.0 also adjusted Tetramon card values without listing which cards changed.

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