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Category: Dragon Ball

CardSpicy articles about Dragon Ball cards — sets, condition and grading, storage, and what to verify before buying.

  • Fusion World Starter Decks, FS01 to FS14, Explained

    Quick answer

    CardSpicy reads a product code from the game’s own numbering rather than from a reseller title, and in Fusion World a starter deck is a complete ready-to-play deck carrying the FS prefix, not a booster.

    A starter deck is a complete, ready-to-play deck in one box, built around a single Leader. In DRAGON BALL SUPER CARD GAME Fusion World they are numbered with the FS prefix, which makes them easy to place in a listing and easy to mistake for boosters. They are not boosters, and the difference decides what you are buying.

    What is in one

    Fusion World starter deck contents are consistent across the line: a ready-to-play deck of 51 cards built around a single Leader, one Energy Marker, a playsheet, and a small pack of alternate-design cards. The deck is legal as it comes out of the box, which is the entire point — you can play the game before you own a single booster pack.

    The Energy Marker is worth noticing. It is not a character card and it is not a booster pull; it is a game piece that stands in for energy, with a printed code of its own and its own art. Some of the most expensive Fusion World items on the market are Energy Markers, because their supply is tied to what they were distributed with rather than to a pull rate. The Energy Marker article covers why a card with no power and no cost can sit at the top of a price table.

    How the line runs

    Fusion World started in February 2024 and its starter decks have run alongside the booster line ever since, numbered from FS01 upward. The line has covered the franchise’s best-known characters and, more recently, characters whose following comes from the games as much as the anime. Each deck is built around one Leader, and a Leader is the card that decides what the rest of the deck is allowed to contain: available from turn one, kept outside the deck, and the card you attack to win.

    Where the line is now

    The next two are FS13, The Saiyan Raised on Earth, and FS14, The Prince of Saiyan. Both are scheduled for the same day as booster FB12, which is how the publisher has handled paired releases throughout the line. Releasing a starter deck with a booster is deliberate: the deck gives new players a legal way in on day one, and the booster gives the existing ones something to build with.

    Why collectors track them

    Two reasons, and neither is sentiment.

    Sometimes the deck is the only place a Leader exists. A particular Leader may be printed in a starter deck and nowhere else. If that character later becomes prominent in the game, the cheapest product in the line turns out to contain the card people are looking for. This happens often enough to be a pattern rather than an accident.

    The print run is different from a booster’s. A starter deck is a fixed product, made to a schedule, and unlike a booster it is not usually reprinted to order. A deck that quietly goes out of print can carry a card that the booster market never valued.

    Starter decks against boosters

    If you are buying to play, a starter deck is the cheaper way in and the only one that gives you a legal deck in one purchase. If you are buying to collect, the two are not substitutes: boosters carry the chase treatments, and starter decks carry the Leaders. A first purchase that skips the deck tends to be followed by one that does not.

    Frequently asked questions

    What does an FS starter deck contain?

    A 51-card ready-to-play deck built around one Leader, one Energy Marker, a playsheet and a small pack of alternate-design cards.

    What does FS stand for?

    It is the prefix Bandai uses for Fusion World starter decks, numbering from FS01 upward. Masters uses SD for its starter decks and XD for its expert decks.

    Can a starter deck be played on its own?

    Yes. The deck is legal as it ships, which is why it is the usual recommendation for a first purchase in either Dragon Ball game.

    Are starter-deck cards legal in tournaments?

    The deck is built to the game’s construction rules for its own format. What you can play in a specific event depends on that event’s format, so check the organiser’s rules rather than the box.

    What are FS13 and FS14?

    The Saiyan Raised on Earth and The Prince of Saiyan, scheduled to release alongside FB12.

    Sources

    Sources and further reading
    1. Bandai — DRAGON BALL SUPER CARD GAME Fusion World official product pages, including the booster and starter-deck listings and their announced release dates.
    2. Bandai — the official DRAGON BALL news announcements covering the Fusion World booster reveals and the set contents summarised here.
    3. CardSpicy — the Dragon Ball card index, which tracks how many cards each character has and how many carry a graded value.

    Product details are taken from the publisher’s own announcements at the date stated and can change before release. Prices quoted anywhere on this site are secondary-market observations and move quickly; nothing here is a valuation or an investment recommendation. Our own asking prices for the cards we hold are on each product page.

  • Manga Boosters and Story Boosters

    Quick answer

    CardSpicy tells a booster family apart by the code printed on the box rather than by a reseller’s description, and Fusion World prints three booster families of which only one is the numbered FB main line.

    Most guides treat DRAGON BALL SUPER CARD GAME Fusion World as a single booster line numbered FB. It is not. The game prints three families of booster, and only one of them is the numbered main line. Reading a code correctly is what tells them apart, and the premium on some of the cards inside them is set by which family they came from.

    The three families

    FB is the main booster line, running from FB01 Awakened Pulse in February 2024 onward. It carries the game’s story and its newest mechanics, and it is the line most players mean when they say “the new set”.

    SB is the Manga Booster line. Manga Boosters print manga-panel art, which makes them a different proposition from a normal set: the appeal is the illustration, and an illustration that exists in one product and nowhere else is the whole basis of its value.

    ST is the Story Booster line. Story Boosters are built around the anime’s narrative rather than the competitive card pool, and they are the line most likely to include product-only cards that a deck builder has no reason to look at and a collector has every reason to.

    Why the distinction moves money

    Because a card’s scarcity in Fusion World is a function of which product it came from as much as of its rarity letter.

    The clearest example is the Energy Marker. Energy Markers are not character cards. They have no power, no combo value and a printed cost of zero, and their codes carry a bare E prefix with their own numbering. What they have is art, and the Manga Booster line is where the art becomes the product: the publisher states that energy markers were included in a booster pack for the first time in the first Manga Booster, that all 21 designs were originals obtainable only from that product, and that the booster also carries rare parallel versions of them.

    That combination — a card type nobody was collecting for gameplay reasons, an art that exists in one product, and a parallel printing of it — is why several of the highest-priced Fusion World printings in the Dragon Ball data we track are Energy Markers rather than the Secret Rares of the main line. The Energy Marker article sets the whole argument out, and the price article shows it in a table.

    How to tell which family a card came from

    Read the prefix. FB is the main booster line, SB is Manga Booster, ST is Story Booster. Starter decks use FS and are not boosters at all. The rest of the families, including the Masters side of the game, are covered in how to read a Dragon Ball card number.

    What this means when you buy

    Two practical consequences. First, a box of a Manga Booster and a box of a main booster are not interchangeable and are not priced as though they were; the card counts differ, and so does what is inside. Second, when you see a card you do not recognise at a price you do not expect, the prefix is the first thing to check — a product-only Energy Marker and a mid-tier card from the main line can look identical in a photograph.

    Frequently asked questions

    How many booster lines does Fusion World have?

    Three: the main FB line, the Manga Booster line under SB, and the Story Booster line under ST.

    What is a Manga Booster?

    A Fusion World booster line that prints manga-panel art. The publisher states that its first release was the first booster pack to include energy markers and that all 21 designs were obtainable only from that product.

    What is a Story Booster?

    A Fusion World booster line built around the anime’s story rather than the competitive pool, and the kind of product most likely to carry cards that exist only inside it.

    Are Energy Markers cards?

    They are a card type of their own. They stand in for energy, have no power, no combo value and a printed cost of zero, and carry their own E-prefix numbering and their own art.

    Do these lines carry the same rarity tiers?

    The ladder is shared across the game, but the treatments and the art differ by product. That is why two cards with the same rarity letter can sit at very different prices.

    Sources

    Sources and further reading
    1. Bandai — DRAGON BALL SUPER CARD GAME Fusion World official product pages, including the booster and starter-deck listings and their announced release dates.
    2. Bandai — the official DRAGON BALL news announcements covering the Fusion World booster reveals and the set contents summarised here.
    3. CardSpicy — the Dragon Ball card index, which tracks how many cards each character has and how many carry a graded value.

    Product details are taken from the publisher’s own announcements at the date stated and can change before release. Prices quoted anywhere on this site are secondary-market observations and move quickly; nothing here is a valuation or an investment recommendation. Our own asking prices for the cards we hold are on each product page.

  • Energy Markers: Why the Priciest Dragon Ball Item

    Quick answer

    CardSpicy identifies a printing by what the card actually is rather than by how expensive it looks, and a large share of the highest-priced Dragon Ball printings are Energy Markers — a game component, not a character card.

    Among the highest-priced printings in the Dragon Ball data we track, a large share are Energy Markers. That is a strange sentence until you know what an Energy Marker is, because it is not a character card, not a chase card in the usual sense, and not something you attack with. It is a game piece — and its price has almost nothing to do with the game.

    What an Energy Marker is

    Fusion World runs on energy. You pay for cards by resting energy, and an Energy Marker is a card type of its own that stands in for energy. Bandai’s own rule manual defines it plainly: the player who goes second places one Energy Marker in their Energy Area at the start of the game, and removing an Energy Marker from the game is equivalent to resting one energy card of your Leader’s colour. A legal deck needs one or more of them.

    So it has no power, no combo value and a printed cost of zero. What it does have is a printed card number — a bare E prefix and a running number, such as E-42, E-43 or E-60 — and art.

    Why it is not a card in the way people mean

    Every other price on this site is attached to a card that does something: a Leader that decides a deck, a Battle card with an effect, a Secret Rare that finishes a set. An Energy Marker does none of that. It occupies a deck slot because the rules require it and it sits in a designated area all game.

    That matters when you compare prices. Two items in the same price table can be there for completely different reasons — one because it wins games, one because of how it looks and how few exist. Confusing the two is how a buyer ends up paying a scarcity premium for a card they thought was a chase card.

    Where the supply comes from

    This is the part that explains the price, and it is about distribution rather than pull rates.

    In Masters, Energy Markers have been a box topper: one per booster box, in a small run of designs. Supply is therefore tied to how many boxes were opened rather than to a rate inside a pack. If a design appears in one box run and never again, its supply is fixed at the size of that run.

    In Fusion World the same idea became a product of its own. Bandai’s product page for the first Manga Booster states that energy markers were included in a booster pack for the first time, that all 21 designs are originals obtainable only from that product, and that the booster also carries rare parallel versions of them. A dedicated pack, a fixed set of designs, and a parallel printing of each one is a structure built for collectors rather than for players.

    Why the art is the whole story

    When a collectible has no gameplay function, everything that remains is the printing: the illustration, the frame and the finish. An art that exists in one product and nowhere else is the entire basis of its value, and it is why the Manga Booster line matters so much to this specific card type. It is also why two Energy Markers with adjacent code numbers can sit far apart in price — the difference is the design and how many of it were made, not the code.

    What our own data shows

    In the Dragon Ball catalogue we track, Energy Markers sit at the very top of the Fusion World price table, and several of the highest-priced printings in the whole game are Energy Markers rather than Secret Rares. The Energy Marker rows in the price article are the clearest illustration, and the Manga and Story Booster article explains which product they came out of.

    Frequently asked questions

    Is an Energy Marker a card or an accessory?

    It is a card type of its own. It stands in for energy, has no power, no combo value and a printed cost of zero, but it carries its own E-prefix numbering and its own art.

    Why is an Energy Marker so expensive?

    Because of the art and the distribution. Most are not pulled from a pack in the ordinary way — they have been a box topper or part of a dedicated product — so supply follows how many boxes were opened rather than a pull rate.

    Where do Energy Markers come from?

    In Masters they have come one per booster box. In Fusion World they became a product line, and the publisher states the first Manga Booster was the first booster pack to include them, with all 21 designs obtainable only from that product.

    Do you need an Energy Marker to play?

    Yes. A legal Fusion World deck needs one or more of them, and the rule manual sets out where it goes at the start of the game.

    How do you identify an Energy Marker in a listing?

    By the code. It carries a bare E prefix and its own running number rather than a set prefix such as FB or BT.

    Sources

    Sources and further reading
    1. Bandai — DRAGON BALL SUPER CARD GAME official rule manuals and product pages for both Masters and Fusion World, including the statements on card types, rarity tiers, deck construction and booster contents.
    2. PriceCharting — Dragon Ball console and individual card listings. PSA 10 values retrieved 2026-10-04.
    3. CardSpicy — the Dragon Ball card index, which tracks 9,828 card printings across 101 sets and the graded values attached to them.

    Prices quoted are secondary-market observations at the date cited and move quickly; nothing here is a valuation or an investment recommendation. Our own asking prices for the cards we hold are on each product page.

  • God Rare, Concept Rare and the GDR Finish

    Quick answer

    CardSpicy reads Dragon Ball rarity from where a card sits on the ladder and what finish it carries rather than from the rarity letter alone, because in Masters the tiers above Secret Rare are not distinguished by print run.

    Most guides to Dragon Ball rarity stop at the letters. That is about half the picture. In Masters, the tiers above Secret Rare are not distinguished by how many of a card were printed so much as by where the card sits on the ladder and what finish it carries. Two printings of the same card number can be separated by a factor of hundreds, and the letter on neither one explains it.

    The ladder, briefly

    Masters runs Common, Uncommon, Rare, Super Rare, then a set of premium tiers: Special Rare, Special Rare signed, Special Leader Rare, Concept Rare, Secret Rare and finally God Rare. Fusion World’s ladder stops at Secret Rare and has no God Rare tier at all, which is worth remembering before comparing a card from each game. The rarity article covers the whole ladder including the tiers that exist in a single set only.

    God Rare

    The God Rare is the highest tier Masters prints. It is not a separate card: it is a parallel of a card that exists lower in the same set, given the heaviest foil treatment in the product and printed at the lowest rate. A set that includes one typically prints only two or three across the whole run, attached to the characters the set is built around.

    Because it parallels an existing card, the God Rare shares a card number with it and differs only in printing. When two listings for the same number sit far apart, this is usually why. Reading the number tells you which card it is; only the treatment tells you which printing it is.

    The GDR finish

    GDR is the finish associated with the top of the ladder, and it turns up in places you might not expect. Anniversary releases have printed all of a set’s Secret Rares in full GDR finish rather than reserving it for the God Rare alone, which produces a set with an unusually deep top end: several cards wearing the highest treatment, plus a limited rarity above them. The anniversary-set article covers one such release, including the rarity that was capped at a published number of copies.

    Concept Rare

    A Concept Rare is a themed frame whose art is composed as a single unified illustration across the card rather than as a character portrait inside a normal border. Sets print a small fixed number of them, built around that set’s theme. They are the tier most likely to be exclusive to one product: where a set states that its Concept Rares can only be obtained from that release, there is no second route to the card and no later set that can dilute it. Exclusive by design is a stronger form of scarcity than a low pull rate.

    Special Leader Rare and signed cards

    Two tiers sit beside the top of the ladder rather than on it. A Special Leader Rare is an alternate-art or specially finished version of a Leader card. Leaders are the most visible card in any deck — they sit outside it, are available from turn one, and decide what the rest of the deck may contain — so a premium Leader carries demand from players and collectors simultaneously.

    Signed tiers are what they sound like: an existing premium printing with a signature on it, which makes them rarer again than the printing they parallel. A signature is also the easiest thing on a card to fake, which is why authentication matters more here than anywhere else on the ladder. The counterfeit article sets out what to check.

    Why the top tier is a treatment, not a letter

    The pattern across all of these is the same, and it is the single most useful thing to take away. At the top of a Dragon Ball set, the difference between an ordinary price and an extraordinary one is usually not the rarity letter but the printing: which finish, which art, which parallel. The letter tells you the tier; the treatment tells you the price.

    Frequently asked questions

    What is the difference between a God Rare and a Secret Rare?

    The God Rare is the tier above, printed at the lowest rate in the product and carrying the heaviest finish. A set typically prints two or three God Rares and a small number of Secret Rares.

    Does Fusion World have God Rares?

    No. The Fusion World ladder stops at Secret Rare, and its scarcest print is an alternate-art version of one of those. The God Rare tier exists in Masters only.

    What is a Concept Rare?

    A themed frame whose art is composed as one unified illustration across the card. Sets print a small fixed number of them around that set’s theme, and they are often exclusive to the product that introduced them.

    What does GDR mean?

    It is the finish associated with the top of the Masters ladder. Where a set prints a card in full GDR, it is wearing the highest treatment the game produces.

    Why do two cards with the same number have different prices?

    Because one is a parallel of the other. A God Rare shares a card number with the card it parallels and differs only in printing, so the treatment rather than the number is what the market prices.

    Sources

    Sources and further reading
    1. Bandai — DRAGON BALL SUPER CARD GAME official rule manuals and product pages for both Masters and Fusion World, including the statements on card types, rarity tiers, deck construction and booster contents.
    2. PriceCharting — Dragon Ball console and individual card listings. PSA 10 values retrieved 2026-10-04.
    3. CardSpicy — the Dragon Ball card index, which tracks 9,828 card printings across 101 sets and the graded values attached to them.

    Prices quoted are secondary-market observations at the date cited and move quickly; nothing here is a valuation or an investment recommendation. Our own asking prices for the cards we hold are on each product page.

  • Alternate Art and Super Alt-Art on Dragon Ball Cards

    Quick answer

    CardSpicy tracks each Dragon Ball printing separately, and the money in a set usually sits on the alternate art — a later printing of an existing card with a different illustration, a different finish, or both.

    If you look at where the money is in any Dragon Ball set, it is rarely on the rarest letter. It is on the alternate art: a second, third or fourth printing of a card that already exists, with different illustration, different finish, or both. Understanding what changes between printings is the difference between reading a listing correctly and guessing at one.

    What an alternate art is

    An alternate art is the same card, with the same name and the same card number, printed with different artwork. It is legal in exactly the same places as the plain printing, has the same stats and the same effect, and exists entirely for the printing rather than for the game. Because the number does not change, the code on the card will not tell you which one you are holding.

    What an alt art can change

    Three things, and a given card may have any combination of them.

    The illustration. The obvious one. An alternate art may show the same character in a different pose, at a different point in the story, or as a panel-style composition rather than a portrait.

    The finish. Foil treatment, texture and border can all differ between the plain and alternate printings of the same card. In Masters, the finish at the very top of the ladder is a tier of its own, which is why a card can be upgraded purely by the way it is printed. The top-tier article covers where those finishes sit.

    The frame. Some premium printings carry a composed, unified illustration across the whole card rather than a character inside a standard border, which changes how the card reads at a glance and how much of the art is actually visible.

    Super Alt-Art in Fusion World

    Fusion World has no God Rare tier, so its ceiling is a treatment of its own top rarity. A set prints its Secret Rares and then one or more alternate-art versions of the same cards, the scarcest of which is usually described as the Super Alternate Art. When a Fusion World set is revealed, the reveal order tells you what matters: the Secret Rares are shown first, and then their Super Alt-Art versions, because that is where the set’s price table will be built.

    How to spot one in a listing

    Three checks, in order of how often they catch people out.

    Trust the picture over the code. The card number is identical between printings, so a listing that quotes only the number has not told you which printing it is selling.

    Look for the word “art” and nothing else. “Alt-Art” and “Super Alt-Art” are specific claims about which printing is on offer. A listing that describes a card as rare without saying which printing it is is telling you less than it appears to.

    Compare the border. Where a card’s premium printing extends the illustration across the frame, the difference is visible without a loupe. Where the difference is only foil, it is much harder to judge from a photograph — which is precisely why buying a high-end printing from a photo alone is a risk worth pricing in.

    Why the premium lands on the art

    Three reasons, and only one of them is about scarcity.

    Alternate art is usually printed at a lower rate than the base card, so supply is genuinely smaller. It is also more visible: the art is what the card looks like in a binder, which is where a large share of the hobby’s spending actually goes. And it is independent of reprints in a way a base card is not — where a set is reprinted, the plain printing returns to market while the alternate art typically does not, so the two do not move together. The reprint article covers that asymmetry, and the value-factors article puts it in context with the rest of the price drivers.

    Frequently asked questions

    Is an alternate art a different card?

    No. It has the same name, the same card number, the same stats and the same effect as the plain printing. Only the illustration, the finish or the frame differs.

    What is a Super Alt-Art?

    In Fusion World, the scarcest alternate-art printing of a set’s Secret Rare. The game’s rarity ladder stops at Secret Rare, so the Super Alt-Art is the top treatment a set prints.

    Does the card number tell you which printing you have?

    No. An alternate art shares the number of the card it parallels, so the code is the same on both. The art and the finish are the only way to tell them apart.

    Why is an alternate art worth more than the base card?

    Because it is usually printed at a lower rate, because the art is the visible part of a collection, and because it is not restored to market by a reprint of the set in the way the plain printing is.

    Are alternate arts tournament legal?

    Yes. An alternate art is the same card as its plain printing and is played identically. What you may play in a specific event depends on that event’s format and banned list, not on the printing.

    Sources

    Sources and further reading
    1. Bandai — DRAGON BALL SUPER CARD GAME official rule manuals and product pages for both Masters and Fusion World, including the statements on card types, rarity tiers, deck construction and booster contents.
    2. PriceCharting — Dragon Ball console and individual card listings. PSA 10 values retrieved 2026-10-04.
    3. CardSpicy — the Dragon Ball card index, which tracks 9,828 card printings across 101 sets and the graded values attached to them.

    Prices quoted are secondary-market observations at the date cited and move quickly; nothing here is a valuation or an investment recommendation. Our own asking prices for the cards we hold are on each product page.

  • Reading PSA Population Data for Dragon Ball Cards

    Quick answer

    CardSpicy reads a population report as a count of graded copies rather than as a supply figure, because that is exactly what it is — and misreading it is the most common mistake in the hobby.

    A population report is a count of how many copies of a given card a grading company has encapsulated, broken down by the grade each one received. It is the closest thing this hobby has to a supply figure, and it is also the most commonly misread. This page explains what it measures, what it does not, and what the Dragon Ball numbers specifically look like.

    What a population report measures

    For each card, the report answers two questions: how many copies have been submitted, and how the grades were distributed. The second number is the more useful of the two. A card with 400 submissions and 300 of them graded a 10 is a common card in a hard grade. A card with 400 submissions and 6 of them graded a 10 is a different object entirely, even though the submission count is identical.

    The ratio has a name in the hobby: the gem rate, the share of submissions that came back a perfect grade. It is the number that tells you whether a card’s top grade is genuinely hard to achieve or simply the normal outcome.

    Why the Dragon Ball population is thin

    This is the defining feature of the game’s data, and it is worth stating plainly. In the Dragon Ball catalogue we track, 2,047 card printings carry a PSA 10 value out of 9,828 tracked. Of those 2,047, 1,658 — 81.0% — have no grade 9 sale on record at all.

    That last figure is not a gap in the data. It is the normal state of a card that has been graded only a handful of times: a PSA 10 sale exists, so the card has been through a grader, and a grade 9 sale does not, because almost nothing came back a 9 or none of the 9s have changed hands. Where a grade column is blank we print it as blank rather than filling it with the PSA 10 number. The grading article sets out the full shape of the data.

    What a gem rate tells you

    Three broad bands, and they are rules of thumb rather than thresholds with any official standing.

    A gem rate below about 10% means the top grade is genuinely hard to reach and the population at that grade is meaningfully small. Below 5% the card starts to behave differently from its neighbours in the same set. Below 1% you are looking at a card where the top grade is closer to a trophy than a supply.

    The complementary figure is the population at the grade rather than the rate. A card with fewer than a few dozen copies at the top grade has a supply that a single collector can move; a card with thousands at that grade behaves like a commodity, and its price tracks the market rather than its own scarcity.

    What a population report does not tell you

    Four things, and each one matters.

    It only counts one company’s submissions. A population report published by a grader counts cards that grader has seen. Copies sitting in another company’s holders, or in raw condition, are not in the number.

    It is not the print run. A card can have a huge print run and a tiny population, because nobody submitted it. The reverse is also possible for a card that was popular with submitters.

    It changes. A population only rises, but it can rise quickly if a card becomes worth grading. A thin population is a snapshot, not a guarantee.

    It says nothing about demand. A scarce card nobody wants is still a scarce card nobody wants. Population answers the supply question; the other half is answered by what the card actually sells for. The value-factors article covers that side.

    Frequently asked questions

    What is a PSA population report?

    A count of how many copies of a card PSA has graded, broken down by the grade each copy received. It covers only cards submitted to PSA.

    What is a gem rate?

    The share of a card’s submissions that received the top grade. A low gem rate means the top grade is genuinely hard to reach on that card.

    Why do so many Dragon Ball cards have no grade 9 price?

    Because most have been graded only a handful of times. Of the 2,047 printings in our catalogue with a PSA 10 value, 1,658 — 81.0% — have no grade 9 sale on record, so there is nothing to report.

    Does the population include BGS, CGC and SGC?

    No. A population report counts the submissions of the company that publishes it, so copies held by other graders are not in that number.

    Is a low population the same as a low print run?

    No. Population measures how many copies were submitted for grading, which is not the same as how many were printed. A common card can have a small population if few people sent it in.

    Sources

    Sources and further reading
    1. Bandai — DRAGON BALL SUPER CARD GAME official rule manuals and product pages for both Masters and Fusion World, including the statements on card types, rarity tiers, deck construction and booster contents.
    2. PriceCharting — Dragon Ball console and individual card listings. PSA 10 values retrieved 2026-10-04.
    3. CardSpicy — the Dragon Ball card index, which tracks 9,828 card printings across 101 sets and the graded values attached to them.

    Prices quoted are secondary-market observations at the date cited and move quickly; nothing here is a valuation or an investment recommendation. Our own asking prices for the cards we hold are on each product page.

  • GD06 Stardust Trails: Everything Confirmed

    New releases

    Quick answer

    CardSpicy indexes the GUNDAM CARD GAME card by card, and new products are the one place where an index has to be careful: the set is announced long before it is printed. So this page separates the two cleanly — what Bandai has confirmed about Stardust Trails [GD06], and what nobody has published yet. Where a figure is not official, it does not appear here at all.

    What is confirmed

    Item Confirmed detail
    Product Stardust Trails [GD06], the sixth main booster set
    Release date 30 October 2026
    Pack 12 cards per pack, $4.99 suggested retail
    Set size 135 card types, plus 8 token types
    Composition 50 Common, 36 Uncommon, 32 Rare, 12 Legend Rare, 5 Special, 8 Token
    Source series Mobile Suit Gundam ZZ and Mobile Suit Gundam 0083: Stardust Memory

    Two of those lines are worth reading twice. The set is narrower than GD05: it is built on two series rather than sampling the whole franchise. And the composition figures describe the set as a whole, not the contents of one pack — a single pack holds a selection, with no guarantee of any particular Rare or Legend Rare.

    The two series it draws on

    Both are Universal Century stories, and both are marking anniversaries in 2026. Mobile Suit Gundam ZZ picks up after Zeta Gundam, following a teenage junk dealer pulled aboard a Federation warship and into the fight against Neo Zeon; 2026 is its 40th anniversary. Mobile Suit Gundam 0083: Stardust Memory sits between the original series and Zeta, and turns on the theft of a nuclear-armed prototype and the pursuit that follows; it marks its 35th anniversary. The set name is itself a reference to the second of those.

    That pairing is why this release is more interesting than its size suggests. GD05 sampled widely; GD06, by the confirmed series list, goes deep into two eras that had not yet had a set of their own.

    The cards confirmed so far

    Bandai’s product material has shown two headliners: ZZ Gundam, the combining flagship of ZZ, shown with a Legend Rare printing; and Gundam GP01Fb “Zephyranthes” Full Burnern, the space-refitted prototype from 0083. Both are shown as part of the set rather than as a full list, which is the point — the rest of the checklist is still being revealed.

    Where it sits in the release calendar

    Date Release
    24 July 2026 Freedom Ascension [GD05] and Deck Build Box [SC01]
    25 September 2026 Starter decks ST11 to ST14
    30 October 2026 Stardust Trails [GD06]
    29 January 2027 Blazing Fist [GD07]

    The booster sets page tracks every pack in the line, and the product page lists the codes each one carries.

    What is not confirmed yet

    The full card list is not published, and we do not print one. That means no card numbers, no rarity assignments beyond the two revealed cards, and no effect text for GD06 — and we will not guess at any of them, because a card list is the one thing that has to be exactly right. When the set releases and the cards are in the official database, they will be indexed here like every other card in the game.

    Frequently asked questions

    When does Stardust Trails [GD06] release?

    30 October 2026, at $4.99 suggested retail per pack, with 12 cards in a pack. It is the sixth main booster set for the GUNDAM CARD GAME.

    Which series are in GD06?

    Mobile Suit Gundam ZZ and Mobile Suit Gundam 0083: Stardust Memory — both Universal Century stories, and both marking anniversaries in 2026.

    How many cards are in GD06?

    135 card types plus 8 token types: 50 Common, 36 Uncommon, 32 Rare, 12 Legend Rare, 5 Special and 8 Token. Those are set-wide figures, not the contents of one pack.

    Is there a full GD06 card list on this site?

    Not yet, because it has not been published. The index lists every card once it is in the official database. This page covers only what Bandai has confirmed about the product itself.

    Sources

    Sources and further reading
    1. GUNDAM CARD GAME official card database (Bandai) — card entries for the whole game, including printed name, number, rarity, level, cost, colour, type, AP, HP, zone, traits, link, source series and effect text. Retrieved 2026-10-04.
    2. Bandai — GUNDAM CARD GAME product pages, for set names, codes and release information used here.
    3. Bandai — Stardust Trails [GD06] product and release material, for the release date, pack price, set composition and the two revealed cards.
    4. Press coverage of the GD06 announcement — secondary reporting, used only where it repeats the official product details above.

    Card data is quoted from the official card database at the date cited and is subject to change. This page is identification and set data, not valuation: we publish no price for Gundam cards, because there is no sales source we can stand behind for the game.

    Related reading

  • GD05 Freedom Ascension: The First-Anniversary Set

    Products

    Quick answer

    CardSpicy indexes the GUNDAM CARD GAME card by card, and Freedom Ascension [GD05] is the set most collectors treat as the dividing line in this game’s short history. It was the first-anniversary booster, and it is where the card game stopped sampling the franchise and started shaping its own chase structure. Here is what it actually contained.

    The first-anniversary set

    Freedom Ascension released on 24 July 2026, a year after the game launched, at the same $4.99 per pack and 12 cards per pack as the rest of the line. It shipped alongside the Deck Build Box Freedom Ascension [SC01], a product built to hand players playable reprints grouped by colour rather than random ones.

    What GD05 brought into the game

    The anniversary set is where several long-requested machines finally arrived. Strike Freedom Gundam from Gundam SEED Destiny and Nu Gundam from Char’s Counterattack both debuted here, and three entire works entered the card game at the same time:

    Work entering in GD05 Headline machine
    Mobile Fighter G Gundam Shining Gundam
    Mobile Suit Gundam Wing: Endless Waltz Wing Gundam Zero (EW)
    Mobile Suit Gundam: Char’s Counterattack Nu Gundam

    Three works from three different eras in one booster is unusual for this line, and it is the reason GD05 reads as an anniversary set rather than a themed one. The timeline page shows where each of those works sits.

    The Link Rare debut

    GD05 introduced the Link Rare, a treatment that pairs a Unit with its Pilot in a single linked illustration. Five appeared in the set: Strike Freedom Gundam, Nu Gundam, Master Gundam, Sazabi and Wing Gundam Zero (EW). It was the first new rarity treatment added since the game launched, and it is the reason GD05 is the set people point to when they talk about this game’s chase structure. The Link Rare page covers what the treatment is and how it differs from an ordinary Legend Rare.

    What our index shows for the set

    We index 140 cards under Freedom Ascension [GD05], across Blue / Green / Purple / Red / White. Those counts cover the base cards the set files, which is a different number from the set’s published checklist and from its total count of collectible versions — a distinction that matters here more than in most sets, because GD05 is the one with the most alternate treatments layered on it. The rarity by product page shows the labels it prints.

    Frequently asked questions

    When was Freedom Ascension [GD05] released?

    24 July 2026. It was the GUNDAM CARD GAME’s first-anniversary booster, released a year after the game launched, at $4.99 per twelve-card pack.

    What did GD05 introduce?

    The Link Rare treatment, in five cards: Strike Freedom Gundam, Nu Gundam, Master Gundam, Sazabi and Wing Gundam Zero (EW). It also brought Strike Freedom and Nu Gundam into the game for the first time, along with three whole works.

    Which works entered the game in GD05?

    Mobile Fighter G Gundam, Mobile Suit Gundam Wing: Endless Waltz, and Mobile Suit Gundam: Char’s Counterattack.

    How many cards are in GD05?

    It depends which number you mean, and GD05 is the set where that matters most. Our index files 140 cards under the set; the published checklist and the count of every collectible version are different, larger figures. Decide which one you are collecting before you buy.

    Sources

    Sources and further reading
    1. GUNDAM CARD GAME official card database (Bandai) — card entries for the whole game, including printed name, number, rarity, level, cost, colour, type, AP, HP, zone, traits, link, source series and effect text. Retrieved 2026-10-04.
    2. Bandai — GUNDAM CARD GAME product pages, for set names, codes and release information used here.
    3. Bandai — Freedom Ascension [GD05] first-anniversary product material, for the release date and the introduction of the Link Rare treatment.
    4. Third-party set coverage of GD05 — secondary reporting, used for the checklist, filed-card and collectible-version figures, which are catalogue counts rather than official statements.

    Card data is quoted from the official card database at the date cited and is subject to change. This page is identification and set data, not valuation: we publish no price for Gundam cards, because there is no sales source we can stand behind for the game.

    Related reading

  • GD07 Blazing Fist: What Is Confirmed So Far

    New releases

    Quick answer

    CardSpicy indexes the GUNDAM CARD GAME card by card, and a set that has not released yet can only be described one way: by what the publisher has actually said. This page collects everything confirmed about Blazing Fist [GD07] and stops there. No card list, no guessed rarity, no invented numbers.

    What is confirmed

    Item Confirmed detail
    Product Blazing Fist [GD07], the seventh main booster set
    Release date 29 January 2027
    Pack 12 cards per pack, $4.99 suggested retail
    Source series Mobile Suit Gundam: The 08th MS Team
    Revealed card Gundam Ez8, the RX-79 unit from that series

    The series it draws on

    Mobile Suit Gundam: The 08th MS Team is the 1996 original video animation set during the One Year War, following a ground-forces mobile suit team rather than the war’s famous pilots. Its signature machine is the Gundam Ez8, a field-repaired RX-79 variant, flown by the series’ lead. If GD06 goes deep into two Universal Century eras, GD07 does the same for one — and a ground-war series is a different flavour of set from the space battles the line has mostly drawn on.

    Where it sits in the calendar

    Date Release
    30 October 2026 Stardust Trails [GD06]
    29 January 2027 Blazing Fist [GD07]

    Retailer listings have also pointed at further 2027 product, including a second extra booster and an Ultimate Deck product in the spring. Those are retailer expectations rather than confirmed Bandai releases, so we list them as such and nothing more — see the product page for what is actually confirmed.

    What is not confirmed

    The card list. Bandai has shown one headline machine and named one source series; it has not published a checklist, a rarity breakdown or effect text, and we do not print any of those before they are official. When GD07 releases, its cards will be indexed here alongside every other card in the game, checked against the official database rather than against a retailer listing.

    Frequently asked questions

    When does Blazing Fist [GD07] release?

    29 January 2027, at $4.99 suggested retail per pack of twelve cards. It is the seventh main booster set for the GUNDAM CARD GAME.

    Which series is GD07 built on?

    Mobile Suit Gundam: The 08th MS Team, the 1996 original video animation. Gundam Ez8 has been revealed as part of the set.

    Is there a GD07 card list yet?

    No, and this site does not publish one until it is official. Only the source series and one revealed machine have been confirmed so far.

    What releases between GD06 and GD07?

    By the confirmed calendar, nothing in the booster line. Stardust Trails [GD06] is 30 October 2026 and Blazing Fist [GD07] is 29 January 2027.

    Sources

    Sources and further reading
    1. GUNDAM CARD GAME official card database (Bandai) — card entries for the whole game, including printed name, number, rarity, level, cost, colour, type, AP, HP, zone, traits, link, source series and effect text. Retrieved 2026-10-04.
    2. Bandai — GUNDAM CARD GAME product pages, for set names, codes and release information used here.
    3. Bandai — Blazing Fist [GD07] product and release material, for the 29 January 2027 release date, the source series and the Gundam Ez8 reveal.
    4. Retailer listings for 2027 GUNDAM CARD GAME product — secondary and provisional. Referenced only as expectations, never as confirmed releases.

    Card data is quoted from the official card database at the date cited and is subject to change. This page is identification and set data, not valuation: we publish no price for Gundam cards, because there is no sales source we can stand behind for the game.

    Related reading

  • What Actually Gives a Dragon Ball Card Its Value

    Quick answer

    CardSpicy works a Dragon Ball card’s value from four measurable factors rather than from the character alone, and only one of the four is about the card’s rarity letter.

    Ask ten collectors why a Dragon Ball card is expensive and you will get ten answers, most of them about the character. Character matters, but it is not the mechanism. Four things move a price, and only one of them is about the card’s rarity letter.

    One: the treatment, not the letter

    The single strongest factor at the top of any Dragon Ball set is the printing. A God Rare parallels a card that exists lower in the same set, shares its number, and differs only in finish and art. The same is true in Fusion World, where the ceiling is an alternate-art version of a Secret Rare. In both games, the letter tells you the tier and the treatment tells you the price.

    This is why two listings for the same card number can be separated by a factor of hundreds and both be correctly described. The alternate-art article sets out what changes between printings.

    Two: the set, and where its value concentrates

    Sets are not equally valuable, and the spread inside a set is far wider than the spread between sets. In the Dragon Ball data we track, the top five cards in a single Fusion World set account for the overwhelming majority of that set’s total value — the top five of FB02 are 86.7% of it. The rest of the set, hundreds of cards, divides the remainder.

    That concentration has a practical consequence. Buying a box of a set to chase its value means buying a distribution in which a single card is most of the outcome. The arithmetic is not a recommendation, but it is arithmetic: the median card in a set is close to worthless relative to the top one, and a box is mostly median cards. The sealed-product article covers that in more detail.

    Three: the grade

    Grading compresses the value of a card into a single number, and the premium for a top grade over a raw copy is real on most Dragon Ball cards: across the ranked cards in our pull, the raw-to-graded multiple runs from just above parity to several hundred times, with the median card comfortably in the multiples rather than the percentages.

    What the premium is not is predictable. A grade is an outcome, not an entitlement, and a card that looks like a 10 in a photograph may not come back one. Population data is the tool for judging how hard the top grade is on a given card, and it is set out in the population article.

    Four: supply, which is not the same as rarity

    Rarity is what the set says; supply is what got made and kept. They diverge constantly. A card can carry a high rarity letter and a large supply, or an unremarkable tier and a genuinely small supply.

    Two supply mechanisms matter more than the rest. Product-only cards — cards obtainable from exactly one release and nowhere else — have a ceiling that cannot be raised by a reprint of the main line. And stated print runs, which are rare in this hobby, convert an estimate into a fact. The reprint article explains both.

    What does not move a price much

    Three things that get more credit than they deserve.

    The character alone. A popular character raises interest in a card, but the same character appears on hundreds of ordinary cards. The character is a multiplier on a printing that is already scarce, not a source of scarcity on its own.

    The rarity letter alone. As above: a Super Rare with no premium printing is a bulk card, and every set prints dozens of them.

    Age alone. A 2017 card is not valuable because it is old. Most of what was printed in 2017 is still worth very little, for the same reason most of what is printed now will be. What ages into value is a scarce printing that the market later decided it wanted.

    Frequently asked questions

    What makes a Dragon Ball card valuable?

    Four things, in rough order of weight: the printing or treatment, the set it came from, the grade, and the actual supply. The rarity letter on its own explains less than people expect.

    Why is the top card in a set worth so much more than the rest?

    Because value concentrates. In the Fusion World data we track, the top five cards of one set account for 86.7% of that set’s total value, leaving the remainder to divide among hundreds of cards.

    Is grading always worth it?

    It depends on the card. The graded premium over a raw copy is real on most Dragon Ball cards, but a grade is an outcome rather than a guarantee, and the cost of submitting is fixed regardless of the result.

    Does the character matter?

    It matters for how many people want the card, not for how many exist. The same character is printed on hundreds of ordinary cards, so the character multiplies the effect of a scarce printing rather than creating scarcity.

    Do old Dragon Ball cards hold value because they are old?

    No. Most of what was printed in any given year, including 2017, is still common. What appreciates is a scarce printing that demand later found, not age by itself.

    Sources

    Sources and further reading
    1. Bandai — DRAGON BALL SUPER CARD GAME official rule manuals and product pages for both Masters and Fusion World, including the statements on card types, rarity tiers, deck construction and booster contents.
    2. PriceCharting — Dragon Ball console and individual card listings. PSA 10 values retrieved 2026-10-04.
    3. CardSpicy — the Dragon Ball card index, which tracks 9,828 card printings across 101 sets and the graded values attached to them.

    Prices quoted are secondary-market observations at the date cited and move quickly; nothing here is a valuation or an investment recommendation. Our own asking prices for the cards we hold are on each product page.