Tools - Cards Realm

How many lands your Magic deck needs
Calculate your deck land needs, how many lands should you put in your deck and how many of each color

Magic Swiss tournament: what record makes top 8
Calculate the probability of being in the top 8 given the number of players a tournament have.

Commander deck Power level calculator
Calculate the power level of any given commander deck. The score will range from 1 to 10.

Magic deck name classifier: aggro, midrange or control
Import your deck and we will tell you its name

Which Commander is best for my deck
Import your deck and we will tell you which commander suits it better

Magic opening hand probability calculator
Calculate the chance of drawing the cards you need in your opening hand and on every turn, for any deck size and any number of copies.

Magic life counter with commander damage
Track life, commander damage and poison for 2 to 6 players. It keeps the game if you refresh the page, and works as a plain life counter for any game.

Random Magic deck challenge generator
Spin a random color combination, archetype and building restriction, and build the deck you would never have chosen by yourself.

Pokemon energy calculator
Find how many energies your Pokemon deck needs and how to split them between types, calculated from the attack costs of your attackers.

TFT shop odds when the champion pool is shared
Work out the real chance of the shop offering the one you want, starting from how many copies are left in the pool rather than from a fixed percentage.

Yu-Gi-Oh: chance of opening one card from each group
Work out the real chance that your opening hand holds something from every group at once, instead of multiplying the groups as though they were independent.

Outs calculator: the exact chance, and where the rule of four and two is wrong
Enter how many cards would give you the hand and see the exact probability beside the shortcut, together with what the price already in the pot actually needs you to have.

Two dice odds, and what a spot on the board is really worth
See the exact odds of every total on two dice and what a spot touching three numbered tiles yields per roll, including why two spots that look very different are worth the same.

League of Legends effective health: what to buy against damage
Work out how much damage your health and resistance really absorb, see why the absorption rises in a straight line while the damage cut flattens, and which point is worth more.

Hearthstone Arena: chance of 12 wins before 3 losses
Put in your win rate and the run's two targets to get the exact chance of closing it, where the average run really ends, and how violently the odds answer to a few points of skill.

Lorcana ink: how many inkable cards a deck needs
Put in the deck, the cards you can put down as a resource and the turns to cover, to get the exact chance of never missing one, and to see how fast two more copies stop helping.

Box or singles: why the average box and the typical box are not the same
Put in the packs, the pull rate and the prices to see what a box is worth on average, what the middling box actually returns, and how often one of them simply loses money.

Is grading worth it: the price below which no grade can pay the fee
Put in the ungraded price, what grading costs and your odds on each grade, to get the gain on average and the exact price below which the fee cannot pay for itself whatever comes back.

Marvel Snap: the win chance where staying equals retreating
Put in what you win, what you lose and what leaving costs, to get the exact win chance where staying and leaving are worth the same, which is almost always far below the half people use.

Flesh and Blood pitch: how many cards you burn per turn
Put in the deck, the hand and what each kind of card pays, to see how many cards funding the turn costs you and how many are left to actually play with.

TFT gold: what spending now really costs you
Put in your gold, what you want to spend and how your interest works, to see what the purchase really costs once the interest you stop collecting is counted in.

Digimon memory: how much your turn hands the opponent
Put in the counter you have and what each play costs, to see how far past zero your turn goes, how many plays fit, and how much the order you chose is costing you.

Keyforge: what being stolen from each turn costs you
Put in what your goals cost, what you collect each turn and how much is taken from you, to see the delay in turns and why the last point taken hurts far more than the first.

Runeterra spell mana: how much of what you save survives
Put in what each turn gives you, what you usually leave unspent and how much can be carried, to see how little of it survives and from which turn the rest is simply thrown away.

One Piece TCG: what going first actually costs you
Put in what each side gets on their first turn, how fast it grows and where it stops, to see what starting behind adds up to and the exact turn it stops mattering.

Hearthstone dust: craft the card or open another pack
Put in what the card costs to make, what a pack brings in and the chance it turns up, to see which way is cheaper and how many packs the unlucky half really need.

Pokémon TCG: the odds your key card is in the prizes
Put in the deck size, how many cards get set aside unseen and how many copies you run, to see how often one of them is stuck in there and what the pile really costs you.

Digimon: digivolve step by step or jump straight to the top
Put in what each step up costs and what leaping to the top costs from each height, to see which way is cheaper and exactly what the turns you save are priced at.

Flesh and Blood: when the card you pitch comes back around
Put in the deck size, what you draw and what you put underneath each turn, to see the exact turn a card comes back and why holding it one more turn often changes nothing.

How many attacks to knock out the opposing Pokémon
Put in the target's health, your damage and what its weakness and resistance do, to see how many attacks it takes and how much of your damage buys nothing at all.

Pokémon TCG mulligan odds: how often you redraw
Put in the deck, the opening hand and how many cards you must open with, to see how often you redraw, how often twice in a row, and what each extra card of that kind is worth.

Hearthstone: the same card on the play or on the draw
Put in the deck, the copies you are waiting for and what the second player is given, to see the gap between the two sides and how many turns of head start it is really worth.

Lorcana: race for lore or slow the other side down
Put in the target and both rates to see which is worth more, a point a turn added to yours or taken from theirs, and how much you would have to take to arrive first.

Yu-Gi-Oh: what every card above 40 costs your deck
Put in the smallest legal deck, the size you run and the copies you are after, to see what the extra cards cost you and how cheaply another copy buys the loss back.