CardsintermediateUpdated: 9/15/2026

TCG Card Shop Simulator Creature List: Tetramon & EX

Explore the TCG Card Shop Simulator creature list of every Tetramon, learn which EX cards and Grade 10 gems are worth holding, and spot condition-based value swings.

The TCG Card Shop Simulator creature list spans 4,436 cards across the Base, Destiny, Ghost, and Ascension families, and every Tetramon creature you can pull from a booster pack lives inside that pool. Knowing which creatures exist, how condition affects resale price, and which EX prints deserve a spot in your binder is the fastest way to turn duplicate pulls into shop profit.

Why the Creature List Matters for Shop Owners

With 1.0 adding 1,452 new creatures through the Ascension line on top of the 2,714 Early Access pool, the full Tetramon roster has more than doubled compared to the 0.70 build. New shop owners who learn the creature list in chunks — by family, by element, and by grade — report completing their binders roughly 30% faster than players who just sort by rarity. The reason is simple: cards in the same family tend to share artwork, foil patterns, and condition ceilings, so once you understand one Tetramon family, the rest fall into place.

The full scope lives on the TCG Card Shop Simulator on Steam page, which lists 50 achievements and confirms the September 15, 2026 full release. The community wiki index at Steam Guides section breaks the 4,436 cards into per-family tables, and that wiki is the most reliable source for cross-referencing which creatures actually exist versus which ones players misremember from beta. The same collection logic shows up in the broader card list breakdown, where every rarity tier and every basic, rare, and epic slot is mapped.

How Creatures Are Organized in 1.0

Creatures are grouped into four families in 1.0, and each family has its own booster pack line, its own card back, and its own foil treatment — a design choice that lets collectors visually sort pulls at a glance. The four families are Base, Destiny, Ghost, and Ascension, which together account for roughly 4,400 tetramon entries ranging from common base-set staples to ultra-rare Ascension refractor foils. This kind of hard separation is rare in collector sims, where most competitors (Card Shop Simulator, TCG Life, etc.) blend rarity tiers within a single shared pack pool, and it is the structural reason the TCG Card Shop Simulator creature list is best approached one family at a time rather than as one flat catalog.

FamilyPack LinePrint StyleApprox. Creature CountRelease Era
BaseBase BoosterStandard~1,420Early Access
DestinyDestiny BoosterHolo pattern~890Early Access
GhostGhost BoosterEtched foil~674Early Access
AscensionAscension BoosterRefractor foil~1,4521.0 launch

The creature list inside each family mirrors the full card list breakdown, so once you know which family a creature belongs to, you also know which booster pack drops it. The four families do not cross-pollinate: a Base creature never appears in a Destiny pack, and a Ghost print never shows up in an Ascension booster. That separation is what makes grinding one family at a time a viable collection strategy.

The Four Tetramon Families Explained

Every creature in the TCG Card Shop Simulator tetramon list falls into exactly one of the four families, and each family has its own economic personality. Base prints are the cheapest, Ascension is the most volatile, Destiny is the most liquid, and Ghost is the most niche.

Base Family — The Foundation

Base creatures were the only family available during Early Access, so they make up the largest share of every veteran collector's binder. They tend to be the cheapest on the resale market because so many were printed, but their holo variants still command solid markup when a high condition grade lines up with a popular creature. A Base creature in Grade 10 with the holo foil intact routinely sells for 8-12× the Base price, while the same creature in Grade 4 sits at the floor.

Base creatures are also the easiest to complete because they are scattered across every booster type as a low-rarity insert, so even an Ascension pack will sometimes drop a Base creature you are missing. Community testing on the OPNeon Games YouTube channel suggests Base foil rates are roughly 1 in 12 packs, while Ascension foils run closer to 1 in 38. That gap is part of why Base creatures stay affordable even when demand for a specific monster is high.

Destiny Family — The Liquid Mid-Tier

Destiny creatures were the second family added during Early Access, and they sit in the middle of the price spectrum. They are the workhorses of the resale market because the holo pattern is bright enough to read on a shelf, and the creature designs lean toward popular archetypes. Most shop owners who specialize in one family pick Destiny, because the inventory turnover is faster than Ghost and the markup is more stable than Ascension.

Destiny creatures are also the most common answer to "which creature should I keep?" threads on the r/TCGCardShopSimulator subreddit. The community-reported rule of thumb is: keep the highest-grade Destiny print of every creature you actually play, and sell the rest. That single rule, applied across a full Destiny binder, tends to free up 40-60% of binder space without hurting the playable collection.

Ghost Family — The Niche Collector

Ghost creatures are the smallest family from Early Access and the hardest to find in 1.0 because OPNeon reduced their drop rate slightly to make room for Ascension prints. The etched foil treatment is subtle, which makes condition grading more demanding, but the rarity ceiling is high — a Grade 10 Ghost creature can outvalue a Grade 10 Ascension print in some cases because supply is so thin.

Players who focus on Ghost creatures typically run a high-margin, low-volume shop strategy. Inventory sits longer, but profit per card is higher. For a complete overview of how Ghost creatures slot into the wider pool, the card set completion guide walks through every family and the set completion rewards tied to finishing one.

Ascension Family — The 1.0 Wildcard

Ascension is the new family that landed with the 1.0 update, and it is the single biggest reason the creature list went from 2,984 cards to 4,436. Refractor foils, alternate-art prints, and a higher ceiling on EX variants make Ascension the most volatile family. Prices on Ascension creatures swing more from week to week than any other family, and a new EX release can move the market for the entire family.

Ascension is also the family where condition matters most, because the refractor foil shows scratches and edge wear far more visibly than Base or Destiny prints. A Grade 8 Ascension creature can be worth less than a Grade 6 Base print of the same monster if the foil is clouded. That sensitivity is part of why so many players treat Ascension as a "trade, don't keep" family in the early weeks after a new expansion.

Card Condition and Grade Explained

The grading system in TCG Card Shop Simulator is a 1-10 scale, and the same creature can swing 5-10× in resale value depending on which grade it lands in. The system is built around four cornerstones — centering, corners, edges, and surface — and the in-game grading tool uses those to assign a final number.

What Each Grade Tier Means

The grade tiers below are the same ones the community wiki uses, and they match the labels that show up in the in-game card detail panel when you inspect a creature like a Holo Foil Stampede Rex or a standard tetramon from the base set. Grading is applied per-print rather than per-species, so the same creature can carry different grades depending on whether you pulled it as a Base, Holo, Reverse, EX, or Refractor — and the resale multipliers in the table below only become meaningful once you understand that print-type context.

Grade RangeLabelResale vs Base PriceTypical Foil BehaviorCommon Use
1-3Damaged0.4-0.7×Foil clouded or peeledBulk sell, scrap
4-5Played0.8-1.2×Light scratchesTrade fodder
6-7Near Mint1.5-2.5×Clean foilSolid stock
8-9Mint3-5×Sharp foil, white cornersPremium shelf
10Gem Mint8-15×Perfect centering, mint foilBinder-only

Reaching Grade 10 on any creature is rare, and reaching it on an EX or refractor print is the single most valuable card state in the game. Community data suggests a Grade 10 EX sells for 12-20× the base price of the same creature, while a Grade 10 Base holo tends to land closer to 8-12×. The reason is supply: EX prints are already scarce, and the subset of EX prints that survive play in pristine condition is vanishingly small.

How Condition Interacts with Family

The same condition grade hits different value across families, and the multiplier table below reflects the spread reported by shop owners on the TCG Card Shop Simulator community guides hub. Ghost cards hold a roughly 10-15% premium at grade 7, while Ascension prints tank to a 0.8× penalty at grade 4, a spread that directly shapes which tetramon to prioritize when restocking inventory. Grade 10 ex cards in the Ghost family can swing between 11× and 16× of base value depending on centering, so a single condition slip on a high-tier creature list pull can erase several days of profit margin before the buyer even inspects the holo layer.

FamilyGrade 4 vs BaseGrade 7 vs BaseGrade 10 vs Base
Base0.9×1.8×8-12×
Destiny1.0×2.2×9-13×
Ghost1.1×2.5×11-16×
Ascension0.8×2.0×10-15×

The takeaway: Ascension prints suffer the most in low grades but recover quickly in high grades, while Ghost prints hold value better in the middle range. Base prints stay the most stable across the entire grade scale, which is why they are the safest family for new shop owners who are still learning how to read condition.

Which Creatures to Keep and Which to Sell

The TCG Card Shop Simulator best cards to keep question comes up in almost every collection thread, and the answer depends on whether you are running a shop, building a deck, or completing a binder. Each use case has its own keep/sell priorities.

Keep Priorities by Goal

  • Shop profit focus: keep only the highest-grade copy of each creature you actually restock, and sell every duplicate above that. This typically frees 40-60% of binder space.

  • Deck building focus: keep one of every creature you run in a competitive deck, plus one extra as a trade backup, and sell the rest.

  • Set completion focus: keep one of every creature in every family, but only at Grade 7 or above, and sell everything below that.

  • EX chase focus: keep every EX and refractor pull regardless of grade, because even a damaged EX is rarer than a mint Base creature.

Players who try to chase all four goals at once usually end up with a bloated binder and a thin wallet, because the volume of cards needed for set completion conflicts with the selectivity needed for shop profit. Pick one primary goal and treat the others as secondary.

The EX and Grade 10 Rule

A simple rule covers most keep/sell decisions: if it is an EX or a Grade 10, it goes in the binder. Everything else gets evaluated against your primary goal. EX prints are limited by design — they are not in every booster and they are not reprinted — so even a Grade 4 EX is more valuable than a Grade 7 Base creature in most market snapshots.

Grade 10 cards follow the same logic but for a different reason: a Grade 10 condition is hard to maintain, and any creature that survives long enough to be inspected at Grade 10 is a keeper by default. Community data from the r/TCGCardShopSimulator subreddit suggests fewer than 1 in 400 foil pulls land at Grade 10, which keeps the supply tight regardless of family.

Tetramon Mechanics That Affect Collection Value

Creature value in TCG Card Shop Simulator is not driven only by family, grade, and EX status. The playable Tetramon card game also ties creature power to the in-game energy system, and the strongest creatures in competitive play tend to be the most expensive on the resale market. The meta deck breakdown covers how energy curves shape the top-tier creatures, and that list lines up closely with the highest-resale creatures in any given patch.

Why Meta Creatures Cost More

When a creature climbs into the competitive top tier, demand spikes across all four families. A Base print of a meta creature can outvalue a Ghost print of an off-meta creature even though the Ghost print is technically rarer, simply because more shop owners want the Base copy for fast turnover. That inversion is one of the trickier parts of the TCG Card Shop Simulator tetramon list economy, and it is why the same creature can have four different price points depending on which family you are holding.

The aggro/control split matters too, because aggro creatures tend to cycle through inventories faster, while control creatures sit longer on shelves but command higher per-card margins. Players running an aggro-heavy deck building plan often prefer Base prints for speed, while control players gravitate toward Destiny or Ascension prints for the foil pop on the shelf. The deck building fundamentals explain how those preferences map to the energy system and the creature pool.

Border and Foil Impact

High-tier borders and foils carry visibly higher market value than the same creature in Base print, which is why the standard community advice is to sell duplicates and keep the top border of each creature you actually play. The community video hub at Steam community video hub catalogs dozens of border and foil comparison clips, and the consistent finding is that a holo or refractor border adds 1.5-3× to the same creature's Base price before condition is even factored in.

EX cards are the upper limit of that border ladder. They use a unique border, a unique card back, and a unique rarity tag, and they do not appear in the standard rarity table. They are tracked separately in the card list breakdown under the EX filter, and that is the cleanest way to see how many EX creatures exist per family.

How to Track Your Creature Collection

Tracking 4,436 cards across four families is not realistic with a notebook, and the in-game collection screen only shows partial data. Most experienced shop owners use a combination of the in-game tracker, the community wiki, and a personal spreadsheet.

Tracking Workflow That Works

The workflow below is what shop owners who maintain 90%+ set completion tend to use, and it scales whether you are chasing one family or all four. The reason completionists settle on this exact sequence is that booster pack drops are randomized across all four creature families, so without filtering by family in the collection tab you will spend hundreds of in-game days over-pulling duplicates of common tetramon while the holo-grade slots stay empty, and re-grading every 1-2 weeks prevents you from over-investing shop funds into cards whose grade 10 ex variants just rotated out of the meta.

  1. Open the in-game collection tab and filter by family, then export or screenshot the missing creatures.

  2. Cross-reference the missing list against the community wiki at Steam guide hub to confirm the creature exists and to note the booster pack it drops from.

  3. Mark high-priority creatures in a personal spreadsheet, with columns for family, target grade, current inventory count, and trade value.

  4. Update the spreadsheet every time a booster is opened, and re-grade the priority list every 1-2 weeks because the meta shifts.

A single Google Sheet with four columns (family, target grade, current count, trade value) is enough to drive a 90%+ tetramon completion run without slowing you down. Anything heavier — Notion databases, Airtable automations, custom dashboards — gets abandoned fast because most shop owners report that the moment a booster-tracking step exceeds roughly 30 seconds per pack, the spreadsheet stops being updated and grade 10 ex cards quietly start sitting in storage bins uncounted. A lightweight sheet also makes it trivial to sort by missing holo-grade creatures per family, so you can see at a glance that you still need three more Crystalline tetramon before chasing another common drop.

Where to Find Updated Creature Data

The three sources below stay current through 1.0 patches and cover complementary slices of the TCG Card Shop Simulator creature list data: the wiki catalogs every tetramon family with base stats and drop locations, Steam community guides focus on which Grade 10 and EX cards are worth grading up versus selling raw, and the subreddit surfaces real-time market shifts on individual card conditions.

SourceBest ForUpdate SpeedURL
Community wikiPer-family tables, creature statsWithin 1-2 days of patchcommunity guides on Steam
Steam community guidesPlayer-tested strategiesWithin 1 weekSteam community guides
r/TCGCardShopSimulatorMarket price snapshotsReal-timer/TCGCardShopSimulator

Using all three together gives you the most complete picture, because the wiki is the most accurate on creature existence, the Steam guides are the most accurate on collection strategy, and the subreddit is the most accurate on what other shop owners are actually paying this week.

Frequently Asked Questions

What is the total creature count in the TCG Card Shop Simulator creature list?

The full TCG Card Shop Simulator creature list holds 4,436 cards in 1.0, split across the Base, Destiny, Ghost, and Ascension families. Of those, 1,452 creatures arrived with the Ascension pack line, and the other 2,984 carried over from Early Access across Base, Destiny, and Ghost.

Which Tetramon creatures are the best cards to keep from a shop owner perspective?

The best cards to keep are the highest-grade copy of every creature you actively restock, plus every EX and Grade 10 pull regardless of family. The community-reported rule is to sell every duplicate above the top-grade copy, which typically frees 40-60% of binder space without hurting turnover.

How does TCG Card Shop Simulator card condition affect resale value?

TCG Card Shop Simulator card condition swings value by 5-10× across the grade scale, with Grade 10 cards selling for 8-15× the base price of the same creature. Ascension foils are the most condition-sensitive, while Base prints are the most stable across the entire grade range.

Are TCG Card Shop Simulator EX cards worth holding even in low grade?

Yes. TCG Card Shop Simulator EX cards are worth holding in any grade because they are not reprinted and they appear in boosters at a low rate. Community data suggests fewer than 1 in 400 foil pulls land at Grade 10, which keeps EX supply tight even when individual cards are damaged.

How rare is a TCG Card Shop Simulator Grade 10 creature in practice?

A TCG Card Shop Simulator Grade 10 creature is rare, with community estimates below 1 in 400 foil pulls across all four families. Ghost and Ascension families see the highest Grade 10 values per card, while Base Grade 10s sit at the lower end of the multiplier range at roughly 8-12× base price.