Common
●The everyday cards in every pack, usually basic Pokémon.
Value: Pennies raw, unless it is a popular Pokémon in a vintage set or a misprint.
Every rarity, how to spot it in the corner of the card, and what it usually means for value.
The everyday cards in every pack, usually basic Pokémon.
Value: Pennies raw, unless it is a popular Pokémon in a vintage set or a misprint.
Slightly scarcer than commons, often evolutions and trainers.
Value: Low on its own; collectors buy them to complete sets.
One guaranteed rare slot per pack in most eras.
Value: Modest, unless the Pokémon is a fan favourite.
A rare with a shiny holofoil picture box.
Value: Vintage holos (Base Set to Neo) are where real money starts.
A normal card with the foil on the body instead of the picture.
Value: A small premium over the normal print; some special pattern reverses sell well.
ex / V / GX cards (RR)
The Pokémon ex, V and GX cards with big HP and extra rules.
Value: Usually a few pounds; chase Pokémon fetch more.
Full Art (UR)
Full-art versions of ex and trainer cards.
Value: Steady sellers; trainer full arts of popular characters go higher.
IR / AR
Full-picture artwork of a regular Pokémon, a set's art showcase.
Value: Often the sleeper hits of a set; popular Pokémon climb fast.
SIR / SAR
Full-art ex or trainer cards with storytelling artwork. The chase cards of modern sets.
Value: The top cards of most modern sets, often tens to hundreds of pounds.
Gold / Secret Rare (UR)
Gold-etched cards numbered beyond the set's printed total.
Value: Scarce; demand varies with the Pokémon pictured.
Powerful one-per-deck trainer cards.
Value: Mostly played rather than collected; modest prices.
S / SSR
Alternate-colour shiny Pokémon, often in special subsets.
Value: Popular shinies sell well, especially in Japanese high-class sets.
Cards given away in boxes, events and tins, not in booster packs.
Value: Mostly low; event-only and staff promos can be very valuable.