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Turn three copies into the next colour up

Merge three copies of a card for one copy of the same card from the next zone up. Every zone's cards are minted first, so a merge never creates a card, it hands you one that was waiting.

  • Three white Belgiums merge into one green Belgium.
  • Black cards are never sold in packs, only merged.
  • Any three copies will do, so merge your worst.

Merging three into one

Some sets come in every zone colour. The World Flags stamps are the first: the same 246 flags with a white border in Zone 1, green in Zone 2, and so on up to black, and each zone up wears a higher rarity (Common through Zone 2, then Uncommon, Rare, Very Rare, Xtra Rare at 6 and 7). You cannot buy your way to the coloured ones. You merge for them: three copies of a card become one copy of the same card from the next zone up.

Belgium
Belgium
Belgium
→
Belgium

Three white Belgiums, one green Belgium. Three greens, one blue. All the way to black.

How to merge

  1. Open a card you hold three or more copies of, in a set that has a zone above it.
  2. Click Copy N of M to see every copy.
  3. Tick three. The Merge 3 into Zone N button lights up when exactly three are ticked.
  4. Click it and confirm. You land on your new card, in the next zone's set, in its new colour.

The Merge button only appears where a merge is possible: on a set with a zone above it. On any other set the copies page has Donate and nothing more.

What you get

A copy of the same card from the next zone's stock. Every zone's cards are minted before anyone can merge for them, so a merge never creates a card; it hands you one that was already waiting. Which copy you get is random from what is left, and it comes with its own minted condition, not a blend of the three you gave. It can be better than any of them or worse; you find out when you look at it. It counts as a new card in your collection, with a history line naming the three that became it.

What you give

The three copies you ticked are gone for good. They go to the house, into the set's Discovery pool, the same place a donation goes. Whatever they wear goes with them, the same as a donation: a sleeve or a top loader on a merged card is spent. A graded card is never merged; the button stays off while a sealed copy is ticked. A card at the bureau cannot be ticked until it is home.

Merge all unprotected

Once you have completed a set that merges upward, finished it once even if merging has since thinned it, the set's x2+ filter grows a Merge all unprotected button. It finds every card with three or more bare copies and merges them in threes in one go: six bare copies merge twice, seven merge twice and keep one. A warning page lists what will go first, and it is worth reading: none of those copies has been graded, any one of them could be the Flawless you have not found yet, and once merged it goes to the chest as it is. Sleeve or grade a copy you want to keep and it stays out. Left alone every time: sleeved, loaded and graded copies, your podium cards, copies waiting for registration, in a trade, on the puzzle table or listed on the Market. The oldest copies merge first, so your newest stay. Afterwards a summary shows every card that came out.

Things worth knowing

  • Any three copies will do. Bare, sleeved, loaded, damaged or perfect, it makes no difference to what you get. So merge your worst three and keep the best. Teeth & Talons evolve the same way, No. 1 into No. 2 and on up, and an evolve chain has no zone gate.
  • The stock can run out. Each zone's reserve is a finite count of every card. If none of that card is left in the zone above, the page says so and nothing is taken from you.
  • The top colour has no store. Black cards are never sold in packs. The only door to a black card is three reds.
  • Your zone is not the card's zone. The zone you stand in comes from your streak; the colour on a card comes from merging. They share names and colours, nothing else.
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