What trades, what moved, and what each card's own series implies next. Where the data isn't there yet, the list says so.
Showing Pokémon
$10 to $50. Where volume is highest and a position can be built cheaply. Ranked by how often a copy actually changes hands.
| # | Card | Market Price | Rating | Composite |
|---|---|---|---|---|
| 1 | $27 | Hold | +14 | |
| 2 | $27 | Hold | +12 | |
| 3 | $22 | Hold | +13 | |
| 4 | $39 | Sell | −21 | |
| 5 | $20 | Sell | −29 |
Not investment advice. Every rating, signal and pick here is the output of a model over price history and population data. Trading cards are illiquid and easily moved by a single listing; treat this as a starting point for your own research, never as a reason to skip it.
Providers count sales over different windows — about three months for Pokémon, a year elsewhere — so every figure is normalised to a per-day rate first. A card missing from a demand list has no volume recorded, which is not the same as no sales.
Raw lists start at $10. Below that a percentage describes the price feed, not the market — a cent of rounding on a $1.20 common is a full percent — so bulk would take every place on arithmetic alone. Slabs need no bound; the grading fee is already a floor.
The third row reads the shape of a card's own series, so it covers only cards with a dozen or more readings — most of Pokémon, a slice of One Piece, growing with every ingest. Where a series jumps too far in one reading to be a market move, the earlier readings are dropped: that is the card being repointed at a different product.