Gundam TCG Rarity Guide: C, LR, SP & the "+" System Explained
What every symbol on a Gundam card actually means — and the counterintuitive quirk that makes some "Common" cards rarer than Legend Rares.
Open your first Gundam Card Game pack, glance at the bottom of a card, and you'll meet a little cluster of letters and plus signs — C, U, R, LR, SP, and the occasional "+" or "++". If you're coming from Magic or Pokémon, the instinct is to read it as a simple ladder: more letters, more value. Gundam doesn't quite work that way, and misreading the symbols is the fastest way to over- or under-value what you just pulled.
The good news is the system is genuinely easy once someone explains the one twist that makes it different. Gundam's rarities aren't a strict pyramid where each tier is rarer than the last. Because of how the pack slots work, some "lower" rarities are actually harder to pull than the headline Legend Rares — which flips a lot of newcomers' assumptions about what's scarce and what's bulk.
This guide decodes every rarity symbol you'll see, explains the "+" and "++" alt-art system, and walks through the slot quirk that explains the pricing. We'll keep specific prices qualitative (they move constantly), and focus on what each symbol means for you as a player and collector. For the standout chase cards in the current set specifically, pair this with our GD04 chase-card guide.
The Short Version
Gundam's base rarities, least to most rare in the usual sense, are Common (C), Uncommon (U), Rare (R), and Legend Rare (LR). On top of those sit SP (Special) — premium reprints of key cards with exclusive new art — and the alt-art "+" treatments (C+, U+, R+, LR+), which are the same card with extended borderless art and fancier foil. The top chase tier is "++" (e.g. LR++), gold-foil "case-hit" cards that appear roughly once per 12-box case. The twist: LR and higher share a single pack slot, so the alt-art versions of lower rarities (C+, U+, R+) can actually be rarer than base LRs. A "+" matters far more than the letter in front of it. Crucially, the "+" never changes how a card plays — an LR+ is mechanically identical to its LR.
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In This Guide
The Base Rarities: C, U, R, LR
Four base rarities cover the overwhelming majority of cards in any set. In the conventional sense — ignoring the alt-art twist we'll get to — they run from least to most rare like this:
- Common (C) & Uncommon (U). The backbone of every deck and every Draft pool — your cheap early Units, role-player Pilots, and basic Commands. They look similar to each other; you'll just end up with far more Commons. Printed heavily, so individually they carry little secondary-market value.
- Rare (R). A glossy surface marks these, and every booster pack contains at least one. Plenty of competitive staples live at Rare — rarity and playability are not the same thing in Gundam, and some of the most-played cards in a deck are humble Rs.
- Legend Rare (LR). The glossy, textured top of the standard ladder — usually the big, splashy Mobile Suits and marquee cards a set is built around. These are the headline pulls, though as we'll see, "headline" doesn't always mean "hardest to pull."
A useful mindset from the start: in Gundam, the rarity letter tells you about scarcity and finish, not about how good a card is in a deck. Tournament decks are full of Commons, Uncommons, and Rares doing essential work. Don't dismiss a card because it isn't an LR.
SP: The Special Reprints

Alongside the base ladder, sets include a small number of SP (Special) cards. These are premium, high-rarity reprints of foundational cards from earlier sets, given exclusive new illustrations and a distinct foil treatment. For example, the Steel Requiem (GD03) set included a handful of SP cards — new-art versions of established staples like Mikazuki Augus and the Command "A Show of Resolve."
SP cards bridge "collectible" and "playable": they're cards people actually use, dressed up in a special edition. Because they're reprints of useful cards, their demand has a more practical floor than a purely cosmetic chase — but exactly how scarce and sought-after a given SP is depends on the card and the set. Treat each on its own merits rather than assuming "SP = expensive."
The "+" System: Alt Arts
Here's the part that trips up everyone coming from other games. When you see a plus sign on a rarity — C+, U+, R+, LR+ — it signifies an alternate art version of that card: extended, often borderless artwork and a more vibrant foil treatment.
The "+" changes the art and the foil — never the rules.
An LR+ plays exactly like its base LR: same cost, same stats, same text.
That single fact is the most important thing in this guide for a player on a budget. If you want a card to play, the base-rarity version does the identical job for a fraction of the price. The "+" is a collector's premium — you're paying for the art and the foil, not for any gameplay advantage.
Note that alt arts share the same card number as their base version (an LR+ Freedom Gundam carries the same code as the LR Freedom Gundam), which can cause confusion when buying singles. Always confirm you're looking at the "+" version — or the base — before you buy or sell, since the price gap between them is large.
The "++" Tier: Case Hits

At the very top sit the "++" cards — most often LR++, with gold-foil treatment, plus the occasional Resource++. These are the set's true chase cards, and they're called "case hits" for a literal reason: within a sealed case of (typically 12) booster boxes, there's usually only about one of each "++" card.
That scarcity makes the "++" cards the most valuable and sought-after in any expansion. Each set has its marquee "++" pulls — Steel Requiem's gold-foil GFreD and Kampfer, for instance, or the Unicorn Gundam (Awakened) "++" headlining the current Phantom Aria set. They're the trophy tier: stunning, scarce, and priced accordingly.
A reality check on chasing "++" cards.
Because they're case-hit rare, trying to pull a specific "++" by opening packs is extremely long odds — it's usually far cheaper to buy the single once the market settles than to gamble sealed product chasing it. Open packs for the fun of opening packs; buy the chase card you actually want as a single.
The Slot Quirk: Why It's Not a Pyramid
This is the insight that makes Gundam's rarities click — and it surprises almost everyone. In most TCGs, rarity is a clean pyramid: each tier up is rarer than the one below. In Gundam, it isn't, and the reason is how the pack slots work.
LR and all the higher rarities (LR+, the "++" cards, and so on) compete for a single slot in the pack. The alt-art "+" versions of the lower rarities — C+, U+, R+ — are seeded into that same premium space. The upshot is genuinely counterintuitive:
- A C+ can be rarer than an LR. Because the alt-art lower rarities show up at a much lower rate, a Common+ can appear far less often than a base Legend Rare — even though "Common" is right there in the name.
- LR+ can be more frequent than C+/U+/R+. Oddly, the alt-art Legend Rares seem to surface at a higher rate than the alt-art commons and uncommons — so the "fancier" LR+ isn't necessarily the harder pull.
The practical takeaway: the "+" matters more than the letter in front of it. When you're judging how scarce a card is, the alt-art treatment tells you more than whether it says Common or Legend Rare. (One small exception: the "+" and "++" versions of Resource cards live in the resource/token slot rather than the main premium slot.)
Rarity, Foil & Grading
The higher rarities — LR, the "+" alt arts, and especially the gold-foil "++" cards — use heavier, more intricate foil and texturing. It looks fantastic, but it has real consequences if you're thinking about grading:
- Heavy foil shows flaws. Intricate foil is prone to fine factory lines, surface scratches, and edge chipping — sometimes straight out of the pack. The fancier the card, the more carefully you should inspect it before assuming a top grade.
- Inspect before you spend on grading. Check the edges and corners under good light for any white showing through. A single visible flaw can cap the grade — and on an expensive "++" card, the difference between grades is significant. Grade your cleanest copies; protect and sell the rest raw.
For the full rundown on whether and where to grade, see our guide on whether card grading is worth it. The short version holds here: grade only clean, genuinely valuable cards; everything else is better off raw in a sleeve and top-loader.
Common Misconceptions
"Rarity equals power."
No — plenty of tournament staples are Commons, Uncommons, and Rares. Rarity is about scarcity and finish, not deck strength. Build around what cards do, not their symbol.
"An LR+ is a better card than the LR."
It's the same card. The "+" only changes the art and foil — identical cost, stats, and text. If you're buying to play, the base version is the value pick.
"Higher letter always means rarer."
Not in Gundam. Thanks to the shared premium slot, a C+ can be rarer than a base LR. The "+" tells you more about scarcity than the letter does.
"I'll pull the chase card if I open enough packs."
The "++" cards are case hits — about one per 12-box case. Opening packs to chase a specific one is a losing proposition; buy the single instead and open packs purely for the fun of it.
FAQ & Quick Reference
- What's the full rarity order? Base: Common, Uncommon, Rare, Legend Rare, plus SP (Special). Then the alt-art "+" versions (C+, U+, R+, LR+) and the gold-foil "++" case hits on top. But remember it's not a strict pyramid — the shared premium slot means some "+" lower rarities out-rarity base LRs.
- Does a "+" or "++" card play any differently? No. Alt arts are mechanically identical to their base card — same number, cost, stats, and text. The difference is purely the artwork and foil.
- What's the rarest pull in a set? The gold-foil "++" case hits — roughly one of each per 12-box case. They're the most valuable cards in any expansion.
- Should I buy alt arts to build a competitive deck? Only if you want them for looks. Since the "+" doesn't change gameplay, the base-rarity versions build the same deck far more cheaply. Buy alt arts to bling out a deck you already own, not to make it stronger.
- Base ladder: C → U → R → LR, plus SP (special reprints).
- "+" = alt art: extended art & foil, same gameplay (C+, U+, R+, LR+).
- "++" = case hit: gold-foil chase, ~1 per 12-box case.
- The quirk: shared premium slot means a C+ can be rarer than an LR.
- Rule of thumb: the "+" matters more than the letter; rarity ≠ power.
- To play: buy base rarity. To collect: chase the "+" and "++".
Read the Symbol, Not the Hype.
Gundam's rarity system looks like alphabet soup, but it comes down to a short list: C, U, R, LR for the base ladder, SP for special reprints, "+" for alt arts, and "++" for the gold-foil case hits — with the crucial twist that a shared premium slot makes some lower rarities rarer than the headline Legend Rares. Once you know the "+" matters more than the letter, and that no alt art ever changes how a card plays, you can value any pull correctly and spend your money where it actually counts. Buy base rarities to build, chase the "+" and "++" to collect, and never confuse a shiny symbol with a stronger card.
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