
Digital booster packs of real Pokémon, Lorcana and One Piece sets · raw cards shipped on request
Six things, weighted. Hover one for what it measured.
3.8/ 5
Fine, but check the details
Terms checked 2026-11-08.
Not checked yet: min buy-in, deposit fees, withdrawal fee, payout method, payout speed, vault cost, ID check.
By Lars Langenstueck, reviewed 2026-11-08
Ripz (ripz.gg) sells digital booster packs of real Pokémon, Disney Lorcana and One Piece sets, bought with gems. Every card you pull goes into your collection, where you can keep it, trade it with a friend, sell it back for gems, or, where the card is eligible, have the real card shipped to you. It is run by Ripz Technologies Inc., which gives a mailing address in Wheeling, Illinois.
There are 97 sets to open, 85 of them Pokémon, from vintage sets to Scarlet & Violet and Mega Evolution, plus 10 Lorcana and 2 One Piece. Most Scarlet & Violet and Mega Evolution packs cost 600 to 1,100 gems, roughly $6 to $11. Gems are store credit: you buy them by card or crypto, and they never turn back into money.
Each set publishes its pull rates: for every hit rarity, the chance of finding at least one in a pack. Ripz doesn't publish an expected value for its packs, and there is no record of its pulls for us to measure, so this page shows you its odds rather than a return.
Our verdict
Open about its odds: every set lists its rarity rates, the rates are the ones its server uses, and every open can be checked against a committed seed. The catch is the money. Gems never become cash, sell-backs pay in gems, and every card you want in hand costs 200 gems to ship, so what you put in stays on Ripz unless it leaves as cards. Its pull rates are its own estimates, since the publishers don't release per-rarity rates for real packs.
A Ripz pack is a digital pack of a real set. You open it online and the cards land in your collection; the pack itself is never shipped. Each card you pull can be sold back for gems, traded with a friend, or kept, and eligible cards can be shipped to you as the real, raw card, subject to inventory.
You can buy one pack, six or thirty-six at a time, and alongside the packs sit pack battles, a daily chest, card evolutions, a grading feature and Ripz Til You Hit, which keeps opening packs until you pull a rarity you choose.
Once a pack is opened the purchase is final. An unopened pack can be refunded within 24 hours only if it was bought by mistake, charged twice in error, or bought without your permission.
Every set page shows each hit rarity as "1 in X": the chance that a pack holds at least one card of that rarity. The /odds page, which gathers every set, adds the same chance as a percentage per pack. On Surging Sparks, a 650-gem pack, that was 1 in 6 for a Double Rare, 1 in 13 for an Illustration Rare, 1 in 15 for an Ultra Rare, 1 in 20 for an ACE SPEC Rare, 1 in 67 for a Special Illustration Rare and 1 in 189 for a Hyper Rare.
These are Ripz's own numbers. Publishers don't release per-rarity pull rates for real packs, so Ripz says its figures are its estimates of physical pack odds, informed by community research where there is any, and that they are the exact rates its server uses. Each open is decided by a seeded HMAC-SHA256 draw committed in advance, and once that seed is revealed, the receipt in your history lets you re-run the draw yourself.
Ripz publishes no expected value, so the rates tell you how often a rarity turns up, not what a pack is worth on average.
Gems come in packages from $9.99 for 1,000 to $4,999.99 for 500,000, so 100 gems is about a dollar. You pay by card through Stripe or in crypto through NOWPayments, and a gem purchase is final. Gems are store credit for packs, vaulting and shipping: they have no cash value and can't be withdrawn.
Selling a card back pays 85% to 90% of its market value in gems, depending on your VIP tier. Ripz refreshes its card prices continuously from market data. If a listing shows a clearly wrong price because of a data error, Ripz can reverse that purchase within 48 hours and refund everything you paid in gems.
Shipping costs 200 gems per card, and you request it from your collection for cards that are eligible; availability depends on inventory. Modern cards ship Mint or Near Mint. In the US, orders currently ship within 14 days, and mid-era or vintage cards can take up to 21 days so Ripz can source a good copy. The UK, Canada, Australia and Germany pay the same rates, with a further 10 to 21 days for delivery and customs; elsewhere can take longer.
If a card arrives damaged or the wrong card arrives, report it within 7 days of delivery, with photos for damage.
Ripz is run by Ripz Technologies Inc., with a mailing address in Wheeling, Illinois. You must be 18, and it's up to you whether Ripz is legal where you live. Its terms send disputes to binding arbitration without naming the state whose law applies. Support is at [email protected] or through a ticket in your account.
It suits you if you like opening real sets, want to see every rarity's odds before you buy, and are happy to keep what you pull or have a few favourites posted. It suits you less if you want to turn pulls back into money, since everything stays in gems.
Odds, packs and terms are Ripz's to change.
Ripz is run by Ripz Technologies Inc., with a mailing address in Wheeling, Illinois. It publishes the pull rates of every set, records every open with a verifiable receipt, and ships eligible cards you pull, as the real raw cards, for 200 gems a card.
No. Gems are store credit with no cash value, and selling a card back pays gems, at 85% to 90% of its market value. You can have the cards themselves shipped.
They are Ripz's own estimates of real pack odds, since publishers don't release per-rarity rates, and Ripz says they are the exact rates its server draws from. Each open can be checked against a seed committed before the draw.