A card for every colour

There are 16,777,216 colours in 24-bit RGB, and downloadrgb has a trading card for each one. Stats, type, rarity, name, flavour text and the creature itself are all computed from the six characters of the hex code, which is why /c/3a7bd5 shows you and everyone else the identical card, forever, with no account and no database behind it.

THE HEX IS THE CARD

The three RGB channels are printed directly as the three stats, so a card's ATK is its red channel: #3A7BD5 reads ATK 58 / DEF 123 / SPD 213. LUM is HSL lightness rather than WCAG relative luminance, which weights blue at 0.07 and would score pure #0000FF a 7 out of 100.

Type is the hue band, with three types for colours that have no useful hue: under 12% lightness is Umbra, over 92% is Lumen, under 15% saturation is Ash. Each type paints its own texture behind the creature (Tide banded swell, Void a starfield, Ash dead-channel static) and leans toward particular bodies, so a type reads as a family.

  • EMBER
  • AMBER
  • SOLAR
  • VERDANT
  • TIDE
  • DEEP
  • VOID
  • BLOOM
  • ASH
  • UMBRA
  • LUMEN

RARITY IS MATH ON THE HEX

No server rolls dice, so you can verify any card anyone sends you just by reading its code. The tiers describe how a colour looks rather than how hard it is to find: most of the cube is a saturated colour, so Uncommon is the crowd and Common is the muddy remainder.

LEGENDARY8

The channel extremes: pure red, green, blue, cyan, magenta, yellow, black and white.

EPIC131

A CSS named colour: rebeccapurple, papayawhip, darkslategray.

RARE11,283 · 0.07%

A structured hex: AABBCC, ABCABC, ABABAB, ABCDEF, a perfect neutral, or two channels pinned to 00 / FF.

UNCOMMON13,410,342 · 80%

Saturation at or above 45%: a clean, vivid colour, and most of the cube.

COMMON3,355,452 · 20%

The muddy near-greys that fall through everything else.

PACKS

Epic is 131 colours and Legendary is 8, so a uniformly random draw would never show you either. A pack rolls a tier from its own table first, then picks a colour from inside it. Each set covers a different region of the space, chosen to answer the two questions the array asks: short on blue, or short on contrast. Later series cost more and open up as you rip packs.

  • LEGENDARY
  • EPIC
  • RARE
  • UNCOMMON
  • COMMON
SWATCHLOOSE45 PHOTONS · 3 CARDS

Three cards off the bottom of the pile. No promises.

PRISMSERIES 1100 PHOTONS · 5 CARDS

The base set. Anything in the spectrum, one Uncommon or better guaranteed.

UNCOMMON+ GUARANTEED
MONOLITHSERIES 2160 PHOTONS · 4 CARDS · AFTER 5 PACKS

Blacks and whites, nothing in between. What your array’s contrast is missing.

NO TIER TABLE · SAMPLES THE COLOUR SPACE DIRECTLY

SIGNAL RSERIES 3240 PHOTONS · 4 CARDS · AFTER 15 PACKS

Four cards running hot on red. Bought to fix a channel, not to gamble.

NO TIER TABLE · SAMPLES THE COLOUR SPACE DIRECTLY

SIGNAL GSERIES 3240 PHOTONS · 4 CARDS · AFTER 15 PACKS

Four cards running hot on green. Bought to fix a channel, not to gamble.

NO TIER TABLE · SAMPLES THE COLOUR SPACE DIRECTLY

SIGNAL BSERIES 3240 PHOTONS · 4 CARDS · AFTER 15 PACKS

Four cards running hot on blue. Bought to fix a channel, not to gamble.

NO TIER TABLE · SAMPLES THE COLOUR SPACE DIRECTLY

SPECTRUMSERIES 4500 PHOTONS · 5 CARDS · AFTER 30 PACKS

Nothing Common in the wrapper, and at least one Rare or better.

RARE+ GUARANTEED

THE ARRAY

Cards can be assigned to an array of up to 6 slots, where they produce photons continuously from their channel total and rarity. The part that only works on this site: because a card's stats are its RGB channels, an array's channels add the way light does. Level all three and it emits white at ×2 rate; stack one channel and you get a bright colour doing half the work. The strongest array isn't your six biggest cards.

Contrast is what dark cards are for. On brightness alone a black card emits nothing, but a display is judged on its contrast ratio, and you can't have a bright picture without deep blacks: the spread between your darkest and brightest card multiplies the whole array by up to ×1.75. A dark card gives up its own output to make everything else count for more, so an all-bright array leaves as much on the table as an all-dark one.

WEAR

Emitting damages a card, at a rate set by strain. Most of that is balance, which is the second job white balance does: a level array is gentle on its cards, while a lopsided one drives three channels hard to get the work of one and burns through them. A fresh card lasts about eight hours at perfect balance and about two at the worst. Upgrades add strain, and so does the emit button, which is just a way of pushing the array harder than it wants to run.

There is no repair, so cards are consumable and the collection has to keep turning over. Every copy sits on the shelf separately, because a stacked ×3 badge could not tell you that one of the three is worn out. Foil goes on Rare and above; on screen it tracks your pointer, and the downloaded JPG bakes in a fixed version of the same sheen.

PHOTONS

Packs run from 45 photons up and you start with 500. After that they come from your array, plus a bare trickle of 0.125/sec with no array at all. Time away counts, up to 4 hours.

A duplicate is a second physical card, not a tally, and it is what replaces a card in your array when that one wears out. Burning pays nothing: it is how you make room on a full shelf, not how you earn, which leaves the array as the only thing worth building. Your binder holds 100 cards to start and grows 25 slots at a time. Since all of this lives in your own browser you could of course just edit the number, and it's here to give opening a pack some weight rather than to stop you.

NO ACCOUNT, NO CATCH

Your binder lives in this browser's local storage and never leaves your device. Cards render in a canvas on your machine and the JPG is produced there too. Anyone can view any of the 16,777,216 cards by typing a hex into the address bar, and you're welcome to, but only a pack puts one in your binder: counting visits as finds would turn the collection into a browser history.

RIP A PACK