Skip to content
MTG card conditions explained: NM, LP, MP, HP, damaged

Guide · Identify and value

MTG card conditions explained: NM, LP, MP, HP, damaged

What Near Mint, Lightly Played, Moderately Played, Heavily Played and Damaged mean for Magic cards, how to inspect a card, and how to record its condition.

A condition grade is shorthand for how much wear a card has taken, and the ladder most of the hobby uses runs Near Mint, Lightly Played, Moderately Played, Heavily Played and Damaged — abbreviated NM, LP, MP, HP and DMG. Each step down means the wear is easier to see. At the top the card looks like it has never been played with; at the bottom it has damage you can feel with a thumb rather than have to find under a light.

The hard part is not the ladder. It is that no single body owns it. Marketplaces publish their own condition guides, buyers apply their own eyes, and the boundary between two neighboring grades is where nearly every disagreement happens. So the skill worth building is not memorizing five definitions. It is inspecting every card the same way, grading down when you are unsure, and recording the grade against the copy you inspected rather than against the card's name.

Know what each of the five grades describes

Read these as descriptions of how obvious the wear is, not as a rulebook.

  • Near Mint. The card looks unplayed. Under a light you might find a tiny nick on an edge or a faint surface mark, but nothing that draws the eye. Cards can leave a pack below this standard, so "never played" and "Near Mint" are not the same claim.
  • Lightly Played. Wear is there when you look for it: light whitening along an edge, a small scuff, a corner that has gone slightly soft. Nothing that stands out with the card sitting face down on a table.
  • Moderately Played. Wear you notice without hunting for it — border whitening visible from across the table, scratching on the face, a small bend. The card still sits flat enough to shuffle and reads cleanly.
  • Heavily Played. Wear that dominates the card: whitening around most of the border, obvious surface scratching or clouding, creasing, corners gone round.
  • Damaged. Something past wear. Creases you can feel, tears, water marks, writing, stickers, bends that stop the card lying flat, or anything applied to the card after it was printed.

The line most people argue over sits between Lightly Played and Moderately Played, because that is roughly where a card stops being adequately described by one word and starts needing photographs.

Expect the scales to differ between venues

Treat the five grades as a common vocabulary rather than a standard. Marketplaces publish their own scales and they differ at the edges: some add a step above Near Mint, some collapse the bottom of the ladder into a single bucket, some use words like Excellent, Good and Poor instead. Two sellers can honestly label the same card differently because they are grading against different guides.

Professional grading is a different exercise again. A third-party grader inspects the card, assigns a number on its own scale, and seals the card in a holder so the opinion travels with it. That is worth paying for when the card is valuable enough that a buyer wants someone other than you to vouch for it, and it is a poor use of money on anything else — the fee and the wait do not scale down with the card.

Three habits keep you out of trouble whichever scale you meet. Grade to the guide published by the place you are selling. When a card sits between two grades, write the lower one. And describe anything unusual in words rather than trusting the grade to carry it — a single crease on an otherwise clean card is exactly what a one-word grade hides.

Inspect a card in the same order every time

A repeatable pass beats a careful one, because consistency is what makes grades you assigned months apart comparable. Take the card out of its sleeve, or know what the sleeve is hiding.

  • Light. Use one light source off to the side and tilt the card into it. Flat overhead light hides scratches, clouding and print lines; raking light across the surface shows them immediately.
  • Back and border. The back of a Magic card is dark, so edge wear reads as a bright white line against it. Check all four edges of the back first — it is the most sensitive surface for whitening on most printings.
  • Corners. Look for whitening, fraying, softness and dings. Corners take damage first because they carry every impact.
  • Surface. Tilt again and look for scratches, clouding, indentation from something pressing on the card, and fingerprints that will not lift.
  • Flatness. Hold the card at eye level with one long edge toward you. Bows, waves and creases are all visible from that angle and nearly invisible from above.
  • Face. Only now read the printed side for ink scuffs and edge wear on the front border.

Centering is not wear. A card whose art sits off-center left the press that way, so on a marketplace scale it belongs in the description rather than the grade; professional graders do factor centering into their number, which is one more reason the two systems are not interchangeable. Print lines and other factory marks are the same kind of thing: they affect what a buyer will pay, but calling them wear makes your grades disagree with everyone else's.

Treat foils and older cards as special cases

Foils carry manufacturing characteristics that look like damage and are not. A gentle bow is normal — the foil layer and the card stock behind it do not respond to humidity in the same way — and clouding or fine print lines inside the foil can be present from the pack. What genuinely counts as wear on a foil is scratching through the foil layer, peeling or separation at the edges, and creasing. Keeping foils flat and stable is a storage problem more than a grading one, and storing cards long term covers the conditions that cause the curl in the first place.

Older printings need the same allowance. Print quality, cut consistency and edge finish have all changed over the game's life, so the top grade for a decades-old card means "as good as that printing gets" rather than "as good as a card printed last week". Sellers of vintage cards lean on photographs and a written description instead of a single word, and buyers expect that. If a grade feels generous or harsh, look at how comparable copies of the same printing are described rather than at the definitions.

Record the grade against the copy, not the card

Condition belongs to a physical object. Four copies of the same card can sit at four different grades, and a list that stores one condition per card name throws that away the moment you own a second copy. Record it per copy, alongside the printing and the finish, so the entry still answers a question a year later — taking inventory covers the rest of what an entry needs to hold.

The printing matters here as much as the grade does, because grade and printing are multiplied together when anyone puts a number on the card. Two Lightly Played copies of the same card can be worth very different amounts if they came from different releases, which is why the card catalog groups a card's printings and lists them side by side rather than showing one price per name. If you are not sure which printing a copy is, identifying the printing comes before grading it.

Re-grade whenever a card moves: out of a deck that has been played for a season, into a trade binder, or onto a sale list. A grade recorded once and never revisited slowly becomes fiction, and it always drifts in the same direction.

Doing this in ManaArchive

ManaArchive stores condition on each holding rather than on the card, alongside that copy's printing, finish and language, so a played copy and a pack-fresh copy of the same card stay separate rows instead of merging into one quantity. Collection search takes a condition: filter, so you can pull every played copy when you want to re-inspect or list them. See how it works if your list currently has one condition per card name.

FAQ

Is Near Mint the same as mint?

No, and the difference is deliberate. Near Mint describes a card that looks unplayed, which allows for the small imperfections cards pick up in printing, cutting and packing. Some scales add a stricter step above it, variously called Mint or pack fresh, and many scales do not have one at all.

That gap exists because a flawless card is rarer than an unplayed one. Cards come out of packs with nicked corners, faint print lines and off-center cuts, and none of that is wear. Near Mint is the safer claim unless the venue defines a higher grade and you are confident the card meets it.

Does a played card lose much value?

It depends on which card and which grade, and there is no fixed percentage that applies across a collection. What sets the gap is supply: for a card that has been reprinted many times there are plenty of clean copies, so a worn one has to compete on price. For a scarce or old card, played copies are how most buyers get one at all, and the gap between grades is narrower in relative terms.

The reliable way to answer it for a specific card is to look at what copies at each grade are actually listed and selling at, on the venue you would use, for the printing you own. That comparison takes a minute and beats any rule of thumb, and working out what a collection is worth covers how to do it without pricing every card you own.

Can I grade my own cards?

Yes, and for your own records and private sales it is the normal thing to do. Grade against the published guide of wherever you intend to sell, stay consistent, and back anything borderline with photographs so a buyer can judge the same card you did.

What you cannot produce yourself is a third-party opinion, which is the actual product a professional grading service sells. If a card is valuable enough that a buyer wants an independent verdict and a sealed holder, that is the case for sending it away. Everything else runs on your own careful, consistently applied grade.

ManaArchive keeps every copy's printing, finish, condition and shelf in one place.

See how it works