Cyberpunk TCG Sealed Deck Rules: RAM Does Not Apply
Until this week the sealed half of Cyberpunk TCG was a card count and nothing else. WeirdCo published the rest of it on 19 August 2026, and the headline is that the constructed format's defining constraint — the per-colour RAM ceiling your three Legends set — is switched off entirely. Your Legends stop being a deckbuilding licence and become three cards you flip.

Until this week, the only sealed deckbuilding rule WeirdCo had published for Cyberpunk TCG was a card count. Thirty and three. That left the format's central question open: does the RAM ceiling — the per-colour cap your three Legends set, which is the constraint the whole constructed format is built around — survive into a format where your Legends arrive at random out of a foil wrapper?
It does not. WeirdCo answered it on 19 August 2026 in a Beta Event and Pre-release primer, and the answer rearranges the order you are supposed to build a deck in.
What WeirdCo published this week
Two things landed in two days, and they are related.
On 18 August, WeirdCo named Melee.gg as its tournament software partner and turned on event scheduling and player account linking. Alongside it went a new Organized Play FAQ page covering account creation, store claiming and event setup.
On 19 August, it published the sealed primer — the first document that states the sealed deckbuilding rules rather than the deck size. Between the primer and the FAQ, four things that were open questions a week ago now have published answers: the colour rule, the RAM rule, the recommended round structure, and how you sign up.
One number frames everything below. The Beta Set Booster wrapper at the top of this page prints 12 additional cards, and six of those packs go in a kit — so your pool, before the Legend promos, is 72 cards.
The sealed deck rules, in full
Here is the format against the constructed rules it replaces:
| Rule | Constructed | Sealed (Beta Events and Pre-releases) |
|---|---|---|
| Legends | Exactly 3, uniquely named | 3 of your choice, from your Legend pack or your boosters |
| Main deck size | 40 to 50 cards | Minimum 30, not counting Legends |
| Copy limit | Maximum 3 of any card | Not stated for sealed |
| Colours | Set by your Legends | Up to 3, freely chosen |
| RAM ceiling | Cumulative Legend RAM, per colour | Does not apply |
| Card pool | Anything you own | Your six packs, Legend pack and kit promo only |
WeirdCo's own wording is unambiguous on the two that matter: "the three Legends you choose for your sealed deck do not determine which colors of cards you can include in your Main Deck," and "you don't need to worry about the RAM numbers on any of your cards at all."
The Organized Play FAQ says the same thing in operator language — players "select up to 3 colors they can play with in their deck, which do not have to be tied to their Legends."
No RAM ceiling changes the order you build in
In constructed, your Legends are a licence. Every Legend that prints a RAM value carries RAM 2, so three of them buy exactly six RAM, and how you split that across colours decides which cards you are allowed to own in the list at all. You pick Legends, then you pick cards.
In sealed, that arrow reverses. WeirdCo's third build tip spells it out: review your pulls, "consider which color looks the weakest overall, and then play all of the others," and only then "review all of your Legends to see which ones will be best at making your strongest Units, Gear, and Programs shine."
Two consequences worth sitting with.
Sealed is a cut-one format, not a pick-three format. There are four colours and you may play three. You are not assembling a colour pair and hoping for a splash — you are deleting your weakest colour and keeping the rest. That is a much lower bar, and it means three of the four colours you open stay playable regardless of what your Legend pack gave you.
Your Legends become gameplay cards, not deckbuilding cards. Their RAM value is inert. What is left is their cost, their power, their text, and the gameplay guide's line that "whether face-up or face-down, you can also spend a Legend to pay 1 €$." If you have not played, Legends, Gig dice and the Eddie economy are covered in the rules breakdown — the short version is that Calling a Legend costs 1 €$, happens once per turn, and flips one at random "without looking first." You do not choose which. Three Legends picked for raw stats beat three picked for a plan you cannot schedule.
Thirty is a floor, not a target
The number that has been circulating since July is 30, stated flatly. The primer's wording is different: "A main deck with a minimum of 30 cards, not including your three Legends." The Organized Play FAQ agrees — "a Sealed deck of at least 30 cards."
WeirdCo's own Organized Play structure page has not caught up; it still reads "build a deck of 30 cards and 3 Legends," with no minimum and no maximum. The two newer documents both say minimum, so treat 30 as the floor.
Whether you should go above it is a different question, and the gameplay guide answers it for you. Its Deck Out rule: "if you are required to draw a card but have no cards left in your deck, your Rival immediately wins." You draw one card per turn in the Start Phase, and Overtime begins after the last player's seventh turn. Thirty cards against a seven-turn clock and one draw a turn is not a deck you can realistically empty, so every card you add above 30 is one you rated worse than your 30th-best card, bought against a risk the format rarely charges you for. Build to 30 unless something specific pushes you up.
The sellable split WeirdCo prints does not add up
This is the one place the primer is worth reading twice, because its two numbers point in opposite directions.
Verbatim: "In general, a 50/50 split between sellable and unsellable cards is a great place to start. The most successful players tend to settle somewhere close to a 55/45 split, in favor of unsellable cards. So, in your sealed deck, that translates as 14 Units and 16 Sellable Program and Gear cards."
Fourteen and sixteen is thirty, but it is 53% sellable — the opposite side of the ledger from the sentence above it. A genuine 55/45 favouring unsellable cards would be about 17 Units and 13 sellables. Both cannot be the recommendation.
| Reading | Units (unsellable) | Programs and Gear (sellable) |
|---|---|---|
| The stated ratio, 55/45 unsellable | ~17 | ~13 |
| The worked example printed beside it | 14 | 16 |
Do not agonise over it. The distance between the two is three cards, and both sit close to half and half, which is the actual lesson. Selling is capped at one card per turn, and the gameplay guide is blunt about the rate: "no matter how much a card costs in your hand, it's only worth 1 €$ per turn as an Eddie." Roughly half your deck has to carry a sell tag or you will sit on cards you cannot pay for. WeirdCo's shorthand of "Units = unsellable, Programs and Gear = sellable" also holds up against the revealed card pool, where all the Programs and Gear carry a sell tag and a single Unit does.
What is in the kit, and what of it is legal
Per WeirdCo's Organized Play FAQ, a Beta Event Kit contains:
| Contents | Quantity |
|---|---|
| Welcome to Night City Beta Booster Packs | 6 |
| Randomized Legend promo cards | 3 |
| Guaranteed Mantis Blades full-art Beta-stamped promo | 1 |
| Polyhedral dice (d4, d6, d8, d10, d12, d20) | 1 set |

The primer pre-empts the obvious question about the promo: "you'll also find a Nova Rare promo card in your Beta Event or Pre-release kit. In answer to your next question, yes, you absolutely can include that card in your main deck."
The card database backs that up in a way worth spelling out. Mantis Blades appears in six printings, and their rarities are not the same:
| Printing | Number | Rarity |
|---|---|---|
| Welcome to Night City — Retail | 025 | Common |
| Welcome to Night City — Beta | β025 | Common |
| Embracing Power — Retail Starter Deck | 007 | Uncommon |
| Embracing Power — Beta Starter Deck | β007 | Uncommon |
| Arasaka Demo Deck | 004 | Common |
| Pre-Release Beta | 011 | Nova Rare |
The event-kit printing is the Nova Rare one. The card itself is a Red CYBERWARE Gear at cost 1, power 2, RAM 1, reading "(Equip to a friendly Unit or face-up Legend.)" — so if Red is one of your three colours it is a free playable in your 30, and because sealed ignores RAM its RAM 1 never mattered anyway.
One more clarification the primer adds: your three Legends do not have to be the three from the Legend pack. They can be "the three Legends from your additional Legend pack, Legend cards opened in your Booster Packs, or any combination of the two." If a booster hands you a fourth Legend, it is a real option, not a spare.
The hard limit is the pool itself. "You can't add any other cards you own to this deck until after the tournament is complete."
Beta Event or Pre-Release
Same format, different packs, different eligibility.

| Beta Event | Retail Pre-Release | |
|---|---|---|
| Dates | 10-20 September 2026 | Weekend of 30 October 2026 |
| Boosters used | Welcome to Night City Beta | Welcome to Night City Retail |
| Store eligibility | Approved for Organized Play and ordered Beta Event Kits, both by end of day 1 May 2026 | Any Organized Play store |
| Promo | Mantis Blades, Beta-stamped | Different promos |
| Deckbuilding rules | Identical | Identical |
That store eligibility line is stricter than WeirdCo's own Organized Play page implies. That page says only that Beta Events "will be run exclusively by stores that signed up for Cyberpunk TCG Organized Play before May 1." The FAQ names two conditions: a store had to be approved for Organized Play by end of day 1 May 2026 and have placed an order that included Beta Event Kits by the same deadline. Stores meeting both received allocation numbers. Signing up alone was not enough.

There is also a date buried in the FAQ that is easy to miss. It states that Organized Play stores may sell Beta Starter Decks and Beta Displays from 1 September 2026 — nine days before the first Beta Event and more than two months before the 6 November retail release. Beta Event Kits themselves go on sale 10 September for use inside a store's own event, and are not to be sold separately until after 20 September.
The date a lot of coverage is printing wrong
Beta Events run 10 to 20 September 2026. Not 10 to 17.
Three WeirdCo documents say 10-20: the 24 July Beta Event Guide ("between September 10 and 20, 2026, giving stores two weekends"), the Organized Play FAQ ("September 10-20, 2026"), and the 19 August primer ("between September 10 and September 20"). The internal logic backs it — two weekends inside that window means 12-13 and 19-20 September, and a window closing on the 17th does not contain two.
The 10-17 figure is not something coverage invented. WeirdCo's own Organized Play structure page read "between September 10 and September 17, 2026" as recently as 19 August and now reads the 20th — so on the day the primer went up, WeirdCo's own site was carrying both dates at once. ScreenRant's 27 July piece gives the window as September 10-17, which is what that page said when it was written. Plan around the 20th.
Melee is now the sign-up path
As of 18 August, Cyberpunk TCG events live on Melee.gg. What that means practically:
- You need two accounts, linked. A cyberpunktcg.com account and a Melee.gg account, connected to each other. WeirdCo's FAQ is explicit that "all organizations and players will have to link their Melee.gg account to a CyberpunkTCG.com account." If the email on both matches, the link is offered automatically.
- You find events on Melee, not on the WeirdCo site — Browse Games, pick Cyberpunk TCG, search by location. The cyberpunktcg.com store locator still tells you which shops are Organized Play stores, but the events themselves are listed on Melee.
- Stores drive the listings. Scheduling opened on 18 August, so how many events exist near you on any given day depends on how many local shops have got round to publishing theirs.
- Bring a phone. The primer recommends a mobile device to check pairings and report results, since scores go into Melee rather than onto a paper slip.
The link survives a forgotten setup — if you turn up unlinked, WeirdCo's 18 August announcement says you get reminded through the Player Controller for your tournament in Melee.
What a round actually looks like
WeirdCo's recommended structure for a Beta Event, from the Organized Play FAQ: three rounds, Best-of-3, 60 minutes each, using Swiss pairings and the sealed format setting in Melee.
Note the word "recommended." It is guidance to stores, not a rule, so check your own event's listing. One that is already up: Guardian Games in Portland has a Beta Event listed for the evening of Friday 11 September at $49.95, described as sealed deck, three rounds Swiss, with prizes paid out in Beta Booster Packs. The round count matches WeirdCo's recommendation. The entry price is the store's own — WeirdCo has not published a kit MSRP, so expect that figure to vary shop to shop.
The primer also promises something worth knowing if this is your first hobby-store tournament: you get "a generous amount of time to open your packs, give everything a read through, and construct your deck" before round one starts. The clock is on the rounds, not the build.
What is still unknown
Four things the new documents do not settle:
- The copy limit. Constructed caps you at three copies of a card. Neither the primer nor the FAQ mentions a copy cap for sealed, and out of a 72-card pool it would rarely bind — but it is not written down in either direction, unlike the RAM and colour rules, which now are.
- Pre-release kit contents. WeirdCo says the promos differ from the Beta kit but has not itemised them.
- Kit pricing. No MSRP for either kit. The store prices appearing now are stores setting their own entry fees.
- Whether the beta ruleset moves again before November. WeirdCo flagged on 29 May that card stats, keywords and templating were still in motion, and Beta Events run on that ruleset. Retail lands 6 November.
For where this format sits in the wider event ladder — Night City Brawl, Showdown and the four competition tiers above them — the Organized Play breakdown covers all eight rungs. WeirdCo is not alone in making this call: Riftbound's sealed and draft rules do the same thing, letting a sealed deck use any three domains instead of the two its Legend would lock in, over a 25-card floor rather than 30. The instructive difference is the copy limit. Riftbound writes it out of limited in so many words — unlimited copies of anything you opened. WeirdCo has left the subject alone.
Quick reference
- Sealed deck: 3 Legends + a main deck of at least 30 cards.
- RAM: ignored entirely in sealed.
- Colours: up to 3, chosen freely, not tied to your Legends. Cut your weakest of the four.
- Legends: from the Legend pack, from boosters, or a mix.
- Kit promo: main-deck legal.
- Pool: 6 packs at 12 cards = 72, plus 3 Legend promos and the kit promo. Nothing you brought.
- Sellables: aim near half the deck. WeirdCo's worked example is 14 Units to 16 Programs and Gear.
- Beta Events: 10-20 September 2026, stores approved and ordered by 1 May 2026.
- Pre-releases: weekend of 30 October 2026, any Organized Play store.
- Beta Starter Decks and Displays on sale: 1 September 2026.
- Sign-up: Melee.gg, with a linked cyberpunktcg.com account.
- Recommended structure: 3 rounds, Best-of-3, 60 minutes, Swiss.
Frequently Asked Questions
Keep Reading
- Cyberpunk TCG Beta Event and Pre-release Primer, 19 August 2026 (WeirdCo, official) - the sealed deckbuilding rules, the RAM and colour clarifications, the sellable split and the build order
- Melee Integration and Organized Play FAQ (WeirdCo, official) - the 10-20 September window, the at-least-30 deck rule, kit contents, the three-round Best-of-3 recommendation, store eligibility and the 1 September Beta product on-sale date
- Announcing our Tournament Software Partner for Cyberpunk TCG, 18 August 2026 (WeirdCo) - Melee.gg selected, event scheduling and player account linking live
- Organized Play Structure (WeirdCo, official) - the Night City Gauntlet ladder, the older "deck of 30 cards and 3 Legends" wording, and the Beta Event window it carried as 10-17 September until 19 August 2026
- Cyberpunk TCG Beta Event Guide: What's in the kit?, 24 July 2026 (WeirdCo) - kit contents, the ten-Legend pool and the two-weekend 10-20 September window
- Mantis Blades card entry (WeirdCo, official card database) - Red CYBERWARE Gear at cost 1, power 2, RAM 1, and six printings whose rarities range from Common to the Nova Rare Pre-Release Beta promo
- Cyberpunk TCG Gameplay Guide (WeirdCo, official) - the Deck Out and Overtime rules, the once-per-turn Sell for Eddie cap at 1 €$, and Calling or spending a Legend
- Marketing Materials asset library (WeirdCo, official) - Beta and Retail Set Booster pack renders and the Beta Starter Deck box renders used in this post
- GG PDX Cyberpunk TCG Beta Release, Friday 11 September 6:30pm (Guardian Games, Portland) - a listed Beta Event at $49.95, sealed deck, three rounds Swiss, prizes in Beta Booster Packs
- A New Cyberpunk 2077 Game Is Coming This September, 27 July 2026 (ScreenRant) - cited here for the September 10-17 window, which matched WeirdCo's own Organized Play page at the time of writing and is superseded by the 10-20 window
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