🃏Ability Cards
Ability Cards add a strategic layer to Meta Racing gameplay. These upgradeable NFT cards can be equipped to cars, providing tactical advantages during races and influencing key performance parameters.

Card Types
All cards require player activation during races and consume energy.
Boost
Increase your car's skills
Attack
Decrease opponent's car skills
Defence
Provide shields or blocks for your car
Control
Change tactical aspects of the race
Trick
Create unexpected changes for all players
Card Rarity
Each card has a rarity that influences both its power and energy cost. Higher rarity cards are more powerful but cost more energy to play.
Common
1
Uncommon
2
Rare
3
Epic
4
Legendary
5
Card Packs
Card Packs are NFTs sold in the in-game shop. Each pack can be burned (opened) to receive 10 random cards.
Card Drop Rates
Common
60%
Uncommon
20%
Rare
10%
Epic
8%
Legendary
2%
Card Effect Durations
Cards can have different duration types:
N% of segment
Effect lasts for N% of the distance after segment start
N% of segment, delay X%
Effect starts after traveling X% of the segment
Segment
Effect lasts for the entire segment
Next Segment
Effect starts from the next segment
Immediately
Effect occurs instantly upon card use
Card Categories
Boost Cards
Enhance your car's performance:
Effect: +X% to car's final parameters (Acceleration, Handling, Durability, Power)
Duration: Short powerful bursts (3–4 sec) or longer weaker ones (5–6 sec)
Higher Rarities: May include shield effects that absorb N% of opponent attacks
Attack Cards
Reduce opponents' performance:
Effect: -X% to opponent's car parameters
Targeting: Random opponent or player-selected target(s)
Legendary Bonus: Can penetrate opponent shields by N%
Defence Cards
Protect against incoming attacks:
Absorb X%
Absorbs part of the attack effect
Redirect
Reflects attack back to attacker or random target
Convert to Boost
Transforms damage into a characteristic boost
Freeze Protection
Resistance to card/energy freezes
Reduce Duration
Shortens enemy debuff duration
Chance Effects
N% probability for full absorption/reflection
Legendary
Near-full shield or strong damage-to-boost conversion
Trick Cards
Create unexpected situations:
Card Draw
Draw additional cards or exchange cards from hand
Draw Limitation
Prevent opponents from drawing new cards
Card Copying
Copy a random opponent's card
Cost Modification
Decrease your costs or increase opponent's costs
Disguise
Hide your card backs or substitute opponent cards
Swap
Convert debuffs into boosts (varying probability)
Control Cards
Affect energy and opponent decisions:
Energy Management
Add energy to yourself, reduce opponent's energy
Freeze Energy
Lock opponent's energy temporarily
Cap Lock
Reduce opponent's energy cap
Pilot Nullification
Cancel opponent pilot bonuses
Short Zone
Reduce opponent decision time
Intel Cards
See opponent cards and incoming attacks
Hand/Deck Manipulation
Reduce opponent's hand or deck size
Redirect
Reassign attack targets
Card Upgrades
Upgrade System
Some cards can be upgraded to increase their power. Upgrades use Particles obtained from burning other cards.

Starting Level
1
Maximum Level
4
Upgrade Restrictions
Boost
Yes (Common–Epic only)
Attack
Yes (Common–Epic only)
Defence
Yes (Common–Epic only)
Trick
No
Control
No
Legendary (any type)
No
Particles
Particles are the upgrade currency obtained by burning cards.
Particles from Burning
Common
5
10
15
25
Uncommon
15
25
35
50
Rare
40
60
80
120
Epic
150
200
250
300
Legendary
400
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Upgrade Costs
Common
20
40
80
140
Uncommon
50
100
200
350
Rare
120
250
400
770
Epic
300
500
800
1,600
Decks
Players can use a random deck or build custom decks for strategic advantage.

Deck Rules
Maximum Deck Size
20 cards
Minimum Deck Size
No minimum
Custom Decks
Unlimited
Deck Building
Decks are created in the Cards → Decks section.
Building custom decks allows players to:
Focus on specific strategies (aggressive, defensive, control)
Prepare for known track types
Counter expected opponent playstyles
Strategic Note: Using a heavy custom deck means taking responsibility for the outcome. If you lose, it was your decision.
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