Glossary

The language of MLB The Show Diamond Dynasty and its card market — explained in plain English. Whether you're new to the stub economy or just want to nail down what “ROI after tax” really means, start here.

Ratings & Card Quality

How cards are graded — by the game, by the community, and by DiamondOps.

OverallOVR
A card's headline rating in MLB The Show, from 1 to 99. It's a broad average of every attribute on the card — including ones that barely affect how the card plays in-game. Two cards with the same OVR can perform very differently, which is why re-weighted scores like OpScore exist.
OpScore
The DiamondOps composite rating. It re-weights a card's attributes toward what actually wins games and adjusts for the difficulty you play on — so a single number reflects real in-game performance, not a flat average. Read the full breakdown on the OpScore page.
True Overall
A community term for any re-weighted overall that tries to correct the game's flat OVR. Formulas vary site to site, and most are not difficulty-aware. OpScore is our difficulty-aware take on the same idea.
Rarity
A card's tier, shown by its color band: Common, Bronze, Silver, Gold, Diamond, and the special 99-overall Red Diamond. Rarity roughly tracks overall but is its own attribute, which is why you can filter by it directly.
Quirk
A situational trait attached to a card — for example, Dead Red boosts contact against fastballs, and Unfazed improves performance in high-pressure moments. Quirks make a card play better than its raw attributes suggest, so OpScore credits them with an uplift bonus.
ParallelPXP · Parallel XP
A progression system: using a card earns Parallel XP (PXP), which levels it through Parallel tiers (P1–P5), each adding permanent attribute boosts. A Parallel 5 copy is strictly stronger than a Parallel 0 copy of the same card — and on the market, higher parallels can command a premium.
Live Series
Cards based on active MLB players that update throughout the seasonto reflect real-world performance and roster moves. They're the backbone of the market and by far the largest card set in the game.
SuperchargedAugment
A temporary boost the game applies to a rotating set of cards — such as Player of the Week — raising their overall for a limited window. Because the boost expires, a supercharged price spike is usually short-lived, which makes these cards a classic flip trap if you buy in late.

Attributes & Gameplay

The in-game mechanics that determine which attributes actually matter.

PCIPlate Coverage Indicator
The Plate Coverage Indicator — the reticle you aim while batting. Higher plate vision enlarges it; higher difficulties shrink it dramatically. That trade-off is why vision and discipline are weighted more heavily at tougher difficulties.
Contact & Power
The two core hitting attributes, each split by pitcher handedness (vs L / vs R). Contact governs how reliably you square the ball up; power governs how far it travels. The handedness splits are why a card can be elite against righties and merely good against lefties.
Plate Vision & Discipline
Vision sets your PCI size (pitch recognition); discipline reduces the chance of chasing pitches out of the zone. Both grow in importance as difficulty rises and timing windows tighten.
DifficultyAll-Star · Hall of Fame · Legend
The CPU difficulty you play on. DiamondOps computes OpScore separately for All-Star, Hall of Fame, and Legend because the same card performs differently at each. Use the AS | HoF | Legend toggle to match your level.
Two-Way Player
A card that both hits and pitches — the Ohtani archetype. DiamondOps scores both sides separately so you can judge it as a hitter and as a pitcher independently, rather than blending the two into one misleading number.

The Market & Trading

How the Community Market works and the vocabulary of buying, selling, and flipping.

Stubs
The in-game currency of Diamond Dynasty. You earn stubs by playing, completing programs, and selling cards — and spend them buying cards and packs on the Community Market. Everything DiamondOps prices is denominated in stubs.
Buy Now
The lowest price at which you can instantly buy a card right now — the cheapest active sell order on the market. Read it alongside Sell Order to see the current spread.
Sell Order
The highest price a buyer is currently willing to pay — the best standing buy order. Selling into it is instant. The gap between Buy Now and Sell Order is the spread a flipper tries to capture.
Quick SellQS
Selling a card directly to the game for a small, fixed stub value instead of listing it on the market. It removes the card from your inventory. The quick-sell value acts as a price floor — for anything worth listing, the market pays more.
Market Tax
The 10% fee MLB The Show takes from every Community Market sale. Sell a card for 10,000 stubs and you net 9,000. Every flip-profit and ROI figure on DiamondOps is calculated after tax — so the number you see is the number you keep.
Flip
Buying a card low and selling it higher to profit from the spread or a price swing, rather than to play with it. The core activity of market grinding — DiamondOps surfaces candidates on the Flips page.
Flip Profit & ROI
Flip profit is what you net after the 10% market tax. ROI (return on investment) expresses that profit as a percentage of what you paid — so a small, cheap flip and a large, expensive one can be compared on equal footing. A 1,000-stub profit is great on a 5,000-stub card and unremarkable on a 200,000-stub card.
Buried Gem
A card whose market price is unusually low relative to how good it actually plays — high OpScore, low cost. The market hasn't caught up yet, which makes it a buy before the correction.
AnomalyPrice Blip
A sudden spike or dropin a card's price versus its recent rolling average. Anomalies flag unusual activity worth a look — a real-world breakout, a roster update, supercharge news, or sometimes bot manipulation.
Bot / Bot Risk
Bots are automated accounts that buy and sell to manipulate prices for profit. Bot riskis a DiamondOps signal estimating how likely a card's recent movement is bot-driven rather than genuine demand — so you don't chase a fake rally.
Snipe
Buying a card the instant it's listed below market value, before anyone else grabs it. Snipes are the cleanest flips going — but they reward fast reactions and constant watching, which is exactly the busywork market tools aim to reduce.

Collections & Progression

The modes and systems that hand out cards, stubs, and rewards.

Diamond DynastyDD
MLB The Show's flagship card-collecting, team-building mode. You assemble a roster from cards you earn or buy, then play online and against the CPU. The entire stub economy — and everything DiamondOps tracks — revolves around it.
Program
A time-limited content drop with a path of tasks and XP that pays out stubs, packs, and exclusive cards. Programs are the main way to earn premium cards without buying them — track yours on the Programs page.
Collection
A set of cards you lock in — by owning or turning them in — to unlock a reward, often a powerful exclusive card. Completing a collection can be cheaper than buying the reward outright, which creates real market dynamics around the required cards. Track progress on the Collections page.
Mission
A specific in-game objective — say, hit 3 home runs with Dodgers cards — that rewards stubs, XP, or program progress. Missions are the granular tasks that feed the larger programs.
Pack
A randomized bundle of cards, bought with stubs or earned as a reward. Pack pulls are the supply side of the market — when a new card floods in from packs, its price drops fast, then recovers as the supply is absorbed.
Roster Update
The weekly refresh of Live Series cards to match real MLB performance. Ratings rise and fall with real-world play, and prices move with them — a hot streak can lift a card's overall and its market value overnight. Anticipating updates is a core flipping edge.

Put the terms to work

Browse the live market, spot buried gems, and find your next flip.