Hypergeometric is the workhorse of every TCG
If you've ever wondered "is a 4-of in a 60-card deck the same as a 3-of in a 40-card deck?" — the answer is no, the difference is roughly 12% vs. 15% in opening-5. Use this lab to check.
Every TCG tool is, in the end, hypergeometric math plus a shuffle plus a counting. Here are those pieces as standalone utilities — useful when you're debugging a deck, checking a claim in a forum post, or testing a new TCG idea.
The general "draw N from population K with M successes" calculator. We also tell you when your "sample size" assumption makes the math dubious: hypergeometric converges to binomial when N ≪ K, and the tool flags that case so you know you can swap to a simpler formula.
Standard Fisher-Yates, but with crypto.getRandomValues() instead of Math.random(). Most "shuffle online" tools use the latter — which is biased and predictable. We also give you a seed you can save: paste it back later to reproduce an exact shuffle.
nCr / nPr, with a clear breakdown of what the numbers mean for card games. The "Texas Hold'em hole-card combos" preset is a useful sanity check: 52 cards taken 2 at a time = 1,326 distinct starting hands, of which 312 are suited, 936 are unsuited, and 78 are pocket pairs.
Draws a fair hand from 1–10 standard decks. Useful for practice, sorting games, magic tricks, and as a quick source of "test" cards for other tools. Optional filters by suit or rank let you isolate special cases.
These four calculators are the bricks the rest of the lab is built from: every draw-probability question on the site reduces to a hypergeometric calculation, every fair deal needs a shuffle, and every claim about "how many ways" needs a counting rule. Using them well means translating a card question into four parameters before you touch any box. This usage guide walks through each utility step-by-step, shows how the parameters map to a real card situation, and lists the common mistakes that quietly produce a plausible but wrong number. It also spells out the limits of the page, including where an exact enumeration is a better answer than a formula.
① Hypergeometric Probability Lab — mapping a card question
② Cryptographic Shuffler — seeds, replay and what the output means
③ Combination Counter — counts that survive a second look
④ Random Hand Generator — reading the filters correctly
Write the card question in words first, then assign the four hypergeometric parameters, compute, and note the regime warning if one appears. If the question is about fairness or a claim made in a forum thread, shuffle with a saved seed, reproduce the order twice, and confirm the permutation is identical. If the question is about counting, decide explicitly whether order matters before you compute, and state the deck count. If the question is about a drill, use the hand generator with a filter to produce a narrow pool of cards on purpose.
Because the approximation changes shape depending on how much of the population you take. When the sample is a very small fraction of the population, the draws behave almost independently and a simpler binomial formula gives nearly the same answer, which is why the tool flags that case as an approximation-friendly regime. When the sample is larger than half the population, the result becomes highly sensitive to exactly which cards are missing, and only exact enumeration is trustworthy. Neither warning means the number is wrong; both mean you should know which formula you are standing on.
With the shuffler, people expect the displayed seed to replay the order they just saw, but the seed is generated after the shuffle and belongs to the next one, so paste it in and shuffle again to reproduce. People also read the output as card identities when it is a list of positions. With the counter, people forget that combinations and permutations answer different questions, and they forget that the preset button resets their inputs. A fourth habit worth building: cross-check one figure with a second method before you publish it.
They are building blocks, not a rules engine. The probability lab assumes sampling without replacement from a fixed population, so it does not model reshuffles, sideboarding or mulligans that change the population. The shuffler demonstrates an unbiased-alike algorithm and a reproducible seed; it does not certify the shuffle procedure of any physical game, and it is not an audit service. The combination counter is arithmetic, not gameplay. None of this replaces the official rules, and card lists, product contents, prices and legality differ by product and by region, so verify anything product-specific with the official publisher or regulator.
Scope and limits: all four utilities run locally in your browser with no upload, no account and no stored history. The results are mathematical and reproducible from the inputs you give, but they inherit every assumption listed above and the usual limits of floating-point arithmetic at extreme sizes. Treat the outputs as reference values for learning and cross-checking, and confirm game-specific rules, card data and any product or pricing questions with the official publisher, rules body or regulator for your region before you rely on them.
If you've ever wondered "is a 4-of in a 60-card deck the same as a 3-of in a 40-card deck?" — the answer is no, the difference is roughly 12% vs. 15% in opening-5. Use this lab to check.
It's a 32-bit PRNG with predictable period. For a real shuffle of a real deck, we use crypto.getRandomValues — and we still let you reproduce a deal with a seed.
C(52,2) = 1,326 unique Hold'em starting hands. Each unsuited hand has 6 combos (4 × 3 / 2), each pocket pair has 6 combos (C(4,2)), and each suited non-pair has 4 combos. Add up: 312 suited + 936 unsuited + 78 pairs = 1,326.
Past 10 decks the wall-clock time of drawing gets noticeable. Real games rarely need more than that.