Cast a Magnet Items & Rarity Tiers
Keep, sell, or display—rarity ladder guidance for Cast a Magnet loot.
The Items & Rarity Tier List helps Cast a Magnet players decide what to sell, what to keep, and what to display at the base. Rarity names and exact drop tables will evolve—this is community guidance for a new Sweg Magnets experience, paired with Item Values, the display base guide) for pricing logic and Magnets for the upgrade side of the economy.
Return to the Tier List Hub for the full ranking map.
Rarity ladder (progression view)
Think in bands rather than memorizing every item ID:
| Band | Role | Default action | | — — | — — | — — | | Common junk | Fuel cash | Sell unless hilarious mutation | | Uncommon filler | Steady income | Sell; keep only high weight outliers | | Rare treasures | Spike cash / display candidates | Compare weight + mutation before selling | | Epic / high showcase | Base flex + index progress | Display-first, sell only for urgent rebirth gates | | Mutated trophies | Collection + brag | Keep for display/index; sell duplicates later |
Weather, luck potions, and magnet luck ranks shift how often upper bands appear. Power/rope decide whether you can finish the catch when they do.
S tier keeps — ?display / index first
High-rarity + strong weight
Heavy rares are the backbone of impressive bases. Put them on display before you panic-sell for a minor upgrade. Cash from commons should fund S/A magnet buys instead.
Clean mutations on mid/high rarities
Mutations can turn a middling drop into a showcase piece. If the mutation is visually distinct or tagged for index goals, park it on the base. Duplicate mutated junk can still be sold after you confirm index credit.
First-of-kind index fills
Even if sell price looks tempting, the first copy that completes an index hole is S-tier to keep until the collection registers. Autofarm users: enable keep-favorite / Auto Display Best on Plak or Alexandria before overnight runs.
A tier — ?usually keep, sometimes sell
High-weight uncommons during cash droughts
Normally sell, but if a weight roll is absurd and your display has empty slots, A-tier keep is fine until a true rare replaces it.
Rares with average weight
Good sell fodder when you are pushing a magnet breakpoint. Keep if you lack any rare on display; sell if your shelf is already stacked and rebirth is blocked only by cash.
Potion-boosted session highlights
Items caught under luck weather / potions deserve a second look. Sort inventory before bulk sell.
B tier — ?situational
Pretty commons with weak stats
Cosmetic-only appeal is B. Display if you enjoy them; they are not progression-critical.
Duplicate rares after index completion
Once index and display needs are met, duplicates become sellable B-tier banks.
Merchant-purchased vanity props
Only buy if surplus remains after magnet priorities. Otherwise ignore.
C tier — ?sell freely
Bulk commons and low-weight junk
These exist to fund rope, power, and luck. Do not clog inventory.
Failed catches clutter
Anything you kept “just in case-?without weight, rarity, mutation, or index value should be liquidated each shop trip.
Overstacked mid items blocking new casts
Full bags cost casts. Selling C-tier clutter is part of skillful play—see Controls for inventory / sell UI flow.
Weight vs luck (how to think)
- Weight scales the payoff of a successful catch and interacts with your magnet power. Low power + high weight = frustration.
- Luck (upgrades, potions, weather) changes the rarity band you roll into. Luck without power still drops premium silhouettes you cannot secure.
- Mutations layer on top of rarity; treat them as multipliers for keep decisions, not automatic sell bans on pure junk.
Detailed sell strategy, merchant timing, and value formulas live on Item Values. This page answers “is it tier-keeping?-? that page answers “how much is it worth?”
Display vs sell decision tree
- Is it a first index fill? — ?Display / keep.
- Is rarity high and weight strong? — ?Display.
- Is it mutated and not junk-tier? — ?Display, sell later duplicates.
- Are you short of cash for an S-tier magnet upgrade? — ?Sell A/B duplicates, never wipe your only showcase rare if avoidable.
- Is it common/low-weight? — ?Sell.
Base display is part of the fantasy loop—gallery screenshots like the pond and base shots on this wiki exist because showing off catches is a feature, not a distraction. Still, empty wallets do not buy rope.
Tips for script filters
- Whitelist high rarities and mutations as favorites.
- Autoselect Display Best before enabling aggressive Auto Sell.
- Revisit filters after updates add new rarity tags.
- Do not let Offline Cash / bounty completions distract you into selling the wrong bag—clear intentionally.
Related pages
Stay flexible. When Sweg Magnets adds new mutations, weather rules, or merchant-only items, promote or demote bands quickly. The winning habit is a consistent keep-or-sell rule, not memorizing one static S-tier screenshot.
Frequently Asked Questions
Quick answers for Cast a Magnet players.
Should I sell rare items in Cast a Magnet?
Only after checking weight, mutations, index needs, and whether your base display already has a better piece. Commons fund upgrades; true rares often belong on display first.
What matters more, weight or rarity?
Both. Rarity opens the premium band; weight scales payout and flex. Luck affects how often rares appear; power affects whether you can land heavy ones.
What should autofarm scripts keep?
Favorite high rarities, mutated trophies, and first index fills. Enable Auto Display Best before bulk Auto Sell.
Where do I learn exact selling strategy?
Use the Item Values page under Players for value calculation, merchant tips, and sell timing. This page focuses on rarity keep tiers.