Every song a world. Every world full of dragons. The band themselves, the rarest cards in the game.
A collectible card game built from fifteen years of catalog fans already know by heart.
A card game where every Imagine Dragons song becomes a living Realm, dragons and mythic creatures clash across shifting worlds, and the band are enshrined as the rarest, most-chased legendary dragons in the game.
An ode to the mythology Imagine Dragons fans have been building in their heads for fifteen years, finally made canonical.
Imagine Dragons has been woven into gaming for over a decade. Arcane. League of Legends. Starfield. The Game Awards. And now Night Street Games.
In April 2026, Night Street launched Last Flag, an original shooter years in the making. Within a month the studio stepped back from it and shelved the console ports. It proved the brothers' appetite for building game worlds, and it showed the real cost of building one from scratch.
A licensed physical card game is the opposite bet. Roughly a year to shelf instead of a multi-year build, strong margins, and a product that extends the universe to the collectors, players, and superfans already waiting for it.
The Imagine Dragons catalog is already a multiverse. Fans have imagined the world of Radioactive against the world of Thunder against the world of Believer since middle school. ORIGINS makes it canonical.
Becomes a fully realized Realm with its own aesthetic, ecosystem, and signature creatures.
Carries its own mechanical identity at the table, reshaping the battlefield mid-match.
Lives across two or three Realms, clashing worlds against your opponent every game.
Realm art shown as concept direction. Each ships as a fully illustrated world.
Realms are not mana-colors. They are the board itself.
When a Realm shifts, displaced creatures do not simply die. Each one has a Realm Kin, a named counterpart in another world, printed as its own physical card. Players draft Kin chains that survive any shift, completionists chase full Kin sets, and pulling a Kin mid-match is a signature ORIGINS moment.
The field starts as a neutral plane. Playing a Realm reshapes it: native creatures gain power, hostile ones cannot be summoned, and the old world's survivors are displaced. Shifts happen two to four times a match. It is the central tempo decision of ORIGINS, the way the mana curve is in Magic.
Every Realm has a thematic Aspect tied to a zone. Demons draws from the discard. Bones rises from the bottom of the deck. Thunder strikes from the top. Believer redeems Kin from your opponent's discard, the most generous and most dangerous of them all.
Dragons are the heart of every Realm, and the mythic creatures around them are reimagined for each world. A kraken in Believer is a sacred beast. In Radioactive it is a three-eyed swamp horror.
Every deck negotiates between the three. Every match is a puzzle of when to shift the world and what to leave to fate.
Every Realm has its own dragon archetype, and the same archetype wears a different soul in every world. Surrounding the dragons are mythic creatures reimagined for each Realm, so a familiar beast never plays the same way twice.
Each of the Reynolds-led dragons rules a home Realm and transforms across all the others. Five roles, five embodiments, one set-defining chase cycle, and the ultimate pull of the set.
The frontman dragon. Messianic, redemptive, king of his sunken court. Rallies allies and amplifies their presence.
The drummer as lightning incarnate. Rhythmic damage pulses that accelerate Realm plays. Tempo made flesh.
The manager dragon, wings wide over the floating mountains. His presence buffs every dragon in play.
The bass-foundation dragon, clockwork and grounded. Cannot be displaced by Realm shifts. The anchor of every board.
A priest-dragon preaching to the dragon-dead. Lets you cast spells from the discard, the sermon that reaches the fallen.
A twenty-card crossover mini-set, framed in-fiction as Victor Fex pulling champions from the Realms into his 1970s game-show arena. Each Last Flag contestant appears as a guest Legendary with a distinct visual identity.
It honors Night Street's own world and gives Last Flag players a way into the card game, without forcing the two universes to share one canon. A mutual lift, on both sides.
Pamplemoose is not proposing to manufacture or distribute ORIGINS. We are proposing to design and lead it.
Creative and design lead. World-building, card design, Realm identity, and brand stewardship.
Manufacturing and distribution. Print runs, retail relationships, and booster logistics.
The IP and the heart. Licensing, creative approval, and the universe that makes this possible.
This is a product Imagine Dragons fans already want, one that extends the universe without another multi-year dev cycle.
An initial meeting to align on vision and appetite.
Establish the visual bible for the Realms and their creatures.
Identify and introduce the manufacturing and distribution partner.
Lock the deal structure and move toward production.