An Imagine Dragons Card Game

ORIGINS

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.

Radioactive realm card
Scroll
The Pitch in One Sentence

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.

The Timing

Why Now

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 catalog is already the product. Fifteen years of hit songs with vivid, built-in visual identities, and hundreds of millions of listeners who already know the aesthetic.
15
Years of Catalog
Iconic songs with built-in identities
~18mo
To Shelf
vs. a multi-year build for a shooter
100s M
Listeners
Who already know the aesthetic
The Idea

The Core Conceit

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.

Each Song

Becomes a fully realized Realm with its own aesthetic, ecosystem, and signature creatures.

Each Realm

Carries its own mechanical identity at the table, reshaping the battlefield mid-match.

Each Deck

Lives across two or three Realms, clashing worlds against your opponent every game.

Lightning Strike card
The Opening Set

The Eight Realms

Radioactive realm
Radioactive
An irradiated wasteland of mutant dragons, feral hydras, and scavenger tribes.
Warriors realm
Warriors
A neon dystopian city of gladiator pits and rain-slick rooftops.
Thunder realm
Thunder
An eternal storm realm high in the clouds, home to sky-serpents and storm-wyrms.
Believer realm
Believer
Poseidon's sunken court: leviathans, kraken-dragons, and coral priests.
On Top of the World realm
On Top of the World
Floating mountains, sky-whales, and wind-surfing mythics.
Demons realm
Demons
A hellish realm of inner horror given shape. Lava cathedrals. Fear-dragons.
Bones realm
Bones
A necropolis where a civilization of dragon skeletons still believes it is alive.
Whatever It Takes realm
Whatever It Takes
An industrial forge realm of relentless machines, clockwork beasts, and mechanical dragons.

Realm art shown as concept direction. Each ships as a fully illustrated world.

The Game

How It Plays

Realms are not mana-colors. They are the board itself.

The Kin Mechanic

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.

A creature and its Realm Kin

Realm-Swapping

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.

Realm Aspects

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.

Same Archetype, Different Soul

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.

Three Paths, One Evolution

Three Paths to Transformation

Spell or ArtifactFlexible across any Realm, but it costs you a card.
InnateBuilt into the apex dragons and band legendaries. No card required.
Aspect-EnabledFree, but constrained to one zone in one Realm. The most powerful and the most demanding.

Every deck negotiates between the three. Every match is a puzzle of when to shift the world and what to leave to fate.

The Creatures

Dragons as the Spine

Macreyn, Keeper of the Flock

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.

RadioactiveMutant hydra-dragons with toxic breath and scavenger packs.
BelieverLeviathan dragons of the deep, sacred and ancient.
ThunderSerpentine storm-dragons riding eternal lightning.
Whatever It TakesClockwork dragons of iron and relentless motion.
The Chase Cards

The Band as Apex Legendaries

The five apex legendary dragons

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.

Believer

Dreynold, Herald of the Deep

The frontman dragon. Messianic, redemptive, king of his sunken court. Rallies allies and amplifies their presence.

Thunder

Platz, the Stormbeater

The drummer as lightning incarnate. Rhythmic damage pulses that accelerate Realm plays. Tempo made flesh.

On Top of the World

Macreyn, Keeper of the Flock

The manager dragon, wings wide over the floating mountains. His presence buffs every dragon in play.

Whatever It Takes

Keeben, the Unmoved

The bass-foundation dragon, clockwork and grounded. Cannot be displaced by Realm shifts. The anchor of every board.

Bones

Sermon, the Risen Cantor

A priest-dragon preaching to the dragon-dead. Lets you cast spells from the discard, the sermon that reaches the fallen.

The Crossover

Last Flag Invitational

Last Flag Invitational arena

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.

Honors Night Street An entry point for players A reason for collectors to look back
The Partnership

The Deal Shape

Pamplemoose is not proposing to manufacture or distribute ORIGINS. We are proposing to design and lead it.

01

Pamplemoose

Creative and design lead. World-building, card design, Realm identity, and brand stewardship.

02

TCG Publisher

Manufacturing and distribution. Print runs, retail relationships, and booster logistics.

03

Night Street & Imagine Dragons

The IP and the heart. Licensing, creative approval, and the universe that makes this possible.

Starter decks at retail. Booster packs for the chase. A clean, focused physical product on day one, with a digital companion as a natural follow-on.
The Path Forward

Next Steps

This is a product Imagine Dragons fans already want, one that extends the universe without another multi-year dev cycle.

A guardian dragon overlooking the realms
PamplemooseZack Howe
1

A Conversation

An initial meeting to align on vision and appetite.

2

Art & Realm Workshop

Establish the visual bible for the Realms and their creatures.

3

The Right Publisher

Identify and introduce the manufacturing and distribution partner.

4

Licensing Term Sheet

Lock the deal structure and move toward production.