Manual repricing doesn't fail all at once. It fails gradually, then all at once, right around the inventory size where you stop being able to hold prices in your head.
If you're reading this, you've probably already decided manual repricing doesn't work anymore. You're not here to be convinced. You're here to compare what actually replaces it, so let's do that directly.
Manual repricing is fine at a small scale. You know your cards, you check TCGplayer a few times a week, you adjust the ones that moved. That works because you can hold the whole inventory in your head, or close to it.
It stops working the moment your inventory grows past what you can meaningfully review in the time you actually have. That's not a fixed card count — it depends on how fast your category moves and how many hours you can give it — but the symptom is the same everywhere: you start reviewing the cards you remember instead of the cards that changed, and the two lists stop overlapping.
Once that happens, the cards you're not looking at are doing one of two things. They're overpriced and sitting dead, or they're underpriced and about to sell to a reseller for less than they're worth. Both cost you money, and neither shows up as an obvious problem — nothing breaks, nothing errors, you just quietly leave money on cards you didn't check.
Manual repricing isn't just slow. If your TCGplayer listings, your eBay listings, and your storefront inventory live in separate systems that you update by hand, one at a time, you will oversell. That's not a hypothetical — it's the direct consequence of updating three systems manually and never quite finishing all three before the next sale comes in on one of them.
A repricing tool that only touches TCGplayer doesn't fix that. The fix is treating price and quantity as one synced state across every channel you sell on, so a sale on one platform updates the others before a second buyer can order the same card.
Two credible paths exist once you're past manual. It's worth being straight about both.
SortSwift is a real, feature-level alternative — the most direct rival to an automated repricer in this market. Its autopricing runs $15.99 to $124.99 a month per game, stacked on top of its own platform tiers, which range from free up to $499 a month, at 0% commission on sales. That's a workable model if you're running a lot of games and want granular per-game control, and it's worth pricing out against your own catalog before you rule it out.
Hoard runs flat, regardless of sales volume or card count: Gold at $29.99 a month for weekly sync, Platinum at $99 for daily sync, Diamond at $299 for four-hour sync, and Vault for custom needs at scale. No percentage of sales, no per-card fee, no separate platform-tier cost layered on top of the repricing cost. You pay for how often your prices sync, not for how much you sell.
| Approach | Pricing model | Cost grows with |
|---|---|---|
| Manual | Your time | Catalog size, market speed |
| SortSwift autopricing | $15.99–$124.99/mo per game + platform tier (free–$499/mo) | Number of games you stock |
| Hoard | $29.99–$299/mo flat, by sync frequency | Nothing — flat regardless of volume |
The honest way to choose between them is to work out which cost curve fits how you actually sell. A store running a handful of high-margin games with light volume might do fine on a per-game model. A store with high volume, or one that's scaling and doesn't want its pricing bill to scale with it, is exactly what a flat fee is built for. See the fuller comparison of Hoard against MassPrice and manual spreadsheets for the rest of the picture, including where the free option still wins.
Don't try to replace every manual decision on day one. Start with the piece that matters most: keeping listed prices within a set distance of market, on a schedule, with a floor under everything so automation can't undersell you into a loss. That's the part manual review is worst at, because it requires checking every row, every time, and a human doing that at scale is the exact failure mode this page opened with.
From there, layer in the harder cases — conditions, foils, graded cards — once the baseline rule is running and you trust what it's doing. How Hoard's repricing agent works covers the mechanics, including the watch-only mode that lets you see what a rule would have changed before it changes anything.
Connect your TCGplayer store and see how many listings are already off market — no card required to look.
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