Per player and per team comps from real sales, so slots are priced off the market rather than off feel.
Selling a team slot means quoting a number before anyone knows what is in the box. Price it on feel and the popular teams are underpriced and the rest do not sell. Price it from what that team's rookies and stars actually sold for in the last season and the whole board clears closer to its real value.
curl -G https://api.compsapi.com/v1/sold \
-H "Authorization: Bearer YOUR_KEY" \
--data-urlencode "q=charizard psa 10" \
--data-urlencode "days=1095" \
--data-urlencode "best_offer=1"
One call per player gives a cleaned median and the spread behind it, so you can separate the realistic floor from the tail that only a rare parallel hits. Use /v1/comps for the headline number and /v1/sold for the row level sales when you want to see what the top end actually looked like rather than guessing at it.
A modern flagship checklist runs to hundreds of names, and prices move every week. Looking that up by hand per break does not scale, which is why most breakers price from memory. Up to 240 sales per request with time based paging means a whole checklist is a script, not an evening.
Bigger singles close as Best Offers, and the public sold page shows what the seller asked, not what the buyer paid. That gap runs to double digit percentages on exactly the cards that justify a slot price. best_offer=1 gives the accepted amount.
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