"REAL" meta where people have spent over 50m and none of these platforms have launched a token yet TCG (pokemon) are new on-chain generating over $100m in volume in less than a year. I covered 📍 What it is 📍 How it works 📍 Important statistics 📍 Revenue model 📍 Actionable and token speculation 🧵open for a deep dive @collector_crypt @phygitals @TCG_Emporium
🔹 Quick explainer? First TCG means (Trading Card Game) so we're talking about the tokenization of physical trading cards (like Pokémon TCG) into digital assets on Solana. Where users can: • Own: Each card is a verifiable, tokenized asset. • Trade: Use marketplaces or gacha (blind box) systems. • Financialize: Collateralize cards for loans or use instant buybacks.
🔹 What's the TCG landscape like? first of, there are 3 major highlighted TCG platforms live and actively generating revenue 📍 @collector_crypt- first mover, The clear market leader in tokenized TCG on Solana. CC has captured the community’s attention with its gacha-first experience, instant buybacks that keep users engaged, and an expanding marketplace. 📍 @phygitals - Phygitals leans on its accessible gacha model, also, Each graded card is fully insured, securely stored in a facility physically. 📍 @TCG_Emporium - Emporium positions itself as a premium destination for high-value collectibles. While still building its user base, it blends gacha mechanics with a growing marketplace that caters to serious collectors chasing rare, top-tier cards,
🔹 Statistics In comparison, Collector crypt takes about 90% of the market share, Phygitals following the same protocol model falls behind, while Emporium is the latest platform with a slightly different model... • Collector crypt- $104m, 3k users • Phygitals- $1.5m, 6.7k users • Emporium- $500k, 89 users you might be wondering how CC has more volume with fewer users, it's in the quality of the users spending on CC with their no. 1 wallet peaking over $3m on gacha spending...
🔹 Revenue model • How do they generate revenue? ( if you already read how it works) • Users This starts with collectors or players who want to engage with TCG assets (like Pokémon cards) • Gacha Purchases (Blind Boxes) Users spend money (often in $SOL) to open gacha (blind boxes). • Instant Buybacks After opening, users can instantly sell cards back to the platform at a set percentage (often 80–85% of market value) • Secondary Market (Trading Fees) Users who don’t sell back can list cards on the marketplace to trade with others. ( fees are charged for each successful trade)
TLDR The platform earns revenue from: • Gacha spending (blind box sales) • Trading fees (on secondary sales) • Buyback margins (difference between buyback price and resale price) This should be clear yeah?
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