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Boop.Fun leading the way with a new launchpad on Solana.
"REAL" meta where people have spent over 50m and none of these platform have launched a token yet
TCG ( pokemon ) are new onchain generating over $100m in volume in less then 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 mean ( Trading card game) so we're talking about 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 marketshare, Phygitals following the same protocol model falls behind, while emporium is the latest platform wiith 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 less users, its 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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