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www.patreon.com/Eternaldurdles TCGPLAYER AFFILIATE LINK: https://partner.tcgplayer.com/OexAAn In this episode, Zac and Phil sit down in Rome to answer a question we’ve been getting nonstop: Why Sorcery? Why did we hitch our wagon to Sorcery: Contested Realm instead of Riftbound, Lorcana, Flesh & Blood, Star Wars Unlimited, or the dozens of other TCGs in today’s cardboard renaissance? We share our honest experiences from the 90s boom, compare how IP-driven card games rise and fall, talk about what makes a second TCG worth committing to, and break down why Sorcery’s design, pacing, worldbuilding, art direction, and community give it a uniquely long-term future. We cover: – The 90s CCG boom and why most IP games eventually collapse – Why Sorcery’s one set per year model is a blessing for Magic players – How IP-first games start massive then dwindle – Why Sorcery is growing from zero instead of shrinking from hype – Aesthetics, art, and the value of a world that isn’t tied to a corporate IP – Why Sorcery feels creatively freeing in a way other games don’t – The future of Sorcery’s organized play, community, and longevity 💬 Comment “Dragon Lord” to enter the Dragon Lord giveaway! If we’re under 500 subscribers, you’ll be in the 500-sub drawing — If we’ve passed 500, you’ll automatically be entered for the 1000-sub drawing. If you’re exploring Sorcery as your second card game — or wondering whether you should — this is the episode to watch.