Arthur Hayes' Family Office Bullish on Collector Crypt: On-Chain Card Business Momentum Could Surpass eBay, CARDS Summer Target Price $4

Like Hyperliquid, CC did not succumb to high CEX listing fees but instead chose a strategy of prioritizing DEX development.

Author: Maelstrom, Arthur Hayes Family Office

Compiled by: Shenchao TechFlow

Collector Crypt ("CC") tokenizes graded trading cards on Solana and earns cash doing so: annualized profit of approximately $54 million in May, on pace for roughly $109 million in June, with a fully diluted valuation (FDV) of around $500 million. This is a genuine product that transcends crypto, achieving deep product-market fit. It generates real cash, returns profits to holders, and is currently in a high-growth phase.

We are still in the early stages. The rotation from eBay to CC has only just begun, and because the token launched first on decentralized exchanges (DEX), liquidity has yet to arrive. Venture-capital-level upside potential, yet one of the lowest valuation multiples in the industry.

Positive Expected Value Collection

Most of Collector's profit comes from the gacha machine (digital pack opening). Collector buys trading cards in bulk at a 5–15% discount. After opening a pack, users have two choices: keep the cards or immediately sell them at 7–15% below market price. Most users hunt for rare cards and sell the majority of their cards. This creates a powerful business model: users receive packs with an expected return of about 2%, while Collector earns roughly 4.5% profit.

A player aiming to build a $100,000 card collection receives, on average, $102,000 worth of cards. Beyond gacha, users can also trade cards directly on the secondary market. Since CC launched its native trading platform in late April, trading volume has grown rapidly, with cumulative weekly volume reaching approximately $650,000.

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Beating eBay

Stablecoins disrupted cross-border payments. Highly liquid tokens disrupted round-the-clock trading. Both took flawed Web 2 processes, delivered a 10x improvement on-chain, and liberalized capital. CC is bringing the same transformation to trading card collecting. This is a massive opportunity: eBay posted a record $22.2 billion in total transaction value in Q1 2026, with revenue reaching $3.1 billion. Collectibles are its biggest growth driver.

Today, most card transactions happen through eBay. The total cost of selling a Pokémon card on eBay ranges from 16% to 20% of the total sale price. This includes standard final value fees (13.25%), fixed order fees, optional promoted listings, packaging, and shipping. It is an exploitative market structure with enormous operating costs.

CC is a completely different story: only 2% fees, instant settlement, cards stored in insured custody, and one-click trading. This is undoubtedly a disruptive change, and in hindsight, an obvious one.

Stellar Numbers

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With a 93% repurchase rate, this serves as a good approximation of the overall margin across all packs. After deducting incentives, the net profit margin is approximately 4.44%.

Last month, CC's annualized total revenue was $1.2 billion, implying an annualized gacha profit of $54 million. In June, we are on track to achieve $2.4 billion in annualized total revenue and $109 million in annualized gacha profit.

Beyond the gacha mechanism, other profit drivers include:

  • Marketplace fees: secondary market trading fees
  • Partnerships: projects built on CC infrastructure
  • eBay Sniper: allows collectors to set maximum bids in eBay auctions using USDC.

The gacha machine continuously brings inventory on-chain, and we are approaching the tipping point where CC's on-chain liquidity can rival eBay's. Secondary market trading activity and fees are expected to grow significantly.

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Supply is approximately 40% tighter than FDV projections suggest.

FDV is calculated based on a total supply of 2 billion. This significantly overestimates the final supply after all tokens unlock by September 2027. Over 50% of the total supply is allocated to the foundation and community, most of which will never enter circulating supply.

  • Community: used to pay incentives. 2.5% allocated at Token Generation Event (TGE), with 0.75% distributed to users every three months. As the token price rises, the team will slow the distribution pace. A conservative estimate suggests half of the community token supply may enter circulation by September 2027.
  • Foundation: used for future hiring and job postings. Due to strong profitability, it may remain entirely untouched. A conservative estimate suggests 30% of the supply may enter circulation by September 2027.

Even under the most optimistic assumptions, only 1.3 billion tokens will actually circulate after all unlocks are complete. If you buy at a $500 million FDV and hold until all tokens unlock, you are effectively buying at a valuation of approximately $325 million.

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Buybacks

As of now, CC has accumulated approximately $23 million in trading card inventory and around $10 million in cash. This cash can be used for new growth opportunities and token buybacks.

Buybacks have already begun. On May 12, CC acquired a pre-seed investor's stake:

The settlement was very clear—funds were paid directly from the treasury via a custodial account, with both parties sharing the cost. The team may have also settled with seed round investors.

Additionally, CC appears to have been conducting market buys since June 11. Read the detailed analysis below.

Liquidity Marginalized

Like Hyperliquid, CC did not succumb to high centralized exchange (CEX) listing fees and instead chose a DEX-first strategy. Trading volume has picked up, but it is still not enough for liquidity funds to build sizable positions.

The Next Big Thing Initially Looks Like a Toy.

CC is not just a trading card company. It is building financial infrastructure for an entirely new asset class. Trading cards, and collectibles more broadly, have become an emerging high-yield asset class—yet institutional investors have been unable to participate until now.

Imagine you run a family office and want to allocate $10 million to trading cards. Would you go to eBay, place 10,000 orders, and have sellers ship the cards to your office? Obviously not. The emergence of trading cards opens the door to an entirely new group of market participants.

Watches, cars, and wine—collectibles have long been a way for the wealthy to signal status and identity. For younger buyers, trading cards are all the rage. As intergenerational wealth transfer accelerates, trading cards are becoming the next major collectible category.

With its small but highly promising user base, CC has built a rocket ship of growth at the intersection of crypto and Pokémon. The company has roughly 800 daily active users, yet its profitability exceeds that of many crypto industry giants. Today, the CC team is expanding into more collectible categories, such as sports cards, and moving into Web 2.0. It has become one of the most profitable companies in crypto—and this is just the beginning.

Maelstrom target price: $4 by end of summer. Not financial advice. Do your own research.

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Author: Maelstrom

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