SORCERY: CONTESTED REALM – A STORY ABOUT A LITTLE VILLAGE
In the vast empire of Trading Card Games (TCGs), a small but fiercely independent village stands its ground against the titanic forces of Magic: The Gathering, Flesh and Blood, Yu-Gi-Oh!, Pokémon, and One Piece. This village, known as Sorcery: Contested Realm, refuses to bow to the dominance of the Roman-like gaming industry, holding fast to its unique identity with an almost magical resilience. But much like in the tales of Asterix & Obelix, this defiance comes with its fair share of battles, betrayals, and ultimately, triumphs.

The Village That Won’t Be Conquered
Sorcery: Contested Realm is not your typical TCG. While the grand colosseums of the trading card world are filled with high-speed, tournament-focused giants that battle for dominance with ever-increasing power creep and relentless meta shifts, Sorcery stands apart. It embraces artistry, strategy, and an immersive experience that prioritizes the journey over mere competition. The game’s rich, hand-painted aesthetic and open-ended gameplay evoke the spirit of a village that thrives on tradition yet remains ever-innovative.
And, like any Gaulish village, Sorcery is proving that it can hold its own, as I’ve seen firsthand at Spiel Essen, Sorcerers at the Core and soon at ‘sold-out-in-5-minutes’ AscanRask II. And now we also got data from the first 8 weeks of online singles sales at Trolls of the Realm showing love for fun cards and small growing communities all over Europe.
Water Reigns Supreme!
Though in most tournaments, (top 8) battles are fought on solid ground using Earth, Fire and Air spells, I find that the real fun of Sorcery comes from Water. Just like the inevitable encounter with the pirates in Asterix & Obelix, when travelling by sea, always made me laugh the most, I have the most fun in Sorcery when playing with Water spells.
So, to me, it’s no surprise that Water cards have been our top sellers and fan favorites. The sheer unpredictability, the ability to outmaneuver opponents, and the playful chaos of the element make it an irresistible choice.


Our Sales Insights from the First 8 Weeks:
- We’ve sold more Water cards than any other element, with Ruler of Thul and Nelly Longarms leading the charge.
- Earth and Fire are also popular, reflecting the land-based combat and mighty menhirs (boulders) of the Gauls.
- Air brings speed, control and unexpected twists, much like a well-placed menhir in mid-flight.
- Artifacts and Colorless Sites hold a niche appeal, adding creativity and unique strategies to deck-building.
Sorcery Hotspots: Small Communities Embracing the Game
Looking at our sales data, we see a fascinating trend: on one hand, sales reflect popular tournament deck choices, driven by staple cards like Arcane Barrage, Merlin, and Perilous Bridge—all core to the current meta-dominating Archimago deck. On the other hand, there is clear evidence that Sorcery thrives as a kitchen-table game in small, tight-knit communities. Hotspots outside tournament activity suggest that many players are enjoying the game in a more casual setting, as indicated by high sales of fun, high-casting cost cards like Great Old One and Mester Stoor Worm.
Unlike other TCGs that push for massive tournament circuits, Sorcery is embraced by groups of friends in smaller towns and villages. Our data highlights several hotspots where more than three different customers have placed orders in the same region, suggesting that local playgroups are organically forming.


- Italy leads the way, making up 30% of our totalsales, with notable activity in Maranello, Cesena, and Senigallia, showing strong regional playgroups.
- The Netherlands (17%) and Belgium (16%) have hotspots in Dordrecht, Eindhoven, Leeuwarden, Leuven, and Mechelen, indicating growing local communities.
- Finland (14%) and Germany (11%) have multiple smaller hubs, with Helsinki and Oulu standing out as key Sorcery-friendly cities.
- Even in Austria (Villach) and Sweden (Karlstad), we see clusters of players forming local groups, emphasizing Sorcery’s grassroots appeal.
It’s clear that Sorcery isn’t just about competition—it’s about gathering around the kitchen table, brewing decks, and exploring the game’s creative possibilities with friends. Just like in Asterix & Obelix, where the real joy comes from the village itself rather than the battles, Sorcery shines the brightest when it is played among friends in these close-knit communities.
Snowball: My Personal Favorite
Every player has that one card that defines their love for a game, and for me, it’s Snowball. Across countless Arthurian Legends drafts, Snowball has been my most-picked and most-played card. There’s just something incredibly satisfying about disrupting opponents with a well-timed, icy trick. It embodies everything I love about Sorcery: fun, chaos, and strategic depth.

Investors when they discover a small local reprint again.
What I see when my opponents run into a Snowball again…
Snowball is perhaps my equivalent of throwing a menhir—dealing a single, decisive blow to take down an opponent in one go. Much like in Asterix & Obelix, where the pirates are always caught off guard by the Gauls, my opponents often underestimate the power of a seemingly lighthearted Water card—only to be completely outmaneuvered. The element of surprise is why I keep drafting it time and time again.
Romans (Other TCG Giants) Beware!
While the big names in the industry—Magic: The Gathering, Pokémon, Flesh and Blood and Yu-Gi-Oh! —try to dominate every available market, Sorcery continues to chart its own course. I’ve seen the passion of this community firsthand, and I know we are not just another province in the empire. We are a world of our own, filled with wonder, exploration, and experiences that reward the curious and the creative.
Much like our favorite Gauls resisting Roman rule, we in the Sorcery community continue to hold strong, bolstered by unique mechanics, unforgettable card art, and a love for the game that transcends market trends.
The Feast: A Triumph for the Village
No tale of Asterix & Obelix is complete without the traditional ending—a great feast where the village comes together to celebrate. And so it is with Sorcery. After the battles, the setbacks, the victories, and the laughter, we gather once more, united by our love for the game.
In true fashion, the bard (in this case, the naysayers and doomsday prophets) finds himself tied to a tree, silenced for the evening as the villagers revel in their shared passion. There is music, there is laughter, and above all, there is the undeniable truth that Sorcery is here to stay.
