Magic: The Gathering Launches
Magic: The Gathering debuts, revolutionizing gaming and creating the TCG genre from scratch
Cardgames Social editorial atlas
Featured milestones first, era jumps always visible, and direct paths into full dossiers when you want depth.
Eras
4
Events
20
Featured
15
Key moments
Start with a chapter jump, then open any milestone in-place without losing timeline context.
Magic: The Gathering debuts, revolutionizing gaming and creating the TCG genre from scratch
The Pokémon Trading Card Game releases in Japan, sparking massive collector interest
Pokémon TCG explodes globally with North American release, becoming a cultural phenomenon
Yu-Gi-Oh! TCG launches in Japan, beginning its path to global dominance
Yu-Gi-Oh! releases in North America, immediately capturing huge market share
Magic Online grows into a dominant digital CCG platform with millions of players
Yu-Gi-Oh! TCG dominates global TCG market with record sales and tournament attendance
Blizzard launches Hearthstone, bringing accessible, fast-paced digital TCG to millions
Browse games quickly
Ranked by linked editorial events so the most-referenced games stay one click away.
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Magic: The Gathering
Mainstream Global • 1993
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Pokémon TCG
Mainstream Global • 1996
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Yu-Gi-Oh!
Mainstream Global • 1999
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Hearthstone
Digital-Only • 2014
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Disney Lorcana
Mainstream Global • 2023
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Marvel Snap
Digital-Only • 2022
Era navigator
1990 - 1999
The genre takes shape
Foundational card games define the genre, establish collectible play, and create the first global competitive communities.
Magic: The Gathering debuts, revolutionizing gaming and creating the TCG genre from scratch
The Pokémon Trading Card Game releases in Japan, sparking massive collector interest
Pokémon TCG explodes globally with North American release, becoming a cultural phenomenon
Yu-Gi-Oh! TCG launches in Japan, beginning its path to global dominance
2000 - 2009
Licensed worlds and mass adoption
The market broadens with media licenses, local tournament circuits, and the first signs that card games can scale into worldwide brands.
Yu-Gi-Oh! releases in North America, immediately capturing huge market share
World of Warcraft Trading Card Game brings video game IP to physical cards
Professional CCG tournaments gain mainstream attention with significant prize pools
Magic Online grows into a dominant digital CCG platform with millions of players
Yu-Gi-Oh! TCG dominates global TCG market with record sales and tournament attendance
2010 - 2019
Online-native systems mature
Digital-first design reshapes pacing, onboarding, and audience reach while physical games adapt to a more connected ecosystem.
New generation of digital-native CCGs start challenging physical market dominance
Blizzard launches Hearthstone, bringing accessible, fast-paced digital TCG to millions
Smartphone-based CCGs explode in popularity, reaching casual audiences globally
Official Pokémon digital platform gains millions of players worldwide
Valve announces Artifact, signaling interest from major tech companies in TCG space
2020 - 2029
Physical, digital, and creator culture collide
Modern card games operate across stores, streams, apps, and collector platforms, with brand identity and community tooling becoming part of the play experience.
Pandemic drives explosion in digital CCG adoption as physical play becomes challenging
Blockchain-based card games launch, introducing new economic models to TCG space
NetEase and Marvel introduce fast-paced, deck-building focused digital CCG
Disney Lorcana launches, bringing major entertainment IP to premium physical TCG space
AI tools revolutionize how players build and optimize card decks across multiple games
TCG platforms begin integrating digital and physical experiences into unified ecosystems