Magic: The Gathering Grew 34% This Year. Hasbro Guided the Next Two Quarters to Almost Nothing.

The Gathering booster boxes and a Marvel crossover display on a game store counter.

Wall Street cheered a card game that eclipsed $500 million in a single quarter. Five days earlier, Hasbro told investors the growth stops in Q3 and reverses in Q4. Both statements are true, and the gap between them is the business model.

The short answer

Magic: The Gathering revenue rose 36% in the first quarter of 2026 and 32% in the second, clearing $1 billion for the half. On the same July 21 earnings call that produced those numbers, Hasbro management guided Magic to mid-single-digit growth in the third quarter and a low-single-digit decline in the fourth, blaming a hard comparison and a set release that slid into early 2027. Magic has become a slate business, where the revenue line depends on which quarter a blockbuster crossover lands. Hasbro spent the last three years buying that growth by renting other companies’ intellectual property, and four of 2026’s Standard-legal sets carry someone else’s characters.

A record quarter with a warning attached

Chris Cocks told investors last week that Magic is off to a ripping start and called it a mega franchise rather than a niche hobby business. He had the receipts. Magic booked $545.3 million in the second quarter, the first time the 30-year-old card game passed half a billion dollars in a three-month period. The Marvel Super Heroes set became the fastest release in Magic history to reach $300 million. Hasbro raised full-year guidance across revenue, margin, and EBITDA. Shares jumped 8.8% on Tuesday, their biggest single-day gain in more than a year.

Read the guidance underneath the headline and a different picture shows up. Management told analysts on the same call to expect mid-single-digit Magic growth in the third quarter and a low-single-digit decline in the fourth. Two quarters of 30%-plus growth, then a stop.

What happened

Hasbro reported second-quarter 2026 revenue of $1.14 billion, up 16% year over year, with adjusted earnings of $1.28 per share against a consensus estimate of $1.13. The Wizards of the Coast and Digital Gaming segment carried the quarter, growing 27% to $663.8 million.

Segment operating profit tells a more complicated story. Wizards produced $270 million in operating profit, up 12%. Revenue grew more than twice as fast as profit. A $56 million impairment charge tied to Hasbro’s trimmed digital games portfolio accounts for most of that gap, and excluding it the segment margin held around 49%. Management still guided Wizards operating margin to the low 40% range for the full year, and to somewhere between the high 30s and low 40s through 2027. In the first quarter, that margin was 51.2%.

For the first half, Hasbro delivered $2.1 billion in revenue, up 15%, with adjusted operating profit up 21% to $569 million. The company raised constant-currency revenue growth guidance to 5% to 7% from 3% to 5%, lifted adjusted operating margin guidance to 25% to 26%, and pushed adjusted EBITDA guidance to $1.45 billion to $1.50 billion.

The Gathering booster boxes and a Marvel crossover display on a game store counter.

The backstory

Richard Garfield designed Magic in the early 1990s and Wizards of the Coast published it in 1993. Hasbro bought Wizards in 1999 and spent two decades treating it as a solid hobby asset. Cocks ran the unit for six years before taking the Hasbro chief executive job in 2022, and Wizards revenue has roughly doubled to over $1 billion since.

The mechanism behind that doubling has a name: Universes Beyond. Wizards started printing Magic cards featuring characters from franchises it does not own, beginning with The Walking Dead in 2020 and escalating through The Lord of the Rings, Doctor Who, Final Fantasy, Fallout, and Assassin’s Creed. In October 2024, Wizards made Universes Beyond tentpole sets legal in every competitive format and raised the count to three per year, cutting in-universe releases to compensate.

The 2026 calendar went further. Four Standard-legal Universes Beyond sets against three sets drawn from Magic’s own multiverse, including Marvel Super Heroes, The Hobbit, and Star Trek. Both quarters of record growth this year came from that mix. Lorwyn Eclipsed and Teenage Mutant Ninja Turtles drove the first quarter. Secrets of Strixhaven and Marvel Super Heroes drove the second.

The card game’s own player base has argued about this since 2020. Head designer Mark Rosewater has spent years on his blog telling players that in-multiverse Magic gets more attention than ever. Hasbro’s release calendar says the opposite.

The plan

Cocks describes Magic as a compounding franchise with 17% average annual revenue growth over 17 years. Hasbro’s strategy documents call the approach franchise-first, and the company now describes itself in the order games, IP, toys. That ordering is accurate. It is also incomplete.

For 2027, management told analysts to expect a balanced slate: three first-party sets and three Universes Beyond sets, with the crossover licenses focused on what they called fantasy-adjacent properties. Read that as a correction. After a year where borrowed IP outnumbered owned IP on the Standard-legal calendar, Hasbro is pulling the mix back toward the middle and steering the licenses toward properties that sit closer to Magic’s native genre.

Hasbro is also spending against the digital side, with digital investment peaking in 2026 and a planned 25% annual reduction by 2028 as development moves to lower-cost regions and co-publishing deals. Monopoly Go! contributed $44 million in the second quarter.

The business model angle

Magic used to work like a razor and blades product. Wizards owned the world, the rules, and the characters, sold booster packs at $5 to $7 with the marginal cost of cardboard, and collected from the same players for decades. Every dollar of marketing built an asset Hasbro kept.

Universes Beyond changes the accounting on both sides. Hasbro moved from being a licensor, the company that rents Transformers and My Little Pony to other people, to being a licensee that pays Disney, Square Enix, and the Middle-earth rights holders for the right to print their characters. Licensees do not own the demand they create. When a Marvel set sets a first-day record, Marvel gets a royalty and Hasbro gets a quarter. The 50 million people who have played Magic are still Hasbro’s, but the reason a lapsed player came back in April was Leonardo, not Lorwyn.

The second change is worse for the multiple. Recurring-revenue businesses earn premium valuations because next quarter looks like this quarter. Slate businesses do not. Studios live on release calendars, and their equity trades at a discount to the software companies with the same margins for exactly that reason. Hasbro’s own guidance describes a slate business: mid-single digits in Q3, a decline in Q4, and a set pushed into early 2027. Cocks is asking investors to value a compounding franchise. The finance team is guiding a release schedule.

Compare it against the toy company that refused this trade. LEGO licenses Star Wars and Harry Potter too, but the brick system stays the product and the license stays the decoration. Nobody buys a LEGO set because the studio behind it exists. Increasingly, people buy Magic sets for the same reason they buy a Disney collectible.

None of this contradicts the case for Hasbro as a business. We argued five days ago that Magic now out-earns the rest of Hasbro combined, and the segment math still holds. The question raised by the guidance is whether that profit stream compounds or oscillates.

The risk

Three things could break the story Hasbro told last week.

Comparison math. Magic grew 59% in 2025, its best year on record, powered by Final Fantasy and an Avatar set in the fourth quarter. Growth against that base gets hard fast, and management already flagged it. A franchise that needs a bigger crossover every year to clear the previous year’s crossover has a treadmill problem.

Royalty economics on a bigger base. Hasbro does not disclose Universes Beyond license terms. Investors are being asked to model a segment where the fastest-growing product line carries an outside rights holder’s cut and the margin guidance steps down from 51% to the high 30s within eighteen months. Management attributes the step-down to digital amortization and marketing. That explanation holds better in 2026 than in 2028.

The core player. Wizards can print Star Trek cards for collectors who never learn the rules, and those buyers spend once. The 30-year customer who buys three sets a year is the compounding asset, and Rosewater has been managing that group’s frustration in public for six years. Losing them shows up in the backlist and catalog revenue Hasbro keeps citing, not in the launch-week records it puts in press releases.

Quick questions

Is Magic: The Gathering actually declining? No. Magic passed $1 billion in first-half revenue and posted its first $500 million quarter. Hasbro guides growth to slow sharply in the second half, not to reverse for the year.

Why would revenue fall in the fourth quarter? Management cited two reasons: a difficult comparison against the strong fourth quarter of 2025, and a set release that shifted into early 2027.

What is Universes Beyond? Wizards of the Coast’s line of Magic sets built on outside franchises, including Marvel, The Lord of the Rings, Final Fantasy, and Star Trek. Since 2025, these sets are legal in every competitive Magic format.

Does Hasbro own Marvel? No. Disney does. Hasbro pays for the license, which makes it a licensee on its fastest-growing product line.

Are toys really shrinking? Circana data shows doll sales down 36% between 2021 and 2025 and toddler and preschool toys down 15%. Games and puzzles rose 36% over the same period.

The Business Model Analyst Take

Hasbro solved a demographic problem with a licensing solution, and the solution has a shape its own CFO described on the earnings call.

The demographic problem is real. Birthrates fall, kids move to screens, and a company selling plastic to parents watches its addressable market shrink every year. Magic sidesteps all of it by selling to adults who buy for themselves, repeatedly, for thirty years. That part of the thesis is sound and the segment profit proves it.

The licensing solution creates a different exposure. Renting Marvel and Middle-earth pulls in collectors who would never walk into a hobby store, which is why the first half looked the way it did. It also converts a business that compounds into a business that releases. You can see the conversion in the guidance: two quarters at 30%-plus followed by two quarters at roughly zero, driven by nothing more than which quarter a set ships in.

Investors bid the stock up 8.8% on a quarter whose own second-half guidance was flat. That is the trade to watch. If Hasbro’s 2027 rebalance toward three first-party sets works, the compounding story survives and Magic keeps its premium. If the in-universe sets underperform the crossovers again, Hasbro will keep reaching for bigger licenses, and a company that once owned its best asset outright will be renting the reason customers show up.

Cocks is right that Magic is not a niche hobby business. He may be wrong about what it became instead.

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