- @alienfrens Alpha Caller, 3Landers, Deadfellaz, Cool Cats - Dm for inquiry.

Denver, CO
Joined August 2021
Had to double down before Apefest! I want to follow all apes! @BoredApeYC @mutant_cartel
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0wen.eth retweeted
Started a new job and had to miss the one ApeFest I definitely didn’t want to miss. 😭 But man, this club really does look out for its own. ❤️ My boy @tonywild is a real one!! Bro made sure I didn’t miss out and hooked me up with a mat, deck case, posters, stickers, keychain, promo pack, and a sick BMW promo card. Love you brother!! 🦍❤️ Huge shoutout to @0wen_eth too! Scooped up his 70 card Mudwater lot on eBay amongst others only to find out he’s local. We met up in person and he even threw in some extra swag. Thanks to these two, my Mudwater base set is already 90+/120 complete! Onto holos and promos next. U👀 Came for the apes, stayed for the friendships. This community is something special.
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ApeFest. What a fucking night.
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0wen.eth retweeted
BAYC's Mudwater Could Fundamentally Change the Trading Card Industry. Physical → Digital → Physical. Three words that could have enormous implications for the trading card industry, an ecosystem built around scarcity, physical condition, authenticity, and ownership. Bored Ape Yacht Club's new Mudwater collectible card project is exploring a model where physical and digital cards are connected, allowing collectors to move between the two. At first glance, this might look like another attempt to bring NFTs into traditional collectibles. But I think there's a much bigger story here. One that raises fundamental questions about how we value collectibles, why we pay premiums for PSA 10s, what happens to reprints, and whether the next generation of trading card games will even operate under the same economic principles as today's. Let's unpack it. 1. The Real Innovation Isn't Tokenization. It's Unifying Ownership. Physical and digital collectibles have traditionally operated as separate markets. A physical Pokémon card is something you can hold, grade, display, and trade. A digital collectible can be transferred globally, integrated into games, and programmed to unlock additional functionality. Each has advantages, but neither fully captures the benefits of the other. Mudwater is attempting to bridge that divide. Its website introduces a simple but potentially transformative concept: Physical ↔ Digital. One unified collection. According to Mudwater: "Any card can be printed or tokenized, back and forth. Redeem a token and we pull the printed card from the warehouse and mail it to you. Send a printed card in and, once it's verified, it comes back as a token." At first glance, this sounds straightforward. But there are two fundamentally different ways this concept could evolve, with dramatically different implications for the industry. Model A: The physical card remains the original asset. Under this model, a physical card is stored in a vault and represented digitally through a token. When someone redeems that token, the existing physical card is shipped to them. When returned, it's verified, stored again, and converted back into its digital representation. The same physical collectible moves between custody and its owner, while digital ownership enables more efficient global trading. This is the interpretation most consistent with Mudwater's current description. Model B: The digital collectible becomes the original asset. Now imagine taking the concept one step further. Instead of the physical card being the original asset, the digital collectible becomes the definitive record of ownership, authenticity, and scarcity. Physical cards become redeemable representations of that digitally issued collectible. Under a system designed for it, those physical representations could theoretically be replaced, reissued, or updated without creating additional original digital assets. This isn't a confirmed Mudwater feature, but it's a logical direction the broader technology could enable. And the distinction matters. The first model changes how collectibles are traded. The second could change how collectibles are valued. Because once the collectible's identity and scarcity are no longer entirely dependent on a specific physical object, some of the industry's most established assumptions start to look very different. 2. What Happens to PSA Grading? This is where I think the discussion gets particularly interesting. Today, physical condition plays an enormous role in collectible valuations. Take @Pokemon TCG A PSA 10 can command a substantial premium over a PSA 9, while a PSA 3 might still be extremely valuable because the underlying card is historically rare. Collectors aren't simply paying for the artwork. They're paying for a combination of authenticity, scarcity, condition, history, and demand. But what happens when the collectible's identity becomes independent of its physical condition? Let's consider two different models. Model A: Physical cards are vaulted and tokenized. This is closer to what Mudwater currently describes. A physical card exists, it can be held in custody, and a digital token represents it. In this model, grading remains relevant. If the underlying card is a PSA 10, its condition still matters. If it's a PSA 3, tokenization doesn't magically improve it. The token changes how ownership is represented and transferred, not the condition of the physical object. But now consider a second model. Model B: The digital collectible is the original, and the physical card is a redeemable representation. Imagine a future TCG where a publisher issues 1,000 uniquely identified digital collectibles. Each can be redeemed for a physical card. If that physical card becomes damaged, the owner could potentially return it, have it retired, and receive a newly printed replacement. The collectible remains one of the original 1,000. Its scarcity hasn't changed. Its ownership history hasn't changed. But its physical condition has effectively been reset. Now ask yourself: Why would a PSA 10 command a massive premium over a PSA 7 if both represent the same digitally authenticated collectible and the physical version can be replaced? That could fundamentally change the economics of grading. Instead of rarity being tied to both issuance and the survival of pristine physical copies, scarcity could become primarily associated with the digital original. Condition becomes a feature of the physical representation rather than a defining characteristic of the underlying collectible. This wouldn't eliminate the importance of grading for vintage cards. A reprinted 1999 first-edition Charizard is not an original 1999 first-edition Charizard, regardless of its digital identity. But for new collectible ecosystems designed around digital-first ownership? The implications could be enormous. 3. Reprints Could Become a Completely Different Conversation. Reprints have always been a sensitive subject in collectibles. Publishers want to make popular cards accessible. Collectors want their rare assets to retain value. Those interests don't always align. But a digital-first collectible system could introduce an interesting distinction between three things: The original collectible and its verified issuance. The physical representation of that collectible. Additional editions or reproductions released by the publisher. Imagine owning digital collectible #007 out of an original 500. That identity could remain scarce even if the publisher produces additional physical cards with similar artwork. The important question becomes whether those new prints are independent collectibles, authorized replacement copies, or simply new editions. A publisher could theoretically allow replacement physical copies without increasing the number of original digital assets. But the rules would need to be extremely clear. You cannot have an original card, an independently tradable replacement, and a token all claiming exclusive ownership of the same scarce collectible. The system would need to enforce redemption rights, retire replaced copies, and clearly distinguish originals from reproductions. Otherwise, rather than protecting scarcity, it could undermine it. And even if the digital supply remains fixed, unlimited physical replacements could reduce the scarcity premium associated with pristine physical condition. The takeaway: blockchain can make issuance and ownership more transparent. It cannot, by itself, guarantee physical scarcity or protect market value. Those still depend on the publisher's policies, authentication standards, custody systems, and collector trust. 4. The Entire Economics of Collectibles Could Change. Traditionally, card publishers generate significant revenue from selling packs and sealed products. After that initial transaction, a large secondary economy emerges. Collectors buy and sell cards. Marketplaces facilitate transactions. Grading companies authenticate and evaluate condition. Vaulting providers store valuable inventory. Each participant captures a different part of the collectible's lifecycle. Now imagine an ecosystem where publishers remain connected to that lifecycle. Digital marketplaces. Physical redemption. Storage and custody. Competitive gameplay. Community experiences. Exclusive access. Trading infrastructure. Potential transaction fees and reward mechanisms. Mudwater is particularly interesting because it is approaching this from the perspective of an IP owner, rather than simply a third-party marketplace tokenizing existing cards. That distinction matters. An IP owner can design the physical product, digital asset, gameplay utility, distribution model, and collectible economics together. In theory, that creates opportunities to build a more integrated ecosystem. However, there's a caveat. More transactions don't automatically mean more sustainable revenue. Secondary-market royalties aren't always enforceable, excessive fees can discourage trading, and financial incentives can attract speculation instead of genuine collectors. The economics only become compelling if the underlying product is something people actually want to collect and use. Which brings us to gaming. 5. What If Your Physical Collection Became Your Digital Inventory? For me, this is one of the most exciting long-term possibilities. Imagine buying a physical trading card, authenticating its digital counterpart, and using that collectible inside an online game. The same asset could have multiple forms of utility. A physical collectible. A digital inventory item. A playable card. A tournament entry requirement. A membership credential. An unlock for exclusive content or experiences. And potentially something that can interact with entirely different products built around the same intellectual property. Now the collectible has relevance beyond its resale value. Players have reasons to acquire cards. Collectors have reasons to engage with the game. The publisher has reasons to keep expanding the ecosystem. And the community has reasons to remain active between major product releases. This is where I think the conversation moves beyond NFTs and into a much more interesting intersection of gaming, collecting, and digital ownership. Of course, none of this guarantees that every card should be usable across every game. Gameplay balance, intellectual property rights, technical integration, and competitive fairness all matter. But the potential is significant. 6. What Does This Mean for PSA and the Grading Industry? I don't think grading disappears. I think its role could evolve. For vintage collectibles, condition and physical authenticity will likely remain central to value. A historically significant physical card is valuable partly because it's the actual artifact that survived decades. A newly printed replacement cannot recreate that history. But for new digital-native TCGs, the traditional grading model may become less important. Authentication could matter more than condition. Provenance could matter more than pristine corners. Verified issuance could matter more than population reports. Grading companies could potentially expand further into digital identity verification, secure custody, redemption infrastructure, and authentication of authorized physical representations. In other words, the most valuable service may shift from answering: "Is this card a PSA 10?" To answering: "Is this the authentic, authorized physical representation of the collectible you own?" That's a very different proposition. And it raises an important question for grading companies. Are they ultimately in the business of grading cardboard, or establishing trust in collectible assets? Because if it's the latter, the opportunity could become much larger. 7. The Biggest Challenge Isn't Technology. It's Trust. It's tempting to look at this model and assume blockchain solves everything. It doesn't. A digital record can establish what a system says about ownership and issuance. It cannot independently verify that a physical card is authentic, undamaged, or safely stored. Someone still needs to manage custody. Someone still needs to authenticate returned cards. Someone needs to prevent duplicate redemptions. And someone needs to establish what happens when a physical card is lost, damaged, stolen, or destroyed. These are not small operational details. They're foundational requirements. The moment physical collectibles can move between real-world custody and digital ownership, the integrity of that connection becomes essential. Without it, the entire model breaks down. There's also a more fundamental market question. Will traditional collectors actually want this? Some absolutely will. Others value the physical nature of collecting precisely because it is physical. The experience of opening packs, examining condition, holding an original, and building a collection isn't something that should be dismissed. The winning model probably won't eliminate those experiences. It will enhance them. 8. My Bigger Thesis: We're Moving From Collectible Objects to Collectible Ecosystems. I don't think Mudwater alone is going to transform the trading card industry overnight. And to be clear, its full conversion functionality still needs to be delivered and proven at scale. There are also existing platforms that have already explored tokenizing physical collectibles. But I think Mudwater represents an interesting signal of where the industry could evolve. The traditional model is built around the object. What card do you own? How rare is it? What condition is it in? How much is someone willing to pay for it? The emerging model could be built around a broader set of questions. What do you own? How is its authenticity established? Where can you use it? What experiences does it unlock? How easily can you transfer it? What value does participating in its ecosystem create? That's a significant shift. And perhaps the biggest disruption isn't to card manufacturers or marketplaces. It could be to the assumptions we've built around collectible value. What happens when scarcity is digitally verifiable, ownership is globally transferable, gameplay utility is integrated, and physical condition becomes less important for certain classes of collectibles? What happens to PSA 10 premiums? What happens to reprint economics? What happens to the business models of grading companies, marketplaces, and publishers? And what happens when collecting becomes something people actively participate in rather than simply accumulate? 🤔 I don't think we have all the answers yet. But I think these are the questions worth asking. Because the future of trading cards might not be about choosing between physical and digital. It might be about making that distinction increasingly irrelevant. The next generation of collectibles may derive less of their value from the condition of the cardboard and more from the authenticity, scarcity, utility, and ecosystem surrounding the asset. And if that happens, we're not simply changing how cards are traded. BAYC is changing what it means to own a collectible.
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ApeFest is almost here. October 15-18. Four days of hanging out with fellow Apes, community events, and the main event at Beeple Studios. Here’s your guide to everything happening across ApeFest weekend.
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Anything but a Boring weekend. The ApeFest calendar is filling up. See what’s happening, and we’ll see you there. boredapeyachtclub.com/meetup…
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0wen.eth retweeted
YES this is real. Very first Mutant Ape Yacht Club hat to be in the hands of a mutant. TY @mfigge for this personal gift & debuting this MAYC hat at Fuck It LA. Congrats to lucky @JPeezySats 🦍🧪 One of a kind moment.
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Here's ApeFest weekend at a glance. See you October 16 - 18. Ticketing coming soon.
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0wen.eth retweeted
It’s been 5 days since BAYC’s last post about ApeFest 😩 Did they just tease us endlessly for 6 straight days only to dip before telling us where and when it is??? JUST TELL US WHERE IT IS ALREADY 😡
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Want to be profitable in this market? Setup your office right off the coast of the Strait of Hormuz.
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0wen.eth retweeted
Trump every time the S&P 500 drops more than a percent
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0wen.eth retweeted
Bro bought $BTC at $126k, $ETH at $4k and $SOL at $260 😭
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0wen.eth retweeted
Feeling generous to start the new year, so we loaded up a fresh wallet and decided to give it away. 🎁 $2,026 in BTC to one winner 🧡 Like this post and follow @Gemini ✅ Winner selected January 2
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NFT season was crazy
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Wow, @BoredApeYC underpromised and over delivered. Apefest was incredible, endless things to do, free everything, and great venue. So bullish. #apefest
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Yuga just announced that Otherside will be on the Home Screen of Amazon gaming
🤝 Paid partnership
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I do love it here some days. A lot goes unseen in the timeline daily but if you missed this exchange today between @LineTheValkyrie and @CryptoGarga you should give this a look.
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