Where Do MTG Players Get Their Cards? 3 in 4 Use Game Stores—and Most Proxy Users Buy Cards Too.

Published 2026-10-03

Where Do MTG Players Get Their Cards? 3 in 4 Use Game Stores—and Most Proxy Users Buy Cards Too.
Grim.Cards • Community research

Ask where someone buys Magic cards and you might expect a store name. Our survey suggests you should pull up a chair. For many players, the answer is a whole shopping itinerary, with a collection binder and a printer somewhere along the route.

Nearly three in four respondents use local game stores. Almost three in ten use proxies. And three in four of those proxy users also report buying physical Magic cards. Those answers belong to the same community.

This analysis covers 350 respondents who selected at least one source in a Grim.Cards survey offered to users with a completed simulation. It describes this deck-testing community, not a representative sample of all Magic players. Respondents could select multiple answers.

74.6%Selected local game stores
261 of 350 respondents
70.6%Selected multiple sources
247 of 350 respondents
76.0%Of proxy users also selected a physical-card purchase source
79 of 104 proxy users
01 • Start at the counter

The local game store is still the heavyweight.

In a survey drawn from an online deck-testing platform, the most popular source was a physical one: 261 of 350 respondents—74.6%—selected local game stores. Online marketplaces such as TCGplayer came next at 54.0%.

That is a 20.6 percentage-point gap. For this community, the game store is a major part of getting cards into decks.

Where this community gets its cards

Local game stores
74.6%
Online marketplaces
54.0%
Local players / trades / groups
33.1%
Cards already on hand
32.6%
Major retailers
20.6%
Self-printed proxies
19.7%
Online individuals
15.1%
Free digital cards / tools
15.1%
Purchased professional proxies
13.1%
Arena / MTGO
6.9%
Percentage selecting each option, out of 350 answered responses. Bars share a 0–100% scale. Multiple selections were allowed, so percentages do not sum to 100%. Labels are shortened from the survey wording.

However, this does not establish where players spend the most money. Someone buying an occasional pack locally and most of their singles online could select both. The survey measures which sources people use, not sales volume, spending share, or preference.

And “both” turns out to be an important answer.

02 • Follow the overlap

The biggest competitor to one card source? Using several.

150 respondents—42.9% of the entire answering sample—selected both local game stores and online marketplaces. Nearly six in ten LGS users also selected a marketplace.

So the ranking above is not a contest with one winner per player. The same person can support a local store, order singles online, trade with friends, and reach into a collection for the rest.

70.6% use more than one source

Exactly one source · 103 people
29.4%
Two or more sources · 247 people
70.6%
Base: 350 answered responses. “Sources” includes all ten options, including existing collections and digital tools; these are not counts of stores or transactions.

One source was the most common exact count, selected by 103 respondents. But taken together, 247 respondents—70.6%—selected multiple sources: 62 selected exactly two, and 185 selected three or more. The average was 2.85 options per respondent.

Magic decks have more than one supply line.

That changes how we should read every finding that follows. Selecting a source tells us it belongs in a player's mix. It does not tell us what they have abandoned. That distinction becomes especially revealing when we reach proxies.

03 • The printer enters the story

Three in four proxy users also report buying physical Magic cards.

104 respondents—29.7%—selected at least one proxy option. There were 69 people who print proxies themselves and 46 who purchase professionally printed proxies. Eleven selected both, so adding the two groups would double-count them.

Here is the bigger surprise: 79 of those 104 proxy users—76.0%—also selected at least one physical-card purchase source: local game stores, online marketplaces, online individuals, or major retailers.

Proxy users are also card customers

76.0% also selected physical-card buying · 7924.0% did not select those sources · 25
Base: 104 users of self-printed and/or purchased proxies. Physical-card purchase sources exclude proxies, existing collections, local trades/community groups, and digital options.

The survey therefore challenges a simple picture of proxy users as people who have left the physical-card market. In this sample, most report participating in both.

It cannot tell us whether proxies reduce purchases, encourage purchases, or change which cards people buy. We did not ask about spending, purchase timing, or what someone would have bought without proxies. Coexistence is the finding; the financial effect remains unanswered.

There is another wrinkle, though. Some of these players are purchasing the proxies themselves.

04 • Proxies have customers, too

One in eight respondents buys professionally printed proxies.

46 of 350 respondents—13.1%—selected professionally printed proxies they purchase. That is 44.2% of the 104 proxy users in this sample.

Proxy use is therefore not synonymous with avoiding a purchase. For a substantial portion of these users, proxies are something they buy.

46Respondents purchase professionally printed proxies
38Of those 46 also selected physical-card purchase sources
82.6%Overlap between purchased proxies and physical-card buying

Among those 46 purchased-proxy users, 35 also selected an LGS and 28 selected an online marketplace. These overlapping answers show customers using both conventional card sellers and proxy sellers.

Buying proxies and buying physical Magic cards are overlapping habits in this community. The 82.6% overlap makes that clear, without requiring assumptions about why people choose either.

05 • Open the collection binder

“I use what I already own” rarely means “I only use what I own.”

114 respondents—32.6%—selected “I mainly use cards I have on hand.” That sounds like a group building from its existing collection. It is—but most also report using purchase sources.

102 of those 114 respondents—89.5%—also selected at least one purchase source. Here, that means an LGS, marketplace, online individual, major retailer, or purchased professional proxies. Digital platforms and local trades are excluded from this calculation.

The binder and the checkout coexist

89.5% also selected a purchase source · 10210.5% selected none of those · 12
Base: 114 respondents selecting cards already on hand. Purchase sources include purchased proxies, but exclude Arena/MTGO, local trades/community groups, and self-printing.

A collection can supply most of a deck while a shop supplies the missing pieces. The survey does not establish that sequence for any individual deck, but it clearly shows that using an existing collection and reporting purchase sources commonly go together.

The same question comes up when the collection is digital—or the experimentation is free.

06 • Free tools, physical cards

Free digital experimentation and physical-card buying share an audience.

53 respondents—15.1%—selected free digital cards or online deck-building tools. Another option covered Arena or MTGO; 65 people selected at least one of these two digital categories.

54 of those 65—83.1%—also selected a physical-card purchase source. That calculation excludes purchased proxies, so the overlap is specifically with LGSs, marketplaces, online individuals, or major retailers.

Digital does not mean detached from paper

83.1% also selected physical-card buying · 5416.9% did not select those sources · 11
Base: 65 respondents selecting free digital cards/tools and/or Arena/MTGO. Digital options describe reported activity; they do not establish digital spending.

Among the 53 selecting the free-tools option specifically, 44—83.0%—also selected a physical-card purchase source. Including purchased professional proxies raises that to 46—86.8%.

That makes digital experimentation a plausible part of a broader card-acquisition journey. It does not prove that a tool caused a purchase. Nor does selecting the free-tools option mean the respondent never pays for anything else.

For Grim.Cards, the overlap is especially relevant: people exploring decks digitally can also be customers of physical-card sellers. But this survey cannot tell us whether a completed simulation led to a shopping cart.

07 • The question the survey cannot quite answer

How many players pay for nothing? We cannot put that number on a chart.

We can identify respondents who selected no purchase source. We cannot reliably identify people who spend nothing.

36 of 350 respondents—10.3%—selected none of these five purchase categories: local game stores, online marketplaces, online individuals, major retailers, or purchased professional proxies.

The other 314—89.7%—selected at least one. That is evidence of reported purchase-channel use, not a measurement of current spending.

“No purchase source selected” is a survey result. “Pays for nothing” is a claim this survey cannot support.

Local players and community groups can involve purchases, trades, or gifts. Self-printing has material costs. Existing cards may have been purchased previously. Arena or MTGO use does not reveal whether someone pays. And the question specifies no spending period.

Calling these 36 people “free players” would turn an absence of selected categories into a financial biography. The more objective—and more useful—finding is that nearly nine in ten answering respondents report using at least one explicitly purchase-oriented source.

08 • Put the pieces together

Where do MTG players get their cards? Across the boundaries we keep drawing.

In this Grim.Cards community, the LGS has the widest reported reach. Online marketplaces are also widely used, often by the same people. Existing collections remain central, but collection users frequently report purchase sources. Proxy use is substantial, and most proxy users also report physical-card buying. Some buy the proxies, too.

The article's biggest surprise is how often categories that sound like opposing camps turn out to be overlapping habits.

Paper buyer. Proxy user. Digital deck builder. Collection brewer. A single respondent can be all four. Asking which one they are can miss how they actually assemble decks.

The conclusions are concrete: local game stores lead, most respondents use multiple sources, and most proxy users also report buying physical Magic cards. These are patterns of reported source use within this community, rather than estimates of spending across the entire Magic market.

For now, these answers offer a clear picture of this community: getting cards is a mix of stores, screens, collections, trades, and printers. The deck gets assembled from wherever its builder finds the pieces.

The numbers behind the story

Every source, counted.

Survey optionRespondentsShare of 350
Local game stores26174.6%
Online marketplaces like TCGplayer18954.0%
Local players, trades, or community groups11633.1%
I mainly use cards I have on hand11432.6%
Major retailers like Amazon, Walmart, or Target7220.6%
Proxies I print myself6919.7%
Online from individuals5315.1%
Free digital cards / online deck-building tools5315.1%
Professionally printed proxies I purchase4613.1%
Digital cards on Arena or MTGO246.9%

How we counted

Source: Grim.Cards “Where do you Wizard” survey export. The question asked, “Where do you typically get your Magic cards?” The audience was users with a completed simulation. Recorded submissions run from September 2 through October 2, 2026, in Mountain time.

Sample: 353 records with distinct respondent IDs; 350 selected at least one of the ten options. Three records had no selected source and are excluded from all article calculations. Subgroup percentages use the subgroup's own size, shown alongside each finding.

Counting: Each selected option counts once per respondent. Combined groups count people once even when they selected both relevant options. Percentages are rounded to one decimal place. The 350 answering respondents made 997 selections in total.

Definitions: “Physical-card purchase sources” means local game stores, online marketplaces, online individuals, and major retailers. The broader “purchase sources” grouping adds professionally printed proxies respondents purchase. Both exclude digital platforms, self-printed proxies, existing collections, and the mixed local-players/trades/community option.

Limits: This is a self-selected sample from a deck-testing platform, not a representative survey of all Magic players. It measures reported sources, not spending amounts, purchase frequency, reasons for proxy use, or causal effects. Completed simulation activity establishes platform participation, not independent verification of paper play or purchase behavior.

Grim.Cards is an independent fan-created platform, not affiliated with, endorsed by, sponsored by, or approved by Wizards of the Coast LLC or Hasbro, Inc. Magic: The Gathering® is a trademark of Wizards of the Coast LLC.