Airdrop History
1. @Notcoin
• A success story in the airdrop world, gaining fame after its well-executed airdrop
2. Monorix/Smoke/Popcat (and others)
• These turned out to be some of the biggest scams, running away with people's money and leaving participants empty-handed
3. @Dogs_Community
• Although it was a successful airdrop, the majority of the rewards went to big influencers with large referral counts, leaving regular users with minimal gains
4. @CatizenAnn
• A classic "Pay to Win" project. Most of the airdrop rewards went to those who paid, while others received just 1-5 tokens despite considerable effort.
5. @Hamster_Kombat
• A frustrating tap-tap game that forced users to watch ads and play relentlessly, Also labelled 70% of users as "cheaters" and deny them the airdrop rewards
6. Rocky Rabbit
• Another disappointment, as it failed to meet players expectations with its airdrop rewards
7. @X Empire
• This project demands 0.5 TON for completing an airdrop task, plus 0.6 TON for minting NFTs. Whether it's worth it or not remains to be seen.
8. @Tomarket
• The first snapshot was taken on September 2, but no specific airdrop date has been announced. The project is gradually becoming *Pay to Win*, asking for stars to spin the game or participate in events
9. @Binance_Moonbix
• Initially promising, but once again, only those with substantial referrals are making it to the leaderboard
10. @Tapswap
• Instead of an airdrop, they introduced a feature called *Tappy Town* to keep users engaged. They're even pushing users to watch their YouTube channel for codes and future updates.
11. @Blum
• Once a promising project, it lost user trust after introducing YouTube video-watching for code (tasks)
12. DRFT
• Initially, DRFT looked promising, but they recently launched a paid auto-merge feature. Although they say they’ll review it, future updates are likely to require watching ads for the auto-merge feature
13. @TapCoins
• While an airdrop is ongoing, users are forced to claim it daily, keeping them constantly engaged in the game.
14. @Major
• A typical *Pay to Win* project, benefiting Telegram Premium users or those willing to spend
15. @Gamee
• After today's airdrop, players were left disappointed with the low token rewards
16. @City_Holder
• Was a Good Game Until Introduce NFT Land (Expensive) but it's not necessary for airdrop (that's good)
Conclusion
These are just a few examples of current trends in the airdrop space. It's clear that the "airdrop gold rush" isn't as lucrative as it once was. The most you can realistically earn is around $1000—and that’s only if you create multiple accounts or wallets
So, don’t get swept away by the hype. Airdrops are a one-time thing; they won’t make you rich. If you're wondering who I am to give advice, I've been in crypto for over four years, witnessed various airdrops like SUI or Arbitrum
Believe it or not, that’s the reality of "Airdrop Trend"
1. @Notcoin
• A success story in the airdrop world, gaining fame after its well-executed airdrop
2. Monorix/Smoke/Popcat (and others)
• These turned out to be some of the biggest scams, running away with people's money and leaving participants empty-handed
3. @Dogs_Community
• Although it was a successful airdrop, the majority of the rewards went to big influencers with large referral counts, leaving regular users with minimal gains
4. @CatizenAnn
• A classic "Pay to Win" project. Most of the airdrop rewards went to those who paid, while others received just 1-5 tokens despite considerable effort.
5. @Hamster_Kombat
• A frustrating tap-tap game that forced users to watch ads and play relentlessly, Also labelled 70% of users as "cheaters" and deny them the airdrop rewards
6. Rocky Rabbit
• Another disappointment, as it failed to meet players expectations with its airdrop rewards
7. @X Empire
• This project demands 0.5 TON for completing an airdrop task, plus 0.6 TON for minting NFTs. Whether it's worth it or not remains to be seen.
8. @Tomarket
• The first snapshot was taken on September 2, but no specific airdrop date has been announced. The project is gradually becoming *Pay to Win*, asking for stars to spin the game or participate in events
9. @Binance_Moonbix
• Initially promising, but once again, only those with substantial referrals are making it to the leaderboard
10. @Tapswap
• Instead of an airdrop, they introduced a feature called *Tappy Town* to keep users engaged. They're even pushing users to watch their YouTube channel for codes and future updates.
11. @Blum
• Once a promising project, it lost user trust after introducing YouTube video-watching for code (tasks)
12. DRFT
• Initially, DRFT looked promising, but they recently launched a paid auto-merge feature. Although they say they’ll review it, future updates are likely to require watching ads for the auto-merge feature
13. @TapCoins
• While an airdrop is ongoing, users are forced to claim it daily, keeping them constantly engaged in the game.
14. @Major
• A typical *Pay to Win* project, benefiting Telegram Premium users or those willing to spend
15. @Gamee
• After today's airdrop, players were left disappointed with the low token rewards
16. @City_Holder
• Was a Good Game Until Introduce NFT Land (Expensive) but it's not necessary for airdrop (that's good)
Conclusion
These are just a few examples of current trends in the airdrop space. It's clear that the "airdrop gold rush" isn't as lucrative as it once was. The most you can realistically earn is around $1000—and that’s only if you create multiple accounts or wallets
So, don’t get swept away by the hype. Airdrops are a one-time thing; they won’t make you rich. If you're wondering who I am to give advice, I've been in crypto for over four years, witnessed various airdrops like SUI or Arbitrum
Believe it or not, that’s the reality of "Airdrop Trend"