Creator assembling a MagicHolz model by the pool
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MagicHolz: over 4,000 conversions from a single placement

The short version

MagicHolz had already grown to eight figures without influencer marketing, through Google and SEO. The strongest placement of the first season — an outdoor format bought mid-Q4 for EUR 20,000 to 25,000 — delivered just over 4,000 conversions at a cost per new customer below ten euros, on around two million in reach.

  • 1,200

    new customers from the Felix von der Laden placement

  • EUR 52,000

    revenue from this placement

Results & evidence

  • 10,106

    orders through creators in 2024

  • EUR 28.57

    cost per new customer across all channels in 2024

  • EUR 521,598

    net revenue through creators in 2024

  • EUR 288,759

    media budget spent in 2024

  • 6.5m

    people reached across all placements in 2024

  • EUR 13.86

    cost per new customer on Twitch, the best channel figure

  • 23 to 53%

    influencer share of the push budget, 2023 to 2024

The conversation with MagicHolz

MagicHolz
The case in 60 seconds

01

Problem

Google was the most efficient channel, but tapped out. Influencer marketing existed only unstructured, without tracking and without analysis.

THE OBVIOUS AUDIENCE WAS THE WRONG ONE.

The insight

A wooden model kit sounds like DIY — what carried it in the end were gaming, outdoor and sport. The switch came mid-preparation and became the actual growth lever.

The starting point

Up to that point MagicHolz had grown through Google, paid as well as organic, plus social ads. Demand for gifts there was huge but largely skimmed off. Further growth on the scale being aimed at was no longer available that way.

At that point influencer marketing was not structured at all: occasional requests came in from smaller creators wanting products in exchange for a mention — no process, no tracking, no analysis of whether anything came of it. For the founder the channel was personally unfamiliar territory too; by his own account he follows nobody.

Added to that was the worry that being a marketplace without an own brand might be an obstacle to partnerships. And as a bootstrapped company, MagicHolz could not afford to burn budget.

About MagicHolz

MagicHolz is a brand of MagicGroup GmbH, founded in 2020 in a four-square-metre office near Stuttgart. The company explicitly does not see itself as a classic own-label brand but as a marketplace for mechanical wooden puzzles and model kits from various manufacturers — comparable to a fashion retailer carrying other people's brands.

The range covers around 700 products, from marble runs through 3D models to puzzle boxes. An own label has only existed for about a year. The business is strongly seasonal, peaking in December: conversion rate there is, by the company's own account, more than twice the off-season level.

Our approach

We started with a roughly three-month test phase, across several channels and with small monthly budgets in the region of EUR 10,000. The aim was not to scale immediately but to establish audience, vertical and buying behaviour from data rather than assume them. The obvious first hypothesis — wooden product equals DIY-minded audience — we dropped after a short time: too niche, not scalable.

Instead we moved towards broader audiences from gaming, outdoor and sport. From the start there was also a target system for cost per new customer, with a deliberately higher test value for the off-season, from which we could derive which creators could be rebooked profitably in the fourth quarter.

Being able to drop your own hypothesis

Moving away from the DIY-minded audience meant throwing away work already done. That switch is precisely what became the growth lever.

Calculate prices backwards

The target cost per new customer and the expected conversion rate together give you the most a placement may cost. That lets you negotiate on facts rather than on asking prices.

Every channel needs its own window

YouTube needs up to three months, Instagram stories are spent after a week, Twitch keeps delivering long afterwards. Judge every channel over the same period and you will cut the wrong ones.

Margin steers the product selection

Regardless of which product was shown, the same model was always the most bought. From then on every creator was given that product specifically, tied to the client's margin data.

The 2024 numbers

In 2024, 88 placements ran across three channels. Lars Leenen presented the breakdown below himself at the OMR masterclass in May 2025 — which makes it the best-evidenced dataset we are able to show publicly.

ChannelPlacementsReachOrdersBudgetNet revenueCAC
YouTube536,218,0008,334EUR 253,454EUR 419,272EUR 30.41
Twitch3021,7001,678EUR 23,263EUR 98,173EUR 13.86
Instagram5301,00094EUR 12,042EUR 4,151EUR 128.11
Total886,540,70010,106EUR 288,759EUR 521,598EUR 28.57

The three channels behave completely differently. YouTube delivers 60 percent of the orders at a conversion rate of 0.13 percent — the reach is enormous, the share that buys is small. Twitch inverts that: 21,700 people reached, but a conversion rate of 7.74 percent and, at EUR 13.86, by far the best cost per new customer. Instagram produced 94 orders from 301,000 people reached and a ROAS of 0.34. The channel was subsequently cut from the mix.

Anyone looking only at reach would never have booked Twitch. Anyone looking only at orders would have kept Instagram far too long.

How the budget shifted

The best evidence that the channel carried is not a single metric but where the money went. Within one year MagicHolz more than doubled its push marketing budget — and raised the influencer share from just under a quarter to more than half.

20232024
Push marketing, totalEUR 920,000EUR 2,100,000
SocialEUR 680,000 (74%)EUR 900,000 (43%)
YouTube AdsEUR 30,000 (3%)EUR 100,000 (5%)
InfluencerEUR 210,000 (23%)EUR 1,100,000 (53%)

The six levers we optimised on

Conversions over time

On YouTube, 18.2 percent of orders land on the first day after publication and 17.9 percent on the second; after that the curve flattens — but it does not stop. A meaningful share of orders arrives only after the third month. Twitch behaves entirely differently: there the peak sits in weeks three and four, not at the start. Instagram is essentially finished after two days.

That is precisely why Twitch was once cut too early and brought back later. Judge all three channels over the same window and you will cut the wrong ones.

Seasonality

Cost per new customer swings by more than fivefold across the year. On YouTube it ranges from EUR 108 in July to EUR 20 in December. A placement that looks unprofitable in summer can be the strongest single item of the year in the fourth quarter — with the same creator.

Products

One product gets promoted, the whole range gets bought. In a December 2024 partnership the Luminous Globe was promoted; of 179 items sold, 42 were the promoted product and the rest spread across twelve other models. Steering therefore runs on margin, not revenue: the Luminous Globe carries 62 percent, other models under 40 percent.

Verticals

The obvious niche was not the best one. Entertainment produced the highest net revenue in 2024 at EUR 111,461; Movies the lowest cost per new customer at EUR 8. DIY — the vertical where a wooden model kit ostensibly belongs — sits at EUR 24 and EUR 39,431. Autos and Knowledge cost EUR 60 and EUR 58, more than double DIY.

VerticalCost per new customerNet revenue 2024
EntertainmentEUR 18EUR 111,461
MoviesEUR 8EUR 46,713
DIYEUR 24EUR 39,431
TravelEUR 16EUR 28,984
TechEUR 15EUR 27,726
AutosEUR 60EUR 13,435
FoodEUR 13EUR 10,153
KnowledgeEUR 58EUR 6,453
FitnessEUR 39EUR 5,054
OutdoorEUR 27EUR 4,812

Channel

Average order value is highest on Twitch at EUR 58.51, ahead of YouTube at EUR 50.31 and Instagram at EUR 44.17. On ROAS the gap is starker still: Twitch 4.22, YouTube 1.65, Instagram 0.34.

Age structure

Here too the analysis shows the opposite of what you would expect. The cheapest buyers are 45 to 54 year olds at EUR 11 per new customer, followed by 25 to 34 year olds at EUR 14. The youngest group, 18 to 24, is the most expensive at EUR 26.

Why the same creator is a different creator in December

The most striking single finding of the year: the same six creators, booked once in March and once in December, deliver completely different results. For Felix von der Laden, cost per new customer fell from EUR 218.57 to EUR 26.48; for BeHaind from EUR 46.68 to EUR 6.35.

CreatorCost per new customer in Marchin December
Felix von der LadenEUR 218.57EUR 26.48
NerdkulturEUR 88.00EUR 16.05
BeHaindEUR 46.68EUR 6.35
Jonas WinklerEUR 37.24EUR 24.15
Horizon HuntersEUR 30.86EUR 11.49
KupferfuchsEUR 20.93EUR 12.98

Not one of these creators got better between March and December. What changed is the timing. Cancel in March because a creator is not delivering and you lose precisely the one who carries the fourth quarter.

The test that cost money

The 2024 Easter campaign deliberately ran against the company's own numbers: 32 placements, EUR 114,178 of budget, EUR 91,703 in revenue. Cost per new customer came in at EUR 64.51, far above target. Viewed as a campaign, it was a loss.

Viewed as data collection, it was the foundation for the fourth quarter. Those 32 placements produced the information about which creators, which verticals and which age groups carry. The December figures in the table above come from the very channels that failed in spring.

Approach
How we went about it

YouTube, Instagram, Twitch and print magazines were tested. Instagram consistently did not work and was later cut from the mix. Print delivered usable results for the older audience.

Numbers do not lie. You can make excellent decisions on the basis of numbers, provided you read them correctly.

Lars Leenen

Managing Director, MagicHolz

Why it worked

Backed by the interview on this page.

Case at a glance

IndustryMarketplace for wooden model kits, direct sales
ObjectiveNew customers, fourth-quarter revenue, a new growth channel
AudienceGaming, outdoor, sport
PlatformsYouTube, Twitch
Assets & channelsYouTube integrations, Twitch, print magazines alongside
PartnersCreators via management agencies, own outreach to smaller channels, research tools
MechanicCreator integration, discount code for attribution, post-purchase survey
Creator roleAssembling the model on camera, showing the product inside the creator's own format
Level of proofFigures stated by the founder in the recorded interview and in the OMR masterclass, written approval pending

Q&A

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