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On October 30th 2024, Pokémon Trading Card Game Pocket Edition was developed by Creatures Inc. and DeNA, and produced by The Pokémon Company as a new take on the classic Pokémon TCG.
The game had surpassed 60 million downloads as of December 12, 2024.
My attention was brought to the game when a friend on Bluesky started posting about it. I have been out of the ‘Pokémon loop’ for several years, but in the past, I competed in regional and national PTCG tournaments, streamed the original Pokémon TCG Desktop game on Twitch, and grew a small but dedicated following. My best personal result was a Top 16 in US Nationals, so not a ‘star’ but I knew the game inside and out.
My initial hesitation to get back into Pokémon was primarily the cost. When I was competing nearly full-time the expenses for decks, travel, and the costs associated with it would accumulate to an embarrassing level. (Several Thousand USD per year). Luckily, Pocket has a very generous collection model in which players get two free booster packs of five cards, per day, in addition to any events that offer free packs, bonuses, and free Wonder Picks.
Is Pokémon TCG Pocket “Pay-to-win”?
As of now, I have almost completed both collections and have spent less than $50, and realistically the ‘advantage’ of buying packs is really just getting the initial power cards. If you log in at least twice daily for your free packs, you will eventually get the vast majority of unique cards. Paying is mostly for cosmetics, and better chances at hitting the full art ultra-rares. The gameplay between the FAURs and the ‘normal’ card are exactly the same.
Paying doesn’t give you a power boost, except really early on as you build the collection, but I see this more as a “Pay-to-Advance” rather than a “Pay-to-Win” because there is no ranked competitive mode, as of now. Each game is standalone match, outside of events but even then, its a negligible advantage as the only thing you ‘win’ is that specific match.
There is also a very optional Premium Pass for $13.99 CA/mo. Being a Premium sub allows you to open an additional pack each day and gives you more missions to do for exclusive cosmetic rewards.
Packs
Each main expansion pack includes 5 cards each. There are currently two expansions, Genetic Apex (A1) and a mini-set Mythical Island (A1A).
Genetic Apex
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Genetic Apex is the main launch set and includes classic ‘mon like Mewtwo, Pikachu and Charizard, who also happen to be the set’s mascots.
Genetic Apex is split into three unique packs that have different cards in each pack. Mewtwo (M) Pikachu (P) and Charizard (C)
There are a total of 226 unique cards with 60 short print/full art variations in the set and includes chase cards such as Mewtwo EX, Pikachu EX, Articuno EX, Gardevoir.
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Best Cards from each Energy Type
Grass: Venusaur EX (P)
Fire: Charizard EX (C)
Water: Articuno EX (M)
Lightning: Pikachu EX (P)
Psychic: Gardevoir (M)
Fighting: Machamp EX (C)
Darkness: Weezing (P)
Metal: Melmetal (C)
Dragon: Dragonite (M)
Colorless: Pigeot (M) or Kangaskhan (C)
Item: Old Amber
Trainer: Sabrina
Mythical Island
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Mythical Island’s mascot is Mew, and includes chase cards Celebi EX and Aerodactyl EX.
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Best Cards from each Type
Grass: Celebi EX
Fire: Rapidash
Water: Gyrados EX
Lightning: Dedenne
Psychic: Mew EX
Fighting: Marshadow
Darkness: Scolipede
Metal: (No Metal Cards in A1A)
Dragon: Druddigon
Colorless: Pigeot EX or Eevee
Item: Mythical Slab
Trainer: Leaf
Wonder Picks
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Wonder Picks allow the player to see packs that people on their friends list recently opened, and allows the player to spend the Stamina currency to get one of the five cards in their friend’s packs. This system enables players to target specific cards, without having to use their two free daily packs. Players get a 1/5 chance at hitting the targeted card, but as a new player, Wonder Picks allow for you to fill out your collection very quickly. This is just a fun addition that really doesn’t need to be there, but it adds another system for players to get engaged in.
Gameplay
Stepping into the PTCGP world was a learning experience as the game tempo, was significantly faster despite the relatively underpowered cards, compared against the original TCG. If you are familiar with the standard Pokémon TCG rules of a 60 card deck and 6 prizes. Pocket cuts it down to a 20 card deck and a point system replacing the prize system due to the smaller deck size. Non-EX mon knockouts award 1 point and EX knockouts award 2 points, the first player to get 3 points wins. A player can also win by knocking out (or removing, Aerodactyl basic) their opponent’s last mon. The average game takes around 5-7 minutes.
Energy is also no longer included in your deck. During deckbuilding you select which energy you want to be able to play with. Each turn you get one energy. The starting player cannot equip energy (except through Misty on a Water mon). Players can see their current, and upcoming energy, but because of the faster tempo, any energy accelerators are significantly overpowered. The quicker pace makes two-colour decks mostly unviable due to the risks of not getting the right energy when you need it, and with only 3 points needed, control style decks are too slow with not enough tools to support them.
Pokémon TCG Pocket significantly streamlines the original Trading Card Game rules, making it more accessible and faster-paced. These simplifications make the game more approachable for newcomers while still retaining strategic depth for experienced players. The faster pace and smaller deck size also make it more suitable for mobile play sessions.
Essentially all of the current Meta decks involve energy acceleration or magnification.
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The best deck currently is Celebi EX/Serperior. Serperior makes your Grass energy on Grass mons count as 2 for each. Celebi flips a coin and does 50 per energy. Its not uncommon for a Celebi to flip 8-12 times, and with 180hp currently being the most any mon has, the only real option is to knockout the Serperior before it evolves.
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Mewtwo/Gardevoir relies on Garde’s Psy Shadow which allows you to place an extra energy on your active mon each turn.
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Charizard relies on Moltres’ Inferno Dance to ramp through flipping 3 coins each attack and for each heads getting a free energy.
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Articuno decks rely on Misty (which is basically Inferno Dance, but you must flip the first coin heads to get any energy at all) to eliminate smaller basics and stage 1s. This combo is also the only Turn 1 win possible at the moment.. This knocks out most but not all basics, but is balanced by needing two specific cards in an opening hand, your opponent only having one starter mon, and hitting 3 heads in a row on Misty. Starting first, with an Articuno and a Misty, Articuno to active, Misty hits 3 heads in a row, and you can do 80 damage before the other player even gets a turn.
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Then some lightning decks will run Magneton/Lt. Surge/Raichu. Magneton allows you to store an energy each turn, like Garde, but only onto Magneton, Raichu can one shot most mons but his downside is that you have to discard all energy on him after he attacks. Lt Surge allows you to use Magneton as a battery for Raichu and burst down EX’s.
Concluding Thoughts for now
Pokémon TCG Pocket is a very good game. It is addictive but not in a way that feels forced. Its a very fun deckbuilding experience and the ease of collection is very welcome. Just because the card isn’t meta does not mean that you cannot win with them. Have fun collecting the various cards, finding different combinations and winning matches against friends or strangers. The game sorely needs ranked play or leaderboards for there to be a long term competitive environment. Trading is supposedly coming sometime this spring which should make completing the dex a bit easier. The game is not P2W and offers enough for free players to be competitive without any disadvantage whatsoever.
Overall 8.5/10
Download PTCG Pocket: Android iOS
Add me as a friend in game: 9946-9870-9178-8438