Pokémon TCG Pocket

yeah its probably not a big deal for collectors because ultimately you can choose to just finish an early collection before jumping on a new one. its kinda how the physical tcg is meant to be done, but even better because (as far as i know) they're not going to run out of early deck stocks. its still a bit annoying just because the feeling of overwhelmed-ness doesnt get logic-ed out but yknow

but if youre interested in ranked or even the simple challenges, constant new releases are awful. i haven't even been able to finish an arceus ex deck because i only have one arceus ex, and its very likely that something in the new expansion makes those decks irrelevant. the constant upclimb is awful
 
yeah its probably not a big deal for collectors because ultimately you can choose to just finish an early collection before jumping on a new one. its kinda how the physical tcg is meant to be done, but even better because (as far as i know) they're not going to run out of early deck stocks. its still a bit annoying just because the feeling of overwhelmed-ness doesnt get logic-ed out but yknow

but if youre interested in ranked or even the simple challenges, constant new releases are awful. i haven't even been able to finish an arceus ex deck because i only have one arceus ex, and its very likely that something in the new expansion makes those decks irrelevant. the constant upclimb is awful
I'll say the single player is pretty doable even if you have to meander a bit & get lucky. And being set-agnostic means that even if you get stalled out you can eventually go back to them. *

I'll also be optimistic and say that stuff from older sets will continue to be relevant, though they'll probably need stuff from newer sets as they evolve. Pikachu's gotten waylaid but Articuno (derogatory) and Charizard are still relevant; mewtwo wasn't as out as it seemed. Stuff like Darkrai and grass decks will likely build & evolve moving forward.
but anything that needs those higher rarity things will always be a pain. Especially if you just want to play with the new toys (regardless of how good they are) and experiment on your own. You mentioned Arceus EX and it took me forever to get just one, so I just never really got to play with the Arceus gimmicks, despite getting a play set of garchomps pretty early (fun deck btw)


*That said I do think this gets a bit iffer if you wind up skipping sets or are a newer player coming in just because you have way more spread of things to pull on making it hard to get things you need for an okay deck. The Starter EX missions would feel like a way to balance that out-stronger decks that dont require you pulling the rare headliner to actually rent-but those are time limited so oops.
 
please. i had to delete so many decks lately.... goodbye celebi deck.......................
It's nice they added an extra 5 spaces, but it really needed to be about 15


anyway, they're making Pocket merch now and they're doing immersive arts as paper dioramas
540204283b243f007adec772791bf75d3448e139.jpg

https://www.pokebeach.com/2025/03/f...andise-releasing-includes-paper-theater-cards

pretty cool!
 
First Pack of the set: 2 Star Giratina EX
Free Pack from Ranked Mode Missions: Immersive Art Giratina EX

Um... It's supposed to take more than two days before thinking if I have all the cards I want from the set, right? I got 2 of each of the Supporters, so I think I'll start saving Hourglasses for the next one.

Anyway, I was using a Darkrai EX deck with Weezing before, but now that Ranked Mode means winning matters I'm using Giratina EX instead (Because why wouldn't I?) and you can feel its flaws when you use it, but the 130 Damage that can be buffed by Red is awesome! It also makes me want to go first if I have Giritina. It can make the difference between being able to get 3 Energies on it while putting Enerrgies on Darkria EX or being stuck with 2 Psychic Enerrgies because you need to attack with Darkrai EX. It might not be the best deck for ranked, but it's good enough and fun enough.


With Ranked Mode, it has the problem of making you want to play decks that win instead of decks that are fun, but I like that it's somewhat forgiving. You can't lose ranks until Ulrta Ball Tier, but even then you get 10 Points for winning and lose only 7 points if you lose. As long as you're winning 50% of games, (and have enough time) you can get to Master Ball Rank! So far, it's much less infuriating than the Win 5 in a row events. (That's not saying much, but still.)


Is anyone else baffled by the Beginner Rank bots? I thought they were bad when I realized they were all 3 Color Decks, but then one used Mesprit and filled their bench without Uxie or Azelf! Why didn't they at least make the bots use the Beginner Solo Battle Decks? They're pathetic enough that they're praticaly a joke, but at least they can do more than litteraly nothing more than half the matches!


When Trading came out datamines showed that the next Wonder Pick Event's Missions would have given much fewer Trade Tokens, including some Missions some giving 3 when you can only get or use multipules of 5 from normal ways! Fortuantly they made it give more Trade Tokens after everyone complained, so we don't have to worry about... Why did the Snorlax and Manaphy Wonder Trade Event leave me with 6 Tokens at the end of Part 1? Part 2 got it back to a multipule of 5, but WTF?! Going back to the lower ammount aside, why would you do something that bothers people so much without any way to fix it?! (Getting the rest isn't good enough because you have to wait until Part 2 to fix it or you could not have enough time for all of them if you're a new player.)


A major complain I have with this set is the Themed Collections for getting the Emblem. With previous sets, Emblems were rewards for collecting most of the set and the ones from the shop were pretty possible for F2P and a nice cosmetic thing. When this set can be traded, I can guarentee the secret Goldengo Emblem will be much easier to get than the Giritina one. This set's themed collections need the evolution chains of pretty much every evolution chain. Including the EXes... Also, you need 2 of the EXes that don't have Evolution chains! 99 Gimmighoul somehow sounds much easier because it's locked behind time limits and finding people that have extras of a 1 Diamond Card instead of 11 EX Cards! As a F2P player that likes pointless pretty stuff, I hate this.


Another thing I hate with this set, Team Rocket Grunt. Why'd they make an evil Misty?!


the battling in the game is getting better but deck space is imo becoming the bottleneck
Good News: They increased the Deck Limit from 15 to 20.
Bad News: Still not enough.

Also, it really annoys me that I can't rearrange the deck order from oldest first because the deck I'm currently using is the last one and I barely use the first few.



One last complaint, scrolling down in Wonder Pick and seeing the new Full Art Darkrai card... *shudders* that thing really is the embodyment of nightmares... What do you mean that's Wigglytuff?!
 
Yo, does anyone have a full art Spiritomb they can trade? That one themed collection is bugging the shit outta me.

What I can give in return:

Charmander
Gyarados
Lapras
Electrode
Cubone
Nidoqueen
Dragonite
Pidgeot
Snorlax
Salandit
Marshadow
Vaporeon
Dedenne
Cresselia
Staraptor
Croagunk
Magnemite
Skaymin-sky
 
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Yesssss, some Alola love.

C'mon more Marshadow cards. Zeraora would be nice too. I'm guessing Ultra Beasts and necrozma might come in the expansion to this.
 
I'm done now, personally. Early on I was hoping the designers were taking a more deliberate approach to cards than the core game, but it's become clear they have just as much contempt for the restrictions the rules impose and any strategy that isn't slamming big ex attackers into each other. One energy per turn? How about giving every type at least one way to double or triple that by choosing to deal no damage, doing little to progress the game state? 20 card decks, encouraging more robust Pokemon lineups due to lack of generically good Trainer cards? How about making enough staples to push Pokemon out and slow the game down with all the draw and shuffling animations? Type distinctions? How about pushing exs that are colorless or generate their own type? Now we have Rare Candy, which makes stage 1s of stage 2s yet more dead cards in packs that are 95% dead cards. This is now just another lame card game where you're spending more time spinning wheels than making decisons that matter.
 
i did not meant to post that directly after someone complaining abt rare candy but its funny that it happened.

Tbh stage 1s of stage 2s were always dead cards for like 90% of the pack either way. almost every good deck is piloted with basic ex or stage 1 ex. the good stage 2 decks either need insane support + the end result is an insanely good card for them to even be played (zard ex), only exist to be side engines, which most of them being powercrept (gardevoir, greninja), or were created to counter the best decks in the meta (meowscarada). even in the base expansion, stage 2s were too slow to compete with fast decks beyond zard ex, and like pidgeot ex for 1 week.

if anything rare candy actually makes stage 2s useable without having their text read "if you use one energy you kill every pokemon in the foes bench and also you take their rarest card from their deck"
 
Using Rare Candies to completely replace stage 1s does come with a drawback though, namely that if your opponent hits on Rotom Fan or colorless Aerodactyl, you don't get the Rare Candy back and that Pokemon is stuck in basic form afterward. Those cards will serve as a check to Rare Candy turbo-stage-2 strats getting too popular.
 
I don't think coin flip based de-evolution will necessarily stop stage 2 decks from getting more play due to rare candy

This is not a bad thing. It's completely fine for stage 2 decks to finally have more options to get going; the main balancing act will still be getting the pieces you need
 
I don't think Rare Candies completely replacing Stage 1s is the play. Running both together gives you more chances to draw what you need.
 
There is still not rhyme or reason for the releases and I can't help but love that even if I'm not playing anymore (will probably come back for Unova or Paldea tho...I should be farming). It's too hard or me to keep up anymore.

I'm surprised about Alolan Forms being this early tho. Sure, we already got Paldean Tauros, but I thought they were saving them for gen 1 nostalgia bait...but that's also what I thought of more Charizard ans shinies...

Maybe the anniversary will just be dropping something crazy like Megas but that would be too much for the format.
 
i did not meant to post that directly after someone complaining abt rare candy but its funny that it happened.

Tbh stage 1s of stage 2s were always dead cards for like 90% of the pack either way. almost every good deck is piloted with basic ex or stage 1 ex. the good stage 2 decks either need insane support + the end result is an insanely good card for them to even be played (zard ex), only exist to be side engines, which most of them being powercrept (gardevoir, greninja), or were created to counter the best decks in the meta (meowscarada). even in the base expansion, stage 2s were too slow to compete with fast decks beyond zard ex, and like pidgeot ex for 1 week.

if anything rare candy actually makes stage 2s useable without having their text read "if you use one energy you kill every pokemon in the foes bench and also you take their rarest card from their deck"

Honestly I like how Rare Candies have diversified the meta away from Basic EX decks (Palkia Manaphy, Darkai Giratina) towards decks with pretty comfortable Turn 3/4 power spikes. My favorite dark horse deck right now is Togekiss. From my experience Togekiss + Cynthia is a pretty common hand that I'll have available at Turn 3 / 4, so a consistent 110 --> 120 damage has allowed me win most non-Solgaleo matchups.
 
This Rayquaza event really may as well be a Greninja event. The number of times where I just never see Rayquaza hit the field at all is staggering, to the point where when I do see it it's like a jump scare. The AI basically only plays it if it opens it and has nothing else to do.
 
You know how when you chose to do a private match you have to put in a code to make sure you face the person you want to face? Well, one person getting to shose the code instead of having to have a random one let the TCG Pocket Comunity use that feature for gentlemen's agreement type stuff.

The Private Match code thanks (Not sure if the first letter being capitals matter) is just for farming Thanks because you can get 5 Shop Tickets a day from getting Thanks. Just start a match, concede, and give Thanks. It's great for if you just want the Tickes ASAP. It might take more than 5 "matches" because of people mashing through the end match screen accadently not giving Thanks.

The Private Match code NOEX is for playing decks with no EX Pokemon. I'm not into the No EX meta, but I feel safe saying I hope you like Ramparados.



Good News: Misty is finally competitively unviable. It's a miracle! :D

Bad News: Turn 3-5 Rare Candy on a Skull Fossil is the new instant death that you can do nothing about... It's unfun to face when it happens and still lets the game show how much it hates you by giving your opponent the perfect hand to OHKO your only Pokemon. It's crushing, but it's not as infuriating as a card that decides the fate of the game on literal coin flips. Not using any cards completely reliant on luck to do anything makes this ucompletly unfair situation feel more fair. Still complaing, but not as much as I did with Misty or Team Rocket Grunts.

Worse News: Team Rocket Grunts is still a thing. With all due respect to anyone using that card, I hate you. A lot. I wish upon you more tails than there are in the largest furry conventions.



Also, if anyone want to trade 1 Diamond cards, I'm looking for 90 Gimmighoul. There's a Goldengo Emblem for collecting 99 Gimmighoul, and I like pointless cosmetic stuff I'll never use, so... Please PM me if you want to trade.

My FC is 7213 1476 4812 7885
 
I'll be honest a turn 4-5 rare candy feels mostly indistinguishable from a turn 4-5 "you actually found your middle & last stages in quick succession"

So often I find myself still waiting for either my back up middle stager, the rare candy itself or the final stage to show up on time. It's still nice for extra consistency, but the way people talk about rare candy makes it sound like every single game you're getting all the pieces you need immediately. Which you could -and no doubt have already- say about lots of strategies before this.
 
I'll be honest a turn 4-5 rare candy feels mostly indistinguishable from a turn 4-5 "you actually found your middle & last stages in quick succession"

i do think theres a big difference, because its access to your best attacks asap AND the wider hp pool. a 80 hp torracat will die to many attacks a 160 hp incineroar wont etc.

one of the best ex rn is garchomp ex, because if you use rare candy, you'll get a 50 attack to anything which absolutely fucks up so many pokemon in this meta + rampardos support that also abuses rare candy. if rare candy wasn't real, youd have to use a gabite with a 30 attack, and hp thats easily knocked by basic and stage 1 ex. Its all about momentum tbh
 
i do think theres a big difference, because its access to your best attacks asap AND the wider hp pool. a 80 hp torracat will die to many attacks a 160 hp incineroar wont etc.

one of the best ex rn is garchomp ex, because if you use rare candy, you'll get a 50 attack to anything which absolutely fucks up so many pokemon in this meta + rampardos support that also abuses rare candy. if rare candy wasn't real, youd have to use a gabite with a 30 attack, and hp thats easily knocked by basic and stage 1 ex. Its all about momentum tbh
I guess it's just from my perspective:
-opening hand has your basic but nothing else
-next turn you get rare candy, but obviously can't do anything else so your guy has to either stay active & survive or stay in the back until ready
-final turn you get your final stage and can go to town (or begin to go to town)

is not that dissimilar to this:
-opening hands has your basic but nothing else
-next turn you get your middle stage, and evolve but you still have to decide to either stay active & survive (but now you do chip damage) or stay in the back until ready
-final turn you get your final stage and can go to town

I run rare candy + gabite (I think just 1 rn) in my garchomp deck and I've ran into both scenarios enough* that it still feels similar. Obviously the bigger appeal of rare candy is the other scenarios, like a mid/late game ramp up where you get your basic going and then can evolve straight away next turn (imo I think THIS is the most consistent scenario and its existence alone makes rare candy worth running), or that coveted turn 2 rare candy gg ez next. But the one I'm specifically outlining is very close to just breaking even on luck.





*and the fuckign scenarios of what do YOU MEAN both my garchomps AND my rare candy is at the bottom of the deck. OR WHAT DO YOU MEAN THE GABITE IS THERE TOO AND I HAVE TO DEAL WITH CHIPPING AWAY WITH LUCARIO ALL GAME--
 
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