Pokemon Pocket Academy

Hello there! Welcome to the world of POKEMON Cards!

My name is AMERICAN SYCAMORE! (I wish) People call me the POKEMON CARD PROF! This world is inhabited by people who play card games featuring creatures called POKEMON! For some people, POKEMON Cards are Collectables. Others use them for fights. Myself…I study POKEMON Cards as a profession.

Welcome To the Pokemon Pocket Academy!! This is the home of players of the Pokemon trading card game in all forms, but will focus mostly on the newly released Pocket TCG game for mobile phones. Whether you’d like to show off your collection, link up with others to battle, learn more about strategy and card evaluation, or get the latest in deck builds and event guides you’ll find plenty to talk about here. Players of any version of Pokemon TCG are welcome here as well, though some of the information and strategies may not translate directly across due to the changes in rule sets and card abilities. Above all else though let’s all have fun!!

With that out of the way, While I haven’t played the Pokemon TCG in about 10 years I’m a fanatical card game player with over 20 years of experience in multiple games including Pokemon, Yu-gi-oh, Magic the Gathering, Cardfight Vanguard, Digimon, and more. I love card games of all kinds and diligently study any game I play to find new strategies, fun deck builds and budget options to succeed. Most of what I post will lean into this, talking over various popular decks, budget variations, tech cards and strategies. Basically what I’m saying is a good portion of what I post here will probably be fairly reliable but not the only options or ways to play, being mostly opinion and theory-crafting. I also appreciate people showing me new ways to utilize cards and strategies as well, so please share your own deck ideas and opinions. Thanks for reading!!

Below I’ve included a list of the friend codes of players here on Grouvee. If anyone would like their code removed, or added, please let me know.

Ureshi - 0393146861948185
Octjillery - 0005989308757687
ClaireValle - 2047463087405711
Burning Kirby - 7873159438760662
Corpseprincess - 9866353587320287
Roach - 8153297406219659
Kpovos - 9594066001954259
Kyrmsun00 - 1701518754507256
Amethyst - 3985132730759317
GeorgeyPoorgey - 7940799104842046
Inc - 6864629422260960
El_Diegote - 8243131180523998

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What are some basic needed cards? Like the ones that every trainer should have in their deck.

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Pokemon TCG Pocket Beginners Guide Pt 1 - Pack Pulls

While the tutorial for TCG pocket is pretty informative and well thought out I thought it might be nice for some people to get a basic idea of how to get a good start in the game. Most of this will lean more into the competitive side of things, but may also help those looking to start a solid and varied collection early.

To start with aim to complete every bit of tutorial the game gives you. While this can be a little bit tedious at times, the rewards it gives you early on are invaluable to starting out without putting money into the game. Across the tutorial, missions, and solo mode challenges you can gain a pretty large amount of currencies allowing you to open at least 30 packs. This chart shows what is available total from completing the early challenges and tutorials. (Not mine, Borrowed it from TCGPlayer.com)

30 packs at 5 cards each will give you 150 cards total, plenty to make at least a couple strong early decks. Along with this completing the Advanced section of the battle tutorials will give you several staple promo cards that nearly every player will find use for. Early on players should also carefully study the 3 packs to find the cards they want to collect and build with. All three share some lower rarity cards, but offer their own specific high rarity and evolution lines to collect. For example the Charizard pack contains that evolution line, Moltres EX and several strong supporter cards, While Pikachu packs contain the Electric mouse, Blastoise, Articuno and a few others.

There are two ways to determine which cards come in which packs. When looking at a specific pack the lower left corner has a Pull Rates button that will show you a list of what is in that particular pack and how likely you are to pull those cards. The other is to go into your personal collection, and hit the button that shows all cards, which will show you gaps in your collection. If you click on each card spot, even empty ones, itll tell you what card it is, and scrolling down will show you which pack its in, giving you a guide on which to pull from.

As the game will explain, Hourglasses are used to reduce time to opening new packs with each one equaling 1 hour of time. early on its worth using the large number you collect to open more packs, and using shop tickets earned from solo mode battles you can buy some more to open even more packs. I will suggest however before purchasing more hourglasses with the shop tickets to go to the bottom of the initial page and purchase 1 of each promo card for 2 tickets each. You get one of each from the advanced tutorials but most are worth having a second copy of and the deck limit for any card is 2, making the cheap price easily worthwhile. After that the pack hourglasses should be priority for players looking to maximize the pack pulls available to them.

Another way to get cards is pack points. For each booster you open you get 5 points to use in trade for a single card from the entire collection. These range in price from 35 points (or 7 packs) all the way up to 500 points for high rarity cards. I suggest saving these points until you are building a specific deck, so that you can use them to grab specific cards you may be short on, such as an evolved form you may be missing or need a second copy of. The one exception to this is to pick up supporter cards. These can be pulled in packs but can change a lost game into a win with one big play, and are potentially the strongest single cards in the game right now. These are near the bottom of the pack point trade screen and all cost 70 points. I’ll go deeper into these in a future post.

Another way to get extra cards and rewards are timed events. So far the game has seen 2 of these which makes me think these will be fairly frequent. Most of the time they’re pretty easy to enter and complete, offering up promo cards, cosmetics and other rewards. These can be some pretty good cards for some builds, offering new options to players on a budget. For example a current card on offer is promo Mankey. This card when it attacks hits itself for ten damage, which seems bad at first, but when evolved into Primeape on the following turn sets up for it to do 100 damage instead of 40 since its been damaged once already. I’ve seen a surge in popularity for this deck as its aggressive and consistent enough to snag early wins against players who cant stabilize their board state quickly enough.

Much like any TCG fans have speculated about how to find rare cards with a higher success rate. This is all purely theory and may or may not yield results, but it doesn’t hurt anything to look for these details. Some players believe flipping a pack backwards and then opening it will result in better pulls, but this is something with little proof. The other theory going around that seems to have some merit however is the “Bent Pack” theory. Multiple videos online have shown players opening these packs and finding high rarity cards more often, but just as often a ten roll of packs wont even have a bent pack available. To find these players need to rotate the back to the left and right, and look at them from the side. Bent packs will have a noticeable forward tilt at the top of the pack, as seen in the picture below. Some players also believe this is the only way to find the rumored “god” packs that contain only alternate art and EX cards, which have an extremely low pull rate but do have some evidence of existing.

The next thing to go over is the premium pass. This comes at a cost of 9.99 USD a month, and offers up a free two week trial to new players. I would recommend using the trial for sure, as it gives players an extra 14 packs over the two weeks to collect, but after that its value depends on the player. A monthly pass will offer up 1 extra booster a day, so at minimum 28 packs (Feb) equaling about .35 cents a pack. This will also offer special premium challenges with their own unique cosmetic rewards for players. I feel like this is at its most valuable for players who will be devoting serious time into the game, and completing its events and challenges.

Finally, To address the paid currency in the game. Pokemon uses gold bars, which run at about 10 dollars for 50 bars (Plus bonus 7). This equates out to around 10 packs, or a dollar per pack. Much like a majority of these card games I wouldn’t recommend spending money on the game, or at least not much or often. So far this doesn’t feel like a game that will become pay to win from what I’ve experienced over the last week or so since launch. It does look as though the game will offer cosmetic packs, currently of which is grass Gym Leader Erika. These have no effect other than showing off so its up to the player if they want these, especially if a popular character becomes available. Currently on offer is also a Gardivoir pack that gives cosmetics and 20 dollars worth of gold, which offers a small bonus in the cosmetic items if you were planning to spend money. If you are looking for an early boost when starting out, I would actually recommend the 3 starter gold packs that total out to around 15 dollars usd, but offer up around double that in gold bars. This is however only a one time purchase and most likely wont be available to long time players again.

Hopefully some players find this helpful in building a good starting collection.
That’s all for now Trainers! Until next Time!

I’m working on that next, so check back here in a couple hours or so. It’s an interesting question right now, as what was claimed to be the best stuff to play has proven in my experience to not always be the case now that the game has been launched for real. but in a smaller player pool of serious players, I can see how certain things will stand out.

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Pokemon TCG Pocket Beginners Guide Pt 2 - Staples

Something that often gets tossed around in trading card games are Staple Cards. These are usually defined as a card that every deck can and probably should be running. Some of these will last for a long time, but others can fall out of usefulness as the inevitable Power Creep in card games produces a card that does similar, or does the same thing but better. Right now as the card pool in Pocket TCG is pretty small, numbering about 250-ish cards most of the current Staples will probably be useful for quite some time.

Pokemon’s design also offers two types of Staples due to the card types and energy types as well. This post will cover what I’m dubbing Generic Staples, which can be played in just about any deck and offer something to the strategy available to players. The next time I’ll cover Type Staples, or cards that very specifically work with certain energy types. At the end I’ll also cover the couple cards that I think are bait, cards that on paper sound useful but in reality don’t offer much on a competitive level. I’ll try to do these in order of how useful they are, though the eventual change in cards available can potentially make this post outdated.

Once more, this is also all opinion and not something you absolutely have to do, but offers a solid basis.

Auto Includes @ 2
These should be in every deck currently, and offer powerful but simple effects for any player.

Sabrina - Supporter
The serious psychic type gym leader offers a simple effect that also might be the most powerful card in the game at the current time. It’s effect forces the opposing player to switch their active pokemon with one of their benched pokemon which sounds pretty simple on paper but can have a huge impact on the game. This can force the opponent to put up a pokemon you might be able to knock out for a valuable point, or give you an opportunity to deal damage to a key pokemon before they’ve set up fully. This also can keep you in the game for another turn by pushing them off a dangerous pokemon to something they have to burn resources to attack with or retreat, giving you time to recover or fight back. This has to be pulled from Charizard packs or bought with pack points.

Poke Ball - Item
This adds a random basic pokemon to your hand, which is useful in multiple ways. It helps you set up your bench, offering more on field options as well as thins out your deck meaning you’re more likely to draw into those powerful evolved forms and supporters to keep the pressure up on your opponents. Even if your bench is full its worth using this card just to thin the deck even more. You can buy this in the shop for 2 tickets, and get one from the advanced tutorials

Professor’s Research - Supporter
Draw 2 Cards. One of the most powerful effects in any game is drawing more cards, and this is no exception. Drawing cards gives you more options, finds your key evolutions and helps you to stabilize your board state. anything that helps you dig deeper into the deck is always worth playing. You can buy this in the shop for 2 tickets, and get one from the advanced tutorials.

Should Include At least 1
These are also strong cards, but maybe don’t always need to run two of, as they can occasionally be dead cards that just sit in your hand and offer no value at that point.

X Speed - Item
I personally don’t always run this, but its undeniably powerful as it allows players to switch out pokemon without having to use all of their energy. this can be used to save a pokemon from being knocked out, but also can help to set up a strong comeback play. If an opposing pokemon is close to being knocked out, you can retreat your strong pokemon to knock them out with something less valuable, so that when they call in their next pokemon they don’t do threaten your key pokemon. An example would be something like this. The opponent has a Ponyta at 20 damage, and a benched Charizard with 4 energy. If you knock out Ponyta with your Pikachu EX, then Charizard can come in and hit you for 150 and knock out your Pikachu, so you instead swap to Zapdos to keep from losing that valuable pokemon and two points. this will force them to attack Zapdos, and discard energies when doing so, leaving them open for your counter attack. Its downside however is that not every pokemon has a high retreat cost, which is when its most useful, so having one when you dont need it just means you could have had something else more useful in its place. You can buy this in the shop for 2 tickets, and get one from the advanced tutorials.

Giovanni - Supporter
This is about as close to a generic blowout card as the game has for now, offering an extra ten damage to your pokemon’s attack for a turn. This sounds very minimal, but if timed right it can sneak in a knockout when the opponent doesn’t expect it. It forces players to add that extra ten damage into their calculations when trying to decide if they should keep a pokemon out or retreat, and in cases when you are winning type matchups can offer fast knockouts on basic pokemon, since you’ll be pushing an extra 30 damage instead of just 10. The thing is however that there are times where this isn’t relevant at all, hence why I usually run just one unless playing a very agressive deck. Just as often the 10 damage has no effect on the outcome of a battle, but when it does come up, it can offer a lot of pressure on an opponent. This has to be pulled from Mewtwo packs or bought with pack points.

Potion - Item
Heals 20 Damage from one Pokemon. Much like Giovanni this is a pretty situational card, but can sometimes buy you a turn or two to recover. It can put you out of range of a knockout, and its never really bad to see, but often the 20 HP just doesn’t affect the outcome, especially late in the game. Early on when pokemon are doing 10-40 damage, it can be pretty worthwhile. You can buy this in the shop for 2 tickets, and get one from the advanced tutorials.

Tech Cards
These are cards that are very situational, depending on your playstyle and goals. Including them won’t hurt you, but also isn’t always going to help either.

Pidgey, Pidgeotto, & Pidgeot - Pokemon
The classic trio of feathered friends are a strong choice, but require a lot of deck space to get optimal use out of them. Our main focus here is Pidgeot which offers a Sabrina on a stick every turn if you can get to it. Even better you can use it from the bench, meaning you don’t have to put it in harms way to cause issues for your opponents best laid plans. And you can do this every single turn. Its energy investment is pretty minimal as well and 70 damage is respectable if you have to send it into battle. If it didn’t require 3 to 6 cards to maximize its usefulness I’d almost auto include it in everything. These can be found in Mewtwo packs and crafted with pack points.

Farfetch’d - Pokemon
One energy, 40 damage. Thats it, thats the headline. Slap him down, go to work. Good early game pressure, knocking out every basic, and a majority of stage 1’s in 2 turns.

Old Amber & Aerodactyl - item / Pokemon
This is technically two cards, and counts as a Pokemon. This is something I haven’t had an opportunity to play with, but Its ability immediately provides a powerful option if played correctly. Its hard to judge as you need to find two cards instead of a single one to take advantage of it, but Aerodactyl’s ability to shuffle an active pokemon back into the deck is very powerful. It does require a coinflip, which can be a gamble but shuffling off a fully powered up Mewtwo EX or something probably would feel pretty sweet, and definitely sets back an opposing player who has probably invested a couple turns into set up. But Aerodactyl is a bit of a glass cannon with only 100 hp, which means a fair number of cards could take him out in one shot, with plenty more dropping it in two. Both of these can be pulled from Mewtwo packs and bought with pack points.

Meowth - Pokemon
I’ve been running Meowth in a couple decks lately, usually as a one of. Its a fantastic starter, but usually not something you want to see late game. Its even better going second, meaning you get the first attack. For one energy you’ll do a small 10 damage, but the important part is it also lets you draw a card. it also sits at 60 hp, and very few cards can one shot this early game, with the exception being maybe some fighting types. But on a turn when you get out a pokeball, and a Meowth you’re immediately gaining a small advantage, pulling two cards instead of one. With Professors Research you bump that to 3 extra cards, and if you get all of them in one you’ll be well up on an opponent early on. It does attract Red Card plays pretty often though, but this even isn’t terrible as early game its less devastating to have your hand shuffled off when you’ll probably grab another card off Meowth next turn. Meowth can be pulled in Charizard packs, through the current Wonderpick event, and with pack points.

Red Card - Item
A lot of players seem to claim this is a must include, but I tend to feel differently about it. It forces the opposing player to shuffle their hand away and then draw 3. At its core this would be considered disruption and card advantage, but I don’t feel like Pokemon Pocket relies on this as much as other games. Card Advantage is usually defined by the number of cards in hand, and who has more, but in Pokemon its more of a combination of what’s on the field and in hand, meaning if your opponent already has a solid board set up, this wont really do anything to disrupt them. If theyre sitting on a large hand it might seem good to shuffle off cards as well, but they might be sitting their because theyre not finding the cards they need, and you might just be getting them the pieces theyre looking for which can put you in a bad spot. on the other hand you may end up with this when they only have one or two cards, meaning youre just giving them more to work with. I have had times where its been relevant, but its been pretty rare in the long run. It is however a solid card in games where you’re leaning into a control strategy. With enough disruption you can keep the opponents on the back foot and unable to build a solid board state. You can buy this in the shop for 2 tickets, and get one from the advanced tutorials.

Jigglypuff & Wigglytuff EX
This one is somewhat like Aerodactyl and works as a stall wall to help you set up, but takes more energy to attack. It has to also be Wigglytuff EX specifically, because it offers the ability to put the opponent’s Pokemon to sleep. This means they have to flip a coin heads to be able to attack or retreat, which can put a real block for them to overcome. It also does a respectable 80 damage and comes with 140 hp which is enough to withstand almost everything outside of A handful of the more powerful EX cards, and the regular versions of Charizard, Blastoise, and Golem. In the future as we gain more items and supporters this might not be as strong but for now is a viable option. Both of these cards can be pulled in Pikachu Packs or crafted with pack points.

Kangaskhan - Pokemon
A simple wall for the early game, It’s a solid starter. For one energy you get a possible 60 damage which can knock out most basics in one go, but it requires coin flips to deal damage. It usually will last a couple turns with 100 hp and thats really all you’re asking for it to do. If youve got a single open spot, you can do worse than this pretty easily. This can be pulled in Charizard packs or crafted with Pack Points.

Spearow & Fearow
A solid budget option, the foul tempered birds offer some early offense and Fearow’s ability can really hamper the opponents ability to set up their board, forcing them to discard an energy with a heads coin flip. pretty fragile though, and better options exist for those with more cards to pick from. Both of these come in Charizard Packs and can be crafted with pack points.

Bait and Switch
Don’t use these. They sound good on paper, but in reality don’t do much for you due to the way the game is played.

Hand Scope & Pokedex - Items
Remeber all that talk about card advantage during Red Card? This ties into that. On paper these sound great, because at the absolute basic level, knowledge is the best thing to have in card games, but with the amount of times the deck gets shuffled, knowing your top 3 cards is useless. Knowing your opponents hand is just barely slightly better as you can somewhat plan against what they have, but again most of the time youll find out they were going to evolve something or draw some cards…which you would already know next turn anyway. there isnt enough interaction yet to make this worthwhile. the one single exception is Hand Scope into Red Card if they have key cards in hand. it can also show you a giovanni or sabrina that might come down to blow out your board, but everyone is running those so its better to just expect that theyll be played at some point. both of these can be bought in the store for 2 tickets each and one of each are earned in advanced tutorials.

That’s all I got for this one. Next time I’ll begin going over specific energy types, or at least some of them, and talk about strategy for notable cards both high rarity and budget. Thanks for reading!!

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6864629422260960

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Just a heads up, they added a new set of challenges and awards to the Wonderpick event. These are pretty easily achieved, just for doing wonderpicks, and collecting colorless pokemon. The new rewards include more Meowth cosmetics, sleeves, coin and battlefield. Also for those who end up with all of the awards they added a dust exchange for flairs to use up extra tickets you might have.

Pokemon TCG Pocket Beginners Guide Pt 3 - Type Guide (Genetic Apex)

Originally I was looking at cards that might be staples in each energy type for this one, but realized there are almost no cards in the various energies that should always been played no questions asked. Perhaps the closest we come to for now are the Legendary Birds in EX form, but otherwise it really depends on how you want to play. So instead I’m going to go through types and point out the best cards to build around, budget options to play in place of hard to come by EX’s and rares, and any interesting tech options. This will apply to the current set for the time being, and as we get new sets I’ll do posts outlining interesting new cards to look for.

Grass Types

Currently Grass Types are in a tough spot, with the meta leading Electric types offering either fast set-up’s that are too aggressive or consistent, or Fire Types that while a little slower just does too much damage most of the time due to type weakness. However it does offer decent match-up’s against the rest of the field when piloted smartly. Psychic types offer a tough but doable matchup, Water is build dependent and the rest are usually favorable towards Grass. As we get new sets Grass may be poised to step into the top tier with its solid damage output, high HP and various interesting abilities.

Venusaur EX
The headlining act for grass types is the classic plant based turtle dinosaur and It offers a unique strategy compared to most of the cards in the game so far. Boasting 190 Hp and 2 attacks it can form a solid basis for a deck. Its entire evolutionary design is decently bulky with higher hp, and a smooth energy scale of 2-3-4 across each evolution. It puts it out of reach damage wise for every pokemon except Charizard so far, and most others will struggle to overcome it due to its main attack healing 30 HP each turn. combined with a couple potions and the Erika Support card can create a stall grind strategy that can out resource opponents.

It’s non EX version of Venusaur can work out just as well with 160 HP, and an attack that still recovers the 30 HP per turn, but its damage output is a little lower as well at 80 instead of 100. Sadly right now its probably the only other viable option for this strategy.

The must play’s for this strategy right now are the Erika supporter card, which heals 50 hp to one of your grass Pokemon, letting you wall up even more and relegating most lower power attacks to being useless, and the Lilligant line. Lilligant offers a solid early game wall while also providing energy acceleration to get your Venusaur’s ready on the bench, dealing 50 damage and letting you attach an extra grass energy to a benched grass type. While some decks run just these as a duo, other inclusions could include Butterfree, Exeggutor, Victreebel, or Vileplume. These all can add additional strategies, but would probably require some careful deck-building due to the premium in deck space that the bigger evolution lines fill. Butterfree slots into the heal strategy with an ability that heals 20 damage from all of your pokemon once a turn. In addition its base evolution Caterpie offers the ability to search a grass type at random from the deck when it attacks, which can help find your evolutions and thin the deck for better draws. Exeggutor comes in two forms, a regular and an EX, both with decent hp and can hit for a solid amount of damage for only 1 energy offering early game beatdown strategy to keep your opponent from building a solid board while you set up your bench. Victreebel offers an interesting ability that can force opponents to swap into a basic pokemon, which might give players an opportunity to knock out basics at opportune moments, to snag points and getting rid of key evolutions before they can hit the board. Finally Vileplume is another pokemon with solid HP and can put opponents to sleep, giving players a different option to stall the opponents.

Exeggutor EX
Landing on the simpler side of things, Exeggutor EX is a straight up aggro deck. Due to its low energy cost building around it optimally is as simple as dropping it alongside of other low cost high damage Basic and Stage 1 Pokemon can lead to some quick victories. The goal is to be aggressive and keep up the pressure while threatening consistent knock outs. You can also run this strategy with the regular version of Exeggutor which is more fragile but still only needs one energy. Beedrill is probably the most consistent damage dealer following that, also needing only one energy to scale up to 70 damage per attack, with enough HP to hang around for a couple turns. Victreebel might also be a good option here for basically the same reasons it works in the Venusaur deck. Scyther and Pinsir are the other early beatdown options, both offering aggressive early damage for minimal energy.

The biggest struggle this deck faces is most of its options outside of Exeggutor EX are lacking in HP, meaning it can be a bit of a glass cannon and other types offer some better aggro builds.

Fire Types

Right now for me I think fire types are the strongest overall in the game. My main build right now has carried me to a record of 44 wins 29 losses total against every other type in the game, including water types. Not every match goes well, but if I have the opportunity to set up its nearly unstoppable. None of the other decks I’ve built and tried have come close to taking games as often or easily including the current builds considered tier one. On top of this the budget decks for the type are strong competitors in their own right, stealing wins against unprepared opponents with shocking regularity. Its downside however is a lack of status effects or build variations so most players can pick out its weaknesses quickly, and disable the strategy before it becomes a threat. It also has one of the smaller card pools right now which also limits the deck options without dual typing.

Charizard EX
Just as it is in the paper game Charizard is one of the most powerful and desirable cards in the game. The EX variant offers the single strongest attack in the game at 200 damage, for 4 energy but also forces players to discard two energy as well. Its 180 HP also puts it out of range of everything else meaning it usually can come in and take at least 1 Pokemon, if not 2 in the right situations. Its regular form isn’t too shabby either, with a similar attack that does 150 damage at the same cost and 150 Hp. The struggle here is the energy gap between Charmander and Charmeleon goes from 1 energy to 3 for an attack, leaving players open for a turn at minimum. Charmander also forces an energy discard however so if players are stuck on the lizard line in the active spot early, it can be a struggle to set up a strong board.

Other than non-EX Charizard, the other budget option is Centiskorch which is basically the same except it hits for 130 damage and has 130 HP. It does have the advantage that it is only 1 evolution form instead of 2, and it only cost 1 energy discard meaning it can keep attacking each turn unlike Charizard which needs either extra energy beforehand or 2 turns to recharge.

The whole reason the deck works however is Moltres EX and if you don’t have the legendary bird, I’d advise against trying to play this deck. Moltres EX offers the extremely strong Inferno Dance for 1 energy which allows players to hugely accelerate their energy per turn. It can give players up to 3 energy per turn to attach to benched pokemon and set up for the mid to late game blowout turns. It also makes match-ups against water more favorable as its weak to electric types instead of water which helps give players time to find key cards. It makes electric match-ups a careful balancing act though and is probably its hardest battle to navigate early game. Most decks also run a one of side evolution line, usually Rapidash or Ninetails which have low energy cost to use with the Blaine supporter card which gives those particular pokemon an extra 30 damage for a turn. In my variant I play a Flareon which is a little bit tougher with more HP and a stronger attack offering 110 Damage. These tech options are usually exclusively for Pikachu EX which has to be shut down fast before it overwhelms players, but it can one shot the other pokemon while Flareon can hold up against it even with Giovanni boosts.

Blaine
The other build is a true budget deck built not around a pokemon but instead around a supporter card. Blaine gives any Ninetails, Rapidash, or Magmar a damage boost of 30 which is considerable in the early game which is where this deck shines. Most players skip Magmar and instead run something like Farfetch’d or Kangaskhan as 1 energy early damage dealers, but the core is pretty flexible as long as it has Ninetails and Rapidash. It can be pretty fragile though, as most of it falls without much trouble to most stage 2 pokemon and any EX. A single missed evolution or not finding the damage boosting supporters can leave this pretty underwhelming. Adding Moltres EX to the mix can give it some additional staying power but most other options are too slow for the pressure this wants to be applying. Success with this deck will take practice and skilled strategies.

Water Types

Water seems to have the potential to break into the top tier of decks right now, and has a fairly deep card pool that offers the most interesting build variations. So far only one deck has had real impact due to its consistent pressure and solid toolbox options. Unfortunately the biggest threat right now is Electric types which are equally consistent and usually take water decks apart without breaking a sweat. It’s success against other decks is dependent on the build style and strategy.

Misty
This is not a deck but a supporter card that needs to be talked about. This card is commonly the single handed reason the Water type builds wildly vary in win-loss ability. The card has players flip a coin until they get tails, and put an energy on a water pokemon for each heads. This obviously can be huge or an absolute failure that can influence how well the game goes. Its also the only energy acceleration water types have on offer which makes it a necessary for some builds to keep up with high power decks. It also offers something no other type has which is the option to attack on the first turn due to cheating out the energy when players usually cant play one and letting them attack if they’re successful. It can be a powerful card, but also a frustrating one.

Starmie EX
Surprisingly to me the breakout star for water types is not the water starter but instead is the simple starfish. For 2 energy it hits for 90 damage every single turn and can be ready as soon as the players 2nd turn, instantly wrecking unprepared boards. Backing it up with Articuno EX offers a strong second option that while one turn slower to set up can hit not only active pokemon for 80 damage but the opponents entire bench for 10 damage each as well, threatening to pick off weakened back row. Some players are also pairing it with the Greninja line to take advantage of its ability to hit any opposing pokemon for 20 damage in alongside of its regular attack. This is also the only deck consistent enough to not need to run Misty if players want to run other cards over it.

There isn’t really a budget variation to this deck, but its pretty flexible as far as what can be included. Golduck, Seaking and Tentacruel have made appearances in battles as other aggro options. The new Lapras EX might also be worth looking into as a finisher to clean up the late game if Starmie gets knocked out. This build hard looses to Electric Types but can beat down just about every other typing with good early gameplay and offers water’s strongest build so far.

Blastoise EX
This is a deck that feels like its just on the edge of being a strong contender. The Squirtle line has the most consistent energy curve of the starters with attacks available each turn. The issue is that after that Blastoise caps out at 100 damage which isn’t enough to knock out the bigger threats in the game, but with 5 energies it scales up to 160 damage. Sadly its a bit too slow unless you get a good Misty turn and there’s a chance faster decks will knock it out before you can get there. The handful of times I’ve faced this build its been running Meowth to draw into Misty faster, using it to offset the regular energy curve. non-EX Blastoise can also work, but like the others is a little bit less powerful. The rest of the deck is pretty open to player choice, but most of the time players will be relying on dropping Blastoise and the required energy.

Articuno EX
While Articuno is normally a support card there is a rogue tier build going around that relies on luck to work out, but when it does can absolutely destroy an opposing player in just a couple turns. Dubbed the “18 Trainers” deck the build features 2 Articuno EX and no other pokemon. It works because the game will only draw a hand that contains a basic Pokemon, so it always finds Articuno. Then the luck comes in, as players want to have a hand with Misty as well, and aim to land at least 2 heads flips. If a player is able to do so then they’re hitting for 40 damage immediately, or 80 damage with the extra 10 across the bench on turn 2 at the latest. This will rapidly wipe out basics and stage ones before the game has barely even begun. I think the Lapras EX promo has potential to provide another option for this deck, as it also can hit for 80 damage and heals itself in the process, but would also rely on good Misty flips.

Water Control
This is a pure theory craft build I thought about but don’t have all the cards for yet. Using the combination of Frosmoth and Omastar along with Sabrina and Red Card it aims to keep the opponent from being able to mount an offense. Frosmoth deals 40 damage for 2 energy and puts the opponent to sleep, meaning they need a heads flip to attack or retreat, and Omastar does 70 damage for 3 energy and specifically stops the defending pokemon from attacking. This forces them to put out pokemon that may not be ready or not evolved to do any damage if the option is even available, hopefully keeping the players pokemon safe from heavy hitters. Greninja and Articuno EX can offer other options and work out as finishers to clean up once the opponent is low on resources. The Pidgeot line also deserves some thought as another way to force the opponents into tough positions while being energy efficient. A final consideration as a one of could also be Psyduck which doesn’t do much damage but does prevent opponents from using supporter cards. If players are willing to slide into dual energy types some other options might exist to create a better strategy.

Electric Types

Despite a small card pool Electric types have a solid toolbox of skills to create a pair of strong decks, one of which dominates the early game at the highest level and the other a budget build based on efficient trades using its unique abilities. It might be the only type without any lackluster cards right now as well, offering up a variety of tech options to deck building. Much like lightning in the real world this type aims to strike early and hard before the opponent stabilizes, but the longer the game goes the harder it gets for Electric types to capitalize on its opponents. Most of their cards run lower overall hp and can be taken out fairly quickly when facing down other high power decks.

Pikachu EX
Unsurprisingly one of the 3 top threats right now is the mascot of the entire game boasting one of the highest damage outputs in the early game, with a caveat. Pikachu can hit for 30 damage per benched electric type you have adding up to 90 with a full bench for just 2 energy. It also doesn’t require an evolution and features a low retreat cost making it a highly efficient pokemon but this also comes with a low hp count that can be countered by a fair number of stage 1’s and 2’s fairly quickly. This deck also leans on Zapdos EX to provide some respite or set-up time while providing a solid attacker in its own right. The other bench spot is pretty wide open, but common builds use Electrode for its free retreat cost, Raichu and Lt. Surge to counter the mirror and take out high hp targets, or Zebstrika which allows players to pick off weakened benched pokemon. Any of these builds work well and others exist that could keep it in the top for some time even after new sets come around, meaning we could see alot of the little electric mouse for a while.

Single Point Lightning
The budget option for Pikachu EX doesn’t really exist and instead comes in a different form. Dubbed Single Point due to not featuring any EX pokemon, it aims to efficiently trade with the opposing EX pokemon to gain fast points. The most common version uses Raichu as the damage dealer, Magnaton to accelerate energy gains, and Electrode due to its high damage output and free retreat. This paired with Lt. Surge supporter helps to move energy efficiently to the active pokemon to keep pressure on the opponent. It struggles however with space for supporters and items but needs card draw, and Giovanni to help with large threats. An alternative to Raichu is Jolteon who can hit for up to 160 damage without having to discard energy but relies on coinflips and has less HP. The budget electric deck is sadly less flexible in card inclusions than the high rarity build but can still offer players a solid chance at victory with smart gameplay.

I think I’ll save the rest for the next post. I’ll cover Psychic, Fighting, Dark, Steel, and Dual Color decks next time. Until then, Happy Gaming!

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Pokemon TCG Pocket Beginners Guide Pt 3 - Type Guide Pt 2 (Genetic Apex)

Picking up I left off last piece, we are still covering types and strategies in the current game. Let’s get to it.

Psychic

While currently having one of the top tier decks in the game Psychic types will need a real boost to stay relevant in the long term. It does offer some interesting cards that provide good support but most of its main pokemon just aren’t powerful enough to build a complete deck around. It does have the bonus of not having a true counter due to its weakness being Dark types which struggle to perform currently, but most other match-ups for its strongest build are not consistent enough to handle it.

Mewtwo EX
The third top tier deck should be obvious as the other booster cover card. Mewtwo decks offer a powerful attacker with a consistent energy acceleration, but are very linear in what they want to do with very little variation in how the deck is put together. Sitting in the middle of the EX power scale Mewtwo has 150 hp which keeps it out of the range of most other Pokemon short of the big hitters. It also offers 2 attacks, one hitting for 50 damage at 2 energy and another that like Charizard requires 4 energy and 2 discards but hits for 150 damage. Pairing this with a benched Gardevoir can create a powerhouse that can be topped up at 4 energy every turn for a consistent damage. Gardevoir is the energy engine but also the weak link of the deck at only 110 Hp and smart players can knock out its early evolutions before the deck can set up, which can keep Mewtwo in check. This is the big weakness of the deck being a very linear deck that likes to sit on Mewtwo while topping up with Potion’s and digging for the Gardevoir evolutions until it can sweep the board, which makes it easy to pilot but also easy to disable by experienced players.
In a pinch non-EX Mewtwo might also work but its lower hp and lack of a low energy cost attack probably make it too slow most of the time. The one side card some people have been running in the deck is Jynx which offers a larger Basic pokemon to wall up behind that can also become increasingly dangerous as the game goes on, with its attack adding 20 more damage for each energy attached to a defending Pokemon.

Gengar EX
Forming the backbone of a stall deck Gengar EX looks like a solid card but struggles to close out games. Its 170 hp help keep it in the game against most of the field, and once again the lack of Dark type threats is a boon, but its attack is pretty average and needs 2 turns to put down most big threats. It’s ability also seems deceptively good, shutting down the use of supporter cards for opponents while its active, but by the time it hits the board most of the time the opponent is already established and it wont have as much impact as players would hope. Its usually paired with Hypno which lets players attempt to put defending pokemon to sleep, even from the bench to help slow the game down even more but lacks in other options to keep the opponent from stabilizing. While I haven’t seen much from this deck I could see some experimentation with colorless types like Pidgeot or Aerodactyl offering other stall options to control the board could be viable.

One Point Psychic
Another complete theory deck I think the type has potential for an efficient budget deck centered around Gardevoir, Alakazam and Jynx. Using the consistency engine of Gardevoir it would aim to help power up Alakazam and Jynx ahead of curve, both of which have the ability to do additional damage to opposing pokemon based on the number of energies they have attached to them. A well timed Alakazam could one-shot Charizard EX, Pikachu EX, Blastoise EX, Mewtwo EX, the legendary birds and a fair portion of other pokemon with a couple energies attached. The basic version of Mewtwo could also work in place of Jynx to clear basics, stage ones and already damaged EX pokemon. Running two stage 2 lines though can limit the flexibility in building something like this and may be too slow against the current meta builds.

Fighting Types

Much like one would expect from well trained boxers, Fighting types offer possibly the most damage per energy ratio so far and offer fairly consistent boards as early as turn 2. A solid option both at high rarity and on a budget this type offers flexible builds with consistent damage. In the current meta it has favorable match-ups against electric and fire types as another high damage early game deck. Grass and water if established can probably hold it off but would probably still offer close games. Psychic is perhaps its biggest threat but is beatable with a bit of luck, and the other typing’s are not played enough to judge yet.

Marowak EX
One of the best early EX builds to battle against the meta, players who start off choosing Mewtwo packs will get a guaranteed Marowak EX in their collection. It offers an energy efficient attack that can hit for 160 damage with two heads coin flips, knocking out Pikachu EX and Mewtwo EX in one shot, and putting Charizard EX into a threatened position. It is a little lower health than most of the other EX pokemon though meaning timing its usage is important or it’ll get knocked out before closing out the game. It’s regularly paired Dugtrio who also offers good damage for a single energy while also avoiding damage with a head coin flip. Some Builds leverage using both versions of Marowak to guarantee an evolve on turn one and offer some flexibility depending on where in the energy curve players on, allowing the deck to hold off a charged Pikachu EX for a turn while still being able to attack. Some builds have also paired it with Kabutops as a late game finisher with its single energy cost, decent Hp and the ability to regain HP on attack. The most budget variation uses Sandslash as another efficient damage dealer at just 2 energy and being commonly pulled from any pack making it something nearly everyone can find.

Machamp EX
Despite a great energy curve for its evolutionary line, Machamp just doesn’t do enough to run with the big threats. 3 energy for 120 damage is solid, but not enough to handle most EX pokemon and while it has 180 Hp by the time its facing one of the other powerful pokemon its usually been hit a couple times. Backing it up is hard as well because of the lack of energy acceleration, though several have paired it with Marowak EX. I think Dugtrio has potential as a wall to keep opponents at bay until Machamp can be powered up, but I haven’t seen anyone try this.
Building around Machamp is doable, but it needs more support to become a true champion right now.

One Point Fighting
While I’m not sure this is what people are actually calling it, I’ve seen a surge of this build recently due to the Lapras Event offering up a key card for the strategy. Building around the promo version of Mankey offers up an aggressive budget strategy that has become something of a budget powerhouse. It’s attack does 30 damage for 1 energy and also damages itself for 10. This seems bad at first but instead it sets up for turn two, allowing its evolved Primape to hit for 100 damage, easily knocking out any stage 1, and most stage 2’s with Giovanni, and has enough power to threaten most EX pokemon, especially when following the first hit from Mankey. Pairing it with other efficient heavy hitters like Sandslash and tech cards like Hitmonlee to hit benched pokemon it can steal wins in early games before the opponent can set up. I haven’t seen it yet but Kabutops also could offer some longevity to the deck, and come in to clean up pokemon already damaged by its first wave of attacks.

Dark Types

Dark types are absolutely screaming for support, with some interesting control build options and a deck that basically builds itself, It just doesn’t have an EX to lead the deck into strong positions. My favorite rogue tier deck is a Dark type build, but its a hard deck to pilot efficiently and requires careful plays and perfect set-ups to close out games. Just about every other type runs over Dark decks right now due to the slow speed it currently moves at.

Koga Control
Built around a specific gym leader, this deck aims to set up a big couple of turns while chipping away the opponents pokemon with poison effects. Weezing is an all star not just in the Dark type but across the game, with several rogue builds slotting it into their decks as a fantastic wall. Its ability lets players poison the defending pokemon without fail and it can deal 30 damage for 1 energy. It also comes with 110 HP making it bulky enough to stall out early attacks. The deck does well here with its main basics pushing 70 HP and offering poison effects quickly so it can hold up to most aggro decks early. Muk comes in to deliver more powerful attacks, but it needs 3 energy and just isn’t big enough to hold off EX pokemon most of the time, but if the opposing pokemon is poisoned it will attack for 120 damage. The Koga support card also lets players return either of these pokemon to hand, letting them reset the wall to hold off opponents for longer. This is also the most efficient way to retreat as both come with high retreat costs. I’ve also dabbled with Arbok which deals 60 damage and prevents retreating, so a well timed attack can force an opponent to sit on an already weak pokemon, and when paired with Sabrina can even push opponents into a bad position they weren’t ready for. In that same line Pidgeot could also provide some utility but at that point becomes hard to slot into the deck. Being a budget deck from the start this isn’t hard to put together, and can be enjoyable but expect an uphill battle most of the time.

Nidoqueen and Nidoking
This deck is pretty strict on its build, as it requires both evolutionary lines for maximum efficiency. it often doesn’t get set up fast enough despite the potential to hit for huge numbers. It struggles with high energy cost and high retreat as well and I think I only got one win with it in testing. There might be a future where this could work with more supporters or item cards that smooth out its energy curve and get its evolutions quickly. I wouldn’t recommend playing this deck at the current time.

Steel Types

Consisting of a pool of 5 cards right now, Steel types are basically non-existent but a single deck does exist. Its been something rather experimental and further sets will probably only make it better. I haven’t been able to test with it due to lacking the evolution, and have only played against it once.

Melmetal
An interesting card, it offers one of the only bodies that hits at the level of an EX card without being one. Starting out with Meltan it has an attack that does zero damage but does add an additional energy to it. The issue is that it doesn’t have enough HP to stick around for more than one of these attacks, putting a two turn gap between its single energy gain and being set up for Melmetal. If players can get there though, Melmetal can hit for 120, dealing handily with everything Pikachu EX and under, and a few others with Giovanni. it also has some built in defense in the form of an ability that prevents 20 damage from any attack against it, essentially giving it 150 Hp. The main pairing seems to be with Weezing but telling the game to ignore dark energy, instead just using its poison ability to provide chip damage while setting up, then using Koga to return it to the hand when ready to punch in with the heavyweight main pokemon. It’s probably too slow most of the time but like the Dark typing only has potential to get better with future sets.

Dual Type

So far only one Dual Type exists in the game but its a real heavy hitter that is becoming more efficient as players work on optimizing the build.

Dragonite
The psuedo-Legendary comes in as an electric-water type and its attack can be a real blow-out under the right conditions. While it requires 4 energy its attack, Draco Meteor can absolutely decimate a board of already weak pokemon. It works by choosing pokemon on your side of the board at random 4 times, then hits each one for 50 damage for each time it was chosen. This means if youve got one, its getting hit for 200 damage equaling the top tier Charizard EX. the best defense against it is a full bench, but even then the risk is their for it to knock out multiple pokemon in one attack which can lead to a definitive win in a single turn if it hits a basic or weak pokemon and an EX in a turn. There are a bunch of builds floating around, some leaning into one of the two typings, and some leveraging the ever useful Weezing-Koga engine.
The water variant seems to rely on Frosmoth to put opponents to sleep and stall while building energy up on the big dragon, using Misty to accelerate Frosmoth. As always Articuno EX could also be a strong partner, as Blizzard will further weaken benched pokemon for a decisive blow from Dragonite.
Electric variations lean on Pinchurchin as its stall engine since it can paralyze which is just as efficient as sleep. Zapdos EX might not be as efficient as Articuno but It can also wall up fairly solidly against other pokemon while prepping Dragonite, though it lacks the energy acceleration that water has.
A deck that will take more testing, this is another that can only get better as the game goes along and will continue to improve with new builds.

And thats everything as far as a guide to energy typing goes. Plenty of options for various players, there are definitely more ideas to explore but most of these are solid places to start. Next time i’ll move into some wider concepts about player types, deck play styles and how to understand card potential for future sets. Thanks for reading!!

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I do like the light version of the TCG battles they have in this app but part of me wishes there was an option for the full version because some cards and strategies feel like they’d benefit from more drawn out combat.

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Yay! Best wonder pick yet!

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Pokemon TCG Pocket - Player’s Guide Pt 4 - How We Play

So I wasn’t exactly sure where to go next with this, but I thought we would look into something a bit more broad when it comes to how we play and enjoy card games overall. This may seem like an odd choice in topic but for anyone who wants to have a better understanding of why we play certain ways and how we build decks it can lead to subtle but frequent improvements in our skill level. This is less about how the game is actually played and more about understanding the psychology behind players various play styles, and can help with forming new and enjoyable strategies, building decks that are goal oriented, understanding card potential and power levels and more.

Everyone plays a bit differently and finds fun in various things in card games. some of us are fans of playing the biggest and flashiest cards, some are deeply into the competitive element, and some are into the art and stories built into the card games. Leaning on a very well known and classic article written by Mark Rosewater, an extremely well known figure in the development of Magic the Gathering alongside of being the “Face” of the game in some ways, I’ll explain the 5 well established player profiles that can apply to not only Magic but nearly any card game in existence. If interested a reprinting of that article can be found Here (It was originally written in 2002, but that link is no longer available.) Further along in 2006 this concept was revisited to add some more depth which can be found Here. Eventually Maro as he is commonly known would also write articles based on creating cards specifically for each player type, but these are less relevant for Pokemon TCG due to the differences in gameplay.

Timmy / Tammy
Also known as the Power Gamer, These players are in it to play big powerful cards and absolutely dominating games. They’re usually less focused on the combo ability of a card and more often on the size and power of the cards they play. These cards may not always be the most efficient from an energy standpoint, but they always have a huge impact on the game. They’re also usually the most social of players and have just as much fun interacting with players as playing the game itself. Winning is not the main goal for Timmy / Tammy, but instead they find joy in experiencing the possibilities of their cards. These are usually also pigeon-holed as being young or inexperienced players but that isn’t always true and most players tend to have a little bit of Timmy / Tammy in them.

In Pokemon these players are probably looking to play cards like Charizard, Raichu, or Dragonite, cards that can deal huge damage and deliver adrenaline filled gameplay. Their decks are usually packed with big impact cards that create fun moments, usually chosen specifically because they provide the potential for explosive moments. These players are more about quality of wins than the number of wins, looking for exciting victories over consistent simple builds.

Johnny / Jenny
Probably the biggest slice of my gaming personality, these players are also known as Johnny / Jenny Combo Player. This type of player uses the game as a form of self expression and are fans of creative gameplay. The biggest difference here from other players is that J-Combo loves to build decks nearly as much or sometimes more than actually playing, and exploring new territory in the game. Its important for them to win on their own terms, but also with style and expressive gameplay. Like Timmy / Tammy they’re more about quality of wins rather than the number of them, but with their own goals for how they win. Exploring interesting interactions between cards is at the core of this player’s deck builds and its often that they will play difficult strategies just to show off the big combo of cards they found to others. If Timmy / Tammy is the social Butterfree, Johnny / Jenny is the Meowscarada in the spotlight on stage, putting on a fantastical display.

This is a bit harder to nail down in Pokemon, But I’d think these players are probably playing stuff like Weezing / Melmetal, 18 trainer Articuno, or Utilizing stuff like Greninja, Pidgeot, Aerodactyl and others with interesting effects. As the game progresses I think more cards will come out that will bring combo players out in droves. True Johnny / Jenny’s never count any cards out, finding uses for nearly anything and everything.

Spike
These players are in it for the competition. They care about winning and the adrenaline of executing perfect games, and will play anything that is considered good. They often will play the most popular or “Meta” decks, borrow builds from others off the internet and some even have others build decks for them so they can focus on piloting them to their full potential. These players study the game as it evolves and know the best way to take down other powerful decks while protecting their own weaknesses. They tend to lean into efficient and consistent cards, builds that leverage continuous pressure and are difficult for opponents to overcome. This might make it seem as if these players are too serious and not fun to play against, but in fact I enjoy the challenge of playing against someone at their best and trying to overcome the perceived best decks. Many of my most memorable games have been against tournament level players.

Spike will nearly always be playing the current meta, which means right now Pikachu EX, or Mewtwo EX. Some of them may also be playing Marowak EX or Charizard EX as other powerful options. Starmie EX is also a good example of a Spike build but it struggles to overcome Pikachu right now.

Vorthos
This is less of a player and more of a collector a majority of the time, but these players are excited by the Lore and aesthetics of a game. Most of the time these players got into the game because they enjoyed the art and started collecting, or found the stories to be compelling and want to play their favorite characters. Wins and Losses don’t matter to Vorthos players, but instead they want to play the game to enjoy time with their favorite cards. Its an interesting distinction, but I feel like it is especially appropriate here where the Pokemon pocket has a large focus on collecting and alternate or special arts. They often have some sort of emotional response to characters, lore and art.

A good example of something a Vorthos would enjoy is the Snorlax alternate art card, which has Bellsprout, Venonat and oddish in its art. If you collect those cards you can see parts of Snorlax in the art for those cards as well, which shows that more is going on than just depicted in the single card. These are not limited either, and just as players can be a mixture of other player types, they can also be Vorthos Johnnys, or Vorthos Tammys etc.

Mel
Much how Vorthos is excited by creative art design in cards, Mel (Short for Melvin or Melissa) is excited by card design but instead from a mechanical standpoint. This is more of an intellectual respect for card design and all of the elements that make up how a card works and plays. They respect the various elements like hit points, damage, energy costs, abilities and other parts that affect how a card can be played and used. Unlike Vorthos love for what a card represents Mel loves the work that went into designing a card in a way that works within the gameplay framework.

Mel is probably the hardest to give examples for as they enjoy cards for various mechanical reasons and will differ based on energy types they prefer or how they build and play decks. Take for example Blastoise EX, a card with a couple of interesting elements. Its attack can do 100 damage, but something various water types seem to share right now, it can do extra damage for having more energies attached. This is something that seems to be specific to water types for now, and could be seen as a mechanical design element for that energy type.

Conclusion

So there you have it. The main profiles most players fall into pretty neatly. obviously there can be hybrids of these, and most players have their own reasons for playing and collecting, but this can help guide players into a better understanding of why they play the game and how to further improve or enjoy the game in the future.

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A new leak claims we are supposed to see some new Venosaur themed cosmetic items in early December. We also have some rumored new cards by the end of the year, Limited trading in January, and the next Premium pass promo is supposed to be a Mewtwo alt art, which leads me to assume the one after would be Charizard seeing as the previous two have been booster cover cards.

I’m definitely feeling like a Vorthos kinda person, haha. I’m here to collect and I tend to get more excited about cool art than play power. Your Snorlax example is totally on point. I remember being excited about this set of cards that told a cute little story a while back in the physical TCG. I love when the artists do stuff like this, and there have been more of them since full art cards started becoming more common.

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Me here: 8243131180523998

I have a single decent deck, one with two arcanine ex. I kinda suck but well, I kinda suck in most things.

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Do you mind sharing the deck? And your other cards in fire and colorless? Maybe we can help make it better, or find new strategies

2x Growlithe
2x Arcanine EX
2x Ponyta
2x Rapidash
2x Sisslipede
1x Centiscorch
1x Magmar
1x Heatmor
2x Rattata
1x Raticate
2x Pokeball
2x Prof’s research

I think I run too many pokemon and I’m less and less impressed with the colourless rats

Yeah, i would suggest dropping the rats, Magmar and Heatmore, and add sabrina, giovanni, potions, and x speed.

If you have it id consider dropping centiskorch as well and replacing it with Blaine and ninetails.

Also maybe aim for pulling moltress EX out of charizard packs. It really helps with high cost attacks.

I still don’t have ninetails. Lacking some charizards as well, and I think I have 0 sabrinas.

Really want one or two moltres ex. Misty’s have been a nightmare when played against lapras ex decks and I can only think that moltres ex is as good as I can get on fire decks.

So i dont know how far back up you went, but i did post on the energy types and some builds, plus best cards. Theres a solid non moltres build that you have a good portion of, youre just running Arcanine instead, so it can work, just takes some practice.

If you get charizard thats a whole othet deck of its own. Moltres EX slots into anything tho.

If your lacking any items or supports you can buy items in the store for 2 tickets each, easy. The supporters you can buy with pack points, which is in the lower right corner of a pack screen, dont remember which. Theyre 70 points each and near the bottom. Well worth the cost though for sure. Especially Sabrina, card is worth insane value.

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