Pokemon TCG Pocket has created a unique space for fast-paced battles and streamlined deck-building that’s conveniently accessible on mobile phones. However, as the game continues to grow, some awkward developer choices are causing a decline in the playerbase lately.
With new card sets releasing almost every month and the card roster growing rapidly, player expectations are also changing.
Making a few system changes could make the experience more rewarding for existing players and welcoming for new ones. Here are five practical improvements that could help Pokemon TCG Pocket retain players.
1) Make Pack Points universal
Pack Points as currently seen in the game (Image via The Pokemon Company)
One of the most frustrating systems in Pokemon TCG Pocket is the way Pack Points have been handled since the release of the game. At the moment, Pack Points are tied to individual sets, meaning players must repeatedly open packs from the same expansion to accumulate enough points to exchange for specific cards.
So technically, when a new set launches, the Pack Points count resets to zero again.
This system becomes especially punishing when you consider the numbers. Opening each pack grants only five pack points, while high-rarity cards cost between 1,250 and 2,500 points.
With a limit of opening one pack every 12 hours, free-to-play players effectively struggle to collect enough, especially since new expansions arrive every month.
Even common cards feel overpriced. Spending 35 to 70 Pack Points just to craft a low rarity 1-3 diamond card makes deck completion more of a task than a gaming experience.
A universal Pack Point system across all sets, even if costs for common cards are not reduced, would dramatically improve pacing and players’ sense of progression.
Also read: Pokemon TCG Pocket Fantastical Parade [B2]: All cards, types, and rarities
2) A bigger Deck Game Mode
A game mode that allows more cards can peak player interest (Image via The Pokemon Company)
The 20-card, three-point format was a smart move at launch, offering fast matches that suited mobile play, when the Pokemon TCG Pocket had only a couple of hundred cards.
However, the game has grown since then. With over a thousand cards now available, the small deck size often feels restrictive and limits creative deck-building.
Introducing a secondary mode with around 60-card decks and a six-point game mode would open the door to deeper strategies and longer matches. This format would allow players to experiment with complex, expanded synergies and underused cards that don’t do well in the limited format.
Also read: 10 best cards in Pokemon TCG Pocket Fantastical Parade expansion, ranked
3) Rebalance first-turn rules
First turns currently feel disadvantageous (Image via The Pokemon Company)
Going first in Pokemon TCG Pocket currently feels like a disadvantage in general. Unlike the standard Pokemon TCG where players can attach energy but not use trainer cards on the first turn, Pocket flips this rule. Players can play trainers but cannot attach energy, pushing players to lean more towards trainer-centric strategies.
This in general puts players who go second at an instant advantage as they get a head start with the energy acceleration. Players for a while have felt having no benefit of going first.
Additionally, for decks that need more energy, this rule can completely drag out matches for them, in some cases getting knocked out before they are even ready to attack.
A simple adjustment could fix this imbalance: allow the first player to attach one energy while still preventing attacks on the opening turn. This change would make going first feel viable again without breaking the game’s pace.
Also read: Rarest cards in Pokemon TCG Pocket Fantastical Parade expansion
4) Implement a guaranteed pull mechanic for Packs
Higher rarity cards as seen in the game (Image via The Pokemon Company)
Few things push players to lose interest in a game faster than repeated bad luck. Opening pack after pack only to receive duplicates or low-rarity cards can feel demoralizing, especially when progress is already slow.
This is also a issue as the core aspect of the game revolves around pulling rare or competitively viable cards.
Pokemon TCG Pocket could be a better experience by introducing a pity system, or some form of "bad luck protection”, by guaranteeing a high-rarity card after a fixed number of pulls.
For example, ensuring one random rare card every 20 packs (or ten days). This could involve pulling from certain rarity ranges that would be unlocked after a certain milestone.
This not only creates a fairer and more rewarding environment within the game, but also incentivizes players to stay and play the game more.
Also read: 5 best-looking cards in Pokemon TCGP Fantastical Parade expansion
5) Rework the Rarity hierarchy
Three-Star Immersive card as seen in the game (Image via The Pokemon Company)
Card rarity should reflect excitement and uniqueness, but Pokemon TCG Pocket currently misses the mark with Shiny cards. These color alternatives are placed above 3 Stars Immersive cards in rarity, despite Immersive cards being exclusive to the game, each with a unique cinematic cutscene.
While Immersives for each new set are brand new cards that feel special when pulled, Shiny cards are recolored versions of older cards. Despite this, Shiny cards eat up the higher rarity slots in packs, making many “rare pulls” feel underwhelming.
Even more confusing is their placement in the rarity tier, being above all 1-3 Stars and second to Gold Crown cards.
Also read: Pokemon TCG Pocket: Mega Gardevoir ex deck guide
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Edited by Aashish Victor