
Overview of Key Developments
- The introduction of Triumphant Light is significantly influencing the meta of Pokemon TCG Pocket, featuring rare cards that effectively interact with Arceus, enhancing deck-building opportunities.
- Adjustments to pack points in Pokemon TCG Pocket are essential for making Ex cards more attainable across various sets.
- The game requires a reevaluation of the pack points system to align with the size of each set or the creation of a transferable points system.
Despite launching just four months ago, Pokemon TCG Pocket has already introduced its fourth expansion, Triumphant Light. This latest set serves as a complement to the earlier Space-Time Smackdown, which features Pokémon from Generation 4.Triumphant Light is actively reshaping the game’s meta, owing to its rare cards that possess significant synergies with Arceus and Arceus Ex. This opens avenues for innovative deck-building, appealing to both seasoned players and newcomers. With four expansions released, the game is steadily evolving, and certain decisions made during the earlier phases may need rethinking.
As Pokemon TCG Pocket is still in its developmental stages, it’s reasonable to expect some game elements may undergo changes. While adjustments to certain systems, especially solo battle events regarding stamina and pack contents, may remain stable, a critical area that necessitates revision is the management of pack points, particularly in smaller sets such as Triumphant Light and Mythical Island.
Revising Pack Points for Enhanced Gameplay





The mechanism for accumulating pack points in Pokemon TCG Pocket is straightforward: players receive five pack points for every booster pack opened, excluding event-exclusive packs like the Genetic Apex boosters which guarantee rare cards. In larger expansions like Genetic Apex, the current system may seem equitable regarding pack point accumulation versus card costs. However, this uniform approach applies indiscriminately across sets of varying sizes. For instance, acquiring a single Ex card typically costs 500 pack points, equivalent to the value from 100 booster packs, which can be exorbitant in smaller sets that might provide all necessary cards in a significantly shorter timeframe.
Since the pack points are not transferable, players frequently accumulate excess points whenever they engage with the system, yet these points remain locked to the specific sets they were obtained from. This scenario invites a reconsideration of pack point management through two viable options:
- Adjust the pack point gains or costs in relation to the size of individual sets, possibly awarding 10 pack points for Triumphant Light and Mythical Island, or setting Ex card values to 250-300 points.
- Implement a system where pack points earned from any booster packs are consolidated within the player’s account and can be utilized across any set, albeit with a temporary restriction when a new set launches.
The first approach would allow the game to better align rewards with the size of each expansion, granting players a greater chance at obtaining desired cards through manageable numbers of pack points. This flexibility would be advantageous not only for casual players but also for serious deck builders aiming to fine-tune their collections. The second option similarly presents an attractive solution, maintaining the concept of pack points while introducing a short delay on their use upon the rollout of a new set, mirroring the current trading restrictions in place for recently introduced cards.
The Need for Evolution in Pack Point Management
Both Mythical Island and Triumphant Light represent impressive additions to the game but have inadvertently established a frustrating barrier due to set-specific pack points, particularly when the overall card collection remains under 100, including secret rares. For players aiming to assemble mechanically valuable cards in their decks, the challenge becomes daunting, especially with the high prices associated with Ex cards. While cosmetic enhancements like Crowned rares or Immersive rares might warrant higher costs, it is crucial for Pokemon TCG Pocket to make its Ex cards more accessible.
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