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Pokemon Trading Card Game Pocket (PTCG Pocket) is sure to have a diverse metagame filled with old reliable strategies and brand new ones. Read on to learn which strategies may come out on top!
Big Basics have always been present in every Pokemon TCG metagame, dating back all the way to Base Set's Haymaker decks. The strategy is to attack with cheap and powerful attacks and score as many KOs as possible before the opponent can set up.
Darkrai EX and Yveltal EX were a powerful Dark-type duo with varying weaknesses that were able to put out damage easily and effectively!
With differing rules from traditional Pokemon TCG, it remains to be seen how effective Big Basics will be!
All Pokemon TCG Pocket Rule Differences
Stage 1 Rush decks have been present since the EX Era and has persisted throughout Pokemon TCG's history. It aims to load the bench up quickly and evolve to powerful Stage 1s the following turn. While Big Basics can KO pre-evolved basics, it may have difficulty keeping up with the multiple big threats that Stage 1 Rush decks present.
Zoropod was a largely powerful Stage 1 Rush archetype at the time of its legality.
Stage 2 decks require more time to set up and are not too popular unless the Stage 2 is fulfilling a support role (usually supporting Big Basics). This usually comes in the form of Stage 2s providing Energy acceleration or card advantage.
Occasionally, an offensively viable Stage 2 like Gardevoir from Chilling Reign will make an appearance, being synergistic with other cards like Scarlet and Violet's Gardevoir ex.
Stall is another strategy that wants to win with alternative win conditions. These decks would typically want to win with their opponents decking out via milling, or just by outlasting their opponent's Pokemon.
Cinccino from Sword and Shield was a great option for gaining card advantage while denying opponents' resources with cards like Crushing Hammer.
Stall tactics may not be as viable in Pokemon TCG Pocket, as players will not lose by decking out when drawing a card for turn from an empty deck, and will be able to continue playing even with no cards in the deck.
Rogue Decks are decks that follow unconventional strategies and also want to win with alternative win conditions. This may come in the form of mill as well, or it can involve weird and exciting new strategies that are not as simple as 'Attack and KO'.
An example of this is United Wings which is dependent on the number of Pokemon in your Discard Pile that have the United Wings Attack.
Gusting effects, named after Base Set's Gust of Wind are effects that would switch an opponent's Active Pokemon with a vulnerable Benched Pokemon. This is presently seen in cards like Prime Catcher or Boss's Orders. These cards would oftentimes lead to knock outs and decisive wins.
Pokemon TCG Pocket may take a more casual approach, and opt to not have gusting effects. Sabrina is a Supporter card that has been revealed that has an Escape Rope effect (opponent chooses which Benched Pokemon to promote to the Active spot). This may be a conscious effort by developers to make games more casual-friendly.
Pokemon TCG Pocket aims to be casual and beginner friendly. Its 3 Point Format, as well as its 20 card deck limit and 5 minute round timer will wrap up matches quickly.
Strategies and Attacks that involve counting Bench space (like Mega Rayquaza EX's Emerald Break or Zoroark GX's Riotous Beating) will likely not be seen in Pokemon TCG Pocket. If we do see attacks like these, it will likely not be as powerful, keeping in line with Pokemon TCG Pocket's more casual format.
By design, Pokemon ex should be more powerful than regular non-ex cards but they run the risk of giving up more points when knocked out.
Basics are the most important Pokemon in the game, being necessary to start matches. Quick and powerful Basic Pokemon should outpace Stage 2 decks, unless Stage 2 decks can make themselves very difficult to KO in the late-game.
Players are able to have up to three types for their decks, which they'll assign to it when creating the deck. This will influence the type of Energy that the Energy Zone provides.
The choice to add multiple types to a deck or keep it at one type largely depends on how consistent a player wants a deck to be. Pokemon of the same type will naturally be synergistic to other Pokemon that are of the same type.
Though another thing to consider are the deck sizes in Pokemon TCG Pocket. With only 20 cards and a dedicated Energy Zone, consistency may not be as big of an issue for multitype decks.
Mewtwo's Psychic Sphere is an excellent two cost Attack that can quickly apply pressure on opposing Basic Pokemon. Psydrive's 150 damage can't be overlooked, especially in Pokemon TCG Pocket's low HP meta and despite being only able to hit few Pokemon for Weakness.
Articuno ex has an inexpensive first Attack in Ice Wing, dealing 40 damage and 2HKOing most Basic Pokemon. Its second Attack, Blizzard will deal 80 to the opponent's Active Pokemon, and 20 to each Benched Pokemon, softening them up for knock outs on future turns.
It also has great synergy with Misty, which has the chance of attaching multiple Energy in one turn.
Gardevoir's Psyshadow Ability can easily set up partners like Mewtwo ex to attack every turn. It can consistently attach Energy from the Energy Zone. But being a Stage 2 can make it a little more difficult to get onto the field.
Charizard's main attack, Crimson Storm is sure to OHKO all Pokemon in Pokemon TCG. This may be difficult to set up however, without some form of Energy acceleration.
Farfetch'd Leek Slap is a 1 cost 40 damage Attack that can quickly apply offensive pressure to your opponent's Pokemon. This is useful for keeping offensive pressure as you set up bigger threats on the Bench.
While Snorlax needs a whopping 4 Energy to use its Rollout Attack, its large 150 HP can keep it in the battle long enough for it to set up. Rollout also deals a good 70 damage, which can knock out most unevolved Basic Pokemon.
Chansey fulfills a similar purpose to Snorlax, working as a meat shield while you set up your Bench. Genetic Slap's 60 damage is also a good number, which is also able to knock out most unevolved Basic Pokemon.
Sabrina can disrupt an opponent's gameplan by forcing a different Pokemon into the Active Spot. This Supporter is especially useful in Pokemon TCG Pocket's format where there are only three bench spaces.
Try forcing out a Pokemon with high a Retreat Cost, and stranding it in the Active position!
Misty can accelerate Energy from the Energy Zone but will rely on good flips. Even 1 heads flip can put you one turn ahead, making this a solid Supporter Card!
Koga can reliably bounce back Grimers and Muks to your hand, saving them from getting knocked out. This is a great inclusion to decks that include Grimer and Muk!
Pokemon Cards (12) | Trainer Cards (8) |
---|---|
・2x Kangaskhan
・2x Farfetch'd ・2x Mewtwo ex ・2x Ralts ・2x Kirlia ・2x Gardevoir |
・2x Pokeball
・2x Professor Oak ・2x Sabrina ・2x Potion |
We are still testing and crafting. Final deck list may vary!
Mewtwo ex and Gardevoir have natural synergy together, with Mewtwo being able to make use of Energy from the Energy Zone, and Gardevoir being able to provide it. The pair share a weakness to Darkness however, so be prepared against Dark-type opponents!
Lightning-type Pokemon and Pikachu have historically been quick in the Pokemon TCG. Expect inexpensive Attack costs and Retreat Costs from this deck!
Charizard cards in the Pokemon TCG often deal large amounts of damage at the cost of Energy discards. It is likely to come back in this starter deck as it is a great way to teach new casual players how to manage resources.
Blastoise cards in the Pokemon TCG would always be able to deal increasing amounts of damage depending on the amount of Energy attached to it. This deck may be able to do the same, and be able to pump out damage when needed!
Venusaur cards are usually able to heal HP, either from itself or its teammates. Consider this deck if you are looking to play more defensive games.
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