Triumphant Light is making waves in the Pokemon TCG Pocket scene, introducing rare cards that work beautifully with Arceus, enhancing deckbuilding for both beginners and experienced players. However, the game needs to rethink its approach to pack points, especially with how they’re distributed across different sets. Currently, Pokemon TCG Pocket needs to adjust its pack point system to accommodate the size of each set or establish a method where points can be saved and used across various sets.
Despite only being around for a little over four months, Pokemon TCG Pocket has already rolled out its fourth set, Triumphant Light. This latest addition complements the Space-Time Smackdown set, drawing on Gen 4 Pokémon. It’s reshaping the game’s meta, offering rare cards with natural synergies with Arceus and Arceus Ex, which are a boon for both new and seasoned players looking to build powerful decks. With four sets released, the game is solidifying its features and gameplay, but there’s a need to revisit some decisions made in previous expansions.
As the game is still in its early stages, adjustments to some systems are expected over time. However, some current practices might become harder to change if left unaddressed. For instance, single-player battle events likely won’t undergo significant changes due to their existing structure. That said, the approach to handling pack points, especially in smaller sets like Triumphant Light and Mythical Island, should be reconsidered.
In Pokemon TCG Pocket, pack points are earned at a rate of five per booster pack opened, though this does not apply to special event packs like Genetic Apex booster, which guarantee rare cards. While this system seems fair for larger sets like Genetic Apex, using the same approach across all sets isn’t ideal. An Ex card costs 500 pack points, equating to 100 booster packs—a substantial investment, especially in smaller sets where collectors might aim to gather most cards with fewer packs.
The current system doesn’t allow for pack points to carry over between sets, often leaving players with unused points. To address this, two main solutions are proposed:
1. Adjust the pack point system to be proportional to a set’s size, for example, awarding 10 pack points per booster for Triumphant Light and Mythical Island or reducing the cost of an Ex card to between 250 and 300 points.
2. Implement a system where pack points are collected in a player’s account and can be used for any set. This system might restrict point usage for a short time after the release of a new set, similar to how the trading system currently limits new cards.
Either of these changes could allow the game to adapt more dynamically with each new set, making it easier for players to acquire desired cards. This would greatly benefit deckbuilding, as many players use pack points to complete their decks. The second option is appealing even if it means points can’t be spent right away on a new set’s release, mirroring current trading restrictions.
The need for change is evident as sets like Mythical Island and Triumphant Light create challenges with their specific pack point limitations, particularly when the overall collection has fewer than 100 cards. Securing essential cards for a deck can be particularly burdensome, if not impossible, given the pricing of Ex cards. Although premium cards like Crowned rares or Immersive rares may justify higher costs, Ex cards should be made more accessible within the existing structure.