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When playing physical Pokemon TCG matches, one of the most important deck-building skills to learn is the multi-type deck. Mixing types is critical to balancing a deck against different opponents and ensures players won’t be devastated if they go up against a deck that has a type advantage over them. Popular mix-ups have included Psychic/Fighting, Electric/Fire, Water/Electric, and Grass/Rock among many others. These type mixes offer a range of attacks and strategies important to successful gameplay.
Unfortunately, this is one of the most important elements of the Pokemon TCG that Pocket has dropped the ball on, and it hits particularly hard with the release of Eevee Grove.
A Missed Opportunity for Pokemon TCG Pocket
Pokemon TCG Pocket uses an abbreviated version of the standard TCG match with the mobile app. Because of this, they have introduced a new mechanic called the Energy Zone. Once a turn, players are guaranteed an Energy card from this pile to attach to their active cards. They can’t be stockpiled in a hand, however, so it’s take it or lose it.
The Energy Zone is a great mechanic in theory. Anyone who has spent a whole match pulling anything but Energy cards knows how important those little, colored pulls can be. However, when running a dual-type deck, players can’t choose which Energy they need from the pile. Instead, the Energy type is chosen at random.
Whole matches can go by where a player might have a deck of Fire and Electric-type cards, and only pull one Fire Energy. Even the addition of type-specific Energy acceleration Trainer cards hasn’t improved this, leading few trainers to run anything other than a single-type deck.
It is a big flaw in the Pocket battle system, and one that has limited strategy from day one of the game.









