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Pokemon Trading Card Game - Run-through

Azzurra

Banned
  • 791
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    16
    Years
    • Age 33
    • Seen May 3, 2013
    This is just a quick run-through on how to start playing the game, not how to become the "best" there is or anything. It's fan-made too.

    Now to start off, let's talk about composing your deck.
    1) Every single deck has exactly 60 cards, no more or no less.
    2) You should remember to have at least two or three different types when making your deck, not just a one type deck. You'd end up losing all the time if that was the case.
    3) You should really only have about 25 actual Pokemon cards in your deck, the rest are trainer/stat cards. 15 of your cards should be energy cards, 8-10 should be trainer cards, and 2-5 should be revives/super potions or whatever else you feel is necessary.
    4) You need to remember that types still matter here, so you can't go ahead and use fire types against water types without getting double the damage back at you. You need to think gaming when playing the TGC.

    I know it's short, but I hope it helps (even in the slightest) to you young deck makers out there.
     
    I think your idea is a little old fashioned.
    Most people would say that you need far more trainers, stadiums and supporters. Also, 25 pokemon is a little excessive, people sometimes use only 15 or so. Energies are about right, although I use more.
    Also, the double the damage thing is outdated, its only 10, 20 or 30, sometimes 40 and occasionally double (although far more with SP Pokemon) the damage with weakness.

    However, thats a very good basis for newcommers, this is more of a slightly more advanced method of things.
     
    I usually have 25 pokemon, 20-25 energy and 10-15 trainers/supporters. But, some of my pokemon are energies, like holon's voltorb.
     
    I think

    16 Basic Pokemon
    4 Stage 1
    2 Stage 2
    28 Energy
    10 Trainer
     
    I usually limit it to 3 evolution chains (at max) with a few standalone basics. Then, cap at 15 Energy per type depending on how demanding they are for discarding and then fill the rest with Trainer Cards.
     
    I usually limit it to 3 evolution chains (at max) with a few standalone basics. Then, cap at 15 Energy per type depending on how demanding they are for discarding and then fill the rest with Trainer Cards.

    Shockingly, with the new decks, especially the ones romping at tourneys, you don't can get away with 15 energy in a deck.
     
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