With Pokémon TCG Pocket set to launch soon, the excitement is building as we finally start getting more details about what this new app is going to offer. It’s dropping in New Zealand on Thursday, September 26th, giving players there a head start to try it out before the rest of us have to wait until October 30th for the worldwide release. Lucky them, right? At least we’ll get to see some gameplay and early impressions before diving in ourselves.
In the lead-up, Nintendo invited a bunch of influencers to give us a sneak peek. If you want to dig deeper into what's coming, check out this awesome breakdown from PokéBeach here.
Now, while this new release is exciting and all, one big question is hanging over everyone’s heads: why is The Pokémon Company releasing another mobile Pokémon TCG game when Pokémon TCG Live isn’t even that old?
Since Pokémon TCG Live launched back in June 2023, it’s been, well… kind of a mixed bag. Sure, it’s had over 5 million downloads, but it’s currently sitting with a 2.5-star rating on Google Play and a 2.9 on the Apple App Store. Ouch. To put that in perspective, other Pokémon mobile games like Pokémon UNITE (4.5), Pokémon GO (4.0), and even Magikarp Jump (4.7) are all doing much better in the ratings department.
Considering how popular the physical Pokémon TCG is—rivaling heavy hitters like Magic: The Gathering and Yu-Gi-Oh!—it’s surprising to see Pokémon TCG Live fall so flat with players.
For many of us, collecting Pokémon cards was a massive part of growing up. Who didn’t have a binder packed with holos, rares, and maybe a few cards you were just keeping for the artwork? But let’s be real—how many of us actually played the game regularly? If you’re like me, collecting the cards was the main appeal, while playing the actual TCG felt a bit complicated. We all had our favorite shiny Pokémon, and that was pretty much good enough!
So, does this make Pokémon TCG Live a flop? Yes, but maybe not entirely.
Pokémon TCG Live was supposed to introduce a new generation to the Pokémon card game in a more approachable way. The game was free-to-play, and you didn’t need to spend money to get new cards. You could just grind the in-game currency to craft the cards you wanted. The game had tutorials for new players, casual battles, and a ranked mode for those who wanted to get competitive.
Sounds pretty good, right? Well, not so fast.
The game quickly ran into technical problems—log-in issues, mid-game disconnects, cards freezing, crashes… you name it. These bugs turned what should’ve been a smooth experience into a frustrating one. Players even liked the core gameplay, but the quality of the app drove many people away. With no real way to monetize the game (since there are no microtransactions), it doesn’t seem like The Pokémon Company invested much into fixing these issues. And as much as we’d all love a free, polished game, that’s just not happening here.
This is where Pokémon TCG Pocket comes in. It’s being marketed as a casual, simplified version of the card game, with a much heavier focus on collecting rather than battling. But unlike TCG Live, this one will have microtransactions. And judging by what we’ve seen so far, The Pokémon Company has put a lot of work into making the game visually stunning. I mean, just look at that Pikachu card they previewed—it’s gorgeous!
Gameplay-wise, TCG Pocket looks way simpler than TCG Live. They’ve done away with energy cards, matches are faster, and you can even battle against AI to complete missions. If you’re hoping for a deep, competitive TCG experience, though, you might want to temper your expectations. This game is clearly designed for a more casual audience, and it’s all about collecting those rare cards.
Speaking of rare cards, the pull rates for these Crown Rares (yep, that’s what they’re called) are incredibly low—like 0.013-0.02% low. So, if you’re into collecting, it might get tempting to spend some real cash to get those elusive cards.
With microtransactions front and center, some people are worried Pokémon TCG Pocket might turn into a pay-to-win game. And while rare cards could give players a bit of an edge, early reports suggest they might not be game-breaking. Plus, with battles being a lot more simplified and casual, most players might not even care about the competitive aspect. It seems more likely that the rare cards will just be a status symbol for collectors.
There’s also a daily spending cap of $150 for Poke Gold (the game’s premium currency), which might sound like a lot, but we all know there are players out there who will happily drop that amount on new cards. For those who want to play for free, you can earn cards through daily log-ins and free booster packs every 12 hours. But let’s be honest—it’s going to be tough to keep up with players who are spending money.
When you compare Pokémon TCG Live and Pokémon TCG Pocket, it’s clear they’re aiming for different crowds. TCG Live is more of a faithful (if buggy) digital version of the original card game, while TCG Pocket is designed for a broader, more casual audience that loves collecting.
Will Pokémon TCG Pocket be the game that captures the hearts of Pokémon fans? It’s hard to say. It definitely has the potential to be a hit among collectors, but the simplified gameplay and microtransactions might not appeal to everyone. Still, with its beautiful visuals and easy-to-pick-up mechanics, I wouldn’t be surprised if TCG Pocket finds its niche as a casual, daily-check-in kind of game. Whatever the case, I am looking forward to giving it a try.