My son really likes Pokmon, and owns a lot of cards. He mostly plays the video games and reads the books, but wants to build a Pokemon deck to play as well. We understand the basic rules. I know decks can only have four of each type of card (except basic energy) and must have exactly 60 cards total.

What I would like to know is if there is a recommendation for how many cards of each type to have in a deck. I've played Magic: The Gathering, but applying the same logic used there doesn't seem to work because energy behaves differently than mana. I've read some web sites that have recommendations, but when we play with those ratios it seems like I never draw enough basic Pokmon.


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I play regularly with my kids. The energy card count depends heavily on the pokemon you use. I have gone as low a 8 in a deck where all the pokemon had effective attacks at 1 energy and a retreat cost of 0 or 1. I have gone as high as 28 or 30 when the deck was based on pokemon that discarded energy to attack and/or took 3 or 4 energy to have an effective attack.

When building a new deck we usually start at 16-18 energy adjusting up or down by a few as outlined above. Then we tweak after some playing games. My kids, who have more time than I do, will often build a deck then "goldfish" it. ie play out a game solo to see if the needed energy arrive as fast as they can be played.

It is also important to note that for competitive play, there is an emphasis on speed and reliability, therefore the ratios change quite drastically. The ratios depend on the type of deck and the pokemon within, however rough guidelines for more competitive play would be around:

There is nothing wrong with casual play (it is actually the best and most fun way to learn the game), however these slower, less reliable decks, would likely struggle if they were played in a local pokemon league / event

The ratio purely depends on the deck you're trying to run, theme decks tend to have more Pokmon, closely followed by energy and less trainers; they also usually revolve around 2 colors (plus colorless) of Pokmon.

For example, the Lunala theme deck contains 24 Pokmon, 20 basic energy and 16 trainers (the colors used are psychic and fire). These types of decks are specifically built to help new players learn the basic rules and that's fine (in fact the Clanging Thunder (Kommo-o) theme deck is so good right now it's even viable against some competitive decks).

The difference between this and competitive decks used in tournaments is that theme decks are slower to get set up and get momentum, so faster decks can get rid of your main threats before you even get set up (e.g The Lunala theme deck's main source of damage against competitive decks would be Beware and Lunala; both require evolution - Lunala has to evolve twice, although if you replace some of the less useful cards with copies of rare candy you don't even need Cosmoem), beware requires 3 colorless energy and its main use is to take out basic Pokmon (which are useful in TCG as there are less cards required to get set up), its attack does 60 to evolved Pokmon and 120 to basics, 3 energy for 60 is pretty bad but 3 energy for 120 is ok. It's also used for its ability that allows you to draw 3 cards when you evolve Stufle into Beware. 3 energy takes a long time to set up so I switched one of my fire energies for a double colorless.

E.g a Gyrados deck I'm planning on building has 11 Pokmon, 4 energies, and 45 trainers. As stated before, the reason the trainers are there is to give me the ability to get the cards I want when I need them.

One thing to note though is that competitive decks are an expensive investment (the deck I'm planning on building is 117.41 approx and it's a budget deck, some cards are so high in demand they cost more, this deck contains Tapu-Lele GX which allows you to search your deck for a supporter - which is really good for a deck that contains a lot of supporters) so one copy costs nearly 40.

Cards that allow you to search your deck or draw cards are really good for fast competitive decks when your main strategy is to do as much damage as possible (like the Gyrados which can do 240 easily once set up)

Also for those just getting into the game you can make a decent single type deck of the cards you have the most pokemon/energy for until you get some better cards to split into the dual type decks mentioned in another of the answers above. I Play the Pokemon TCG online game as i don't have money to buy the physical cards, or the time to play in actual competitions due to my two jobs.

*5-10 Draw supporters (cards that allow you to draw other cards) Examples of these include: Cynthia, Lillie, Tate and Liza, Sophocles, and Sightseer. All of these cards are currently legal and are some of the best draw supporters available.

*4-6 pokemon search cards (cards that allow you to find your pokemon) Examples of this include: Ultra Ball, Nest Ball, Timer Ball, Professor Elm's Lecture, and Pokemon fan club. These cards allow to create and maintain a game state in which your best pokemon are in play. Ultra Ball especially is extremely useful in this regard.

? Deck-specific cards (cards that are specifically used in your deck in order to advance your strategy) The number and type of cards varies based on the deck you play. One example of a commonly used deck-specific card is rare candy, which allows you to evolve a basic pokemon directly into a stage 2. This should ALWAYS be used on place of an evolving stage 1 whenever possible.

2+ Disruption cards (cards that negatively affect your opponent's game state) Examples of disruption cards include: Guzma, Crushing/Enhanced Hammers, Team skull Grunt, and Plumeria. Only Guzma is commonly used, the others are only placed in decks specifically designed for disruption.

I like fast decks so I go for 1 set of 4 set up pokemon then 1 full evolution line leading up to a gx(8 or 12 cards total), 1 set of 4 basic gx with good synergy with your deck, 12 energy is enough then rest trainers ( at least 1 set of 4 switches).

Types (Japanese: tag_hash_108 Type) are properties applied to Pokmon and their moves, which affect the power of moves in battles. As of Generation IX, there are 19 types, with 18 regular types and the special Stellar type. Most of the types were introduced during Generation I, but the Dark and Steel types were introduced in Generation II, the Fairy type was introduced in Generation VI, and the Stellar type was introduced in Generation IX. A unique ??? type also existed from Generations II to IV. The types are largely based on the concept of classical elements in popular culture.

A Pokmon may have either one or two types. For instance, Charmander is a Fire type, while Bulbasaur is both a Grass type and a Poison type. Pokmon with two types are known as dual-type Pokmon. With this system and there currently being 18 types, there is a total of 324 possible ways to assign types to Pokmon, with 171 unique combinations, 162 of which have been used as of Generation IX. Similarly to Pokmon, Pokstar Studios opponents also have types.

All moves have exactly one type each. The type of a damaging move typically determines which types of Pokmon it is super effective against, which types of Pokmon it is not very effective against, and which types of Pokmon it is completely ineffective against (with very few exceptions). If the type of a move matches one of the types of the Pokmon using it, it gains a boost in power.

The Stellar type is a special case, as no Pokmon or moves naturally bear it. However, a Pokmon can Terastallize into the Stellar type, which can also change Tera Blast and Tera Starstorm into the type as well.

Prior to Generation IV, a type's index number is also used to determine whether a move of that type deals physical or special damage, with all types from the Fire type onward dealing special damage. In the Generation III games, a damaging ???-type move would be treated as dealing neither physical nor special damage, and deal 2 base damage.

The moves Flying Press, Freeze-Dry, and Thousand Arrows have custom interactions with defending types and do not strictly obey the type chart. Foresight, Odor Sleuth, and Miracle Eye remove certain type immunities from their targets. Fire-type moves double in effectiveness against Pokmon affected by Tar Shot. Moves that deal direct damage (including one-hit knockout moves) do not employ effectiveness, although since Generation II Pokmon are immune to them based on type interactions. Certain Abilities, held items, or types of weather (such as Levitate, the Ring Target, or strong winds, respectively) may modify the effectiveness of specific types of moves.

Status moves typically do not employ type effectiveness; however, Ground-type Pokmon are immune to Thunder Wave based on type interactions, and Ghost-type Pokmon are immune to Glare based on type interactions in Generations II and III only. Furthermore, status moves may be unable to affect Pokmon based on type-related interactions other than effectiveness; for example, Poison-type Pokmon cannot be afflicted with poison and are thus unaffected by Poison Gas.

Different sounds are played depending on the effectiveness of a move, with super effective attacks having a different sound from the normal hit, and not very effective attacks also having a distinct sound. Moves with no effect do not play a sound at all.

A type chart, also known as type matchup chart, shows which modifiers are applied to move types when attacking Pokmon of each type. If the defending Pokmon has two types, the two modifiers will be multiplied together: a Flying-type move would hit for 4 damage on a Bug/Grass Pokmon, while a Ground-type move used against the same would do only a quarter of the regular damage. (A complete ineffectiveness against either type will make the move deal no damage, since 0 multiplied by any number is 0.)

The Stellar type is super-effective against Terastallized Pokmon, but is otherwise considered neutral against all types. It has no defensive properties at all, as a Stellar-type Pokmon will be treated as having its regular typing for defensive purposes. 152ee80cbc

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