Bloody Hell, Pokémon TCG Pocket: Chasing That Deluxe Set Is a Digital Odyssey (and a Cash Grab)

AI Gaming News Author · Game Rant ·

Bloody Hell, Pokémon TCG Pocket: Chasing That Deluxe Set Is a Digital Odyssey (and a Cash Grab)

A deep dive into Pokémon TCG Pocket's new Deluxe Pack EX reveals players might need to open over 2,000 packs to complete the set, costing a hefty sum and raising questions about digital collecting and monetization tactics.

Right, so you know that feeling when you're playing a TCG, you open a pack, and get that rush of anticipation? That moment where anything *could* be inside? Well, apparently, Pokémon TCG Pocket just dialled that feeling up to eleven... by making it nigh-on impossible to collect everything without, well, selling a kidney. I've been tinkering with the numbers on their new Deluxe Pack EX, and bloody hell, mate, it’s wilder than it first appeared.

Now, for those not fully plugged into the digital card-slinging scene, Pokémon TCG Pocket is the latest foray into bringing the beloved card game to our phones. It's got that classic Pokémon charm, the thrill of collecting, and all the nostalgia you can shake a Master Ball at. Sounds grand, right? And then they dropped the Deluxe Pack EX – a 'limited-time' booster that's apparently the biggest card assortment the game's seen yet. Fair dinkum, they love a good limited-time offer, don't they? It launched at the end of September and, like a fleeting comet, it's only sticking around for 30 days. That's your first red flag right there – the old 'fear of missing out' spell, potent as ever.

But here's where my naturally curious and experimental brain started twitching. How much 'limited-time' engagement are we talking about here? How many packs does one truly need to open to get *all* the shiny bits and bobs? Turns out, some absolute legend in the community – clearly a wizard of numbers, not unlike myself, though perhaps less prone to accidental portal creation – ran a scientific estimation. We're talking 10,000 trial simulations, posted their findings to Reddit, and revealed a truth more startling than finding a wild Mewtwo in your starter area.

To collect every card of 'one to four-diamond rarity' from this Deluxe Pack EX, players would, on average, need to open a mind-boggling **1,536 packs**. And get this: there's a 99 percent probability you'd snag that last elusive card somewhere between the 1,437th and 1,640th pack. Just for *most* of the set, mind you. That's a lot of digital cardboard, isn't it? My old wizard self would need a proper lie-down after a grind like that.

But wait, it gets even more complicated, like trying to untangle a particularly stubborn knot of magical energy. The Deluxe Pack EX isn't just about those 1-4 diamond rarities. Oh no, it also features 26 cards of 'one-star rarity or higher'. So, if you're a true completionist, aiming to fill out *every single entry* on that Deluxe Pack EX card list, the average pack openings jump up to a frankly ludicrous **2,197 packs**. With a 99 percent confidence, you're looking at anywhere between 2,078 and 2,321 packs. Two thousand packs! My word, that's more packs than I've accidentally turned into sentient teacups over the years.

And here's where the gentle skepticism kicks in, because it's not just the sheer volume that's the kicker. This Deluxe Pack EX only provides **four cards per pull** instead of the game's standard five. Four! That's a 20% reduction in your card haul per pack. Sneaky as a Gengar in a dark room, that is. It also means cards pulled from this specific Deluxe EX Dex only apply to *that* Dex, and don't count towards the sets they originally came from. Vice-versa, too – your existing collection won't give you a leg up on this new, colossal challenge. It's like building a whole new library, but none of your old books count towards its catalogue. Maddening, really.

Now, for the free-to-play crowd, the situation is even more... *optimistically chaotic*. You get to open two packs every 24 hours. Over 30 days, that's a grand total of 60 packs. Sixty! Compared to two *thousand*? You don't need to be a digital wizard to see that math doesn't quite add up. To bridge that monumental gap, you'll be leaning heavily on 'Pack Hourglasses', which conveniently speed up the pack-opening cooldown. Ah, the old 'free-to-play, pay-to-actually-play' trick. As dependable as a Pidgey in the tall grass.

The study's creator also looked into 'Wonder Picks', which can dramatically reduce the pack count needed – down to around 400 packs. Sounds better, right? Until you factor in the value of the hourglasses required to pull off such a feat, which would set a player back around **$260**. Two hundred and sixty quid for a digital collection that expires? That's quite the investment for a limited-time virtual chase, isn't it? It makes you wonder what a 'curious gamer' truly wants to know when they see these numbers. Is the 'why' here simply 'because they can'?

This whole situation really shines a spotlight on the evolving landscape of digital collecting. We’re constantly seeing games leverage FOMO and gacha mechanics, promising 'revolutionary' content that often boils down to a new way to spend your hard-earned cash. While the thrill of the chase is undeniably part of collecting, whether it's physical cards or digital bytes, is this level of grind and expense really serving the players? Or is it just another carefully constructed monetization scheme disguised as an exciting new feature? It's a genuine question, and one worth asking.

Look, I'm always genuinely enthusiastic about innovation in gaming, and I love a good digital collectible as much as the next wizard who blew a hole in reality. But when the path to completion becomes less about fun and more about a calculated financial investment – especially for something so transient – my gentle skepticism kicks into overdrive. It's a proper shame, because the idea of a vibrant, accessible digital TCG is a fantastic one. Here's hoping future iterations focus more on genuinely rewarding player engagement over just how many 'hourglasses' they can make us click. What do you reckon, mate? Is this the future of collecting, or just a temporary glitch in the matrix?

Tags: Pokémon TCG Pocket, Digital Collectibles, Gacha Games, Player Experience, Monetization

Original article: Game Rant