Every deck has a core: the cards it plays in every build, in big numbers, because the deck does not work without them. Then it has a few slots that could go either way. Strong players spend those slots on answers to the decks they expect to face. Those answers are called tech cards, and choosing them well is one of the clearest marks of an advanced player.
There is no sideboard
In some card games you can swap cards between games of a match. In Play! Pokémon tournaments you cannot. You register a deck list before the event, and judges check that your deck still matches it. The same 60 cards play every game, against every opponent. So every tech card has to earn its slot across the whole event, not just in one match.
Find your flex slots
Lay out your deck in groups: the main Evolution lines, the search and draw Trainers, the Energy, and everything else. Ask of each card, “Would the deck still work without this?” Cards your deck needs every game are the core. The rest are flex.
A typical tuned deck has only a handful of flex slots. If you find twenty, your deck may not have a clear plan yet; go back to the deck building skeleton.
What makes a good tech card
Run every candidate through four questions.
1. What does it beat? Name the deck and the exact problem. “It knocks out their main attacker in one hit thanks to Weakness” is a reason. “It is a strong card” is not.
2. How often will I face that deck? Use what you learned about the metagame. A card that beats a deck you see once a month is rarely worth a slot.
3. Will I find it when I need it? A single copy is in your first 8 cards about 13% of the time, and Prized one game in ten. If your deck has search cards that can find it, a single copy works much better. If it does not, one copy is close to a blank.
4. What does it cost? Every tech card replaces something. If it replaces a search card or a draw Supporter, your deck stumbles a little in every game to win a few games against one deck.
Common kinds of tech
These are kinds of answers, not specific cards, since the best card for each job changes as sets rotate.
- A Weakness attacker. A Pokémon of a type that a popular deck’s main attacker is Weak to. Weakness usually doubles damage, which can turn a two-hit Knock Out into one.
- A Stadium of your own. Only one Stadium can be in play. Playing yours discards your opponent’s, which can switch off an effect their deck relies on.
- A Tool answer. A card that removes Pokémon Tools, against decks that lean on them.
- A switching or recovery card. Answers to Special Conditions, or to Energy being discarded.
- A Bench reach. A card or attack that can damage or pull a Benched Pokémon, against decks that build their engine on the Bench.
Counting what you can afford
A useful way to think about it: imagine twenty games at your next event. Roughly how many will be against the deck this card answers? In how many of those will you find the card in time, and in how many will it change the result? Then ask how many of the other games get slightly worse because the card took the slot of a consistency card.
You do not need exact numbers. Rough ones show you quickly when a tech is worth it and when it is a comfort card that rarely matters.
When to cut techs
- When the meta moves. The deck it answered stopped showing up.
- When your deck keeps stumbling. If you often fail to set up, put consistency back first.
- When you never play it. Testing notes that never mention a card are a sign it is not pulling its weight.
Keep a list of past techs
Write down every tech you try, what it was for, and how it did. Metas come back around more than you would expect, and a card that was useless last season may be exactly right after the next set.
Next lesson
Pokémon TCG Tournament Rules: Time, Deck Lists, and Best of Three
Level 4 begins next: the tournament rules that change how a game is played, from deck lists and shuffling to time, ties, and best of three.
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