The mobile-focused Pokémon TCG Pocket has launched a new limited-time feature called Wonder Pick, aiming to shake up how players unlock cards. Rather than relying on the standard twin pack system, this event introduces a different approach to pulls—while limiting access to a select pool of cards.
Wonder Pick runs for a short window in May and centers around a few exclusive cards that can’t be obtained through other pack types. That change alone shifts the usual loop for anyone chasing full collections or specific rare cards.
What Wonder Pick Actually Changes
The biggest shift here is the event-specific draw system. Instead of opening two packs per day from a broad rotation, players get one daily pack from a special, smaller set called Wonder Pick. These contain cards that aren’t part of the current drop pool anywhere else in the game.
This limited access puts more weight on each pull. There’s no confirmation yet on how often events like this will run, but the model suggests more curated pools in the future—either for monetization or to control card economy flow.
One key point: Wonder Pick cards aren’t tradable right now. That adds some friction for players who rely on trading to complete sets or avoid duplicates.
Cards Available in the Event
The current Wonder Pick includes four new illustrated Pokémon cards, all from the Scarlet and Violet generation. Visually, they follow the line of recent TCG Pocket art styles, which lean more stylized and less traditional than physical TCG counterparts. There’s also a specific frame design unique to this event, which isn’t available elsewhere in the game. That detail might matter more to collectors than to competitive-focused players, but it reinforces how Pocket is experimenting with digital exclusivity.
It’s unclear if these cards will ever rotate into standard packs, so for now they remain locked behind the event format.
What This Suggests About the Game’s Direction
Since launch, Pokémon TCG Pocket has made a point of separating itself from the physical TCG with mobile-native systems. Wonder Pick fits into that strategy by controlling how and when new cards are introduced, and limiting tradability to influence in-game circulation.
Events like this give developers more control over pacing and inventory value, which might become a bigger theme going forward. It also signals that “collection-first” play may take priority over competitive deckbuilding, at least for now.
As always with time-limited content, the bigger question is how repeatable or essential these events become. If future Wonder Picks introduce game-altering cards, it could create pressure to engage daily or risk missing out permanently.

Mobile Game Addict & Casual Gaming Critic
She’s played more mobile games than most people have downloaded. TAPTAPTAP is fast, fierce, and funny — reviewing the latest hypercasual hits, idle clickers, and gacha grinds with real talk and zero fluff.