It's easy to wonder why pack fillers even exist in card games, outside of "because you have to buy more packs to get the really good cards." Which is one of the reasons, of course, but there are also genuine structural benefits to having pack filler.
Today I'm going to go over some of the most "boring" cards of the Base-Fossil era, and why I think they make the game as a whole better by existing, in ways that a more explosive design simply couldn't.
Third, it's secretly one of the most efficient water-type attackers. Waterfall does damage at a rate of 15 per energy, eclipsing everything except Dewgong and Gyarados in terms of damage per energy spent!
It's also pretty splashable, since its attacks never require more than one Water Energy. Because of these traits, Seaking fits well in low to the ground multitype builds that no other water type can neatly slot into. It's still a middle-of-the road pack filler card, but it's being used as glue to fill in the gaps that the type would have if it didn't exist.
Despite the measly 40 HP, Ponyta sees niche play as a way to hit opposing Scyther. It doesn't require as much deck space as Charmeleon or Flareon, and doesn't require any actual Fire Energy like Fossil Magmar.
It has become one of the faces of the Base-Fossil donk deck, which prides itself on being able to switch into an attacker for every occasion.
This isn't a role that the more interesting cards of the format can fill. It's strictly Ponyta's job. And its pack filler evolution is the ONLY fire-type with no retreat cost, as a bonus.
These are some of the ways a pack filler card can be meta-relevant or secretly interesting, but what are some of the design benefits from the developer's point of view?
Poliwag isn't a very interesting or powerful card, but it does make the player immediately wonder how they can get the most out of Water Gun.
What's the fastest way to get Water Energy onto this card? Poliwag's purpose, along with several cards like it, is ultimately to guide the player over towards Blastoise, the flagship of the water type. It does this without ever asking the player to crack open a flyer or a guidebook. That's the power of signposting.
He reads like a challenge because he IS a challenge. He's meant to make you think, the same way a crossword puzzle or a maze makes you think. And finally finding an application for the card feels almost as good as knocking out Chansey.
While it's fun to talk about balance, power level, and tier lists, I honestly think there are only a handful of "badly designed" cards in the entire Base-Fossil format.
I tried to make a Kingler deck work because summoning an army of increasingly angrier crabs just sounded funny to me. I still gaslight myself into believing that Beedrill is playable in some capacity, just because he has the highest damage of any poison-inflicting move. I unironically thought Dugtrio was a good card when I was younger, and I still have a nostalgic attachment to this trash card.
Bad cards often fulfill roles that good cards can't fill. They also keep the gameplay simple and make deckbuilding harder, which I personally think is the best of both worlds. It's nice to puzzle through your new deck list at your own pace, and it's nice when games are snappy and quick.
More and more, card games are veering toward a design philosophy that favors cards so interwoven with each other that the deck practically builds itself. Then the challenge of the game all gets frontloaded into the gameplay, which can be more tedious than fun sometimes.
Maybe for some people, that's the way of the future. But I personally don't like watching my opponent play a game of solitaire for ten minutes because their deck is full of synergistic powerful cards that all activate each other. So I can appreciate that Pokémon has kept their TCG simple all these years, helped in no small part by these boring workhorse card designs that people take for granted.








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