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Palworld Trading Card Game: Card Guides

Best cards by color, format staples, new-set standouts, budget alternatives.

5 articles

September 2026

2 posts

August 2026

3 posts
Official Palworld TCG beginner graphic showing a 50-card main deck and a 10-card soul deck beside sample Pal, Gear, Event and Structure cards with their soul costs marked.
🎴Card GuidesAug 20, 2026·13 min read

Palworld TCG Pal Cards - Power and Strike by Cost

Pals are 100 of the 166 distinct cards in the Palworld TCG launch pool, and the two numbers along the bottom of each one are most of what they do. Sorting all 91 unique Pal designs by cost turns up a ladder: Strike is not a design lever at all, it is a straight function of cost, with three exceptions in the whole set. Power is the only stat Bushiroad negotiates, and the textless Pal at each cost sets the price.

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Official Palworld TCG explainer graphic contrasting Pal cards, showing cost, Power and Strike, with Gear cards described as tools and weapons that empower Pals.
🎴Card GuidesAug 17, 2026·11 min read

Palworld TCG Gear Cards - All 14, and the Attack-Proof Rule

There are 14 gear cards in the Palworld TCG launch pool, and the rules never give your opponent a way to attack one. Rule 9.2.3 lists the legal attack targets - the player, structures, rested Pals - and gear is simply not in the sentence. I read all 14 off the official card database, checked every card in the 166-card pool for an answer to a deployed gear, and found exactly one. Here is what each gear does, when the rules let you use it, and why the safest card type in the game still is not an auto-include.

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Bushiroad official Palworld OFFICIAL CARD GAME Quick Manual spread, showing the five card types including Event Cards, the five-phase turn flow, and the When Attacked box listing blocking and Quick-icon cards.
🎴Card GuidesAug 15, 2026·12 min read

Palworld TCG Event Cards - All 17, and the Quick Timing Rule That Costs Games

There are 17 event cards in the Palworld TCG launch pool and exactly five of them carry Quick. Three of those five are trial-deck cards, which means a booster box hands you almost no instant-speed interaction. Worse, there is one moment on your own turn where a Quick card is illegal - and it is the moment you will most want it. Here is all 17, the timing rules from Comprehensive Rules ver. 1.00, and the official rulings that decide the edge cases.

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