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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.

Published August 19, 2026·13 min read·By Mythras
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.

Sixty per cent of this card game is Pals. One hundred of the 166 distinct cards in the launch pool are Pal cards, and for most of them the two numbers along the bottom edge, Power and Strike, are the whole card. So the question every deckbuilder ends up asking is whether the thing in their hand is paying rate.

I pulled all 256 rows out of Bushiroad's card database on 20 August 2026, collapsed the parallel printings and the nine promo reprints, and sorted the 91 unique Pal designs by soul cost. The pool answers more bluntly than I expected. Strike is barely a design lever at all: it is a straight function of cost, with three exceptions in the entire set. Power is the only stat Bushiroad negotiates, and it negotiates in increments of 100.

What is actually in the Pal pool

The 166 distinct cards break down as 100 Pals, 26 structures, 17 events, 14 gear and 9 souls. Nine of those Pals are PR2026 promos, and the promo set is reprints field for field, so the number that matters for deckbuilding is 91 unique Pal designs: 67 Normal Pals and 24 Lucky Pals.

Two things about the edges of the cost range are worth having before anything else.

No Pal costs 1. The cheapest Pal in the game costs 2 souls. Three structures cost 1 (Stone Pit, Berry Plantation and Antique Mirror), and they are the only 1-cost cards in the set, so a turn-one play on 2 souls is a 2-cost Pal, a cheap structure, or nothing.

No Pal costs more than 8, even though your souls climb to 10. That ceiling matters more than it looks, and I come back to it below.

Cost decides Strike, and there are three exceptions

Here is the whole ladder. Every one of the 91 unique Pal designs, grouped by what it costs.

CostPalsStrikePower rangeTextless benchmark
2161 on all 16100 to 300300
3131 on all 13200 to 500500
4132 on all 13300 to 700700
5132 on all 13400 to 900900
6122 on all 12700 to 12001200
7123 on 11, 4 on 1700 to 1600none printed
8123 on 10, 4 on 21200 to 2000none printed

Eighty-eight of the 91 sit exactly on that ladder. Strike 1 across the cheap half of the curve, Strike 2 through the middle, Strike 3 at the top. There is no 2-cost Pal that hits a player for 2, and no 8-cost Pal that hits for 1.

The three cards that break it are Grizzbolt (Rumbling Tank) at cost 7 with 1600 Power and Strike 4, and at cost 8 both Jormuntide Ignis (Savage Lava Dragon) at 1700 Power and Mammorest (Roar of the Wilds) at 2000. All three are Lucky Pals, a pattern the Lucky Pal guide already picked up inside that subtype. What the full sort adds is the other half of the sentence: because Strike is welded to cost everywhere else, those three are the only Pals in the set that are ahead of the curve on the stat that actually moves a life total.

The practical version is that you cannot buy a faster clock by paying more souls inside a band. A 5-cost Pal and a 6-cost Pal both hit the player for 2. Choosing between them is a choice about Power and text, never about speed.

The textless Pal sets the Power ceiling

Thirteen of the 91 Pals have no rules text at all. Not one of them costs more than 6, and each is the highest-Power card at its cost in the entire pool.

CostTextless PalsPowerBest Normal Pal with textGap
2Gumoss (Dreamy Seedling), Hoocrates (Embodiment of Wisdom), Jolthog (Shocking Yet Innocent), Jolthog Cryst (Stoic Yet Innocent)300200100
3Direhowl (Proud Fang), Kelpsea Ignis (Balmy Magma), Lifmunk (Promising Newbie), Nox (The Silent One), Pengullet (Frequent Flyer)500400100
4Surfent (Swift Swimmer)700600100
5Incineram (Lurking Stalker), Mossanda (Guard Captain)900800100
6Pyrin (Cinder Steed)12001100100

Five costs, five times the same gap. The best-statted Normal Pal that has an ability sits exactly 100 Power below the blank-text body at the same cost. That is the price list, and it is unusually tidy for a first set.

Two cards take the benchmark body and an ability anyway, and both are Lucky Pals: Chillet (Dragon Whisperer) at cost 5, 900 Power, with a top-of-deck Dragon cheat, and Azurobe (Water Dragon Waltz) at cost 6, 1200 Power, with a card draw and a rest on deploy. Nothing else at costs 2 to 6 reaches the ceiling while carrying text.

Official Palworld TCG card Pyrin - Cinder Steed, a red 6-cost Normal Pal with an empty text box and Power 1200 with Strike 2 along the bottom.

Pyrin (Cinder Steed) is the cleanest single card for this. Blank text box, 1200 Power at cost 6, and it is a Common. All 13 textless Pals are Commons or trial-deck cards, five of the former and eight of the latter, with no rare among them. The cards that set the rate are the cheapest in the game to acquire, which was not a given.

Text is worth 100 Power, until it is worth 900

The median Pal at each cost lands exactly one step below the benchmark for the first four rungs, then the discount widens fast.

CostBenchmark PowerMedian PowerMedian discount
2300200100
3500400100
4700600100
5900800100
61200900300
716001200400
820001600400

At the bottom of the curve an ability costs a single 100-point step and the bodies stay bunched. From cost 6 upward the spread blows open, and a top-end Pal can be less than half the size of the biggest card at its own cost.

The furthest below rate in the pool is Helzephyr (Wings of the Moonless Night): cost 7, 700 Power, 900 short of the 1600 ceiling at that cost, paying all of it for Nocturnal and a removal trigger on your Nocturnal deploys. Astegon (Aegis Wyvern of Death) and Reptyro Cryst (Glacial Devourer) each give up 800 at cost 8.

Official Palworld TCG card Cawgnito - Looming Shadow, a purple 4-cost Normal Pal whose only text is the Stealth keyword, with Power 300 and Strike 2.

The one to hand a new player is Cawgnito (Looming Shadow), because it is the clearest exchange rate in the set. Cost 4, Strike 2 like every other 4-drop, and one line of text: Stealth, meaning it cannot be blocked. That keyword costs 400 Power measured against Surfent (Swift Swimmer) at the same cost. Whether an unblockable 2 a turn is worth being the smallest body on the board is a genuine question, and Bushiroad has priced it as though the answer is yes.

The Pal that beats its own cost

Every printed Power above is at or under the benchmark for its cost. Conditional text is the only way past it, and the clearest case is a 2-drop.

Depresso (Late Night Hustler) is a 2-cost Purple Normal Pal with 100 Power, the smallest body in the game. Its entire text box is the Nocturnal keyword printed twice, each instance reading "if it is night, this card gets Power +300". Official Q&A #91 confirms that both instances apply: at night, Depresso receives a total of Power +600.

That makes it a 700-Power 2-drop. The benchmark at cost 2 is 300, so Depresso at night is 400 clear of the best blank-text Pal at its own cost, and level with Surfent (Swift Swimmer), the benchmark 4-drop.

The condition is the cost. Night is a named game state under rule 5.3, but the rules never switch it on by themselves - cards do, and there are six of them in the launch pool: Shadowbeak (Seed of Despair) and Maraith (Twilight Messenger) while they are resting, plus the structures Lamp and Shoddy Bed, the gear Daedream's Necklace and the event Black Marketeer. Every one of the six is Purple, and so is every card in the set that mentions night at all. The colours guide covers what committing to that colour costs you. As an Uncommon in a 2-cost slot, Depresso is the clearest evidence that Bushiroad is willing to break its own price list, but only behind a deckbuilding tax.

What your souls actually buy, turn by turn

Souls are the reason the cost ladder stops at 8. Your soul deck holds 10 cards (rule 6.1.2.1), the soul phase moves 2 of them into your soul area every turn (7.4.2.1), the stand phase stands the whole soul area again (7.2.1) so nothing is ever spent permanently, and the player going second places 1 soul before the game starts (6.2.1.5). Official Q&A #76 confirms 10 is a hard cap no effect can push past.

That gives a fixed, public schedule. No ramp, no screw.

Your turnSouls on the playSouls on the drawHighest Pal cost deployable
1232 on the play, 3 on the draw
2454 on the play, 5 on the draw
3676 on the play, 7 on the draw
4898 either way
510108 either way

Read that against the cost ladder and the odd numbers do all the work. The player on the draw reaches every odd cost a full turn before the player on the play: a 3-drop on turn one, a 5-drop on turn two, a 7-drop on turn three. That, plus the extra card from not skipping a draw phase (rule 7.3.1 skips it only for the player going first), is the entire compensation package for going second.

The other consequence sits at the top. Because no Pal costs more than 8 and both players reach 8 souls on their fourth turn, souls nine and ten never buy a bigger Pal. They buy a second card in the same turn, or they go into the rules-level draw any player can use by resting 3 souls once per main phase. Exactly one card is built to notice: Digtoise (Seismic Drillback) gets Power +1000 and Strike +1 while you have 10 or more souls, the only card in the pool that turns a full soul area into Power and Strike. One structure, Feed Box, also checks the 10-soul mark, but it pays out in standing souls rather than stats.

Strike is a clock, and almost nothing moves it

Both players start on 10 life (rule 6.2.1.8) and lose at 0 or below (11.3.1). Strike is the damage a Pal deals to a player and nothing else (rule 2.9.1), so each Strike value is a number of connections.

StrikeUnblocked connections to take a player from 10 to 0Pals at this Strike
11029
2538
3421
433

Those are floor numbers, not expected numbers, because Strike is also how many cards the defending player mills in Player Damage Resolution, and any Lucky icon among them cancels the hit outright. The Lucky Pal guide has the cancel maths; the short version is that a bigger Strike gets checked against more cards, so the division above always flatters the attacker.

What is surprising is how immovable the number is. Across the 150 unique non-promo cards in the launch pool, only nine modify a Strike value at all: five Pals (Ragnahawk, Wumpo, Digtoise Seismic Drillback, Katress and Mammorest Cryst, every one of them a Lucky Pal), two structures (Weapon Workbench, Antique Dresser) and two events (Crystal Breath, The Adventure Begins). Everything else in the set fights over Power.

Strike can be pushed below zero, and official Q&A #64 says what happens. With Wumpo (Frostpeak Sentinel) resting, opposing Pals get Strike -1, and if damage would be dealt to a player while Strike is 0 or less, that damage is not dealt. That switches off a 29-card slice of the pool, every Strike 1 Pal in the game, for as long as the card stays sideways.

Power is a threshold, not a hit point pool

Power does two jobs at once (rule 2.8.1): it is the damage a Pal deals to other Pals and structures, and it decides whether the Pal survives damage it receives. It is not a pool that drains.

Rule 11.4.1 sets the removal condition. A Pal goes to the graveyard when it has taken greater than 0 damage and that damage is equal to or greater than its Power. Damage on every Pal resets to 0 in the end phase (7.6.3), so a 1200-Power body is never worn down across two turns. You clear the bar this turn or you achieved nothing.

That is why the three Power-reduction effects in the Pal pool are worded the way they are. All three are Purple, and all three print the same bracketed reminder:

  • Astegon (Aegis Wyvern of Death), cost 8, on deploy: one Pal gets Power -1000 until end of turn.
  • Vanwyrm (Marauder of the Skies), cost 4, on deploy: one Pal gets Power -300 until end of turn.
  • Maraith (Twilight Messenger), cost 6: if it is night, all opposing Pals get Power -200.

Each says the Pal is not put into the graveyard even if its Power becomes 0 or less, and official Q&A #92 confirms the rule underneath: a Pal is not removed simply because its Power hit 0. Q&A #93 completes it from the other side. If a Pal has already taken damage and an effect drops its Power to at or below that damage, it goes immediately. Q&A #74 applies the same logic when a continuous buff stops applying.

So Power reduction is not removal in this game. It is a discount on removal, and it only cashes out if you have damage on the board in the same turn.

Three Pals per colour per cost, almost

One more thing falls out of sorting the pool this way. Deck construction allows up to two colours plus colourless cards (official Q&A #17), so the curve you actually get to build is two of these columns.

Colour2345678Total
Red333333321
Blue333333321
Green333333321
Purple333433322
Colourless41100006

Red, Blue and Green each get exactly three Pals at every cost from 2 to 8. Purple gets the same plus one extra 5-drop. The Lucky Pal guide found the same mirroring inside the 24 Lucky Pals; it holds across the whole Pal pool.

Colourless is the exception that shapes early turns: six Pals, four of them 2-drops, nothing above cost 4. Any deck can play them, none of them will carry a game, and that matches what the colours guide says about treating colourless as filler.

Worth knowing before you plan a curve: nothing forces you to run other card types. Official Q&A #3 says you may build a deck of 50 Pal cards if you want, subject only to the 50-card total, the four-copies-per-name limit (which counts across artworks and rarities, per Q&A #2) and the eight Lucky icons. The Pal limit of 5 in your base (rule 4.4.5.2) is not a hard stop on deploying either: Q&A #11 lets you deploy a sixth Pal and then bin down to five afterwards.

Every Pal in the launch pool, by cost

All 91 unique Pal designs from Booster Pack "Dawn of Palpagos" and both launch trial decks, read off the official card database on 20 August 2026. Promo reprints are left out because they duplicate entries already here, and parallel treatments (SR, SP, SSP, OSR, TSR, TSP) are collapsed into their base card because they do not change a stat line.

CostPalColourPower / StrikeSub-type
2Depresso – Late Night HustlerPurple100 / 1Normal
2Cattiva – My First PalColourless200 / 1Normal
2Chikipi – My First PalColourless200 / 1Normal
2Daedream – First SlumberPurple200 / 1Normal
2Foxparks – Light of CourageRed200 / 1Normal
2Fuack – Manic Wave RipperBlue200 / 1Normal
2Lamball – My First PalColourless200 / 1Normal
2Ribbuny – Little PrincessColourless200 / 1Normal
2Rooby – Brave SparksRed200 / 1Normal
2Rushoar – Reckless DestructionGreen200 / 1Normal
2Tanzee – Cheerful WorkerGreen200 / 1Normal
2Teafant – Fountain of CheerBlue200 / 1Normal
2Gumoss – Dreamy SeedlingGreen300 / 1Normal
2Hoocrates – Embodiment of WisdomPurple300 / 1Normal
2Jolthog Cryst – Stoic Yet InnocentBlue300 / 1Normal
2Jolthog – Shocking Yet InnocentRed300 / 1Normal
3Leezpunk – Treasure BanditPurple200 / 1Normal
3Beegarde – Knight of the Flower GardenGreen400 / 1Normal
3Celaray – Loop De LoopBlue400 / 1Normal
3Daedream – Deep SlumberPurple400 / 1Normal
3Flambelle – Scorching TearsRed400 / 1Normal
3Flopie – Snack LoverGreen400 / 1Normal
3Mau Cryst – Harbinger of RichesBlue400 / 1Normal
3Sparkit – Hazardous ContactRed400 / 1Normal
3Direhowl – Proud FangColourless500 / 1Normal
3Kelpsea Ignis – Balmy MagmaRed500 / 1Normal
3Lifmunk – Promising NewbieGreen500 / 1Normal
3Nox – The Silent OnePurple500 / 1Normal
3Pengullet – Frequent FlyerBlue500 / 1Normal
4Cawgnito – Looming ShadowPurple300 / 2Normal
4Dinossom – Radiant FragranceGreen400 / 2Normal
4Foxparks – A Toasty HugRed400 / 2Normal
4Gobfin Ignis – Blazing HotheadRed400 / 2Normal
4Dumud – Mellow BountyGreen500 / 2Normal
4Loupmoon – Glinting MoonlightPurple500 / 2Normal
4Elphidran – Gentle RadianceColourless600 / 2Normal
4Gumoss – Curious SproutGreen600 / 2Normal
4Hangyu Cryst – Frigid WandererBlue600 / 2Normal
4Pengullet – Yearning for the SkyBlue600 / 2Normal
4Univolt – Valiant ThunderclapRed600 / 2Normal
4Vanwyrm – Marauder of the SkiesPurple600 / 2Normal
4Surfent – Swift SwimmerBlue700 / 2Normal
5Kitsun – Wyrmbane FangsRed400 / 2Normal
5Penking – Mighty Warrior of the DeepBlue600 / 2Normal
5Reindrix – Icy GazeBlue600 / 2Normal
5Tombat – Out of Nowhere!?Purple600 / 2Normal
5Elizabee – Queen of the Flower GardenGreen700 / 2Lucky
5Menasting – Darkness-Dwelling ScorpionPurple700 / 2Lucky
5Arsox – Burning SpoilsRed800 / 2Normal
5Bushi – Ephemeral BladeRed800 / 2Lucky
5Digtoise – Keen NeedlebackGreen800 / 2Normal
5Lovander – HeartstealerPurple800 / 2Normal
5Chillet – Dragon WhispererBlue900 / 2Lucky
5Incineram – Lurking StalkerPurple900 / 2Normal
5Mossanda – Guard CaptainGreen900 / 2Normal
6Petallia – Sweet BlessingsGreen700 / 2Normal
6Eikthyrdeer Terra – Guardian of NatureGreen800 / 2Normal
6Blazehowl Noct – Darkflame DefenderPurple900 / 2Normal
6Cryolinx – Arctic OrdealBlue900 / 2Normal
6Digtoise – Seismic DrillbackGreen900 / 2Lucky
6Elphidran Aqua – Gentle RipplesBlue900 / 2Normal
6Katress – Abyssal SorcererPurple900 / 2Lucky
6Maraith – Twilight MessengerPurple900 / 2Normal
6Ragnahawk – Emberwing StrikerRed1000 / 2Lucky
6Mossanda Lux – Vanguard CaptainRed1100 / 2Normal
6Azurobe – Water Dragon WaltzBlue1200 / 2Lucky
6Pyrin – Cinder SteedRed1200 / 2Normal
7Helzephyr – Wings of the Moonless NightPurple700 / 3Lucky
7Lyleen – Blessing of the GoddessGreen900 / 3Lucky
7Felbat – LifestealerPurple1000 / 3Lucky
7Pyrin Noct – Steed of Azure FlamesPurple1100 / 3Normal
7Blazehowl – Hellflame DefenderRed1200 / 3Normal
7Relaxaurus – Hungry GunnerBlue1200 / 3Normal
7Suzaku Aqua – Way of the CurrentBlue1200 / 3Lucky
7Suzaku – Hellfire WingsRed1200 / 3Lucky
7Wumpo Botan – Tropical SentinelGreen1200 / 3Normal
7Broncherry – Brimming AdorationGreen1500 / 3Lucky
7Wumpo – Frostpeak SentinelBlue1500 / 3Lucky
7Grizzbolt – Rumbling TankRed1600 / 4Lucky
8Astegon – Aegis Wyvern of DeathPurple1200 / 3Lucky
8Reptyro Cryst – Glacial DevourerBlue1200 / 3Normal
8Shadowbeak – Seed of DespairPurple1300 / 3Lucky
8Reptyro – Ore GorgerRed1500 / 3Normal
8Warsect – Iron FortressGreen1500 / 3Normal
8Blazamut – Molten SovereignRed1600 / 3Lucky
8Jormuntide – Surging Sea SerpentBlue1600 / 3Lucky
8Vaelet – Bewitching BlossomGreen1600 / 3Lucky
8Jormuntide Ignis – Savage Lava DragonRed1700 / 4Lucky
8Lyleen Noct – Providence of the GoddessPurple1700 / 3Normal
8Mammorest Cryst – Roar of the TundraBlue1700 / 3Lucky
8Mammorest – Roar of the WildsGreen2000 / 4Lucky

What Bushiroad has not published

Everything above describes one set. The 166-card pool is Booster Pack "Dawn of Palpagos", the two launch trial decks and the promos, and nothing beyond it is public.

Booster Pack "Legends Awaken" is dated 30 October 2026, and on 19 August 2026 Bushiroad opened preorders for two further trial decks, Eternal Ascent Red-Green and Eternal Ascent Blue-Purple, releasing 18 December 2026 with the same 60-card contents as the launch decks. No stat line from any of them is public. A second 8-cost Pal at Strike 4, or the first 1-cost Pal, would change the shape of the ladder above, and there is no way to know from here.

Bushiroad has also not said whether the cost-2 floor and cost-8 ceiling are a permanent design constraint or a first-set decision, and there is no restricted or banned list beyond the deck construction limits in rule 6.1.1.

Official Palworld TCG card Depresso - Late Night Hustler, a purple 2-cost Normal Pal printing the Nocturnal continuous ability twice, with Power 100 and Strike 1.

Quick reference

  • 91 unique Pal designs in the launch pool: 67 Normal Pals, 24 Lucky Pals. Nine further Pal cards are PR2026 promo reprints.
  • Cost sets Strike. Strike 1 at costs 2 and 3, Strike 2 at costs 4, 5 and 6, Strike 3 at costs 7 and 8. Eighty-eight of 91 Pals sit on that ladder.
  • Three Pals break it, all Lucky and all Strike 4: Grizzbolt (Rumbling Tank) at cost 7, Jormuntide Ignis (Savage Lava Dragon) and Mammorest (Roar of the Wilds) at cost 8.
  • The textless Pal is the benchmark: 300 at cost 2, 500 at 3, 700 at 4, 900 at 5, 1200 at 6. All 13 are Commons or trial-deck cards, and no Pal in the pool exceeds the benchmark for its cost.
  • An ability costs exactly 100 Power at the top of every band from cost 2 to cost 6. The median discount widens to 300 at cost 6 and 400 at costs 7 and 8.
  • No Pal costs 1 or more than 8. Three structures cost 1; souls nine and ten buy a second play, not a bigger one.
  • The player on the draw hits every odd cost a turn early, at 3 souls on turn one, 5 on turn two and 7 on turn three.
  • Only nine cards in the 150-card non-promo pool touch a Strike number, five of them Lucky Pals, and Q&A #64 confirms Strike 0 or less deals no damage to a player.
  • Power is a threshold (rule 11.4.1): damage must be above 0 and at or above Power in the same turn, and Q&A #92 confirms a Pal on 0 Power with no damage on it lives.

The set is still small enough that the price list is visible inside it, and that will not survive contact with a second booster. Learn the benchmark at each cost now, and every card in "Legends Awaken" grades itself the moment you read it.

Frequently Asked Questions

The Palworld TCG launch pool contains 100 Pal cards among its 166 distinct cards, checked against Bushiroad's official card database on 20 August 2026. Nine of those are PR2026 promo reprints of cards already in the set, so there are 91 unique Pal designs: 67 Normal Pals and 24 Lucky Pals, spread across Booster Pack "Dawn of Palpagos" and the two launch trial decks.

Keep Reading

Sources & Further Reading
Last updated August 19, 2026.

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