Going First or Second in the Pokémon TCG? First-Turn and Mulligan Rules
Should you go first or second in the Pokémon TCG? The first-turn restrictions, how the coin flip works, the full mulligan rule including when both players mulligan, and how to decide.
Last updated · 3 min read
Every game of the Pokémon TCG starts with two decisions that can shape the whole match: who goes first, and what happens when someone opens with no Basic Pokémon. This guide covers the exact rules and the thinking behind the choice.
How the first player is decided
At the start of the first game, players flip a coin (or use the coin flip tool). The winner of the flip chooses whether to go first or second. They do not have to go first.
In a best-of-three match, the loser of the previous game chooses who goes first in the next game. See match timer and tournament play for how matches are run.
What the first player cannot do
On their very first turn, the player who goes first:
- draws a card as normal,
- can put Basic Pokémon on the Bench, attach an Energy, play Items, Stadiums and Tools, retreat and use Abilities,
- cannot attack,
- cannot play a Supporter,
- cannot evolve (nobody can evolve on their own first turn).
The player who goes second has none of the first two restrictions. They can play a Supporter and attack on their first turn, but they still cannot evolve until their second turn.
Going first vs going second
There is no single right answer. It depends on your deck and your opponent’s.
Reasons to go first
- You get to set up first: Bench Pokémon, attach Energy and play search Items before your opponent can disrupt you.
- On your second turn, you can evolve before your opponent has evolved, which matters a lot for Stage 2 decks.
- Some Abilities and Items work on turn one and help you set up without a Supporter.
- Your opponent’s turn-one attack is usually small, because they have only one Energy attached.
Reasons to go second
- You get the first Supporter of the game, usually drawing several cards.
- You get the first attack, and can sometimes Knock Out a lone Basic Pokémon to win immediately.
- You see what your opponent set up before you commit.
A simple rule of thumb
- Setup decks that want to evolve Stage 1 or Stage 2 Pokémon quickly usually prefer going first.
- Aggressive decks that attack with Basic Pokémon and rely on a strong Supporter on turn one often prefer going second.
- When in doubt, think about your worst opening hand: would it be rescued by a Supporter? If yes, going second is safer.
The mulligan rule
After drawing 7 cards, you must put a Basic Pokémon face down in the Active Spot. If your hand has no Basic Pokémon, you take a mulligan:
- Reveal your hand to your opponent.
- Shuffle it back into your deck.
- Draw a new hand of 7 cards.
- Repeat until you have a Basic Pokémon.
Then both players finish setup (Active, Bench, 6 Prize cards).
Your opponent’s extra cards
For each mulligan you take, your opponent may draw one extra card. This is optional: they can draw fewer, or none. Most players take them, but a player whose deck relies on not running out of cards may draw fewer. If they draw a Basic Pokémon this way, they may put it on their Bench.
When both players mulligan
If both players have no Basic Pokémon, they both reveal and redraw. Mulligans taken at the same time cancel out, so only the extra mulligans taken by one player give the other player cards. For example, if you mulligan three times and your opponent mulligans once, your opponent may draw two extra cards.
How often will you mulligan?
It depends on how many Basic Pokémon your deck has. With 10 Basic Pokémon in 60 cards you will mulligan in about 26% of games; with 14 Basic Pokémon it drops to about 14%. The full table is in our deck-building probability guide, and the probability calculator works it out for your own list.
Tracking it in PTCG Companion
Tap P1 First or P2 First when the game starts. PTCG Companion then shows both players who has the first-turn limits, and the Supporter toggle reminds the first player that it is not allowed on turn one. For the rest of the turn checklist, see turn structure and once-per-turn rules.