Opening the Everyday Wonders pack from Everyday Wonders gives you 5 cards. Slots 1-3 are always Common; slots 4-5 carry the real odds at rarer cards, shown below.
Drop rates per slot
Every pack opening deals 5 cards. Slots 1-3 always land on Common; slots 4 and 5 carry the chance at Uncommon and rarer — shown as official percentages per slot.
Cards in this pack
106 cards
Munchlax
Small Balloon
Dedenne ex
Mega Gyarados ex
Vaporeon ex
Mega Ampharos ex
Indeedee ex
Milotic ex
Dedenne ex
Mega Diancie ex
Mega Sableye ex
Hisuian Zoroark ex
Elesa
Puppy-Loving Girl
Wallace
Milotic ex
Mega Diancie ex
Mega Sableye ex
Hisuian Zoroark ex
Vulpix
Piplup
Pikachu
Sylveon
Mareanie
Jigglypuff
Snorlax
Greedent
Caterpie
Metapod
Butterfree
Mareep
Flaaffy
Ampharos
Slowbro
Kangaskhan
Ditto
Snorlax
Milotic ex
Dedenne ex
Mega Diancie ex
Mega Sableye ex
Hisuian Zoroark ex
Butterfree
Froslass
Sylveon
Enamorus
Hisuian Goodra
Munchlax
Snorlax
Ursaluna
Metapod
Tropius
Hisuian Lilligant
Ninetales
Seaking
Iron Bundle
Raichu
Slowbro
Musharna
Carbink
Flutter Mane
Quagsire
Palossand
Cacturne
Spiritomb
Scrafty
Toxapex
Hisuian Sliggoo
Wigglytuff
Ursaring
Greedent
Small Balloon
Elegant Cape
Elesa
Puppy-Loving Girl
Wallace
Kid’s Room
Caterpie
Cacnea
Petilil
Vulpix
Growlithe
Psyduck
Goldeen
Feebas
Snorunt
Luvdisc
Piplup
Pikachu
Emolga
Yamper
Slowpoke
Munna
Fidough
Wooper
Rockruff
Sandygast
Scraggy
Mareanie
Goomy
Jigglypuff
Eevee
Teddiursa
Hisuian Zorua
Furfrou
Skwovet
Want to know exactly how many Everyday Wonders packs you need to open for a specific card?
How pack odds are structured
Every pack page on this site, including the Pokémon TCG Pocket a1 charizard pack, follows the same layout so you can compare any of the 26 packs at a glance. Each pack belongs to one set, and a set can contain several packs that share the same card pool but differ in exclusive pulls. The top of the page tells you which set the pack is from, its release date, and the artwork used on the pack itself.
Below that sits the pull rate table. Two layers matter: the rarity-level breakdown (Common through Crown Rare, expressed as a percentage per rarity) and the slot-level breakdown, which is the part almost no other site publishes for individual packs. A pack opens 5 cards. Slots 1 through 3 are always Common, no exceptions, on any pack in the game. Only slot 4 and slot 5 carry a chance at anything above Common, and slot 5 is roughly four times more likely to hit a rare tier than slot 4 at the same rarity. That is why two packs from the same set can feel different to open even though their overall rarity percentages look similar — the weight is concentrated in the last two slots, not spread evenly across all 5.
Regular Pack vs Rare Pack
Every time you tap to open a pack, the game silently rolls one more check before it fills the 5 slots: is this a Regular Pack or a Rare Pack. A Rare Pack, also called a God Pack, replaces the normal slot table entirely — all 5 cards come back Rare or higher, sometimes all 5 at Art Rare or above. Across the sets that have published data, the chance of landing a Rare Pack is 0.05 percent, meaning roughly 1 in 2,000 pack openings. This number is not the same for every pack — some outside trackers round it to 0.04 percent, but the pull-rate data behind this site checks out at 0.05 percent when cross-referenced against a second independent source, so that is the figure used throughout this site.
The contents of a Rare Pack are also pack-specific: two packs from different sets can have different distributions of Ultra Rare, Immersive Rare, Super Rare, and Art Rare within their own Rare Pack pool. Do not assume the Rare Pack odds you read on one pack's page carry over to another pack, even inside the same set.
Exclusive cards and Pack Points
Each pack can hold cards that never appear in any other pack, even other packs from the same set. If you are hunting a specific card, opening the wrong pack from the right set still gives you a 0 percent chance at that card, no matter how many you open. Always check which pack a card is exclusive to before spending resources on it.
Opening a pack also earns 5 Pack Points regardless of what you pull, and those points are tracked separately for each pack — they do not carry over to a different pack's point total. Pack Points can be spent on guaranteed trades for specific rarities: 35 points for a 1-diamond card, 70 for 2-diamond, 150 for 3-diamond, 500 for 4-diamond, 400 for a 1-star card, 1,250 for a 2-star card, and 1,500 for a 3-star card. The top tier, Crown Rare, costs 2,500 points but is only tradable through this system on packs where it is offered; Crown Rare and Immersive Rare cards obtained by pulling normally cannot be traded away for Shinedust the way lower rarities can.
When a set is not fully released yet
Not every pack has published slot-level data. Two of the newest sets have not had their per-slot rates confirmed yet, and this site will not guess at numbers for those packs — the odds table on those pages is marked as not yet published rather than filled in with estimated figures. If you land on a pack page and see that note, check back after the set has been out longer; slot data typically becomes available once enough packs have been tracked and cross-checked.
Frequently asked questions
Are the odds the same for every pack in a set?
No. Packs in the same set can share a card pool but still have different Rare Pack odds and different exclusive cards, so always read the table for the specific pack you plan to open, not a different pack from the same set.
Do slots 1 through 3 ever give a rare card?
No. Slots 1, 2, and 3 are always Common on every pack in the game. All of the rarity variance lives in slot 4 and slot 5, with slot 5 weighted roughly four times higher toward rare tiers than slot 4.
Does opening more packs increase my Rare Pack chance?
No. Each pack opening is an independent roll at the published Rare Pack rate, generally 0.05 percent. There is no confirmed mechanic that raises your odds the more packs you open in a row.