Deck Building · 14 min
Palworld TCG Trial Deck Upgrade Guide – TD01 & TD02
Make exact four-card TD01 or TD02 upgrade swaps, then test the resource engine, curve and every legal deck limit before changing more.




Upgrade only four slots first. If your TD01 matches the linked community-reconstructed 50-card list, remove two Jolthog Cryst and two Antique Wooden Chair; add two Primitive Furnace and two Sphere Workbench. If TD02 matches its linked reconstruction, remove two Mossanda and two Refined Metal Spear; add two Breeding Farm and two Pyrin Noct. These are exact first tests based on official card text, not proven tournament builds. Compare the quantities with your physical deck, keep exactly 50 Main Deck cards, recount Lucky icons and record four games before changing another group.
Primary source: Official Red / Blue Trial Deck ↗Upgrade the engine before the finisher
TD01 and TD02 are already complete 50-card Main Decks with separate 10-card Soul Decks. The safest first upgrade is not replacing every simple card with an expensive BP01 pull. Improve four engine slots, confirm the deck still makes early plays, then add finishers only after several games.
TD01 Red/Blue first four-card upgrade
Creates three Materials and draws a card after assigning a Pal.
More reliable Material turns and Gear discounts.
Draws two and discards one after assigning a Pal.
Better card selection without changing colors.
Exact first test: four cards out, four cards in
Jolthog Cryst is a simple cost-2 assignment body with no printed ability; this test keeps one copy from the reconstructed list. Antique Wooden Chair gives one Pal +1000 Power only on deploy, while Sphere Workbench supplies repeatable selection. Do not cut more cheap Pals until you know Stone Pit and both Workbenches still have enough assignment targets.
TD01 optional threat package
After the engine works, test one or two copies of Suzaku · EBP01-002 for deploy damage and one or two Azurobe · EBP01-029 for a card plus a rest effect. Both are Lucky Pals, so count every Lucky icon already in the Main Deck before adding them.
A more defensive TD01 can use Cryolinx · EBP01-038 as another Interrupt from hand. A slower Gear build can test Pump-Action Shotgun · EBP01-020, but seven-cost cards should not be added merely because their ceiling is high.
TD02 Green/Purple first four-card upgrade
Turns Ingredients into card access or a Pal deployment.
A repeatable payoff for Berry Plantation and Flopie.
Can attack as a Strike-3 Pal or leave hand as an Interrupt.
Flexible defense without needing a full night engine.
Exact first test: four cards out, four cards in
Mossanda is a cost-5 Pal with no printed ability, while Breeding Farm spends Ingredients for card access or deployment. Refined Metal Spear is a reusable Power boost, but replacing it with Pyrin Noct gives this first test a real Strike-3 threat that can also nullify an attack from hand. Preserve Berry Plantation, Campfire, Broncherry, Astegon and Felbat until testing proves a different plan.
TD02 optional engine package
Test one or two Lyleen · EBP01-049 when the deck has enough cost-6-or-lower Pals worth finding. Add Katress · EBP01-075 only when the list also contains Pals that create value when butchered or useful normal Pals to return from the graveyard.
Shadowbeak · EBP01-074 and Helzephyr · EBP01-073 form a stronger night package together, but they should not be the first upgrade. Both cost seven or more, and their text becomes much weaker when the rest of the deck does not support Nocturnal turns.
Which Trial Deck cards should you remove?
Use performance, not rarity, to decide. After each game, note which cards were drawn but could not advance the board, protect an attack or support the deck's resource plan.
- Cut blank cards first: a Pal with no ability is the easiest slot to compare with a BP01 card.
- Trim duplicate roles: several expensive finishers can make the opening hand unplayable.
- Keep the curve: replace a low-cost card with another low-cost card when possible.
- Protect the engine: do not cut the Structures, Gear or Pals that create the deck's named resource.
- Recount everything: finish at exactly 50 cards and recheck colors, same-name copies and Lucky icons.
A four-game upgrade test
Did the new engine card appear?
Turn drawn and whether it could be used.
Did the deck still make early plays?
First playable Pal, Structure or interaction.
Did the removed card have a missing role?
Any turn where the old effect would have helped.
Did the package improve the same plan?
Materials, Ingredients, cards, defense and closing turn.
If the answer is unclear after four games, keep testing instead of replacing another group. A small recorded sample is more useful than changing 20 cards and not knowing which change mattered.
Do you need a second Trial Deck?
Not automatically. One copy is enough to play. A second copy can supply additional fixed cards, but targeted singles are more controlled once you know the exact quantities missing. Compare the second deck price with the individual cards before buying.
Page update
What changed
Includes four-card TD01 and TD02 swap tests, card-by-card reasons and clearly identified quantity sources.
Update history
- Published
- Replaced vague cut advice with exact first-test swaps and source limits.
Sources and evidence
Source links
Use the official links below for current rules, card text, products and dates. Independent or community links are included only when they add clearly identified examples.