Packs are built to match the era each set was printed in, and only ever contain cards from that set.
1999 – May 2002 · Base through Neo Destiny
| 11 cards | 6 common, 3 uncommon, 1 energy, 1 rare |
| Rare slot | Holo about 1 in 3 |
| Reverse holo | None — didn't exist yet |
May 2002 – 2006 · Legendary Collection through EX
| 9 cards | 4 common, 3 uncommon, 1 reverse holo, 1 rare |
| Reverse holo | Introduced with Legendary Collection, one per pack ever since |
2007 – 2016 · Diamond & Pearl through XY
| 10 cards | 5 common, 3 uncommon, 1 reverse holo, 1 rare |
2017 – 2022 · Sun & Moon and Sword & Shield
| 11 cards | 5 common, 3 uncommon, 1 reverse holo, 1 rare, 1 energy |
2023 onward · Scarlet & Violet and later
| 10 game cards | 4 common, 3 uncommon, 3 foils — at least one rare or better |
| Plus | 1 energy and a code card |
About the pull rates. The pack structures above are documented. The odds inside the rare and foil slots are not — unlike Magic, The Pokémon Company has never published per-rarity pull rates, and the official wording goes only as far as "at least one of which will be rare or higher". The weights here are a good-faith model based on observed set composition, not official numbers. Treat the rarity ladder as roughly right and the exact percentages as invented.
Card pools, images and prices come from the Pokémon TCG API. Prices are TCGplayer market values in USD. No card repeats inside a single pack.