How Many Packs to Pull Zekrom-EX from Next Destinies

Zekrom-EX chase quick facts
CardZekrom-EX — Next Destinies #97
Rarity tierFull Art
Per-pack odds1 in 70
Expected packs to pull71
50% confidence band49 packs
95% confidence band209 packs
TCGplayer market$233.05
Pack-rip break-even47 packs @ $5

Zekrom-EX chase methodology

How PackRip computes this page
FormulaSpecific-card odds = Full Art tier rate (8.56%) ÷ 6 cards; confidence bands solve 1 - (1 - p)^N.
AssumptionsIndependent pack rolls, uniform selection within the rarity tier, no pity timers, no box mapping, no first-edition/condition split, no duplicate protection.
Data sourceCard identity and rarity from the bundled Pokemon TCG API catalog; pull-rate constants from the live simulator; market price from the bundled TCGplayer snapshot.
Update cadenceRegenerated by prerender; price values update when the TCGplayer snapshot is refreshed through the data pipeline.
LimitationsThe page estimates probability and raw market cost only; it does not model grading premiums, counterfeit risk, sealed-product appreciation, or individual print-run collation.

Zekrom-EX — Next Destinies #97

This page answers exactly one question: how many Next Destinies booster packs does it take to pull Zekrom-EX #97? The numbers below come from the same per-rarity pull-rate model the PackRip Next Destinies simulator runs on, mirrored from packGenerator.ts. TCGplayer pricing refreshes every build, so the buy-vs-rip verdict at the bottom reflects current market.

The math: ~1 in 70 per pack

Zekrom-EX sits in the Full Art rare-slot pool for Next Destinies. There are 6 Full Art cards in the Next Destinies pool, and the Full Art slot fires with probability 8.56% per pack. Since the slot is split evenly across the 6 cards in that tier, the per-pack chance of pulling this specific card is 1 in 70 — approximately 1 in 70.

Pulls are independent and identically distributed, so the number of packs until you hit Zekrom-EX follows a geometric distribution with parameter p = 0.014267. The expected number of packs is 1/p — that's ~71 packs on average. But "average" hides huge variance: the median pull lands faster than the mean (~49 packs at 50% confidence), and a long unlucky tail can stretch the wait dramatically. The 95% confidence band — 209 packs — is where 95% of pull-runs finish; the remaining 5% take even longer.

Concretely: if 100 collectors each opened Next Destinies packs until they pulled Zekrom-EX, roughly 50 of them would have it by pack 49, 95 of them would have it by pack 209, and a handful would still be chasing past that. Expected ≠ guaranteed; the geometric distribution is famously long-tailed on the right side.

Confidence bands — packs vs cumulative probability

P(pulled by N packs)Packs neededSealed cost at $5/pack
10%8 packs~$40 sealed cost
25%21 packs~$105 sealed cost
50%49 packs~$245 sealed cost
75%97 packs~$485 sealed cost
90%161 packs~$805 sealed cost
95%209 packs~$1,045 sealed cost
99%321 packs~$1,605 sealed cost

Read this table as "what fraction of openers have pulled Zekrom-EX by pack N?". A 25% band of 21 packs means a quarter of openers hit it inside that window; 99% means almost everyone has hit it by pack 321. The dollar column anchors the variance to real-world sealed-pack cost at $5/pack.

Cheaper to buy Zekrom-EX as a single?

Buying Zekrom-EX as a single (~$233.05) edges out pack-ripping on raw cost. Pack-rip expected value is ~$350 for this specific pull.

Pack-rip expected dollar cost for this specific card: ~$350 at $5 per Next Destinies pack. Compare to $233.05 for the single on TCGplayer (Unlimited / non-graded copy at current market). The single buy obviously delivers exactly this card; the pack-rip approach delivers Zekrom-EX plus the remaining 9 cards in every pack along the way — which is why the EV calculator at /ev/bw4 spreads the cost across the whole pack contents instead of pinning it to one card.

About Zekrom-EX (Next Destinies)

Zekrom-EX is a Full Art card from Next Destinies, the 2012 Pokémon TCG expansion. Next Destinies (2012) is where Pokemon-EX arrive in the BW run, and the set pairs them: six cards at rarity Rare Holo EX sit in the numbered run (Shaymin-EX #5 through Regigigas-EX #82) and the same six reappear as Rare Ultra full arts at #94 to #99. Four Secret Rares close the list — Emboar #100, Chandelure #101, Zoroark #102 and Hydreigon #103. Because both pools exist here, the rare slot splits between a 16.7 percent EX draw and a 5.56 percent Rare Ultra draw.

This specific card ranks as one of the top-3 most valuable pulls in Next Destinies by TCGplayer market value, which is part of why the chase math is what it is — high market value tends to track with rarity-tier depth, since lower pool sizes concentrate value into fewer cards. The complete top-25 Next Destinies ranking shows where Zekrom-EX sits relative to the rest of the chase pool.

Pull odds in context

For reference, a "1 in 70" pull is roughly comparable to a moderate chase — you should expect to crack a couple of boxes. The variance is the killer: any one pack could be the one. The simulation on PackRip's Next Destinies opener uses the same exact RNG model, so you can stress-test the wait curve without spending real money.

Related chases

Open Next Destinies free

Rip Next Destinies packs free on PackRip's simulator with the same per-rarity pull rates this page is built from. The Hunt Pack mode boosts the Full Art slot if you specifically want to optimise for Zekrom-EX-tier pulls. Coin economy is virtual — no real money on the line.

Strategy: optimising the Zekrom-EX chase

Every experienced Next Destinies hunter eventually picks one of three approaches for a specific chase card. The cheapest is the snipe: skip pack-ripping entirely, set a TCGplayer alert at or below the current $233.05 market, and wait for a motivated seller. This is the route most efficient-frontier collectors take when the chase is locked behind a deep rarity tier — and the math above shows why. The expected pack-rip cost ($350) is typically multiples of the single price, and the variance on that expectation is wide enough that a single bad streak can blow past the 95% confidence bound. The single buy is dollar-for-dollar cheaper and emotionally cheaper too — no more refreshing pack-pull videos at 3am.

The middle path is the box-rip-then-snipe: open a sealed booster box of Next Destinies (typically 36 packs for vintage sets), enjoy the experience, then if you didn't hit Zekrom-EX in the box, buy the single for $233.05. A 36-pack box delivers a probability of 1 − (1 − p)36 ≈ 40.4% of pulling Zekrom-EX at least once, where p is the per-pack hit rate of 0.014267. So a sealed box gives you roughly a 40% chance of hitting this card "for free" alongside the rest of the box contents, plus the rip experience. If you miss, you backstop by buying the single — total worst-case cost is the box price plus the single. Most rational hobbyists end here.

The expensive path is pure-rip-to-pull: keep opening packs until Zekrom-EX appears. The expected total cost is ~$350, but the 95th percentile pushes that to ~$1,045. Almost nobody who does this comes out ahead financially — but it produces the binder story, the YouTube content, and the cumulative pulls of the entire pack contents along the way. If your real goal is collecting all of Next Destinies, not just acquiring Zekrom-EX, the pure-rip path has an internal logic the singles path doesn't.

Variance is the entire story

Here's a concrete illustration of how wild the geometric distribution gets at low p. Consider 10 hypothetical openers all chasing Zekrom-EX from Next Destinies. Mathematically, you'd expect their results to cluster near the 71-pack expectation — but they won't. Roughly 5 will pull Zekrom-EX within the first 49 packs and feel lucky. Roughly 3 will pull between 49 and 71 packs and feel "about average". And roughly 2 will be still pulling past pack 71, with one of them potentially stretching past the 95% bound of 209. The unlucky ones will swear the simulator is rigged, the rates are wrong, or that they have terrible RNG — but the math says exactly this distribution should happen every time. The geometric distribution has no memory: each pack is an independent draw, and a 100-pack dry streak does not increase the odds of the next pack hitting.

How Zekrom-EX compares to the broader Next Destinies chase pool

Zekrom-EX sits in the Full Art tier of Next Destinies's rare-slot pool. 6 cards share this tier, and the tier itself fires roughly 8.56% of the time per pack. That means the per-pack chance of pulling any Full Art card (not just Zekrom-EX) is 8.56%, which makes the expected wait for any Full Art card much shorter than the wait for this specific one. Pull-rate intuition: a single chase from a 6-card tier is 6× rarer than the tier itself. The deeper the pool, the longer the chase. This is also why "wide" sets with many chase cards in a single tier feel grindier per individual card despite the tier hit rate being identical — a thicker tier dilutes each card's specific share.

If your real goal is "any chase card from Next Destinies" rather than "Zekrom-EX specifically", the math gets dramatically friendlier — the wait drops to ~12 packs on average for the tier as a whole. Most binder collectors approach it this way: chase the tier broadly across multiple sets, accept whatever pulls, and snipe the specific holes via TCGplayer later. Targeting one card from a thick tier is the most expensive way to play the chase, and Zekrom-EX is no exception.