You need a few triggers to make up for that
Each turn can begin by drawing a card, and then doing any appropriate actions, like: Attaching an Energy card to a Pokemon (only limited to once per turn) Evolving a Basic Pokemon to its Stage 1 form (can be done as many times per turn as possible) Triggering the effects of your Pokemon abilities (most abilities can only be played once per turn) Use Trainer cards (Supporter and Stadium cards can only be played once per turn, but other types of Trainer cards can be used multiple times in the same turn) Retreating and paying the retreat cost of your Active Pokemon (only limited to once per turn, and as long as you have at least one benched Pokemon to replace your Active Pokemon) Attacking the opponents Active Pokemon (only limited to once per turn, and doing this action automatically ends your turn) You can also end your turn without making any attacks by simply announcing it to your opponent

This is where Gold Potion is met with much skepticism, as its a card that serves a single function that is very situation-specific
Graded Population Report: Finale of Eternity [Foil] Visualize the distrbution of grades in the chart
Poison-type Pokmon used Grass Energy cards from Gen 1 to 3, Psychic Energy cards from Gen 4 to 7, and have used Dark Energy cards since Gen 8
You need to be an assertive red aggro deck before you'd consider this, and even then you probably want some sort of +1/+1 counter theme to your deck