Pokémon TCG: Sword and Shield—Brilliant Stars

A few "Stage 2" Basic EXes

tutti

New Member
I had to get into this too - so many more potential Pokémon to make EXes from :D

Charizard-EX :fire: 170 HP
Basic Pokémon

:fire::colorless: Dancing Embers
During your next turn, each basic Energy card attached to your Pokémon provides every type of Energy but provides only 1 Energy at a time.

:fire::fire::fire: Blast Burn - 120
This Pokémon is now Burned. If this Pokémon is already Burned, put 4 damage counters instead of 2 on this Pokémon between turns.

Weakness: :water:
Resistance:
Retreat cost: :colorless::colorless:

Alakazam-EX :psychic: 180 HP
Basic Pokémon

:colorless: Psyshift
Look at your Prize cards. You may remove a basic Energy card from this Pokémon and add it to your Prize cards. If you do, choose one of your Prize cards and put it into your hand. Shuffle your deck afterwards.

:psychic::psychic::psychic: Mind Shock - 100
During your opponent's next turn, whenever he or she plays a card from his or her hand, put a damage counter on his or her Active Pokémon.

Weakness: :dark:
Resistance:
Retreat cost: :colorless:

Meganium-EX :grass: 170 HP
Basic Pokémon

:grass::colorless: Wild Growth
Search your deck for a Pokémon that evolves from one of your Pokémon in play and a basic Energy card. Put the Pokémon on top of the Pokémon it evolves from and attach the basic Energy card to it.

:grass::grass::grass: Frenzy Plant - 120
Before doing damage, your opponent may switch the Defending Pokémon with one of his or her Benched Pokémon. If he or she does, this attack's damage is done to the new Defending Pokémon.

Weakness: :fire:
Resistance:
Retreat cost: :colorless::colorless:

Tyranitar-EX :dark: 180 HP
Basic Pokémon

Ability: Sand Stream
Once during your turn, when this Pokémon becomes your Active Pokémon, you may put one damage counter on each of your opponent's Pokémon.

:dark: Pursuit - 20
During your opponent's next turn, if the Defending Pokémon retreats, put 6 damage counters on it.

:dark::dark::colorless::colorless: Dark Wave
This attack does 50 damage to each of your opponent's Pokémon-EX.

Weakness: :fighting:
Resistance: :psychic:
Retreat cost: :colorless::colorless::colorless:

Metagross-EX :metal: 180 HP
Basic Pokémon

Ability: Dampening Field
All Pokémon-EX in play (both yours and your opponent's) do 50 less damage with attacks and their max HP is reduced by 50, but players only draw 1 Prize card when a Pokémon-EX is knocked out. You can't apply more than 1 Dampening Field Ability at a time.

:metal::metal::colorless: Resonance - 120
During your opponent's next turn, all Special Energy in play provide only :colorless:, and have no other effects.

Weakness: :fire:
Resistance: :psychic:
Retreat cost: :colorless::colorless::colorless:

Empoleon-EX :water: 170 HP
Basic Pokémon

:water::colorless: Brine - 40+
If the Defending Pokémon has less than 90 HP left, this attack does 40 more damage.

:water::water::water: Hydro Cannon - 120-
For each Energy card attached to the Defending Pokémon, this attack's damage is reduced by 10.

Weakness: :lightning:
Resistance:
Retreat cost: :colorless:

Magnezone-EX :lightning: 170 HP
Basic Pokémon

:lightning::lightning::colorless: Analytics
Search your opponent's deck for any card, and discard it. Shuffle your opponent's deck afterward. If the card you discarded was a Trainer card, use its effect as the effect of this attack.

:lightning::lightning::lightning::lightning: Thunderbolt - 120
Your opponent shuffles two cards from his or her hand back into his or her deck.

Weakness: :fighting:
Resistance: :psychic:
Retreat cost: :colorless::colorless:

Conkeldurr-EX :fighting: 170 HP
Basic Pokémon

Ability: Guts
If this Pokémon is Burned, Poisoned or Confused, all of its attack costs are reduced by :fighting::fighting:.

:fighting: Mach Punch - 40+
If this Pokémon has no Energy cards attached, this attack does 40 more damage.

:fighting::fighting::colorless: Drain Punch - 120
Heal from this Pokémon half the amount of damage you did to the Defending Pokémon. If the Defending Pokémon has any Special Conditions, remove one of them from the Defending Pokémon and apply it to this Pokémon.

Weakness: :psychic:
Resistance:
Retreat cost: :colorless::colorless:
 
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Switch spam with Tyranitar would be so broken. Magnezone would be so annoying lol. Great ideas though. :D
 
Mosly fun and balanced cards, but a few things that caught my eye..

:colorless: Psyshift
Look at your prize cards. You may choose a card you find there and add it to your hand. If you do, remove a basic Energy card from this Pokémon and add it to your prize cards.
Loophole in the card text.. If you attach a special energycard to the Pokemon, if would be able to take a prize without replaceing it.

Ability: Sand Stream
Any time this Pokémon becomes your Active Pokémon, put one damage counter on each of your opponent's Pokémon.
This is just a bit broken.. Switching between two tyranitar would open for 60 dmg on each pokemon in the first turn, without energy.. Thats not counting ScrambleSwitch SuperScoopup Recycle etc.

:lightning::lightning::colorless: Analytics
Search your opponent's deck for any card, and discard it. Shuffle your opponent's deck afterward. If the card you discarded was a Trainer card, use its effect as the effect of this attack.
Unacceptable! The deck it secret!
 
Oop, good catch on the loophole. Tyranitar being broken I'm aware of, I'll probably impose some limit on that one. Your opponent's deck being secret isn't a technical problem, cards have given us access to private/secret areas of the game before, and there are no special rules regarding the opponent's deck making this illegal. Unless you simply think this attack is too powerful (which I disagree with)?

I can't fix the former two right now, but I'll look into it later.
 
Personally, I think Hypnotoxic + Max Potion is a better matchup :) Being Confused still gives you a 50% chance of not attacking each turn. Besides, Hypnotoxic is pretty much what that one was designed around.

I've nerfed Tyranitar to once per turn (per Tyranitar; you can still make a dent if you get several, but it's somewhat limited now). I've also reworded Alakazam's first attack - now you put the basic Energy in your Prizes first, and only if you do do you get to take a different card back. This prevents the special Energy loophole, and also prevents a loophole that would occur if Alakazam somehow had its attack cost reduced. And you still get to look at your Prizes first, in case there's nothing there you want.
 
I think Magnezones ability shouldn't be searching through the entire deck. That just seems really broken to get rid of their ACE SPEC or something important on turn two. I think that instead of searching through their entire deck, it should be something like, "Look at the top ten cards of your opponent's deck and discard one card from them. If it was a trainer card, use it's effect as this attack."
 
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