Pokémon TCG: Sword and Shield—Brilliant Stars

Best decks from the original base set?

What format is OP refering to?

Going by decks that are available in first set its either Haymaker or Raindance. Here is a couple of lists I came up with...

The main idea behind this list is to try and one shot Haymaker Pokemon with Blastoise or Dewgong by stacking pluspowers. A lot of energy is needed because of the how energy and discard heavy the deck is. As well as being able to overcome Super/Energy Removal shenanigans.

Pokemon = 11
4-0-3 Blastoise
2-2 Dewgong

Trainers = 35
4 Oak
4 Bill
4 Computer Search
4 Energy Removal
4 Energy Retrieval
4 Item Finder
4 Plus Power
3 Pokemon Breeder
2 Gust of Wind
2 Switch

Energy = 14
14 Water Energy

Nothing too special about the following deck other than combining the best two attackers in the first set. Electabuzz is a strong raindance counter, and Hitmochan counters Electabuzz and can donk weak basics.

Pokemon = 8
4 Electabuzz
4 Hitmonchan

Trainers = 35
4 Oak
4 Bill
4 Computer Search
4 Energy Removal
4 Plus Power
4 Item Finder
3 Defender
3 Gust of Wind
3 Energy Retrieval
2 Switch

Energy = 17
9 Fighting Energy
8 Lightning Energy

EDIT: After a bit of testing with these two decks. Haymaker is undoubtedly the best, because of Electabuzz's cheap attacks and pluspower abuse. It does exactly what LMTB does today.
 
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Otaku, I guess your question answers the question about how much it was played. :rolleyes:

I only heard about it years later.
http://pokegym.net/forums/showpost.php?p=1618489&postcount=16

Yeah, never heard of it, but did try running some similar decks. Reminds me of a lot of "League" decks that just didn't hold up in tournament settings, but could definitely take you down. I had one called "Hit and Run", a Porter-style deck using Dark Alakazam (Team Rocket 1/82, 18/82), backed by Dodrio (Jungle 34/64) and Tauros (Jungle 47/64).

I probably didn't have them at the time, but if I'd owned a play set of Chaos Gym and a few Mewtwo (WotC Black Star Promo 3, 14), it might have barely qualified as "Tier 3"... but probably not. The simple test is to see what happens when a Haymaker deck drops a counter stadium; S/ER likely strips all but my most vulnerable attacker of Energy... while Gust of Wind (possibly with PlusPower) allow a quick KO of the attacker that wasn't stripped.

I'd be running No Removal Gym instead of Resistance Gym. Not sure what that is about.

The rest of what you state is pretty accurate but Haymaker works because of S/ER. A single copy might be tempted if you manage to burn through every copy of Energy Removal and Super Energy Removal your deck runs and don't think you'll need to Item Finder for spares... but odds are low you'll do that and your opponent will have a bunch left. Plus most Haymaker Pokémon are Energy efficient and shooting for a Scoop Up evacuation if they survive a hit.

Remember that in the early days of the game, Resistance was -30 and not -20, Fighting Resistance was about as prominent as it was now, perhaps more so (Scyther was a widely played opener/sweeper) and if a "Colorless" Pokémon was a Normal-Type or a Dragon-Type... it had Psychic Resistance. Simply put, Resistance could drop your max damage to 10 for on-Type encounters.
 
No one mentioned Clefable/Muk?

Was Magnemite w/Defender any sort of deck? I remember playing against that at league.

Wasn't there some kind of turbo Snorlax?
 
What format is OP refering to?

Pre-Neo Genesis.

Anyway, your deck lists are far better than what is currently on Bulbapedia; no offense intended to Bulbapedia, and to answer the obvious question, editing those pages is a pain; besides formatting, the few edits I've tried to make I recall being quickly reversed with a polite "No". :rolleyes:

For a Base Set only Rain Dance deck, it would have featured Dewgong and Gyarados. Trainer count is high (this deck had to have a lot of Pokémon and Energy); like modern Deluge decks a lot of the good "tricks" just had to be skipped. In its favor though it usually ran Pokémon Center. Gyarados wasn't :lightning: Weak and it was :fighting: Resistant, and Energy Removal really wasn't that great against a good Haymaker build, though it still might have been run for other decks; I favored Super Energy Removal myself, but it isn't like I was winning tournaments with it or anything.

Haymaker would consider running a third Basic; Machop was actually used as a weaker Hitmonchan and back up so you didn't mulligan so much. If you were okay with flips, Farfetch'd was also used. Quite a few others were tried, but I don't know how well they actually worked.

My knowledge of how these lists changed with the addition of Gym Heroes and Gym Challenge is pretty sketchy. I can tell you that once Fossil hit, Rain Dance ran Fossil Articuno and Lapras, though you may already have known that given you were focusing on Base Set only.

---------- Post added 04/14/2013 at 05:00 PM ----------

No one mentioned Clefable/Muk?

Was Magnemite w/Defender any sort of deck? I remember playing against that at league.

Wasn't there some kind of turbo Snorlax?

My experience is that Clefable was overhyped; most of your opponents were Haymaker and that means you weren't outpacing them by much with Metronome, and the only Clefairy available had just 40 HP and :fighting: Weakness. Wigglytuff was a definite Muk partner; Scyther was easy to run alongside it (helping with Hitmonchan), Jigglypuff had 60 HP (just a bit harder to OHKO), and Muk shuts down Rain Dance decks. I tried both Wigglytuff and Clefable used together with Muk, with "okay" results: nothing conclusive.

I loved blowing my Pokémon up (I am a terrible, terrible person), so I did try Self-Destruct decks. S/ER pretty much ruins them; only Magnemite blows up for two Energy. When I play-tested without S/ER in the format, Weezing actually was pretty solid.

I should probably list my favorite deck of all time, since you brought it up. Unfortunately besides the fact that I didn't learn about it until the middle of the Neo Block (at the earliest), I had a hard drive crash a while ago that wiped out all of my old decks.

Twice. :rolleyes: I never was very good about back-ups. So from memory/adjusting for the different card pool and thus probably not a "good" list:

Pokémon x 18
3 Dark Gloom
3 Dark Vileplume
4 Oddish
4 Scyther4 Snorlax

Trainers x 30
4 Bill
4 Computer Search
2 Energy Removal
4 Erika
2 Gust of Wind
2 Imposter Oak's Revenge
1 Item Finder
1 Nightly Garbage Run
2 Pokémon Breeder
4 Professor Oak
2 Switch
2 Trash Exchange

Energy x 12
4 Double Colorless Energy
8 Grass Energy

The earliest list I saw also included Drowzee (Team Rocket 54/82). I tried it; it was only slightly useful for additional stall first turn, and ate up precious Bench space. Psyduck (Fossil 53/62) makes sense if you want to use Psychic Energy or Rainbow Energy cards, as it can open and block opponent's Trainers. Of course, that all means cutting other cards and still might require more room.

As presented, you're going to have to take your lumps first/second turn. You should be Evolving ASAP into Dark Vileplume, but you do not want to ignore Dark Gloom; you want both. This is because the deck shuts down Trainers (a-duh) and this was before they nerfed Confusion. In the old days, a Pokémon did 20 points of damage to itself (bad for you if they were self-Resistant, good for you if they were self-Weak) but most importantly, your opponent had to flip to successfully retreat out of it!

Thick Skin protects Snorlax from failed uses of Pollen Stench. It is Psychic Resistant (hampering Movie Promo Mewtwo), and while 30 damage for :)colorless::colorless::colorless::colorless:) wasn't good even back then, that 50 % chance of Paralysis was important because you were stacking that on top of Pollen Stench. Yes, I know Paralysis replaces Confusion; I mean you are stacking attempts and disrupting your opponent. With no Trainers and either being unable to Retreat at all or with only a 50% success rate, odds were in your favor of taking very little damage.

Obviously, Fighting-Types were a problem; enter good ol' Scyther. You could even risk using Pollen Stench if you were daring and had a second Scyther on the Bench. If you failed your Retreat attempt, you were out of luck. However, if you succeeded, the old Retreat rules only restricted you to one attempt at retreating a Confused Pokémon; otherwise you had Unlimited "Retreats" during a turn. With two Scyther, you could attempt to retreat to the second, and if it worked, easily retreat back to the original to keep up the attack.

If things went very, very well you could even risk promoting Dark Vileplume and trying to Confuse it yourself. Doing so would restore access to Trainers... which is why the deck includes tricks to keep it from every running out (Nightly Garbage Run, Trash Exchange, and Item Finder) as well as two Energy Removal and two Gust of Wind, just to mess with your opponent. Follow up with a Switch to your actual attacker to re-instate the lock. Also, I really wanted a second Nightly Garbage Run and I always ran it as 2-2 with Trash Exchange; not sure what I would cut for it.

Erika/Imposter Oak's Revenge was a common combo after being released. It was a "better Bill", and once you'd ripped through your own deck, you used Imposter Oak's Revenge to drop your opponent down to a four card hand. There is a definite danger with my build of not having enough deck left for the lock to matter, but I don't know if there is any other recourse. By the time I was using it, I had access to Cleffa (Neo Genesis 20/111) and Tyrogue (Neo Discovery 66/75), and shortly afterwards Professor Oak's Research (so I didn't have to always trash my hand first turn) plus Warp Energy (Aquapolis 147/147).
 
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I really don't know why, but reading this thread makes me wanna build old school decks. You know, I'm actually surprised that Alakazam was not brought up. I mean, Damage Swap seems good to me. You could use it to stall out with Mr. Mime, Erika's Dratini, or even Chansey. I mean, Damage Swap is a really good deck in that era and was actually used in the older times.
 
Some of this is because we are talking pre-Neo Genesis with everything that was legal then, legal now. Damage Swap decks were a real thing... that fizzled out because they weren't all that fun to play against at League and were too slow to actually win in a tournament. Once Goop Gas came out, the average Haymaker even had a piece of TecH to help deal with it all!
 
If you nerf the Energy Removal cards, that format becomes so much more fun IMO. You can create many more decks that dont have to worry so much about losing their Energy. For example, Jungle Snorlax and Rocket Drowsee can be a pain in the butt.
 
Damage swap decks were only good when the Jungle set came out as you could combine Alakazam and Chansey and use Mr.Mime as the main attacker. When the damage gets loaded onto the bench you can then Pokemon Center it off. When Fossil comes out Haymaker can use Magmar to inflict poison (in the days where special condictions stopped powers from working), or it can tech in Aerodactly or Muk. Raindance gets Lapras which can inflict confusion and has a very underated water gun attack. Worst of all you have Moltres, the Durant of its day. With 70hp, no weakness and a fighting resistance. Nothing outside of Raindance is going to realistically overcome it.

In its favor though it usually ran Pokémon Center. Gyarados wasn't :grass: Weak and it was :lightning: Resistant

The problem is Makicarp is an easy prize for a Haymaker deck, and it has :lightning: weakness. Dewgong was prefered because it had a much better basic to evolve from.
 
What format is OP refering to?

Going by decks that are available in first set its either Haymaker or Raindance. Here is a couple of lists I came up with...

The main idea behind this list is to try and one shot Haymaker Pokemon with Blastoise or Dewgong by stacking pluspowers. A lot of energy is needed because of the how energy and discard heavy the deck is. As well as being able to overcome Super/Energy Removal shenanigans.
Base-only Haymaker used to run Farfetch'd to help counter hostile Hitmonchan. Scyther did his job much better, though.
 
Later on during Legendary Collection, Venucenter became a deck idea thrown around but I never see it mentioned when discussed pre-Neo decks. Since Venusaur and Pokemon Center were around in Base Set, why didn't it come together the first time?
 
Damage swap decks were only good when the Jungle set came out as you could combine Alakazam and Chansey and use Mr.Mime as the main attacker.

This brings up an excellent point; the slow pace of early sets. The original Base Set officially released Jan. 9th, 1999 (unless my information is bad :redface:), and while Jungle didn't officially release until June 16th of that year. So just over five months with a single set to play with, plus as the Pokémon fad was at its height, almost every card was hard to reliably get. Fossil officially came out a little sooner, October 10th of that year (just under four months later)... but in all cases, the supply of cards was very low until around the release of Team Rocket (officially April 10th of 2000). That gave enough time for Base Set 2 (released officially February 28th, 2000) to make a dent.

Damage Swap was a deck that was strong because of the limited card pool most players had to use, and because of a lack of knowledge how to play around it. Besides the vulnerabilities cited by StormFront, there are even more and most were present in Base Set. Most prominent is that the only Abra had 30 HP, making it a relatively easy OHKO for most of what we would consider "competitive" decks in hindsight, and probable FTKO for Haymaker decks. Given how important Damage Swap is to the deck, this is more important than the low HP of pretty much any other Evolving Basic Pokémon of the period. Yes, even Magikarp!

The actual strategy of moving damage counters around to heal created a vulnerability because you either had to settle for "overkill" healing, where a Scoop Up or Pokémon Center is only healing 40 points of damage, or risk an aggressive deck picking up a KO (very bad for a deck built on stalling). Mr. Mime and Chansey could block... but Gust of Wind was Gust of Wind. Due to the need for space to run a Stage 2 (Alakazam) and those supportive cards, there was less room for other cards. It was much easier for Haymaker decks to pull of a Gust of Wind than Damage Swap.

Damage Swap had few if any good, low Energy attackers. Mr. Mime looks so terrifying until you realize the average Haymaker deck, while Hitmonchan takes double damage... also is unlikely to take that damage often. Mr. Mime needed :)psychic::colorless:) to attack, while Hitmonchan can Jab for just :)fighting:). If Alakazam isn't ready, the Damage Swap player has to burn healing cards on 20 points of damage or Mr. Mime is a 2HKO and never touches Hitmonchan (thanks to Energy Removal or going first). With Damage Swap, if the Haymaker player can get to his/her S/ER, Hitmonchan still has time to slowly ready Special Punch so that a Chansey with just 40 points of damage is a KO.

This is also before considering that some Haymaker decks ran Jynx (Base Set 31/102).

The problem is Makicarp is an easy prize for a Haymaker deck, and it has :lightning: weakness. Dewgong was prefered because it had a much better basic to evolve from.

Seel was a harder Prize to take, this is true. Unfortunately, Dewgong was an easier Prize to take than Gyarados. Just to be clear, deck lists I saw from that time tended to run both. Getting donked was a risk in general (even for Seel), so unless you were running 70 HP Pokémon like in Haymaker, your deck tended to have more like 12 Basic Pokémon. As long as you weren't stuck with a lone Magikarp to open, it was tolerable if it was FTKOed because that should mean a second Magikarp or a Squirtle was Evolving successfully.

This is not something I have first hand, concrete proof of, as you are likely aware (I've tried to make it clear that a lot of this is based on limited experience from the time, and research from after the fact). I just wanted to make sure I was successfully communicating my full point. Without Gyarados, you weren't vulnerable to Magikarp being such an easy OHKO, but that meant both Blastoise and Dewgong could be OHKOed by a Thunder Punch. The former did require PlusPower, and the later required PlusPower or a successful coin toss.

tl;dr: A lot of "successful" but lesser known decks worked during the earliest days of the game because so many players struggled to get access to needed cards (the fad phase was revving up at the time, when there seemed to be 99 collectors for every single player), plus what are now basic strategies and counters to said strategy were brand new and largely unknown.

---------- Post added 04/15/2013 at 12:12 PM ----------

Later on during Legendary Collection, Venucenter became a deck idea thrown around but I never see it mentioned when discussed pre-Neo decks. Since Venusaur and Pokemon Center were around in Base Set, why didn't it come together the first time?

I wish you had posted 10 minutes later; hopefully someone else chimes in so I don't have two large posts automerged into a truly gargantuan one. :lol:

1) All Stage 2 Pokémon decks were hampered by the need to rely on Professor Oak, and to a lesser extent Computer Search and Item Finder. The more Pokémon required by Evolutions didn't just rob you of space, but you had less cards that were "safe" to discard. We didn't get Nightly Garbage Run (think Super Rod) until Team Rocket debuted; that was 15 months after the official debut of Base Set!

2) Energy Removal and Super Energy Removal made it almost impossible to keep enough Energy in play to make it worth transferring around with Energy Trans.

3) Imagine Shift Gears decks without massive Basic Pokémon/Pokémon-EX backing it.

4) Imagine Dark Trans decks without Dark Patch.

5) Rainbow Energy didn't debut until Team Rocket, and earlier we explained why Electrode wasn't going to work... so no splashing a bunch of off-Type Pokémon in there. Best bet was Ditto... oh and because I made this mistake myself, a reminder that Buzzap requires you select two of the same Energy, and do so once when you use it. So even if you did keep Electrode-as-Energy in play, it had to provide :)grass::grass:) if you wanted to move it around with Energy Trans.

6) Muk is much better at shutting down Pokémon Powers than Garbodor is at shutting off Abilities. We got Goop Gas the next set (Team Rocket) as well. Goop Gas shut off Pokémon Powers not only on your turn, but until the end of your opponent's next turn.
 
I'm not too familiar with the format once Gym Heroes/Challenge came out, as thats when most of us started losing interest in the game. However, looking back on it now. This is where things start to get out of hand. At this point Haymaker starts to solidify itself as the BDIF, and the release of Rocket Trap allows it to be comboed with Imposter Oak's Revenge. They are a few good Pokemon with a boatload of good trainer cards. The Rocket's Trap and No Removal Gym are the best trainers. While LT Surge's Electabuzz is the best Pokemon. In the next set there is the infamous Rocket's Zapdos which is a notable power creep on the previous sets Electabuzz.
 
"Wrecking Ball Trap," correct? Imposter Oak's Revenge + The Rocket's Trap + Rocket's Sneak Attack. It is mentioned in the TopDeck magazines I previously mentioned but I only only just playing in league when Gym Heroes was released so I did not have experience with its effectiveness or popularity.

I wish you had posted 10 minutes later; hopefully someone else chimes in so I don't have two large posts automerged into a truly gargantuan one. :lol:
A "gargantuan" post is what you got :lol:
 
A "gargantuan" post is what you got :lol:

Indeed. :rolleyes:

Trap/Trapper decks, which appear to be "Wrecking Ball Trap" by another name (like we don't have that issue now), from what I gather were pretty effective. I mean, we have to remember that such decks could run the usual copies of Bill, Computer Search, Item Finder, and Professor Oak plus Erika without worrying about helping their opponent (barring a deck fail). My experience with/against it is almost nothing, but I believe I faced it once or twice and it wasn't much fun. Heard about it all the time, and on paper it does look pretty nasty so I am inclined to believe those reports rather than dismiss them.

The good news is that it had to basically run a gutted Haymaker build underneath it, the bad news is that said build means even if it doesn't go first, it actually had an easier time shredding your hand (at least if it didn't need to use an Erika) and can still bring a solid offense to crush your start. When it does go first, you're probably going to be stuck topdecking for at least a turn or two.
 
If the format is pre-NG, then Do the Wave Wigglytuff was the big deck.
Whatever Pokemon you use, load up on Trainers.

That's actually one of the reasons why Dark Vileplume + Dark Dragonite were such a hit. You can set up easily using powers of Dark Dragonite and Dark Dragonair while you keep your opponent disrupted with "Lass".

That was nice combo. It got better when Cleffa NG came out. You could've Lassed and Eeeked for new cards. It also protected your DCE from getting Energy Removed.

I've played BS - Neo Revelations with Dark Scisors in it. 4 Metal Energies, 4 Darkness Energies and it was rly heavy hitter back in old days. If you wanted to attach Gold Berries you could've make your Dark Vileplume confused with Dark Gloom's power and retreat afterwards (if not just Evolve another DV).


But they've pretty much said about most of decks.
 
That's actually one of the reasons why Dark Vileplume + Dark Dragonite were such a hit.

When did this happen? :confused:

I will be happy to learn of a new deck I missed during that period, and I know plenty of posters don't like detailed posts... but you are trying to prove something that doesn't match up to the commonly accepted history. Again, that does not mean you are wrong! It does mean the burden of proof is heavy upon you; you are describing a dual-Stage 2 deck long before they were ever considered legitimate (around the time if EX: Sandstorm).

You can set up easily using powers of Dark Dragonite and Dark Dragonair while you keep your opponent disrupted with "Lass".

1) Dark Dragonair is a Stage 1 Pokémon; with this card pool you can't get it into play on your first turn. You can get it into play on your second turn, but to be competitive you needed to be shooting for Dark Vileplume by that turn. This would be useful for setting up another copy of itself, a Dark Gloom, or a spare Dark Vileplume.

2) What was your attacker? Everything mentioned (or required) is either weak and/or slow. A typical Haymaker deck with minimal set-up would still be likely to take a Prize before you were able to fight back. None that hit hard enough to OHKO a Haymaker Pokémon hit reliably. Every mandatory draw is another chance for a deck (most decks, not just Haymaker) to get going; if it is before Trainers are locked it can be quite dramatic, and even afterwards can allow a slow but steady build-up.

3) Dark Vileplume hits the field (at this point in the game's life) no earlier than Turn 3 (that is, the second turn of the player going first). If you go second (so roughly half the time), your opponent gets a whole turn to set-up before you can Lass.

4) Does the deck try to use Psyduck (Fossil 53/62) and Headache on your first turn? This can lock Trainers down for when you lack a Lass, and unlike Lass isn't undone by a lucky top deck.

5) What Trainer engine did you run? I mean, with two Stage 2 Pokémon, you would need a lot of help setting up... and you did already mention Lass as well. Except once you are set-up, all those Trainers are dead. Note: I know that the Dark Vileplume decks that did work usually did have a lot of Trainers, but we are adding a Stage 2 line to that so... yeah, need to know more.

That was nice combo. It got better when Cleffa NG came out. You could've Lassed and Eeeked for new cards. It also protected your DCE from getting Energy Removed.

1) That Cleffa was pretty much a deck staple, so it helped all decks. More importantly, it helped other decks recover from Lass. Lass was still useful for slowing down your opponent, but now if they didn't just top deck a Trainer to get out of that situation, they just need Cleffa up front and an Energy to attach to it.

2) Cleffa also made it harder to use Psyduck and its "Headache" attack to block Trainers before Dark Vileplume hits play, again if that was part of your assumed strategy.

3) Even with Double Colorless Energy, attacks were expensive and unreliable for the Pokémon you've listed thus far.

4) By the time you have Cleffa, you also have Slowking (Neo Genesis 14/111), which due to the "mistranslation" was far more potent than Dark Vileplume.

I've played BS - Neo Revelations with Dark Scisors in it. 4 Metal Energies, 4 Darkness Energies and it was rly heavy hitter back in old days. If you wanted to attach Gold Berries you could've make your Dark Vileplume confused with Dark Gloom's power and retreat afterwards (if not just Evolve another DV).

Wait, so this was your main attacker?

Well, Jungle Scyther was a good attacker, but still slow. Other Scyther available at that time were more expensive or very flippy, so my earlier concerns still stand. Dark Scizor without the set-up you describe wasn't much of a tank; literally Jungle Scyther with a different first attack and stats. It can't hit for damage without three Energy.

If the deck is running four Special Energy Darkness Energy and Metal Energy cards... that is eight Energy cards already. Running Double Colorless Energy as well? Recycle Energy? You'll need DCE to hit at a decent pace, but there is still a good chance that the Energy you play down first turn is getting nailed by Energy Removal. A Dark Scizor with four Metal Energy and four Darkness Energy is impressive... but it also takes at least 8 turns to build.

Pokémon Tools can also be laid down before you Evolve into Dark Vileplume.
 
@Otaku:

Pre-Neo Genesis(heck, any format that included Base Set), you can get T2 Dark Vileplume(just as you can get out any T2 Stage 2). I understand that this in the context of Lass, so if you are spamming Lass, this doesn't work.

It's called "Pokemon Breeder".

I'm not claiming dual Stage 2 decks were good, just saying that you can get out Stage 2s before T3.
 
@Otaku:

Pre-Neo Genesis(heck, any format that included Base Set), you can get T2 Dark Vileplume(just as you can get out any T2 Stage 2). I understand that this in the context of Lass, so if you are spamming Lass, this doesn't work.

It's called "Pokemon Breeder".

I'm not claiming dual Stage 2 decks were good, just saying that you can get out Stage 2s before T3.

You are confusing me. :confused:

You can get a Dark Vileplume into play by your second turn, which would be the overall third or fourth turn of the game... which is what I said.

You can get it into play on your second turn, but to be competitive you needed to be shooting for Dark Vileplume by that turn.

3) Dark Vileplume hits the field (at this point in the game's life) no earlier than Turn 3 (that is, the second turn of the player going first).

If you have read this thread, you'll note that in the "Turbo Snorlax" deck list I gave (which even includes Dark Vileplume), I listed Pokémon Breeder. If you have not read that card, it includes text that prevents it from being used on a player's first turn, or the first turn a Pokémon is in play:

Pokémon Breeder said:
Put a Stage 2 Evolution card from your hand on the matching Basic Pokémon. You may only play this card when you would be allowed to Evolve that Pokémon anyway.

Emphasis added.
 
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