CAC Contest: Old school Pokemon (Complete)

Discussion in 'Create-A-Card' started by dkates, Aug 26, 2003.

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  1. dkates

    dkates New Member

    For this contest, choose an Evolution line that existed in R/B/Y, other than the Eevee line. A line consisting of just one Pokemon is fine. If any Pokemon were added to that line in later games, do not include them. Make one card for each Pokemon in the line. Contest tentatively scheduled to end on 9/12. I will grade on the rubric below. To make judging easier, give the information in the same order as the rubric, and keep each category separate from the others (don't put the explanations next to the matching parts in the card text, for example).

    Name: 3 points. You can get points off for misspelling the Pokemon's name or forgetting to capitalize. To make judging a little easier, no prefixes please(Dark, Light, etc.).
    Picture: 3 points. Your score will be based on how vivid and appropriate your description is.
    Type: 5 points. For single types, this a piece of cake. For dual-types, choose an appropriate type. Points off for incorrect types or types that don't correspond well to the card's abilities.
    HP: 5 points. Points off if HP is too high or too low, based on a combination of the HP of past cards for the Pokemon and the created card's abilities.
    Weakness/Resistance: 5 points. Points off if they don't make sense for this Pokemon.
    Retreat Cost: 5 points. Points off if it is too high or too low, based on past cards for the Pokemon and the created card's abilities.
    Pokemon Power/Attacks: 30 points. Your card may have:
    - 1 attack only, OR
    - A Pokemon Power only, OR
    - A Pokemon Power and an attack, OR
    - 2 attacks.
    Cards that do not meet this requirement will be disqualified. If you have a Power and an attack or two attacks, each will be worth half of the category's points. You can lose points for any of the following:
    - Spelling errors
    - Capitalization errors
    - Punctuation errors
    - Wording mistakes or vague wording
    - Improper costing (I'll try not to be too strict on this one)
    - Illegal game mechanics
    - Overpowered abilities
    - Overly complicated abilities
    Rarity: 3 points. Choose from the following: Common, Uncommon, Rare, Rare-Holo. Points off if the rarity doesn't match the relative strength of the card.
    Explanations: 8 points. Explain the reasons for your specific choices of Weakness, Resistance, Retreat Cost and HP. 2 points each. 2 points off for no explanation, 1 point off for an incomplete, uninformative, and/or sloppy (i.e "It's just like other cards for this Pokemon.") explanation. You may use that as a reason, but also explain why you specifically chose the card you did as the template for these stats. Remember that there have been at least two different cards made for each Pokemon eligible for this contest.
    Strategy: 8 points. Explain what kind of deck strategy the card would do best with (not just type) AND what real cards would either make this card more useful or be more useful with this card. If you can't find any combos, you're probably missing something. If there really aren't any good combos, I won't take off points. Points off for missing parts (except as noted), overlooking obvious combos (especially if you didn't put any) or an obvious general lack of effort.
    Total possible score: 75 points.

    Good luck, everyone!
    Last edited: Oct 23, 2003
  2. Carrington388

    Carrington388 New Member

    50 HP {G}
    Basic Pokémon

    {G} Poison Needles Flip a coin. If heads, the Defending Pokémon is now Poisoned. 10
    {F}{F} Double Kick Flip 2 coins. This attack does 20 damage times the number of heads. 20x

    Weakness: {P}
    Resistance: none
    Retreat Cost: {C}
    Rarity: Common
    Picture: Nidoran♀ in an alleyway in between two trash cans. The alleyway is rather dark, and Nidoran♀ is scared.
    Strategy: Works best in a Grass/Fighting deck, able to Poison on turn one and do up to 40 damage by turn two, depending on the type you get the majority of.
    Explanations: 60 HP, though used in the past on this species, seemed too high; 40 HP, seen on the male in the past, seemed too low; that's why the HP is 50. The Psychic Weakness and no Resistance are typical for Poison types. The Retreat Cost is a fairly balanced cost for a Basic Pokémon. Common is a rarity used often on Basic Pokémon, and nothing here would warrant an uncommon.

    70 HP {G}
    Stage 1 Pokémon (Evolves from Nidoran♀ )

    {F} Barragekick Flip a coin until you get either four heads or one tails (whichever is sooner). This attack does 10 damage times the number of heads. 10x
    {G}{G}{G} Lead Teeth If there are any {M} Energy cards attached to Nidorina, this attack does 40 damage plus 20 more damage. Either way, the Defending Pokémon is now Poisoned. 40+

    Weakness: {P}
    Resistance: none
    Retreat Cost: {C}{C}
    Rarity: Rare
    Picture: Nidorina in an alleyway, appearing to swipe a claw at two Meowth, only their (the Meowths') claws appear in the picture to rob their Pay Day. The alleyway, like Nidoran♀'s, is rather dark.
    Strategy: Turn two fighting decks could do up to 40 damage with Barragekick, but it depends on luck. Lead Teeth is great in Steelix decks that haven't had their star show up, and also in decks that feature Rainbow Energy.
    Explanations: 70 HP is a typical HP for Stage 1 Pokémon, and it is a well balanced HP for this card. The Psychic Weakness and no Resistance are typical for Poison types. Seeing as how a Rainbow Energy for Lead Teeth would overpower the card a bit, it was made a rare rather than an uncommon and the Retreat Cost is {C}{C} rather than just {C}. (The space after the ♀ is to fix a display bug that was turning the end of the line into gibberish.)

    100 HP {F}
    Stage 2 Pokémon (Evolves from Nidorina)

    Poké-BODY Poison Armor
    If the Defending Pokémon does 60 or more damage to Nidoqueen by an attack (after Weakness and Resistance and even if Nidoqueen is Knocked Out), the Defending Pokémon is now Poisoned. In any case, Nidoqueen takes 10 less damage from a Poisoned Pokémon for each {G} Energy attached to it.
    {F}{F}{F} Earthquake This attack does 10 damage to each of your own Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) 50

    Weakness: {P}
    Resistance: {L}
    Retreat Cost: {C}{C}{C}
    Rarity: Rare-Holo
    Picture: Another dark alleyway (the same shade, after the holofoil). Nidoqueen is attempting to break into a back door of an establishment using a Horn Drill attack, and Nidoqueen appears to have an angry look.
    Strategy: It's good against big attackers that do tons of damage, because it takes their damage and turns it into Poison. Leftover Grass Energy from previous stages does not get wasted here, as it equals defense against any Poisoned Pokémon. The Earthquake attack is a rather typical TCG Earthquake, and combos well with Metal Energy on Benched Metal Pokémon.
    Explanations: It's a strong and armored Stage 2 attacker, so it got the 100 HP. With all things considered, Nidoqueen is still a Poison type, so the traditional Ground Weakness (Grass) didn't make sense, so Psychic was chosen. Lightning is the traditional Ground Weakness (unless your name is Gligar), Nidoqueen's a Ground type, so it shows. With power comes a price; defense against Poison and a powerful attack means steep Retreat Cost. Many Stage 2 cards are holofoils, and it would be too powerful to be a normal rare card.

    History of the Nidoqueen line: Jungle, Gym Challenge (Giovanni line), Skyridge)
    Last edited: Aug 26, 2003
  3. Tonu

    Tonu New Member


    Pic: Nidoran♂ is onto rock in forest and it is just going to growl.

    Type: (G)

    40 HP

    Weakness: (P)
    Resistanse: none
    Retreat Cost (C)

    {C} Tackle 10

    {GC} Poison Horn 10
    Flip a coin. If heads, the Defending Pokémon is now Poisoned.

    Rarity: Common

    Exp: I was chosen Nidoran♂ 's weakness to (P) because it is poison type
    of Pokémon. No resistanse because they doesn't usually have it.
    Retreat cost (C) because every Nidoran have it. Rarity is Common
    because it isn't so good card.

    Strategy: Try to keep it on your bench, you need it if you want to
    evolve it because usually its so easy to KO. Recycle Energy is good
    Energy choise to Nidoran♂ because it needs (C) for each attack.
    Pokémon Fan Club help you to get your Nidoran♂ 's on your bench.



    Pic: Nidorino is looking to backwards with mean look and its going
    to attack.

    Type: (G)

    70 HP

    Weakness: (P)
    Resistanse: none
    Retreat Cost (CC)

    {G} Risky Attack 50
    Flip a coin. If heads, this attack does 50 damage to the Defending Pokémon. If tails, Nidorino does 50 damage to itself.

    {CCC} Continuous Headbutt 20x
    Flip a coin until you get tails. This attack does 20 damage times the
    number of heads. If you get 3 or more heads, the Defending Pokémon
    is now Paralyzed.

    Rarity: Uncommon

    Exp: I was chosen Nidorinos weakness to (P) because it is poison type
    of Pokémon. No resistanse because they doesn't usually have it.
    Retreat cost (CC) because so many Nidorinos have (CC) on their retreat
    cost. Rarity is Uncommon because its pretty good stage 1 card and
    stage 1 Pokémons are usualle Uncommons.

    Strategy: You should attack for it. It have good attack if you have good
    flipping hand. If you don't should use Mystery plates or
    Grass Cube 01. It needs lot a (C) Energy, so Recycle-, Potion- and
    Full Heal Energy is for thi Pokémon. You shold use Golberries and/or
    other potions for it.




    Type: (F)

    100 HP

    Weakness: (G)
    Resistanse: (L)
    Retreat Cost (CCC)

    {FCC} Double Kick 30x
    Flip 2 coin. This attack does 30 damage times the number of heads

    {FFFF} Fissure
    Flip 3 coins. If all 3 are heads, KO all other Active
    Pokémons exept Nidoking.

    Rarity: Foil/Rare

    Exp: I was chosen Nidokings weakness to (G) because it is (F) type
    of Pokémon. Resistanse to (L) because Nidoking have so hard skin,
    almost like rock. Retreat cost (CCC) because its so big and heavy
    and those things usually have (CCC) retreat. Rarity is Foil or Rare
    because its Stage 2 Evolution and Nidoking is so rare in every
    Pokémon game.

    Strategy: Attack, attack and attack. Use Double Kick for Pokémons
    like a Caterpie, Chansey and Sneasels. use Fissure for really strong
    Pokémons like Wailord , Pokémons that have resistanse like Charizard
    and Pokémons that is hard to KO like Mr.Mime. Resistanse gym and
    Healing Field is good Stadium card with Nidoking. Fighting Cube 01
    is pretty useful if Nidoking is almost KO.
    Last edited: Sep 8, 2003
  4. Sea Crobat

    Sea Crobat New Member

    HP 50 [F]
    Retreat Cost:none

    Scratch 10

    Double Edge 40
    Diglett does 20 damage to itself.

    Pic: A diglett under a vedgetable garden eating the roots of cabbage plants with other Digletts and Dugtrios.

    Dugtrio(Evolves from Diglett)(Put Dugtrio on the basic Pokemon)
    HP 90 [F]
    Retreat cost:[C][C]

    Dig 30

    Fissure 120
    You can't use this attack again as long as Dugtrio is in play. Even benching this pokemon won't alow you to attack again.

    Pic: A Dugtrio digging into a stone wall of Moon Stone in Mt. Moon with and Onix, Sandslash, Rhydon and a Clooked Pokemaniac.
    Rarity: Rare

    Diglett and Dugtrio have similar weaknesses and Resestainces in R/B/Y. They also have pretty low HP normaly.

    Strategy:These cards would combo well with fire types to do heavy damage. It would be good though, to have healing trainer cards or Metal energy(from the Wizards rules,of course).
    Last edited: Aug 28, 2003
  5. dkates

    dkates New Member

    I wouldn't normally do this, Crobat, but I'll warn you now -- as is, Dugtrio's second attack is not going to get you many points, as it's pretty much a carbon copy, name and all, of the original Dugtrio card's second attack. If you would like to replace that one attack, you may, but no other edits.
    [EDIT] Thanks, Crobat. Now, to avoid "clutter," please remove the post saying you edited.
    Last edited: Aug 29, 2003
  6. Sea Crobat

    Sea Crobat New Member

    Sorry,I didn't know. I edited.
  7. dkates

    dkates New Member

    Hi again, guys. Tonu, reread the top post. Heracross was introduced in G/S/C, so is not eligible for this contest. Please replace that card with a valid entry. I'll go ahead and post Carrington's scores, even though the contest is not yet over.

    Name: 3 points. An interesting choice -- don't think I've ever seen either Nidoran line in one of my contests.
    Picture: 2 points. Very interesting, but I think you could be a little more specific.
    Type: 5 points. Not much danger of getting it wrong here.
    HP: 5 points. Good choice.
    Weakness/Resistance: 5 points. Again, little danger of points off.
    Retreat Cost: 5 points. Good choice.
    Attack 1: 15 points. Good name, appropriate cost and effect.
    Attack 2: 15 points. I notice you used (F) Energy for the cost. Interesting that you chose to match the Energy type with the original attack's type, rather than the card's type. That said, it's a pretty balanced attack.
    Rarity: 3 points. Other than the off-type cost, you're right that nothing particularly makes this card stand out.
    Explanations: 7 points. Why did 40 and 60 HP each "seem" wrong? Other than that, though, good explanations.
    Strategy: 7 points. I can think of only one combo card you didn't mention -- Rainbow Energy, used to pay for either cost type. It would allow you to use Poison Needles turn 1, then attach a (F) Energy and use Double Kick turn 2.
    Total score: 72 points.

    Name: 3 points. Easy points.
    Picture: 3 points. Much more vivid.
    Type: 5 points. Of course.
    HP: 5 points. Balanced and appropriate.
    Weakness/Resistance: 5 points. Very good.
    Retreat Cost: 5 points. Good choice, using the Retreat Cost as a balancing factor.
    Attack 1: 15 points. An interesting variation on attacks like Needle Storm and Stone Barrage. A little costly, considering this attack will average about 10 damage, but not badly enough to warrant points off.
    Attack 2: 15 points. Strange in a good way -- using Metal Energy to Poison is a new one on me. And a very creative name!
    Rarity: 3 points. You made a good point in your explanations section about this one.
    Explanations: 8 points. Very informative, and very good points.
    Strategy: 7 points. Very good. Not sure even I would have thought of Steelix, but you didn't mention that it would work even better in a Scizor deck.
    Total score: 74 points.

    Name: 3 points. Easy one, right?
    Picture: 2 points. Interesting, although this one sounds more like it would be on a "Dark Nidoqueen."
    Type: 4 points. Although (F) is a usable type for a Nidoqueen, that Poke-Body makes it act more like a Poison-type, possibly making (G) more appropriate. Hard call.
    HP: 5 points. Well chosen, if new for a Nidoqueen.
    Weakness/Resistance: 4 points. The Weakness makes some sense, but it's still a bit unusual. The Resistance is fine.
    Retreat Cost: 4 points. The Retreat Cost you chose makes sense, but considering everything, I might even make this one a 4 Retreat Cost.
    Pokemon Power: 10 points. The first part is interesting, and could easily stand alone. The second part is also interesting and could stand alone (with an attack that could inflict Poison), but together, they move dangerously close to being overpowered. Also, the wording is slightly off -- putting the second part first would have made the wording easier.
    Attack: 15 points. You're right, it's a pretty standard TCG Earthquake.
    Rarity: 3 points. No question here.
    Explanations: 8 points. Good explanations.
    Strategy: 7 points. Very good. You could also have mentioned the fairly obvious combo with any Pokemon that can use Poison -- Poison, then switch to Nidoqueen to make their big hitter a big wimp.
    Total score: 65 points.

    Entry score: 70 points.
    Very good, Carrington! A few minor mistakes, but you're still going to be pretty hard to beat!
  8. Yugi's_tough_chick

    Yugi's_tough_chick New Member

    Stage 1:Evolves from Pikachu
    R: n/a
    Picture:A Raichu is lying on its back, surrounded by wildflowers, with a butterfly on it's nose. The Raichu is blushing softly as a Pikachu giggles in the background.

    Attacks:Thunderpunch :Flip a coin. If heads, this attack does 30 damage plus 20 more damage. If tails, this attack does 30 damage.
    Disappear :If you have any Lightning Pokemon on your Bench, take two Lightning Energy from Raichu and attach it to one of your Benched Pokemon. Then flip a coin. If heads,shuffle Raichu and all cards attached to it into your deck.

    Explanation: Why did I do a Raichu? 1: There aren't as many Raichu cards as I hoped there would be.2: I know there are some Raichu fans out there, and what's cuter than a blushing Raichu?
  9. dkates

    dkates New Member

    Nice to see you again, Eevee. Raichu's fine, but you'll also need to do a Pikachu. No Pichu, though. Also, you didn't put in the costs on Raichu's attacks.
    [EDIT] I give you 1 day from now to make these changes, or I will have to disqualify your entry. That gives you until September 2nd at 2:30, Eastern Time.
    [EDIT2]I'm afraid your time has run out, tough_chick. I'll have to disqualify your entry.
    Last edited: Sep 2, 2003
  10. Dek

    Dek New Member

    Voltorb {E}
    50 HP
    Basic Pokemon
    Picture: Voltorb is rolling down a hill casing a Doduo
    {C} Tackle- (10)
    {E} {E} Detonation Spin- Voltorb does 20 damage to itself. (20)

    Weakness: {F}
    Resistance: None
    Retreat: {C}

    90 HP
    Stage 1 (Evolves from Voltorb. Put Electrode on the Basic Pokemon)
    Picture: Electrode shocks a Jugglypuff for balancing of Electrode's body
    {E}{C} Rapid Spin- Flip 2 coins. This attack does 20 times the number of heads. (20x)
    {E} {E} {E} {E} Stealth Bomb- Electrode does 90 damage to itself. If your opponent tries to attack your new Active Pokemon, Flip a coin. If tails, prevent all damage done to your new Active Pokemon (Benching or Evolving will end this effect). (90)

    Weakness: {F}
    Resistance: None
    Retreat: {C}{C}

    Expanation: Why did I make Voltorb and Electrode cards? Well, IMO, they have to be one of the most underrated pokemon/evolved pokemon that I know of.

    Strategy: Possible these cards could revive the usage of Lightning types without the fear of Tyrouge. Speaking of which, it would be pretty useful using Stealth Bomb on one. Even if it doesnt do 90 damage to Tyrouge, it could at least decrease its chance of hitting the new Active Pokemon cuz it would have to flip TWO coins (and let me tell ya, two heads is a little hard these days)
    Last edited: Sep 1, 2003
  11. dkates

    dkates New Member

    Sorry, should have said this, but I didn't want EX Pokemon. Please edit Electrode accordingly. Thought the contest title would have implied it.

    [EDIT] Thanks. BTW, you missed an ex in the Stealth Bomb text.
    [EDIT2] Got it.
    Last edited: Sep 1, 2003
  12. Dek

    Dek New Member

    :( awww, and I worked so HARD on it :(
  13. Tonu

    Tonu New Member

    "choose an Evolution line that existed in R/B/Y" was a night and i was sleepy and i read the rules frong....
    i was reading:
    "choose an Evolution line that existed in R/S"

    can i make new entry (by editing that)?

    thnx dkates...
    Last edited: Sep 1, 2003
  14. dkates

    dkates New Member

    Yes. Please do.
    [EDIT] You're welcome. Be careful -- I know you're foreign, but I do take off for errors in capitalization, wording and grammar. Good luck!
    Last edited: Sep 1, 2003
  15. dkates

    dkates New Member

    Now, I will judge the next valid entry, which at the moment is Sea Crobat's. By the way, Sea Crobat, next time, keep your explanation and strategy sections separate for each card.

    Sea Crobat:
    Name: 3 points. No problems yet.
    Picture: 1 point. Not descriptive at all.
    Type: 5 points. Like I said in the top post, piece of cake.
    HP: 2 points. Too high for a Diglett, though 40 would have made sense -- even though this one does damage itself.
    Weakness/Resistance: 5 points. Here, classic is fine.
    Retreat Cost: 2 points. With that much HP (or even if it had 40) it needs a Retreat Cost of 1.
    Attack 1: 5 points. Boring! Not to mention, it's a pretty close copy of the original Diglett's Dig attack -- only change was the cost. Most of those lost points were for plaigarism.
    Attack 2: 9 points. On its own, fine, but with this little HP, 10 self-damage would have made more sense. Also, an attack this powerful on a Diglett just doesn't quite seem right.
    Rarity: 2 points. As created, this one needs to be Uncommon. If corrected as I've suggested, Common might make sense.
    Explanations: 1 point. That does not look like you put much effort into it. Why choose (G) over (W) as Weakness? Why no Retreat Cost? Why 50 HP, specifically, when past Diglett cards have had 30 or 40? Two sentences for two cards just won't cut it.
    Strategy: 2 points. You mentioned healing cards, and that's about all (the Metal Energy thing does not work anymore). Why Fire types?
    Total score: 37 points.

    Name: 3 points. Easy enough.
    Picture: 2 points. A bit better than the Diglett, but still lacking.
    Type: 5 points. No question here.
    HP: 2 points. You gave no reason that this one should have 20 more HP than all the other Dugtrio cards.
    Weakness/Resistance: 5 points. Like I said, here, classic is fine.
    Retreat Cost: 2 points. Especially since once you've used Fissure, this card's fairly weak, why burden it further with such a (relatively) high Retreat Cost?
    Attack 1: 5 points. I have to hit you again for plaigarism. This is the original Diglett's Mud Slap with a new name, nothing more. You only got points at all because the other conditions for a good attack are all met.
    Attack 2: 9 points. Now here, I can be a lot more generous than on the other attacks in this entry. A single-use attack is not new, but not also having a coin flip is. Considering the attack (especially the name), not having it here is questionable. Unfortunately, you made wording and spelling mistakes.
    Rarity: 2 points. Ok, but considering that Fissure attack, Rare-Holo makes more sense.
    Explanations: 1 point. LikeI said for Diglett, two sentences for two cards will not cut it.
    Strategy: 0 points. You gave no strategy at all relating to this card.
    Total score: 37 points.

    Entry score: 37 points.
    Sorry I had to be so harsh, but this does not look like your work, and I've seen enough of it to know that you can do much better than this!
  16. scizorulz87

    scizorulz87 New Member

    Here's my entry. It's an unusually rarely seen evo line. EDIT: :eek: I thought it was 5 points for the name, so when I saw that Nidoran (F) had 3 I thought it was because it was Nidoran (F).

    Basic Pokemon
    Grimer 40 HP (G)

    Illustration: A large... um... herd of Grimers is floating in the water, blocking the drainage pipe of some industrial plant. (The actual plant cannot be seen so I didn't name it's function.) Several law enforcement officers are aiming an unmarked can of disinfectant at them. (Would that work? Who knows...) The sky is very cloudy and black, although the beam of a search light can be seen against the smog.

    Now the attacks:
    (G) Gooey Grime; the Defending Pokemon is now Poisoned.

    (G)(C) Sticky Fingers 20; if the Defending Pokemon has any trainer cards attached to it, you may put 1 of those cards into your hand. (After doing damage. When you discard that card, return it to your opponents discard pile.)

    And, finally:
    Weakness: (P)
    Resistance: N/A
    Retreat Cost: (C)

    Rarity: Common

    Attack 1: For Gooey Grime, well, anyone would be poisoned if they got a face-full of whatever a Grimer is made of, so I guessed that a Pokemon would also.
    Attack 2: For Sticky Fingers, I figured since a Grimer is sticky, and has fingers, I would make it an attack. Also, if someone is called Sticky Fingers, they steal stuff, so that's where the effect came from.
    HP: I had two choices here, 40 or 50 since every other existing grimer has one of the two. I figured 40 would balance the attacks.
    Illustration: I got the idea from the t.v. show. The one where Ash caught a Muk in the smoggy town. (I forget the name...)
    Type: Hmmm... Toughy... Well, I can't think of anything. (like the rest)
    Weakness: The de-facto standard.
    Resistance: No poison-type means no resistance...
    Retreat Cost: Fitting, as all other Grimer cards that i've seen have a 1 Energy Retreat.
    Rarity: It's not good enough to be Uncommon, but still not bad. Too bad there's no Sorta-Common. :lol:

    Strategy: A great addition to any Grass deck, this card sports a variety of uses. The Poisoning effect makes it one of the better Grimers in the game, and Sticky Fingers has quite a nice effect. Decks that could use one: Any Muk, or Triple-Poison Beedrill deck. A very good combo would be with the Team Rocket Grimer.

    Stage 1 Pokemon
    Muk 80 HP (G)

    Illustration: A very large Muk is basking in the thick smog atop the roof of a Nintendo manufacturing facility. Several smaller Muks are... um... frolicking? No, interacting nearby. There are several cars going past on a road in the distance. The sun can barely be seen at all through the pollution.

    And now:
    PokeBody: Adhesive Grip; All Pokemon Cards named Grimer or Muk cannot be sent to, or removed from the bench by your opponents effect. This Power can't be stopped by the effects of Toxic Gas.

    (G)(G)(G) Horrid Stench 30; Flip a coin; if heads, choose one: The Defending Pokemon is now Poisoned, or your Opponent can't play Trainer Cards during his or her next turn, or switch one of your Opponent's Benched Pokemon with his or her Active Pokemon.

    Last but not least:
    Weakness: (P)
    Resistance: N/A
    Retreat Cost: (C)(C)(C)

    Rarity: Rare Holo

    PokeBody: I figured that many of the People who use Muk for his Pokemon Power and have no Grass energy in their decks might appreciate them lasting longer, were this a real card. Also I have been wanting a way to protect my Muks for some time.
    Attack 1: In the Pokecenters Pokedex, it says Muk stinks, and multi effect attacks not only give the game a new dimension of variety, they're just plain fun!
    HP: It may seem high for a Muk, but I've seen at least two real Muks with 80 HP so I figured it was only fair. After all his Retreat Cost needs some compensation.
    Illustration: Since the game is going to Nintendo, I figured I'd take out my anger by polluting their rooftops in a safe environment. I'd say the illustration sums up industrial Tokyo. BTW, I had no clue how to express the other Muks whatevering nearby, so I went with a general term.
    Type: I shouldn't have done this part twice... (same as all others)
    Weakness: The usual.
    Resistance: Nothing special here...
    Retreat: Balances the other effects to keep it from gaining "broken" status.
    Rarity: It's attack is decent, and it has an excellent PokeBody, so it had to be a rare holo. Besides, a Muk? In non-holo? It's unorthodox, unheard of even!

    Strategy: An excellent card to Build a deck around. The sheer possibilities of its attack are endless. It would still make a great addition to any other Muk deck though. It has a fairly versatile move so you could put it in a deck with, maybe Slowking, or Dark Muk, or even Chaos Gym. If I missed some, blame my Grandma...

    Hope you like it! ;)
    Last edited: Sep 2, 2003
  17. dkates

    dkates New Member

    I never take off because someone chooses a Pokemon that I don't like or that is unpopular. What I take off for should be evident from my posts on this thread. I'm not going to judge your entry yet, scizorulz, but after a quick read of the cards, I have to say they look good.
    [EDIT]Thanks for explaining your confusion on this issue, and thanks for entering.
    Last edited: Sep 11, 2003
  18. ShadowOfTyranitar

    ShadowOfTyranitar New Member

    Cubone and Marowak

    Cubone-40 HP-Fighting-
    PokePower-Lonely-Cubone's attacks have a base power of 10 less damage if it is the only pokemon on your side of the field, and a base power of 10 more damage if it is not the only pokemon on your side of the field. This power does not work while Cubone is affected by a Special Condition.
    Attack-(F)Bonemerang-10x-Flip 2 coins. This attack does 10 damage times the number of heads.
    Picture-Cubone stands at the edge of a cliff looking out into the night sky. The sky is clear and full of stars. The moon is full. Cubone tightly grasps its Bone Club in its left hand. A single tear runs down the side of Cubones face.
    Explanation-I gave Cubone 40 HP because all of its previous Cubones have had 40 HP, and Cubone seems like a fragile pokemon. I gave it (F) type because nothing else would make good sense. I gave it its weakness and resistance because it is an average ground pokemon. I gave it (C) retreat because that is the average retreat cost for a normal Basic that evolves, and Cubone's speed looks about average. I gave it its PokePower because Cubone is commonly known as a Lonely pokemon. I gave it Bonemerang because it is one of its signature attacks, and I had you flip 2 coins because the first flip is for the bone being thrown at the opponent, and the second is for the bone coming back. And I made it a common because Uncommon would be to much.
    Strategy-The strategy of this card lies in its evolution, Marowak. But this cards main strategy is to bring it out when you already have other pokemon out so it can have its attack have 10 more base damage.

    Marowak-70 HP-Fighting-
    PokeBody-Samurai Speed-Whenever your opponent declares an attack against Marowak they must flip a coin. If heads, they can attack Marowak normally. If tails, that attack does nothing.
    Attack-(F)(F)(C)Bone Rush-50-Don't apply resistance. If your opponent tried to attack Marowak during thier last turn and failed due to the effects of "Samurai Speed", this attack does 20 more damage.
    Picture-Marowak stands with its head held low, glaring strait forward. Tall green grass surrounds Marowak, but the grass Marowak is standing on has been flattened. Marowak holds its left are down beside is left leg tightly grasping its Bone Club. It makes it look as though Marowak is a Samurai unsheething its sword.
    Explanation-I gave Marowak many Samurai features, including its "Samurai Speed"-"Bone Rush" combo, its samurai-like picture, its free retreat, and its fairly low HP (although 70 HP is average for a Marowak). Marowak seems the most like a Samurai out of all pokemon, so thats why I decided to give it these features. I made it a rare becase it is too good to be an Uncommon, and I don't believe it is good enough to be a Holo-Rare. Weakness and Resistance are nothing new for a Marowak. I made its "Bone Rush" attack not include resistance because I wanted it to seem as though when Marowak attacked it bypassed all the foes defenses. I gave it (F) because nothing else would make sense.
    Strategy-This is a great staller, but it also has a solid attack that doesn't require a flip to work. This could combo well with Slowking, as Slowking stops trainers while this stops thier attacks and does good damage.

    BTW, Cubones "Bonemerang" attack becomes 20x when there are other pokemon on your side of the field.
  19. SlimeyGrimey

    SlimeyGrimey New Member

    Well, obviously I'll do Grimer and Muk.:clap:

    (Basic Pokémon)
    Grimer 50HP(Grass type)

    (C) Draining Sludge (no damage)
    Look at the top card of your deck. If it is a (G) energy card, attach it to Grimer, otherwise, discard it.

    (G) Slippery Slime (no damage)
    If Grimer is damaged by an opponent's attack during your opponent's next turn, and Grimer would not be knocked out by that damage, shuffle Grimer and all cards attached to it into your deck.

    Weakness: (P)
    Resistance: (None)
    Retreat Cost: (C)

    Picture: A Grimer in a drainpipe with its mouth open eagerly looking up through a grate in the pipe.


    (Stage 1 Pokemon)
    Muk 70HP(Grass type)

    Poke-Body:Slimy Skin: Whenever an opponent's attack damages Muk, you may discard a (G) energy card attached to Muk. If you do, the defending pokemon is now poisoned.

    (G)(G) Sludge Buildup (20+)
    Either search your deck for a (G) energy card and attach it to Muk, or discard (G) energy cards attached to Muk until there are exactly two (G) energy cards attached. This attack does 20 damage plus 20 more damage times the number of energy cards discarded in this way.

    Weakness: (P)
    Resistance: (None)
    Retreat Cost: (C)(C)

    Picture:A Muk sitting by a graffiti-covered wall throwing a ball of sludge off to the left side.


    Explanation: The weakness is pretty obvious, psychic is the only type that poison is weak to besides ground, but rock(I think) and fighting are unnaffective so it couldn't really have a weakness to that. There isn't really anything for Muk or Grimer to be resistant to, so I decided to leave out a resistance. Grimer's HP(50): besides this being the normal HP for Grimer, (rarely there is one with 40) I feel that it should have 50 because it has rather decent HP in the GB games. Muk's HP(70):This is the regular amount for Muk to have, I considered giving it 80 due to its pretty high HP in the GB games, but then again, its defensive stats aren't really superb. Grimer's Retreat cost(C): I feel that Grimer is not really worth two energy to save from being knocked out; it wasn't that slow in the GB games. Muk's retreat cost(C)(C): Muk is too slow to have a retreat cost of one or less, but three is too many, even for Muk.

    Strategy: This evolution line might work nicely with energy trans Venusaur/Sceptile. That way you could transfer enough energy to Muk to knock out your opponent's active. The only problem with that is you would run out of energy quickly, so against a high HP Pokémon you could do enough damage to knock them out next turn with either Muk's power(preferably for times when you leave them with 10 HP) or Sludge Buildup for 20 and search for an energy. Fisherman or Town Volunteers would help a lot to get back discarded energy.
    Last edited: Sep 5, 2003
  20. bullados

    bullados <a href="

    30 HP
    Type: Water
    Weakness: Lightning
    Resistance: (None)
    Retreat: [C]
    Rarity: Rare

    One Magikarp, floating in the water, facing down and left, with a dream bubble to its top and right, with a Gyarados silhouette inside. In the background, there are the sillhouettes of the other fish shaped Pokemon in the water, and a Tauros drinking from the water in the very top left corner. A partial moon is shown in the top right corner, behind the dream bubble. A Magikarp tail is in the foreground, in the lower right hand corner, making it seem like the Magikarp is facing down and right.

    Pokemon Power: "Random Evolution"
    Once during your turn (before you attack) you may flip 2 coins. If both are heads, search your deck for a card called Gyarados or Dark Gyarados, show it to your opponent, and put it in your hand. Shuffle your deck afterwards. If both are tails, your turn ends (you don't get to attack).

    [W] Super Flail 10+
    This attack does 10 damage plus 10 more damage for each damage counter on Magikarp.


    For the Magikarp, there should be no explination. I wanted to make one that had some use, but wasn't too quick or overpowering. I do realize that Super Flail is quite possibly the strongest attack on any Magikarp aside from Giovanni's, and I wanted it to be that way. The Power is extremely balanced, IMO. 25% of the time, you get Gyarados. 50% of the time, it does nothing. 25% of the time, you don't get to attack. I gave him the Rare rating because most to all other Magikarps have been Uncommons, and this is more powerful than any of the others.


    Strategy for Magikarp:
    For Magikarp, just get it on the bench, and keep it on the bench until you can get Gyarados out!!!

    NR NH Suicune -- Legendary Body is a temporary relief from Gusting cards.

    Babies -- Defense is also key when dealing with this tiny titan, and nothing is better than Babies at that.

    Slowking -- Keep those nasty Gusts out of play

    Chaos Gym -- See Slowking


    110 HP
    Type: Water
    Weakness: Lightning
    Resistance: Fighting -30
    Retreat: [CC]
    Rarity: Rare-Holographic

    Picture: Gyarados, floating in mid-air slightly above a lake, with Magikarp splashing around him, in a traditional "snake" posture, facing up and to the left, towards the silhouette of Dragonite, Lugia, and Ho-oh, looking like its roaring. A couple Tauros in the background appear to be baying in response. A forest is behind the Tauros, and several mountains are behind the forest.

    Pokemon Power: "Dragon's Ancient Rage"
    If Gyarados is damaged, place 1 damage counter on the Pokemon that damaged Gyarados. If Gyarados was damaged from a pokemon power, trainer card, or effect of a previous attack, then place 1 damage counter on your Opponent's Active Pokemon.

    [WWLC] Hydro Thunder Pump 50+
    if the Defending Pokemon's Weakness is (L), this attack does 50 damage plus 50 damage.


    On Gyarados, for the Weakness, I thought that was completely misrepresented on prior cards, and I wanted to get it right for once, considering that it is a partial Flying-type. The resistance to Fighting is because of the partial Flying-type, as all Flying types in the TCG have that resistance. They also share a relatively low retreat cost, and I wanted Gyarados to reflect that, even though a 2 retreat cost isn't exactly low, it is for the Gyarados line. The PokePOWER was ment to try and use the nature of Gyarados first instilled in the Anime, where Gyarados is a powerful, but extremely angry, Pokemon. The angrier it gets, the more damage it tends to do. The attack was to try and incorporate the Thunderbolting Gyarados that I so loved using in the Game Boy games to the standard Power Gyarados. IN the game, I would use Surf and Thunderbolt to try and keep my opponent on their toes, and I want to see no less from Gyarados. In essence, it is a 2-type Pokemon with only one weakness. Gyarados, I believe, has amazing defense and special defense in the GB Game, along with fairly good HP. I don't think that any Gyarados card in the past has given Gyarados any respect in terms of those two facts, so I gave this guy the Steelix treatment, at least in terms of HP. In short, it is a beast against both Fire AND Water type decks.


    Strategy for Gyarados:
    I wanted to try and get a Lightning-Water deck running for the longest time, and now, I think I've finally done it!!! There really is no strategy here, except get the beast out and start doing damage!!!

    any Lanturn -- I know that this isn't much of a combo, but they all can use Water AND Electric energies, or they have dual-type attacking ability, perfect for this deck.

    Rainbow Energy -- duh...duh...duh...Due to the Rainbow NRG wording, the PokePOWER would not be activated. This is intentional.

    Lady Outing/Energy Search -- With 2-type attacks, you need some flexibility in terms of what energy you are going to draw. However, Copycat and Elm work just as well...

    (I can't remember anything else... Can you think of more?)
    Last edited: Sep 6, 2003

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