Pokémon TCG: Sword and Shield—Brilliant Stars

HS: Rainbow Sea

pmg24

Member
Here is my New Made up Set. There will be 3 LEGENDs and 3 Dual LEGENDs. This set is like a regular Pokemon TCG Set. Here it is:


Rare Holos
1. Articuno
2. Blastoise
3. Charizard
4. Donphan
5. Dragonite
6. Drapion
7. Dusknoir
8. Entei
9. Gyarados
10. Moltres
11. Raikou
12. Suicune
13. Venusaur
14. Zapdos

Rares
15. Abomasnow
16. Absol
17. Aerodactyl
18. Banette
19. Bastiodon
20. Blissey
21. Claydol
22. Cresselia
23. Darkrai
24. Exploud
25. Gliscor
26. Jirachi
27. Mew
28. Mewtwo
29. Raichu
30. Scizor
31. Yanmega

Uncommons
32. Altaria
33. Ambipom
34. Breloom
35. Chansey
36. Charmeleon
37. Dragonair
38. Dusclops
39. Ivysaur
40. Ledian
41. Loudred
42. Minun
43. Phione
44. Plusle
45. Qwilfish
46. Seviper
47. Shieldon
48. Skarmory
49. Wartortle
50. Zangoose

Commons
51. Aipom
52. Baltoy
53. Bulbasaur
54. Charmander
55. Chatot
56. Dratini
57. Dunsparce
58. Duskull
59. Gligar
60. Happiny
61. Ledyba
62. Magikarp
63. Pachirisu
64. Phanpy
65. Pikachu
66. Scyther
67. Shroomish
68. Shuppet
69. Skorupi
70. Squirtle
71. Swablu
72. Voltorb
73. Yanma

Trainers/Supporters/Stadiums
74. Armor Fossil
75. Barry's Big Training
76. Distortion World
77. Dive Ball
78. Focus Sash
79. King's Rock
80. Light Ball
81. Nest Ball
82. Old Amber
83. Poke Programmer
84. Repeat Ball
85. Shed Shell
86. Shell Bell
87. Teleporter

Energies
88. Condition Energy
89. Charge Energy
90. Fierce Energy
91. Power Energy

Primes
92. Articuno Prime
93. Blastoise Prime
94. Charizard Prime
95. Moltres Prime
96. Venusaur Prime
97. Zapdos Prime

LEGEND's
98. Arceus LEGEND
99. Arceus LEGEND
100. Entei&Groudon LEGEND
101. Entei&Groudon LEGEND
102. Mewtwo LEGEND
103. Mewtwo LEGEND
104. Raikou&Rayquaza LEGEND
105. Raikou&Rayquaza LEGEND
106. Regigigas LEGEND
107. Regigigas LEGEND
108. Suicune&Kyogre LEGEND
109. Suicune&Kyogre LEGEND

Shinies
110. Ho-oh
111. Lugia


Rare Holos
Articuno Lv. 57 :water:
100 HP
Basic

:pbody: Freeze Body
If Articuno is on your Bench and is damaged by an opponent's attack, the Defending Pokemon is now Paralyzed during your opponent's next turn.

:water::colorless::colorless: Icy Wing 60
Flip a coin. If heads, the Defending Pokemon can't retreat during your opponent's next turn.

:water::colorless::colorless::colorless: Blizzard 80
Flip a coin. If heads, this attack does 10 damage to each of your opponent's Benched Pokemon. If tails, this attack does 10 damage to each of your Benched Pokemon. (Don't apply Weakness or Resistance for Benched Pokemon).

Weakness: :metal:x2
Resistance: :fighting:-20
Retreat Cost: :colorless::colorless:
1/111

Blastoise Lv. 66 :water:
130 HP
Stage 2: Evolves from Wartortle

:ppowr: Water Absorption
Once during your turn (before your attack), you may attach up to 2 :water: Energy from your discard pile to Blastoise. If you do, discard that many cards from your hand. This power can't be used if Blastoise is affected by a Special Condition.

:water::colorless: Hydro Shell attack 20x
Flip a coin for each [W] Energy attached to Blastoise. This attack does 20 damage times the number of heads.

:water::water::water: Aqua Rage 40+
Does 40 damage plus 10 more damage for each damage counter on each of your :water: Pokemon (Including Blastoise).

Weakness: :lightning:x2
Resistance:
Retreat Cost: :colorless::colorless:
2/111

Charizard Lv. 67 :fire:
130 HP
Stage 2: Evolves from Charmeleon

:ppowr: Fiery Haze
Once during your turn, when you play Charizard from your hand to evolve 1 of your Pokemon, you may flip a coin. If heads, the Defending Pokemon is now Burned. If tails, and the Defending Pokemon tries to attack, your opponent flips a coin. If tails, that attack does nothing.

:fire::fire::colorless: Flame Bomb 60+
Does 60 damage plus 10 more damage for each :fire: Energy in your discard pile. Search your discard pile for a :fire: Energy and shuffle it into your deck.

:fire::fire::colorless::colorless: Burning Thrash
Flip a coin until you get tails. For each heads, discard an Energy from your hand and this attack does 30 damage to 1 of your opponent's Pokemon.

Weakness: :water:x2
Resistance: :fighting:-20
Retreat Cost: :colorless::colorless::colorless:
3/111

Donphan Lv. 51 :fighting:
110 HP
Stage 1: Evolves from Phanpy

:pbody: Defensive Protection
As long as Donphan is your Active Pokemon, any damage done to Donphan is reduced by 10 for each :colorless: Energy in the Defending Pokemon's Retreat Cost.

:fighting::fighting::fighting: Rock Tackle 70
Donphan does 20 damage to itself.

:fighting::fighting::fighting::fighting: Rolling Slam 100
You may discard an Energy attached to Donphan. If you do, this attack does 10 damage to 1 of your opponent's Benched Pokemon. If the Defending Pokemon is Knocked Out by this attack, discard all Energy attached to Donphan.

Weakness: :grass:x2
Resistance: :lightning:-20
Retreat Cost: :colorless::colorless::colorless:
4/111

Dragonite Lv. 69 :colorless:
130 HP
Stage 2: Evolves from Dragonair

:ppowr: Dragon Growth
Once during your turn (before your attack), you may attach an Energy from your hand to Dragonite. This power can't be used if Dragonite is affected by a Special Condition.

:colorless::colorless: Dragon Bash
Choose 1 of your opponent's Benched Pokemon. This attack does 40 damage plus 10 more damage to that Pokemon for each damage counter on that Pokemon. (Don't apply Weakness or Resistance for Benched Pokemon.)

:colorless::colorless::colorless::colorless: Dragon Stomp 50+
Flip 2 coins. For each heads, this attack does 50 damage plus 20 more damage. If the Defending Pokemon is Knocked Out by this attack, choose 3 cards from your opponent's hand with out looking and shuffle them in his/her deck.

Weakness: :colorless:x2
Resistance: :fighting:-20
Retreat Cost: :colorless::colorless:
5/111

Drapion Lv. 57 :dark:
110 HP
Stage 1: Evolves from Skorupi

:pbody: Poison Glare
As long as the Defending Pokemon remains Poisoned between turns, discard the top card of your opponent's deck.

:dark::dark::colorless: Poison Lock 30
The Defending Pokemon is now Poisoned and can't retreat until the end of your opponent's next turn.

:dark::dark::colorless::colorless: Toxic Flare 60+
If the Defending Pokemon is Poisoned, this attack does 60 damage plus 20 more damage for each Energy attached to the Defending Pokemon.

Weakness: :psychic:x2
Resistance:
Retreat Cost: :colorless::colorless::colorless:
6/111

Dusknoir Lv. 60 :psychic:
130 HP
Stage 2: Evolves from Dusclops

:ppowr: Shadow Disappear
Once during your turn (before your attack), if Dusknoir has 40 or less HP left, you may shuffle the Defending Pokemon into your opponent's deck and return all cards attached to that Pokemon into your opponent's hand (if your opponent has no Benched Pokemon, this power does nothing). This power can't be used if Dusknoir is affected by a Special Condition.

:psychic::colorless: Draining Wrath 30x
Flip a coin until you get tails. For each heads, this attack does 30 damage and remove 3 damage counters from Dusknoir.

:psychic::psychic::psychic: Dusk Bust 100
Flip a coin. If heads, discard all Energy attached to the Defending Pokemon. If tails, discard all Energy attached to Dusknoir.

Weakness: :dark:x2
Resistance: :colorless:-20
Retreat Cost: :colorless::colorless::colorless:
7/111

Entei Lv. 73
90 HP
Basic

:ppowr: Fire Vanish
Once during your turn, when you play Entei from your hand onto your Bench, you may put all Energy attached to 1 of your opponent's Pokemon that are not a [R] Energy into the Lost Zone.

:fire::colorless::colorless: Blaze Slide 60
Does 10 damage to each of your opponent's Benched Pokemon. This attack isn't affected by Weakness, Poke-Powers, Poke-Bodies, or any other effects on the Defending Pokemon. (Don't apply Weakness or Resistance for Benched Pokemon.

:fire::fire::colorless::colorless: Fire Crush 120
If you don't have Raikou, and Suicune in play, this attack does nothing.

Weakness: :water:x2
Resistance:
Retreat Cost: :colorless::colorless:
8/111

Gyarados Lv. 66 :water:
120 HP
Stage 1: Evolves from Magikarp

:ppowr: Aqua Mirage
Once during your turn (before your attack), you may search your discard pile for a :water: Energy and put it in your hand. This power can't be used if Gyarados is affected by a Special Condition.

:water::colorless: Hydro Tail 50+
Flip a coin. If heads, this attack does 50 damage plus 20 more damage.

:water::lightning::colorless: Thunder Pump 40x
Does 40 damage times the number of :lightning: Energy attached to Gyarados.

Weakness: :lightning:x2
Resistance: :fighting:-20
Retreat Cost: :colorless::colorless::colorless:
9/111

Moltres Lv. 61
100 HP
Basic

:ppowr: Burning Force
Once during your turn (before your attack), you may search your discard pile for a :fire: Energy and put it into your hand. This power can't be used if Moltres is affected by a Special Condition.

:colorless::colorless: Fire Fly 40
Flip a coin. If tails, this attack does nothing. If heads, prevent all effects of attacks including damage done to Moltres by an opponent's attack and the Defending Pokemon is now Burned.

:fire::fire::colorless: Blaze Crisis
Does 30 damage to each of your opponent's Pokemon. (Don't apply Weakness or Resistance for Benched Pokemon.)

Weakness: :water:x2
Resistance: :fighting:-20
Retreat Cost: :colorless::colorless:
10/111

Raikou Lv. 75 :lightning:
90 HP
Basic

:ppowr: Thunder Disable
Once during your turn (before your attack), you may flip a coin. If heads, choose 1 of the Defending Pokemon attacks, and that Pokemon can't use that attack during your opponent's next turn. You can't use more than 1 Thunder Disable Poke-Power each turn.

:lightning::lightning::colorless: Thunder Blow 40+
Does 40 damage plus 20 more damage for each :lightning: Energy attached to Raikou.

:lightning::lightning::colorless::colorless: Thunder Blast 150
If you don't have Suicune, and Entei in play, discard all Energy attached to Raikou.

Weakness: :fighting:x2
Resistance:
Retreat Cost: :colorless:
11/111

Suicune Lv. 76 :water:
90 HP
Basic

:ppowr: Supreme Wave
Once during your turn (before your attack), you may attach a :water: Energy from your hand to any number of your Pokemon in play. If you do, your turn ends. This power can't be used if Suicune is affected by a Special Condition.

:water::water::colorless::colorless: Hydro Swirl 60
Flip a coin. If heads, choose 1 of your opponent's Benched Pokemon. Discard an Energy attached to that Pokemon and this attack does 20 damage to that Pokemon. (Don't apply Weakness or Resistance for Benched Pokemon.) If you don't have Entei, and Raikou in play, discard the top 5 cards of your deck.

Weakness: :lightning:x2
Resistance:
Retreat Cost: :colorless:
12/111

Venusaur Lv. 64 :grass:
130 HP
Stage 2: Evolves from Ivysaur

:pbody: Solar Spore
When Venusaur is damaged by an opponent's attack, flip 3 coins. If 1 coin is heads, the Defending Pokemon is now Burned. If 2 coins are heads, the Defending Pokemon is now Burned and Poisoned. If all 3 coins are heads, the Defending Pokemon is now Burned, Poisoned, and Asleep.

:grass::colorless: Razor Leaf 40

:grass::grass::colorless: Spore Flare 60+
Does 60 damage plus 20 more damage for each Special Condition the Defending Pokemon is affected by. Remove all Special Conditions from the Defending Pokemon.

Weakness: :fire:x2
Resistance:
Retreat Cost: :colorless::colorless::colorless::colorless:
13/111

Zapdos Lv. 65 :lightning:
100 HP
Basic

:ppowr: Thunder Rise
Once during your turn, (before your attack), you may put 1 damage counter on 1 of your opponent's Pokemon that has any Energy attached to it. This power can't be used if Zapdos is affected by a Special Condition.

:lightning::lightning::colorless: Thunder 70
Flip a coin. If tails, Zapdos does 30 damage to itself.

:lightning::lightning::lightning::lightning: Ultra Thunderbolt 150
Discard all Energy attached to Zapdos.

Weakness: :lightning:x2
Resistance: :fighting:-20
Retreat Cost: :colorless::colorless:
14/111

Rares
Abomasnow Lv. 46 :water:
100 HP
Stage 1" Evolves from Snover

:pbody: Snow Warning
As long as Abomasnow is your Active Pokemon, put 1 damage counter on each of your opponent's Pokemon between turns.

:water::colorless: Icicle Spear Storm
Put 6 damage counters on your opponent's Pokemon in any way you like.

:water::water::colorless::colorless: Ice Blast 70
If the Defending Pokemon has any Pokemon Tool attached to it, discard that Pokemon Tool and the Defending Pokemon is now Paralyzed.

Weakness: :fire:x2
Resistance:
Retreat Cost: :colorless::colorless::colorless:
15/111

Absol Lv. 45 :dark:
80 HP
Basic

:ppowr: Cursing Claws
Once during your turn, when you play Absol from your hand onto your Bench, you may put 1 damage counter on 1 of your opponent's Pokemon for each Energy in your discard pile.

:dark::colorless: Dark Slash 40
Flip a coin. If heads, the Defending Pokemon is now Confused.

:dark::colorless::colorless: Flash Claws 50
Choose 1 card from your opponent's hand without looking and discard it. If the card you chose was a :fire: Energy, the Defending Pokemon is now Burned. If it was a :grass: Energy, the Defending Pokemon is now Poisoned. If it was a :psychic: Energy, the Defending Pokemon is now Asleep. If it was a :lightning: Energy, the Defending Pokemon is now Paralyzed.

Weakness: :fighting:x2
Resistance: :psychic:-20
Retreat Cost: :colorless:
16/111

Aerodactyl Lv. 55 :fighting:
80 HP
Stage 1: Evolves from Old Amber

:ppowr: Flying Rush
Once during your turn (before your attack), you may attach an Energy from your hand to Aerodactyl. This power can't be used if Aerodactyl is affected by a Special Condition.

:fighting::colorless::colorless: Ancient Blast 50x
Flip a coin for each :fighting: Energy attached to Aerodactyl. This attack does 50 damage times the number of heads.

:fighting::fighting::fighting::colorless: Iron Crunch 80
Flip a coin. If heads, during your next turn, this attack's based damage is 120 instead of 80.

Weakness: :lightning:x2
Resistance: :fighting:-20
Retreat Cost: :colorless::colorless:
17/111

Banette Lv. 49 :psychic:
80 HP
Stage 1: Evolves from Shuppet

:pbody: Ghost Body
As long as Banette is on your Bench, prevent all effects of attacks including damage done to Banette by 1 of your opponent's :fighting: Pokemon.

:psychic::psychic::colorless: Shadow Dash 60
Flip a coin. If heads, prevent all effects of attacks, including damage done by 1 of your opponent's Pokemon LEGEND.

Weakness: :dark:x2
Resistance: :colorless:-20
Retreat Cost: :colorless:
18/111

Bastiodon Lv. 59 :metal:
130 HP
Stage 2: Evolves from Shieldon

:pbody: Intense Defense
As long as Bastiodon is your Active Pokemon, and is affected by a Special Condition, any damage done to Bastiodon is reduced by 40.

:metal::metal::colorless: Steel Slam 50x
Flip a coin for each :metal: Pokemon you have in play. This attack does 50 damage times the number of heads.

:metal::metal::colorless::colorless: Metal Burst
If Bastiodon has 40 or less HP remaining, put that many damage counters on the Defending Pokemon.

Weakness: :fire:x2
Resistance: :psychic:-20
Resistance: :colorless::colorless::colorless:
19/111

Blissey Lv. 61 :colorless:
130 HP
Stage 1: Evolves from Chansey

:ppowr: Energy Heal
Once during your turn, when you play Blissey from your hand to evolve 1 of your Pokemon, you may attach 1 Energy to as many of your Pokemon in play. If you do, remove all damage counters from each of your Pokemon that you attached an Energy to those Pokemon.

:colorless::colorless: Egg Bomb Slide 60
Does 10 damage to each of your opponent's Benched Pokemon (don't apply Weakness or Resistance for Benched Pokemon.)

:colorless::colorless::colorless::colorless: Anger Bomb 100
Blissey does 40 damage to itself.

Weakness: :fighting:x2
Resistance:
Retreat Cost: :colorless::colorless:
20/111

Claydol Lv. 57 :fighting:
90 HP
Stage 1: Evolves from Baltoy

:ppowr: Instant Power
Once during your turn (before your attack), you may draw up to 3 cards. Then, discard that many cards from your hand.

:fighting::colorless: Restore Blast
Discard 4 cards from your hand. Then, move any number of damage counters from your Pokemon to the Defending Pokemon as long as you don't Knock Out the Defending Pokemon.

Weakness: :grass:x2
Resistance:
Retreat Cost: :colorless::colorless:
21/111

Cresselia Lv. 55 :psychic:
80 HP
Basic

:ppowr: Lunar Restore
Once during your turn, (before your attack), when you play Cresselia from your hand onto your Bench, if your Active Pokemon is Asleep, and has 40 or less HP remaining, you may remove all damage counters and Special Conditions from that Pokemon.

:psychic::psychic::colorless: Psycho Beam 60
Discard an Energy attached to the Defending Pokemon.

:psychic::psychic::psychic::psychic: Lunar Blast 100
If the your opponent has any Darkrai in play, discard all Energy attached to Cresselia and this attack's based damage is 200 instead of 100.

Weakness: :psychic:x2
Resistance:
Retreat Cost: :colorless:
22/111

Darkrai Lv. 56 :dark:
80 HP
Basic

:pbody: Raging Nightmare
As long as Darkrai is your Active Pokemon and the Defending Pokemon remains Asleep, put 1 damage counter on the Defending Pokemon for each damage counter on Darkrai.

:dark: Dark Void
The Defending Pokemon is now Asleep.

:dark::dark::colorless: Darkness Flash 20+
Does 20 damage plus 10 more damage for each :dark: Energy attached to Darkrai.

Weakness: :fighting:x2
Resistance: :psychic:-20
Retreat Cost: :colorless:
23/111

Exploud Lv. 46 :colorless:
120 HP
Stage 2: Evolves from Loudred

:ppowr: Loud Call
Once during your turn (before your attack), you search your deck for a Basic Pokemon and put it onto your Bench (if your Bench is full this power does nothing). This power can't be used if Exploud is affected by a Special Condition.

:colorless::colorless: High Shout 40
Does 10 damage to each of your opponent's Benched Pokemon. (Don't apply Weakness or Resistance for Benched Pokemon.)

:colorless::colorless: Ultra Yell
Discard the top 4 cards of each players deck. This attack does 30 damage to each of your opponent's Pokemon that is the same type as any Energy discarded (you can't add more damage if any Energy are the same).

Weakness: :fighting:x2
Resistance:
Retreat Cost: :colorless::colorless::colorless:
24/111

Gliscor Lv. 47 :fighting:
80 HP
Stage 1: Evolves from Gligar

:ppowr: Burning Toxic
Once during your turn, when you play Gliscor from your hand to evolve 1 of your Pokemon, you may use this power. Choose 1 of the Defending Pokemon and that Pokemon is now Burned and Poisoned.

:fighting: Ancient Fang
Flip a coin. If heads, the Defending Pokemon can't attack during your opponent's next turn.

:fighting::colorless::colorless: Rapid Wing 60
Flip a coin. If heads, the Defending Pokemon is now Confused. If tails, the Defending Pokemon is now Paralyzed.

Weakness: :water:x2
Resistance: :fighting:-20
Retreat Cost: :colorless:
25/111

Jirachi Lv. 45 :metal:
70 HP
Basic

:ppowr: Triple Wish
Once during your turn, when you play Jirachi from your hand onto your Bench, you may search your deck for any 3 cards and put them into your hand. Shuffle your deck afterwards. You can't use more than 1 Triple Wish Poke-Power each turn.

:metal: Support
Search your discard pile for a Supporter Card and put into your hand.

:metal::metal::metal: Final Desire
Choose 1 of your opponent's Pokemon. Both Jirachi and that Pokemon are Knocked Out.

Weakness: :fire:x2
Resistance: :psychic:-20
Retreat Cost: :colorless:
26/111

Mew Lv. 49 :psychic:
80 HP
Basic

:pbody: Copy Ability
Mew can use any attack from any Pokemon in play (excluding LEGEND Pokemon). You still need the necessary Energy to use the attack.

[.] Energize
Choose any Pokemon's attack in play. Search your deck for the necessary Energy to use that attack and attach them to Mew.

Weakness: :psychic:x2
Resistance:
Retreat Cost: :colorless:
27/111

Mewtwo Lv. 75 :psychic:
90 HP
Basic

:ppowr: Miracle Telekinesis
Once during your turn (before your attack), you may search your deck for any 1 card and put it in your hand. If you do, put 1 damage counter on 1 of your Pokemon (excluding Mewtwo). You can't use more than 1 Miracle Telekinesis Poke-Power each turn.

:psychic::psychic: Aura Sphere 60
Does 20 damage to 1 of your opponent's Benched Pokemon. (Don't apply Weakness or Resistance for Benched Pokemon.)

:psychic::colorless::colorless::colorless: Psyburn 80

Weakness: :psychic:x2
Resistance:
Retreat Cost: :colorless::colorless:
28/111

Raichu Lv. 47 :lightning:
90 HP
Stage 1: Evolves from Pikachu

:ppowr: Voltage Charge
Once during your turn (before your attack), you may discard up to 2 cards from your hand. If you do, attach that many Energy from your discard pile to Raichu. This power can't be used if Raichu is affected by a Special Condition.

:lightning: Thunder Shot
Choose 1 of your opponent's Pokemon. This attack does 20 damage times the number of :lightning: Energy attached to Raichu to that Pokemon (don't apply Weakness or Resistance for Benched Pokemon.)

:lightning::lightning::colorless: Thunder Punch 40+
Flip a coin. If heads, this attack does 40 damage plus 20 more damage. If tails, Raichu does 20 damage to itself.

Weakness: :fighting:x2
Resistance: :metal:-20
Retreat Cost:
29/111

Scizor Lv. 53 :metal:
90 HP
Stage 1: Evolves from Scyther

:pbody: Steel Body
As long as Scizor has any Special Metal Energy attached to it, each of Scizor's attacks do 30 more damage.

:metal::colorless: Metal Cut 30+
Flip a coin. If heads, this attack does 30 damage plus 50 more damage and 20 to 1 of your opponent's Benched Pokemon. (Don't apply Weakness or Resistance for Benched Pokemon.)

:metal::metal::colorless: Iron Quick Attack 50+
Flip 2 coins. If 1 coin is heads, this attack does 50 damage plus 20 more damage. If both coins are heads, discard an Energy attached to Scizor and this attack does 50 damage plus 40 more damage.

Weakness: :fire:x2
Resistance: :psychic:-20
Retreat Cost: :colorless:
30/111

Yanmega Lv. 46 :grass:
90 HP
Stage :1: Evolves from Yanmega

:ppowr: Windy Counter
Once during your opponent's turn, if Yanmega is your Active Pokemon and is damaged by an attack, you may use this power. If you do, your opponent switches the Defending Pokemon with 1 of his/her Benched Pokemon.

:grass: Speed Charge 40
Flip a coin. If heads, the Defending Pokemon can't attack during your opponent's next turn.

:grass::grass::colorless::colorless: Hyper Wind
Discard 2 Energy attached to Yanmega and shuffle 2 of your opponent's Pokemon into your opponent's deck.

Weakness: :lightning:x2
Resistance: :fighting:-20
Retreat Cost:
31/111

Uncommons
Altaria Lv. 42 :colorless:
90 HP
Sage 1: Evolves from Swablu

:ppowr: Sleepy Breathe
Once during your turn (before your attack), you may flip a coin. If heads, choose 1 of the Defending Pokemon and that Pokemon is now Asleep. This power can't be used if Altaria is affected by Special Condition.

:colorless::colorless: Dream Eater 60
Remove from Altaria a number of damage counters equal to the amount of damage you did to the Defending Pokemon. If the Defending Pokemon is not Asleep, this attack does nothing.

:colorless::colorless::colorless: Dragon Burn 90
Flip a coin. If heads, the Defending Pokemon is now Burned and Paralyzed.

Weakness: :colorless:x2
Resistance: :fighting:-20
Retreat Cost: :colorless:
32/111

Ambipom Lv. 39 :colorless:
80 HP
Stage 1: Evolves from Aipom

:pbody: Decreasing Tail
As long as Ambipom is your Active Pokemon, each of your opponent's Pokemon's maximum HP that is higher than Ambipom's is 80.

:colorless::colorless: Super Tail Slam 60+
Flip a coin. If heads, this attack does 60 damage plus 20 more damage.

:colorless::colorless::colorless::colorless: Triple Hit 30x
Flip 3 coins. This attack does 30 damage times the number of heads.

Weakness: :fighting:x2
Resistance:
Retreat Cost: :colorless:
33/111

Breloom Lv. 43 :fighting:
100 HP
Stage 1: Evolves from Shroomish

:ppowr: Battle Power
Once during your turn, (before your attack), you may search your deck for a :fighting: Energy and put it into your hand. Shuffle your deck afterwards. You can't use more than Battle Power Poke-Power each turn.

:fighting::colorless: Superpower Uppercut 50
Flip 2 coins. If both of them are heads, this attacks based damage is 100.

:grass::fighting: Solar Punch 80
If the Defending Pokemon isn't an Evolved Pokemon, this attacks based damage is 20.

Weakness: :psychic:x2
Resistance:
Retreat Cost: :colorless:
34/111

Chansey Lv. 36 :colorless:
100 HP
Basic

:ppowr: Full Restore
Once during your turn (before your attack), you may discard 2 Energy attached to 1 of your Pokemon. If you do, remove all damage counters from that Pokemon.

:colorless::colorless::colorless: Super Egg Throw 50
Discard an Energy attached to the Defending Pokemon.

Weakness: :fighting:x2
Resistance:
Retreat Cost: :colorless::colorless::colorless:
35/111

Charmeleon Lv. 31 :fire:
80 HP
Stage 1: Evolves from Charmander

:pbody: Fire Shield
Any damage done to Charmeleon is reduced by 10 for each :fire: Pokemon you have in play.

:fire::colorless: Flamethrower 40
Discard a :fire: Energy attached to Charmeleon.

:fire::colorless::colorless: Fire Slash 50
If the Defending Pokemon is Burned, this attack does nothing. If the Defending Pokemon isn't Burned, the Defending Pokemon is now Burned.

Weakness: :water:x2
Resistance:
Retreat Cost: :colorless:
36/111

Dragonair Lv. 34 :colorless:
70 HP
Stage 1: Evolves from Dratini

:ppowr: Evolution Mind
Once during your turn (before your attack), you may search your deck for an Evolution Card and put it in your hand. Shuffle your deck afterwards. This power can't be used if Dragonair is affected by a Special Condition.

:colorless: Dragon Breath 40
Flip a coin. If heads, the Defending Pokemon is now Paralyzed. If tails, this attack does nothing.

:colorless::colorless: Evolutionary Blast 30x
Does 30 damage times the number of Evolved Pokemon you have in play.

Weakness: :colorless:x2
Resistance:
Retreat Cost: :colorless:
37/111

Dusclops Lv. 41 :psychic:
80 HP
Stage 1: Evolves from Duskull

:pbody: Shadow Slayer
As long as you have any Stadium Card in play, Search your discard pile for an Energy and put it in your hand between turns.

:psychic::colorless: Shadow Eye Beam 30
Flip a coin. If heads, discard the top card of your opponent's deck.

:psychic::psychic: Scary Flash 20
Flip a coin. If heads, the Defending Pokemon can't attack during your opponent's next turn.

Weakness: :dark:x2
Resistance: :colorless:-20
Retreat Cost: :colorless::colorless:
38/111

Ivysaur Lv. 30 :grass:
80 HP
Stage 1: Evolves from Bulbasaur

:ppowr: Toxic Counter
Once during your opponent's turn, when the Defending Pokemon attacks Ivysaur you may flip a coin. If heads, the Defending Pokemon is now Poisoned. This power can't be used if Ivysaur is affected by a Special Condition.

:grass::colorless: Sleepy Whip 30
Flip a coin. If tails, this attack does nothing. If heads, the Defending Pokemon is now Asleep.

:grass::grass::colorless: Giant Solarbeam 60
Does 20 damage to each of your opponent's Pokemon (don't apply Weakness or Resistance for Benched Pokemon).

Weakness: :fire:x2
Resistance: :water:-20
Retreat Cost: :colorless::colorless:
39/111

Ledian Lv. 34 :grass:
70 HP
Stage 1: Evolves from Ledyba

:pbody: Insect Shield
As long as Ledian is your Active Pokemon, any damage done to Ledian by any of your opponent's :fire: Pokemon is reduced by 30.

:grass::colorless: Bug Draw
Search your discard pile for up to 4 :grass: Energy and attach them to your Pokemon in any way you like. For each Energy attached it this way, draw a card.

:grass::colorless::colorless: Super Insect Punch 50+
Flip 2 coins. For each heads, this attack does 50 damage plus 40 more damage.

Weakness: :fire:x2
Resistance: :fighting:-20
Retreat Cost:
40/111

Loudred Lv. 35 :colorless:
80 HP
Stage 1: Evolves from Whismur

:ppowr: Voice Call
Once during your turn (before your attack), you may search your deck for a Whismur and put on your Bench. This power can't be used if Loudred is affected by a Special Condition.

:colorless::colorless: Bite and Shout 30
Flip a coin. If heads, the Defending Pokemon can't attack during your opponent's next turn.

:colorless::colorless::colorless: Super Mega Shout 60
Discard up to 2 Energy attached to the Defending Pokemon. If the Defendinbg Pokemon doesn't have any Energy attached to it, this attack's based damage is 30 instead of 60.

Weakness: :fighting:x2
Resistance:
Retreat Cost: :colorless::colorless:
41/111

Minun Lv. 26 :lightning:
60 HP
Basic

:ppowr: Plus Draw
Once during your turn (before your attack), if you have Plusle on your Bench, you may draw up to 3 cards. You can't use more than 1 Plus Draw Poke-Power each turn.

:lightning: Tag Shock 30
If you have Plusle in play, flip a coin. If heads, the Defending Pokemon is now Paralyzed.

:lightning: Super Shock 40+
If the Defending Pokemon was Paralyzed during your opponent's last turn, this attack does 40 damage plus 20 more damage.

Weakness: :fighting:x2
Resistance: :metal:-20
Retreat Cost: :colorless:
42/111

Phione Lv. 23 :water:
70 HP
Basic

:ppowr: Sea Communication
Once during your turn, when you play Phione from your hand onto your Bench, you may search your deck for Evolution Cards that evolve from each of your :water: Pokemon and put them onto those Pokemon. Shuffle your deck afterwards.

:water: Water Beam 20
If your opponent has any :fire: Pokemon in play, put 1 damage counter on each of those Pokemon.

:water::colorless: Swim Dance
Flip a coin. If heads, search your deck for up to 5 cards and put them the top of your deck in any order you like. If you do, discard a :water: Energy attached to Phione.

Weakness: :lightning:x2
Resistance:
Retreat Cost: :colorless:
43/111

Plusle Lv. 25
60 HP
Basic

:ppowr: Minus Discard
Once during your turn (before your attack), if you have Minun on your Bench, you may choose 1 card from your opponent's hand without looking and discard it. You can't use more than 1 Minus Discard Poke-Power each turn.

:lightning: Tag Shock 30+
If you have Minun in play, this attack does 30 damage plus 30 more damage.

:lightning: Power Spark 40
Flip 2 coins. For each heads, discard an Energy attached to the Defending Pokemon.

Weakness: :fighting:x2
Resistance: :metal:-20
Retreat Cost: :colorless:
44/111

Seviper Lv. 32 :psychic:
80 HP
Basic

:ppowr: Poison Touch
Once during your turn, when you play Seviper from your hand onto your Bench, you may choose 1 of the Defending Pokemon and that Pokemon is now Poisoned.

:psychic: Toxic Bind 20
If the Defending Pokemon is Poisoned, this attack does 20 damage plus 10 more damage.

:psychic::psychic::colorless: Poison Toss 40
If the Defending Pokemon is Poisoned, the Defending Pokemon is now Confused.

Weakness: :psychic:x2
Resistance:
Retreat Cost: :colorless::colorless:
45/111

Shieldon Lv. 27 :metal:
80 HP
Stage 1: Evolves from Armor Fossil

:pbody: Armor Head
Any damage done to Shieldon is reduced by 20 for each Special Metal Energy attached to Shieldon instead of 10.

:metal::colorless: Iron Head Bash
Choose 1 of your opponent's Pokemon. This attack does 40 damage to that Pokemon (don't apply Weakness or Resistance for Benched Pokemon).

:metal::colorless::colorless: Iron Blast 30+
If Shieldon was damaged by an attack during your opponent's last turn, this attack does 30 damage plus 30 more damage.

Weakness: :fire:x2
Resistance: :psychic:-20
Retreat Cost: :colorless::colorless:
46/111

Skarmory Lv. 34 :metal:
80 HP
Basic

:ppowr: High Fly
Once during your turn (before your attack), you may flip 2 coins. If both coins are heads, prevent all effects of attacks, including damage done to Skarmory by an opponent's attack. If both coins are tails, put 2 damage counters on Skarmory. This power can't be used if Skarmory is affected by a Special Condition.

:metal: Metal Rush 30+
Does 30 damage plus 10 more damage for each damage counter on each of your opponent's Pokemon that is not a :metal: Pokemon.

:metal::colorless::colorless: Steel Slash 40
Flip a coin. If heads, during your next turn, Skarmory's Steel Slash does 10 more damage for each :metal: Energy attached to Skarmory.

Weakness: :lightning:x2
Resistance: :fighting:-20
Retreat Cost: :colorless:
47/111

Wartortle Lv. 26 :water:
80 HP
Stage 1: Evolves from Squirtle

:ppowr: Aqua Reflect
Once during your turn (before your attack), you may flip a coin. If heads, Wartortle has no Weakness. This power can't be used if Wartortle is affected by a Special Condition.

:water::water: Shell Launch 30
Flip a coin. If heads, discard an Energy attached to Wartortle. If tails, Wartortle does 20 damage to itself.

:water::colorless::colorless: Hydro Rush 40+
Does 40 damage plus 10 more damage for each Energy attached to the Defending Pokemon that is not a :water: Energy.

Weakness: :lightning:x2
Resistance:
Retreat Cost: :colorless::colorless:
48/111

Zangoose Lv. 34 :colorless:
80 HP
Basic

:pbody: Mysterious Claws
If Zangoose is affected by a Special Condition and is damaged by an attack, the Defending Pokemon is now affected by the same Special Condition.

:colorless::colorless: Claw Slice 40
Flip a coin. If heads, during your next turn, this attack's base damage is 80.

:colorless::colorless: Cutting Rush 60
Does 20 damage to each of your opponent's Pokemon that has at least 5 damage counters.

Weakness: :fighting:x2
Resistance:
Retreat Cost: :colorless::colorless:
49/111

Commons
Aipom Lv. 12 :colorless:
50 HP
Basic

:pbody: Tail Block
After you use Aipom's Tail Punch, any damage done to Aipom is reduced by 30.

:colorless: Tail Punch 30

:colorless::colorless: Swiftly Tail 30
Flip a coin. If heads, choose 1 card from your opponent's hand with out looking and discard it.

Weakness: :fighting:x2
Resistance:
Retreat Cost: :colorless:
50/111

Baltoy Lv. 9 :fighting:
60 HP
Basic

:ppowr: Mind Energize
Once during your turn (before your attack), you may draw a card. If that card is an Energy, attach it to 1 of your Pokemon. This power can't be used if Baltoy is affected by a Special Condition.

:psychic: Psyspin 30
Flip a coin. If heads, switch Baltoy with 1 of your Benched Pokemon.

:fighting::colorless: Speed Spin 40
Put 1 damage counter on 1 of your opponent's Benched Pokemon.

Weakness: :grass:x2
Resistance: :lightning:-20
Retreat Cost: :colorless:
51/111

Bulbasaur Lv. 11 :grass:
50 HP
Basic

:ppowr: Poison Hypnosis Powder
Once during your turn (before your attack), you may flip 2 coins. If 1 coin is heads, choose either Asleep or Poisoned, and the Defending Pokemon is now affected by a Special Condition. If both coins are heads, the defending Pokemon is now Asleep and Poisoned. This power can't be used if Bulbasaur is affected by a Special Condition.

:grass: Razor Whip 20

:colorless::colorless: Rapid Leaf 30
Discard the top card of your opponent's deck.

Weakness: :fire:x2
Resistance: :water:-20
Retreat Cost: :colorless:
52/111

Charmander Lv. 9 :fire:
50 HP
Basic

:ppowr: Fire Manage
Once during your turn (before your attack), if Charmander is your Active Pokemon, you may switch Charmander with 1 of your Benched Pokemon. If you do, you may move all Energy attached to Charmander to your new Active Pokemon. This power can't be used if Charmander is affected by a Special Condition.

:fire::colorless: Fire Hit 20x
Flip 2 coins. This attack does 20 damage times the number of heads.

:fire::fire: Heat Flash 30
If you used this attack during your last turn, the Defending Pokemon is now Burned.

Weakness: :water:x2
Resistance:
Retreat Cost: :colorless:
53/111

Chatot Lv. 18 :colorless:
70 HP
Basic

:ppowr: Parrot Talk
Once during your turn (before your attack), you may use this power. If your opponent doesn't discard a card from his or her hand, the defending Pokemon is now Confused. This power can't be used if Chatot is affected by a Special Condition.

:colorless::colorless: Wing Rush 30
Flip a coin. If heads, you may draw a card.

:colorless::colorless: Healing Song
Remove 2 damage counters from 1 of your Pokemon.

Weakness: :lightning:x2
Resistance: :fighting:-20
Retreat Cost: :colorless:
54/111

Dratini Lv. 7 :colorless:
40 HP
Basic

:ppowr: Draco Release
Once during your opponent's turn, if Dratini would be Knocked Out an attack, you may move all Energy attached to Dratini to your Benched Pokemon in any way you like.

:colorless: Dragon Press 10+
Does 10 damage plus 10 more damage for each Energy attached to Dratini.

:colorless::colorless: Dragon Gust 30
Flip a coin. If heads, switch the Defending Pokemon with 1 of your opponent's Benched Pokemon.

Weakness: :colorless:x2
Resistance:
Retreat Cost: :colorless:
55/111

Dunsparce Lv. 10 :colorless:
70 HP
Basic

:pbody: Lazy Protection
If Dunsparce is your Active pokemon and hasn't attacked, prevent all damage done to Dunsparce during your opponent's next turn.

:colorless: Sudden Beam 20
Flip a coin. If heads, the defending Pokemon is now Paralyzed.

Weakness: :fighting:x2
Resistance:
Retreat Cost: :colorless:
56/111

Duskull Lv. 21 :psychic:
60 HP
Basic

:pbody: Shadow Dusk
As long as Duskull has more than 2 Energy attached to it, you may draw a card between turns.

:psychic: Confusing Wisp
Discard 3 cards from your hand. If you do, the defending Pokemon is now Confused.

:psychic::psychic: Shadow Flash 20
Flip a coin. If tails, this attack does nothing. If heads, the Defending Pokemon can't retreat until the end of your opponent's next turn.

Weakness: :dark:x2
Resistance: :colorless:-20
Retreat Cost: :colorless:
57/111

Gligar Lv. 13 :fighting:
50 HP
Basic

:ppowr: Triple Affect
Once during your turn, when you play Gligar from your hand onto your Bench, you may flip 3 coins. If 1 of them is heads, the Defending Pokemon is now Poisoned. If 2 of them are heads, the defending Pokemon is now Poisoned, and Burned. If all 3 of them are heads, the Defending Pokemon is now Poisoned, Burned, and Paralyzed.

:fighting: Affection Claw 10x
Does 10 damage times the number of Special Conditions on the Defending Pokemon.

:fighting::colorless: Light Wing 20+
Flip a coin. If heads, this attack does 20 damage plus 20 more damage.

Weakness: :water:x2
Resistance: :fighting:-20
Retreat Cost: :colorless:
58/111

Happiny Lv. 6 :colorless:
40 HP
Basic

:pbody: Sweet Sleeping Face
As long as Happiny remains Asleep between turns, prevent all damage done to Happiny.

:colorless: Egg Throw 10

:colorless::colorless: Gigantic Egg Throw
Choose 1 of your opponent's Pokemon. This attack does 30 damage to that Pokemon (don't apply Weakness or Resistance for Benched Pokemon).

Weakness: :fighting:x2
Resistance:
Retreat Cost: :colorless:
59/111

Ledyba Lv. 8 :grass:
50 HP
Basic

:ppowr: 5 Star Draw
Once during your turn, when you play Ledyba from your hand onto your Bench, you may flip 5 coins. For each heads, draw a card.

:colorless: Insect Kick 10

:grass::colorless: Signal Beam 30
Flip a coin. If heads, the Defending Pokemon is now Confused.

Weakness: :fire:x2
Resistance: :fighting:-20
Retreat Cost: :colorless:
60/111

Magikarp Lv. 4 :water:
30 HP
Basic

:water: Raging Flail 20+
If Magikarp has 10HP remaining, this attack does 20 damage plus 30 more damage.

Weakness: :lightning:x2
Resistance:
Retreat Cost: :colorless:
61/111

Pachirisu Lv. 14 :lightning:
60 HP
Basic

:ppowr: Pachi Boost
Once during your turn (before your attack), you may attach a :lightning: Energy from your hand to Pachirisu. If you do, your turn ends. This power can't be used if Pachirisu is affected by a Spceial Condition.

:lightning: Pachi Burst 20x
Does 20 times the number the number of :lightning: Energy attached to Pachirisu.

:lightning::lightning: Spark 30+
Flip a coin. If heads, this attack does 30 damage plus 20 more damage.

Weakness: :fighting:x2
Resistance: :metal:-20
Retreat Cost: :colorless:
62/111

Pikachu Lv. 14 :lightning:
50 HP
Basic

:ppowr: Pika Charge
Once during your turn (before your attack), you may attach a :lightning: Energy from your hand to Pikachu for each Pikachu on your Bench. If you do, your turn ends. Thispower can't be used if Pikachu is affected by a Special Condition.

:lightning: Voltage Tail 20+
Flip a coin for each :lightning: Energy attached to Pikachu. This attack does 20 damage plus 20 more damage for each heads.

:lightning: Shock Tail
Choose 1 of your opponent's Pokemon. This attack does 20 damage to each of your opponent's Pokemon that is the same type as that Pokemon (including the one you chose)(don't apply Weakness or Resistance for Beched Pokemon).

Weakness: :fighting:x2
Resistance: :metal:-20
Retreat Cost: :colorless:
63/111

Scyther Lv. 21 :grass:
70 HP
Basic

:ppowr: Cutting Boost
Once during your turn (before your attack), you may put 2 damage counters on Scyther. If you do, each of Scyther's attacks do 20 more damage. This power can't be used if Scyther is affected by a Special Condition.

:colorless: Cut 40

:grass: Sword Scythe 20+
Flip 3 coins. This attack does 20 damage plus 20 more damage for each heads,

Weakness: :fire:x2
Resistance: :fighting:-20
Retreat Cost:
64/111

Shroomish Lv. 8 :grass:
50 HP
Basic

:pbody: Effect Spore
As long as Shroomish is your Active Pokemon and is damaged by an attack (even if Shroomish is Knocked Out, choose either Burned, Poisoned, or Asleep and the Defending Pokemon is now affected by that Special Condition.

:grass: Big Bloom 20
If the Defending Pokemon is affected by a Special Condition, the Defending Pokemon can't retreat until the end of your opponent's next turn.

:grass::colorless: Bullet Seed 10x
Flip 4 coins. This attack does 10 damage times the number of heads.

Weakness: :fire:x2
Resistance: :water:-20
Retreat Cost: :colorless:
65/111

Shuppet Lv. 9 :psychic:
60 HP
Basic

:ppowr: Puppet Trick
Once during your turn (before your attack), when you play Shuppet from your hand onto your Bench, you may use this power. If you do, the Defending Pokemon can't attack or retreat until the end of your opponent's next turn.

:psychic: Shadow Ball 10

:colorless::colorless: Shadow Gale 20
Flip a coin. If heads, switch the Defending Pokemon with 1 of your opponent's Benched Pokemon.

Weakness: :dark:x2
Resistance: :colorless:-20
Retreat Cost: :colorless:
66/111

Skorupi Lv. 12 :grass:
50 HP
Basic

:ppowr: Toxic Poke
Once during your turn (before your attack), you may flip a coin. If heads, the Defending Pokemon is now Poisoned. If tails, put 1 damage counter on Skorupi. This power can't be used if Skorupi is affected by a Special Condition.

:grass::colorless: Double Slash 20x
Flip 2 coins. This attack does 20 damage times the number of heads.

Weakness: :psychic:x2
Resistance:
Retreat Cost: :colorless:
67/111

Squirtle Lv. 7 :water:
50 HP
Basic

:ppowr: Water Spread
Once during your turn (before your attack), you search your discard pile for a number of :water: Energy equal to the number of :water: Pokemon you have in play and attach 1 to each of your Pokemon. This power can't be used if Squirtle is affected by a Special Condition.

:water: Water Gun 20+
Does 20 damage plus 10 more damage for each :water: Energy attached to Squirtle, but not used for the attacks Energy Cost. You can't add more than 20 damage in this way.

:water::colorless: Aqua Tackle 30
Put 1 damage counter on 1 of your opponent's Benched Pokemon.

Weakness: :lightning:x2
Resistance:
RethpHreat Cost: :colorless:
68/111

Swablu Lv. 11 :colorless:
50 HP
Basic

:ppowr: Bird Travel
Once during your turn (before your attack), you may move 1 Energy attached to 1 of your Pokemon to Swablu. This power can't be used if Swablu is affected by a Special Condition.

:colorless: Sing
The Defending Pokemon is now Asleep.

:colorless::colorless: Sleep Blast 20+
If the Defending Pokemon is Asleep, this attack does 20 damage plus 20 more damage and the Defending Pokemon is no longer Asleep.

Weakness: :lightning:x2
Resistance: :fighting:-20
Retreat Cost: :colorless:
69/111

Voltorb Lv. 10 :lightning:
50 HP
Basic

:ppowr: Electro Spread
As often as you like during your opponent's turn, if Voltorb would be Knocked Out by an opponent's attack, you may move all Energy attached to Voltorb to your Benched Pokemon in any way you like.

:lightning: Volt Ball 20

:lightning::colorless: Lightning Tackle 30
Voltorb does 10 damage to itself.

Weakness: :fighting:x2
Resistance: :metal:-20
Retreat Cost: :colorless:
70/111

Yanma Lv. 7 :grass:
50 HP
Basic

:pbody: Speed Up
As long as Yanma is your Active Pokemon, attach 1 :grass: Energy from your discard pile to Yanma between turns.

:grass: Bug Beam 10+
Does 10 damage plus 10 more damage for each :grass: Energy attached to Yanma.

:grass::colorless: Fast Rush 30+
Flip a coin. If heads, this attack does 30 damage plus 10 more damage.

Weakness: :lightning:x2
Resistance: :fighting:-20
Retreat Cost: :colorless:
71/111

Trainers/Supporters/Stadiums
Armor Fossil
50 HP
Trainer

Play Armor Fossil as if it were a :colorless: Basic Pokémon. (Armor Fossil counts as a Trainer card as well, but if Armor Fossil is Knocked Out, this counts as a Knocked Out Pokémon.) Armor Fossil can't be affected by any Special Conditions and can't retreat. At any time during your turn before your attack, you may discard Armor Fossil from play. (This doesn't count as a Knocked Out Pokémon.)

:pbody: Armor Stone
Whenever Armor Fossil would be damaged by your opponent's attack, flip a coin until you get tails. For each heads, reduce that damage by 10.

72/111

Barry's Big Training
Trainer

Put 3 damage counters on your Active Pokemon. For each damage counter placed on your Active Pokemon, each of that Pokemon's attacks do 10 more damage.

73/111

Distortion World
Stadium

When a players Active Pokemon tries to attack, that player flips a coin. If tails, that player discards the top card of his or her deck.

74/111

Dive Ball
Trainer

Search your deck for a :water: Pokemon and put it into your hand. Shuffle your deck afterward.

75/111

Focus Sash
Pokemon Tool

If the Pokemon Focus Sash is attached to has no damage counters on it and would be Knocked Out by an attack, that Pokemon is not Knocked Out instead, and is left with 10HP.

76/111

King's Rock
Pokemon Tool

If the Pokemon King's Rock is attached to does damage to the Defending Pokemon, flip a coin. If heads, the Defending Pokemon can't attack during your opponent's next turn.

77/111

Light Ball
Pokemon Tool

As long as Light Ball is attached to a Pikachu, each of that Pokemon's attacks do 20 more damage. If Light Ball is no longer attached to a Pikachu, discard Light Ball.

78/111

Nest Ball
Trainer

Search your deck for a Pokemon that has 50 or less HP maximum and put it into your hand.

79/111

Old Amber
50 HP
Trainer

Play Old Amber as if it were a :colorless: Basic Pokémon. (Old Amber counts as a Trainer card as well, but if Old Amber is Knocked Out, this counts as a Knocked Out Pokémon.) Old Amber can't be affected by any Special Conditions and can't retreat. At any time during your turn before your attack, you may discard Old Amber from play. (This doesn't count as a Knocked Out Pokémon.)

:pbody: Hard Stone
As long as Old Amber is on your Bench, prevent all damage done to Old Amber by attacks (both yours and your opponent's).

80/111

Poke Programmer
Supporter

Flip a coin. If heads, draw 3 cards from the bottom of your deck. If tails, discard a card from your hand and draw 3 cards.

81/111

Repeat Ball
Trainer

Search your deck for a Pokemon with the same name as a Pokemon you have in play and put it into your hand. Shuffle your deck afterward.

82/111

Shed Shell
Trainer

If your Active Pokemon can't retreat, switch your Active Pokemon with 1 of your Benched Pokemon.

83/111

Shell Bell
Trainer

If the Pokemon Shell Bell is attached to does damage to the Defending Pokemon, remove 2 damage counters from that Pokemon.

84/111

Teleporter
Trainer

Choose 1 of your Pokemon. Shuffle that Pokemon into your deck. Return all cards attached to that Pokemon to your hand.

85/111

Energies
Condition Energy
Special Energy

Condition Energy provides :colorless: Energy. If you attach Condition Energy to a :fire: Pokemon, the Defending Pokemon is now Burned. If Condition

Primes
Articuno (Prime)
130 HP
Basic

:ppowr: Ultra Freeze
Once during your turn, when you play Articuno from your hand onto your Bench, you may flip a coin. If heads, put 2 damage counters on each of your opponent's Pokemon.

:water::water: Cold Blast 30x
Flip a coin until you get tails. This attack does 30 damage times the number of heads, if you get only 1 heads, the Defending Pokemon is now Paralyzed.

:water::water::colorless::colorless: Arctic Nova
Choose 1 of your opponent's Pokemon. Discard up to 3 Energy attached to that Pokemon and this attack does 40 damage to that Pokemon. (Don't apply Weakness or Resistance for Benched Pokemon.)

Weakness: :metal:x2
Resistance: :fighting:-20
Retreat Cost: :colorless::colorless:
86/111

Blastoise (Prime)
130 HP
Stage 2: Evolves from Wartortle

:ppowr: Hydro Charge
Once during your turn (before your attack), you may search your deck for up to 3 :water: Energy, and attach them to Blastoise. If you do, discard 1 card from your hand for each Energy attached in this way. This power can't be used if Blastoise is affected by a Special Condition.

:water::colorless::colorless: Dual Pump
Choose 2 of your opponent's Pokemon. This attack does 30 damage to each of those Pokemon (don't apply Weakness or Resistance for Benched Pokemon.

:water::water::water::colorless: Gigantic Pump 100
Discard all Energy attached to Blastoise and flip a coin until you get tails. For each heads, discard the top card of your deck.

Weakness: :lightning:x2
Resistance:
Retreat Cost: :colorless::colorless:
87/111

Charizard (Prime) :fire:
130 HP
Stage 2: Evolves from Charmeleon

:ppowr: Fire Anger
As long as Charizard is your Active Pokemon and is damaged by an attack, each of Charizard's attacks do 20 more damage.

:fire::fire::colorless::colorless: Jet Flame 80
Discard 2 Energy attached to Charizard or any damage done to Charizard does 40 more damage.

Weakness: :water:x2
Resistance: :fighting:-20
Retreat Cost: :colorless::colorless::colorless:
88/111

Moltres (Prime) :fire:
130 HP
Basic

:ppowr: Fire Extinguish
Once during your turn (before your attack), you may choose 1 of your opponent's Pokemon with a :fire: Weakness and shuffle it into your opponent's deck. You can't use more than 1 Fire Extinguish Poke-Power each turn.

:fire::fire: Blaze Blast
Choose 1 of your opponent's Pokemon and flip a coin for each :fire: Pokemon you have in play. This attack does 30 damage times the number of heads, to that Pokemon (don't apply Weakness or Resistance).

:fire::colorless::colorless::colorless: High Burn 70
Flip a coin. If tails, this attack does nothing.

Weakness: :water:x2
Resistance: :fighting:-20
Retreat Cost: :colorless::colorless:
89/111

Venusaur (Prime) :grass:
120 HP
Stage 2: Evolves from Ivysaur

:pbody: Spore Counter
As long as Venusaur is your Active Pokemon and is damaged by an attack, flip 3 coins. If 1 coin is heads, the Defending Pokemon is now Poisoned. If 2 coins are heads, the Defending Pokemon is now Poisoned and Burned. If all 3 coins are heads, the Defending Pokemon is now Poisoned Burned and Asleep.

:grass::grass::colorless::colorless::colorless: Super Solarbeam 120
Discard 3 Energy attached to Venusaur.

Weakness: :fire:x2
Resistance: :water:-20
Retreat Cost: :colorless::colorless::colorless:
90/111

Zapdos (Prime)
130 HP
Basic

:pbody: Lightning Shield
As long as Zapdos is your Active Pokemon and is damaged by a Pokemon that is not a :lightning: Type, put 2 damage counters on that Pokemon.

:lightning: Zap Flare 20x
Does 20 damage times the number of :lightning: Energy attached to Zapdos.

:lightning::lightning::colorless::colorless: Shock Out 70
If the Defending Pokemon has a :lightning: Weakness, the Defending Pokemon is Knocked Out instead of damaged by this attack.

Weakness: :lightning:x2
Resistance: :metal:-20
retreat Cost: :colorless::colorless:
98/111

LEGENDS
Arceus LEGEND :colorless:
150 HP
LEGEND: Put this card onto your Bench with only the other half of Arceus LEGEND
98/111

Arceus LEGEND :colorless:
LEGEND: Put this card onto your Bench with only the other half of Arceus LEGEND.

:ppowr: Energy Type
Once during your turn (before your attack), you may choose 1 Energy attached to Arceus LEGEND. Arceus LEGEND's type is that same as the Energy you chose until the end of your turn.

:colorless::colorless::colorless::colorless: Judgment 200
Discard all Energy attached to Arceus LEGEND.

Weakness:
Resistance:
Retreat Cost: :colorless:
99/111

Entei&Groudon LEGEND :fire::fighting:
160 HP
LEGEND: Put this card onto your Bench with only the other half of Entei&Groundon LEGEND.
Dual LEGEND: When this Pokemon has been Knocked Out, your opponent draws 2 Prize Cards.
100/111

Entei&Groudon LEGEND

:fire::colorless: Flame Burst 100
Discard all Energy attached to Entei&Groudon LEGEND

:fighting::colorless: Volcanic Crush 80
Flip a coin. If heads, discard the top 3 cards of your opponent's deck..

Weakness: :water::grass:x2
Resistance: :lightning:-20
Retreat Cost: :colorless::colorless:
101/111

Mewtwo LEGEND :psychic:
140 HP
LEGEND: Put this card onto your Bench with only the other half of Mewtwo LEGEND.
102/111

Mewtwo LEGEND :psychic:
LEGEND: Put this card onto your Bench with only the other half of Mewtwo LEGEND.

:pbody: Psycho Gaze
As long as Mewtwo LEGEND is your Active Pokemon, and you have any Pokemon in your discard pile that have 40 or less HP maximum, draw 1 card between turns.

:psychic: Super Psycho Blast 40x
Discard all :psychic: Energy attached to Mewtwo LEGEND. This attack does 40 damage times the number of :psychic: Energy discarded in this way. Mewtwo LEGEND does 50 damage to itself.

:psychic::colorless::colorless: Shadow Blast 80
Discard 2 Energy attached to Mewtwo LEGEND and 1 Energy attached to the Defending Pokemon.

Weakness: :psychic:x2
Resistance:
Retreat Cost: :colorless::colorless:
103/111

Raikou&Rayquaza LEGEND :lightning::colorless:
160 HP
LEGEND: Put this card onto your Bench with only the other half of Raikou&Rayquaza LEGEND.
Dual LEGEND: When this Pokemon is Knocked Out, your opponent draws 2 Prize Cards.
104/111
 
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I'd balance it out by making it say something like:

When you play Jirachi from your hand onto your bench, you may search your deck for up to three cards and put them into your hand. Then, discard three cards from your hand.

^ that way, you can still use it with no cards in your hand but you just discard the cards you search out (which can be beneficial sometimes [gyarados, for example]) and it balances out that great reward with a little bit of a setback, but still a very valuable power. Not saying it has to be exactly like that, just some sort of collateral for letting you take whatever you want from your deck :thumb:
 
I can't complete this set. I've made too many mistakes in the set. Sorry but I just can't complete it.
 
Oh really, then why not read this card and then say that again if you still think it's broken? [url=http://pokegym.net/gallery/showimage.php?i=31875&c=162][/URL]

I realise you discountinued this set but let me explain.

1: Furret is a stage one card meaning it does not come out instantly
2: Furret is an attack
3: Jirachi is a Power that can be used multiple times per turn. (if you had multiple jirachis)
For example if I was playing in the current format and these jirachi's of your's were in it on my first trainer turn i would search for two of these Jirachi's and something else.
With the 6 cards i just searched out i am completely set up without even using an attack.

4: Look at the arceus Frosslass.
Its a stage one with a when played power that lets you search out 1 card when played.

So to close, this jirachi is insanely OP.
 
I realise you discountinued this set but let me explain.

1: Furret is a stage one card meaning it does not come out instantly
2: Furret is an attack
3: Jirachi is a Power that can be used multiple times per turn. (if you had multiple jirachis)
For example if I was playing in the current format and these jirachi's of your's were in it on my first trainer turn i would search for two of these Jirachi's and something else.
With the 6 cards i just searched out i am completely set up without even using an attack.

4: Look at the arceus Frosslass.
Its a stage one with a when played power that lets you search out 1 card when played.

So to close, this jirachi is insanely OP.

It appears you haven't read the whole Poke-Power because it says you can't use more than 1 Triple Wish Poke-Power each turn.
 
I haven't read all your cards yet, but Mewtwo's Aura Sphere seems oddly very overpowered, well at least compared to Psyburn. Both do the same total amount of damage (Aura Sphere just does 20 of it to a Benched Pokemon) and Aura Sphere costs 2 Energy less.

It makes Psyburn very pointless unless if you're in a situation where the opponent only has 1 Pokemon left in play, that's the only time when I can see Psyburn being more useful (That and if you only had 1 Psychic Energy on Mewtwo).

Edit: Btw, I think Jirachi is pretty good, I see nothing wrong with it. Triple Wish is pretty balanced (Well save for when used in combination with Scoop Up, but that is a cheap card anyway XD).
 
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First off, great set! I wantz to plai it!

Few nitpicky details:
The wording on Charizard compels me to ask this - Is its power like Octillery PL, that it lasts until the Defending is no longer the defending, or is it more like a traditional Smokescreen where it only lasts one turn?

Also, Dragonite should be reworded to say "This does 50 plus 20 more for each heads" Not "For each heads this does 50 plus 20 more."

Wartortle's power needs to say "during your opponent's next turn" Otherwise once you flip right you don't have to use it again.

Aipom - I'm rather confused why its body isn't part of its first attack.

Charizard prime needs to say "during your next turn" or it'll keep stacking out of control.

@Shadowmaster: Scoop up wouldn't work, since the game 'remembers' you've already played that power. You really can't use it more than once.
 
Whoopsie. XD

Speaking of Charizard Prime, his Jet Flame is very weak compared to Mewtwo's Psyburn, and Charizard's a Stage 2 Prime. >__>
 
But it's really not. With the current way it's worded the damage keeps building. Leave it out and focus on healing while you power it up and it could do a LOT of damage.

First time hit +20. Second time hit +40. Third time hit +60. So third turn Charizard would do 140 instead of 80. Of course, if you didn't discard energy THAT damage keeps building, too.
 
Well yes, they need SOME sort of limiter, like a "You can't add more than 60 damage this way" clause or something. But the idea is actually pretty decent as is. It'd just be a beast. I can see a stalling deck where it's active that runs stuff like Blissey Prime, that all you do is pass and heal constantly for 4+turns until you can one shot anything in the game. (Except Celebi Prime, LOL)
 
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