Pokémon TCG: Sword and Shield—Brilliant Stars

Limited Damage CaC Challenge! It is now officially over!

Vileplume
[G] Stage 2
120 HP
Evolves from Gloom

[.] Toxic spore
Chose one of your opponents pokemon and put a Toxic marker on that pokemon. In between turns put 2 damage counters on any pokemon in play that has a toxic marker on it. You can only get rid of a toxic marker of a pokemon is by evolving or devolving the pokemon it's on.

[.] Napalm Blast
Chose one of your opponents pokemon and put a naplam marker on that pokemon. In between turns you opponent flips a coin for each pokemon that has a napalm marker on it and if he/she flips a tails put 3 damage counters on that pokemon. you can only get rid of a napalm marker by evolving or devolving the pokemon it's on.

Weakness: [P]
Resitence:
Retreat: [C][C][C]
 
Abra - :psychic: - 30HP
Basic

:psychic: Psy Shock
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

Weakness: :psychic:+10
Resistance: ()
Retreat: ()

--------------------------------

Kadabra - :psychic: - 70HP
Stage 1

:psychic::psychic::colorless Psy Barrier 20
Any damage done to Kadabra during you opponents next turn, is reduced by 20.

Weakness: :psychic:+20
Resistance: ()
Retreat: 1 Colorless

-------------------------------------------------

Alakazam - :psychic: - 100HP
Stage 2

:psychic::psychic::psychic::psychic::psychic::psychic::psychic:pK Flash
Flip 3 coins. For each heads, this attack does 10 damage to Defending Pokemon.
This attack does 10 damage to each of your opponents Benched Pokemon

Weakness: Psychic+30
Resistance: ()
Retreat: ()
 
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afstandopleren - I don't think you're understanding the contest. your attack CAN NOT in ANY WAY be able to do more damage than 10 per energy. This means even if the attack requires coin flips, as long as the attack itself had a possibility to do more damage than 10 per energy, you can't use it. Most of your cards so far break this rule... :nonono:
 
afstandopleren - I don't think you're understanding the contest. your attack CAN NOT in ANY WAY be able to do more damage than 10 per energy. This means even if the attack requires coin flips, as long as the attack itself had a possibility to do more damage than 10 per energy, you can't use it. Most of your cards so far break this rule... :nonono:

I have edited and checked every entry I have to this point. At the moment, none of my Pokemon can do more damage then they have energy attached, with the exeption of Ninetales's Solar Beam which has the compansation of having high attack cost and 3 specific discard in order to use the attack.
 
By greenzangoose's standards, compensations mean NOTHING! NOTHING!

Natu LV.4 30HP [P]
BASIC

[C] Peck 10

[P] Future Blast
During your next turn, when you attach an Energy card to Natu, count the number of Energy cards attached to Natu, then put that number of damage counters on your opponent's Pokemon in any way you like. (Benching or evolving Natu does not end this effect.)

W - [L]+10
R - [F]-20
RC -

Xatu LV.39 80HP [P]
STAGE 1 - Evolves from Natu

[Poke-POWER] Energy Shift
As often as you like during your turn (before you attack), you may move a basic Energy card attached to 1 of your Pokemon to another of your Pokemon. This power can't be used if Xatu is affected by a Special Condition.

[P] Psychic Recovery
If any basic Energy cards attached to any of your Pokemon were discarded during your opponent's last turn, search your discard pile for those basic Energy cards and attach them to those Pokemon. (If the Pokemon is no longer in play, put those Energy cards in your hand, instead.)

W - [L]+20
R - [F]-20
RC -
 
Ralts Lv.13 HP 60 :psychic:

:pbody: Vanish

If Ralts would be damaged by an attack from the defending pokemon, you may switch Ralts with one of your benched pokemon if any. (the new active pokemon takes the damage and any other effects of the attack)

[. ] Mind Games

With out looking draw the top 5 cards of your opponents deck. Say either Pokemon, Trainer, Supporter or Energy, then look at the cards. Discard the card you named, and chose 1 card and put it in your opponents hand. Your opponent shuffles the rest of the cards back into there deck.


W - [P] =10

R - None

RC - [C]



Kirlia Lv.26 HP 80 :psychic:

[P][P] Psychic Set Up

Look at your opponents hand. You may take a Pokemon, Supporter,Trainer, Stadium, and Energy for each one in there hand. Your opponent may shuffle there hand into there deck and draw 10 cards.

[P][P][P] Energy Blast - 30

You may attach 1 basic energy to any of your pokemon for each energy your opponent has in play.

W - [P] +20

R - None

RC - [C]


Gardevoir Lv. 45 HP 110 :psychic:

:pbody: Psychic Trance

Each of your opponents pokemon with a :ppowr: or :pbody: pays [C] more to attack. (your opponents pokemon can not be affected by more then 2 Psychic Trance Pokebodys)

[P][P][P][P] Psychic Crush - 40

If you draw a Prize Card with this attack, your opponent can not play any Supporters, Stadiums or Trainers during there next turn. You may discard any Stadiums and pokemon tools in play.

[P][P][P][P][P] - Mind Shock

Your opponent must discard one of there benched pokemon if any. (you do not take a Prize Card) Your opponent may attach a basic energy to 1 of there pokemon.


W - [P] +30


R - none

RC - [C][C]


Gardevoir Lv.X HP 130

:ppowr: Lock Down

Pick one of your opponetns pokemon. That pokemon may not evolve during your opponents next turn. (Gardevoir may not use Lock Down during your next turn)

[P] Death Lock
Place 1 Damage Counter on one of your opponents pokemon. During your opponents next turn, they may not take any cards out of there Discard Pile.

W - [P] X2

R - none

RC - [C][C]
 
Mr. Mime
[P] 70 HP
Basic

Pokebody: Happy:

As long as Mr. Mime is in play, in between turns if your opponent has a pokemon with a Happy marker on it you may either chose to have each player count the number of cards in their hand and shuffle it into their deck and draw that amount of cards, each player counts the amount of cards in their hand and shuffle it into their deck and draw the amount of cards in their opponents hand, each player shuffles their hand into their deck and draw a number of cards equal to the number of prizes that player has left, or each player shuffles their hand into their deck and draw 4 cards. Ignore this body if you already have a Happy pokebody activated.
[.] Cheer Up:
Place one Happy marker on one of your opponents pokemon.

W: [P]
R:
R: [C]
 
Yea, so what?

By greenzangoose's standards, compensations mean NOTHING! NOTHING!

Yup, glad you figured that out so quickly. The restrictions are not just there because they can be... It has these restrictions on them so that it becomes a CHALLENGE! :eek: (Hence why it is called a challenge.)

Some of your card still aren't within the rules, let's use PK flash as an example. :rolleyes:

(P)(P)(P)(P)(P) PK Flash 10+
Flip 3 coins. For each heads, this attack does 10+10 more damage to each of your opponents Pokemon.

OK, let's say you manage to get three heads (Unlikely but still possible,) and your opponent has 4 pokemon out... That would do 10 + 40 + 40 + 40 damage, which would equal 130 damage! not only that, but it CAN do more damage, is it likely? NO. Is it possible? YES! You must only do as much damage to your opponent's pokemon equal to the energy on the pokemon... No exceptions! :cool:

I know I may seem a bit bent about this, but this is what makes it the challenge it is. If it had anything less it wouldn't be nearly the same as it has been so far. :wink:
 
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Plusle Lv. 30 -70HP- [L]
Basic Pokemon

Poke Power Plus Charge
Once during your turn, if this Pokemon and Plusle are on your Bench, you may increase the damage done by your Active Pokemon's attacks to the Defending Pokemon by 10 for each Energy card attached to this Pokemon(excluding any Plusle or Minun).

[.] Tag Team
Search you deck for a Minun and put it on your Bench. If you do, you may switch your Active Plusle for one of your Benched Minun. Shuffle your deck afterwards.

[L] Thundershock 10
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

W-[F]+20
R-
RC-[C]

---

Minun Lv. 30 -70HP- [L]
Basic Pokemon

Poke Power Minus Sap
Once during your opponent's turn, if this Pokemon and Plusle are on your Bench, when your opponent attacks, you may use this power. Your opponent's Active Pokemon does 10 less damage to your Pokemon for each Energy Card attached to Minun.

[.] Tag Team
Search you deck for a Plusle and put it on your Bench. If you do, you may switch your Active Minun for one of your Benched Plusle. Shuffle your deck afterwards.

[L][L] Spark 20

W-[F]+20
R-
RC-[C]
 
Okay, I'm confused.

OK, let's say you manage to get three heads (Unlikely but still possible,) and your opponent has 4 pokemon out... That would do 10 + 40 + 40 + 40 damage, which would equal 130 damage! not only that, but it CAN do more damage, is it likely? NO. Is it possible? YES! You must only do as much damage to your opponent's pokemon equal to the energy on the pokemon... No exceptions! :cool:

:confused: Okay, I'm confused. Where did you get the idea that PK Flash does so many damage?
It's supposed to do 50 damage at max, to each of your opponents pokemon.....
That is why 10+10+10+10+10=50 and not 130... I don't see the 40 in there.

Maybe I should change the phrasing though I don't know how to get it more clear...
 
:confused: Okay, I'm confused. Where did you get the idea that PK Flash does so many damage?
It's supposed to do 50 damage at max, to each of your opponents pokemon.....
That is why 10+10+10+10+10=50 and not 130... I don't see the 40 in there.

Maybe I should change the phrasing though I don't know how to get it more clear...

Look at the bolded part in your quote. That is where I'm getting so much damage, just because you're doing damage to benched pokemon doesn't mean you aren't doing damage. Bench damage counts too, hench why it says ANY of your opponent's pokemon! :smile:
 
Alakazam - :psychic: - 100HP
Stage 2

:psychic::psychic::psychic::psychic::psychic::psychic::psychic:pK Flash
Flip 3 coins. For each heads, this attack does 10 damage to Defending Pokemon.
This attack does 10 damage to each of your opponents Benched Pokemon

Weakness: Psychic+30
Resistance: ()
Retreat: ()

:redface: Aah, I forgot. I just re-read the rules.

Anyways, I have changed PK Flash.
It now does 30-10-10-10-10-10 damage MAX With 7 energy cost.

Well, okay, it does 80 max and you need to flip 3 heads for that and the attack can completely fail but is it okay this way?
 
Sunkern δ Delta Species
40 HP {C}
Basic Pokémon

Held item Lame Joke
Once during your turn (before your attack), if you have a Pokémon with Marill in its name and δ on its card in play, you may draw a card. If that card is a basic {G} Energy card, you may attach it to 1 of your Pokémon in play with Marill in its name and δ on its card, then you may draw another card. You may repeat this effect as often as you like until you draw a card other than a basic {G} Energy card.
{C}{C} Delta Seed Choose 1 of your Pokémon with δ on its card that can evolve. Search your deck for a card that evolves from that Pokémon and attach it to that Pokémon. (This counts as evolving that Pokémon.) Shuffle your deck afterward. 10

Weakness: {R} (x2)
Resistance: {W} -30
Retreat Cost: {C}
It lost all known type traits when exposed to a defective Delta Species gene. Even top Holon scientists don't know what traits this Pokémon gained in return. Lv. 9 #191

Sunflora δ Delta Species
80 HP {C}{M}
Stage 1 Pokémon (Evolves from Sunkern)
(This Pokémon is both {C}{M} type.)

Poké-BODY Reactive Armor
If Sunflora has any React Energy cards attached to it, Sunflora has no Weakness.
{C}{C} Razor Wheel Don't apply Resistance for this attack. 20
{M}{M}{C}{C} Ultralevel Toss If the Defending Pokémon's level is 80 or higher, discard the highest Stage Evolution card attached to that Pokémon. If a Pokémon doesn't have a level, treat its level as if it were 50. If a Pokémon is a Pokémon-Lv.X, treat its level as if it were 256. 40

Weakness: {R} (x2)
Resistance: {W} -30
Retreat Cost: {C}{C}
Although it gained Steel-type traits when exposed to a defective Delta Species gene, it also possesses type traits that remain a mystery to Holon scientists. Lv. 36 #192

Azurill δ Delta Species
40 HP {G}
Baby Pokémon (Evolves into Marill)

If this Baby Pokémon is your Active Pokémon and your opponent announces an attack, he or she must flip a coin (before doing anything else). If tails, your opponent's turn ends.
Poké-BODY Evolution Bounce
If an effect would prevent Azurill from using a Poké-POWER, search your deck for Marill and attach it to Azurill. (This counts as evolving Azurill.) Shuffle your deck afterward.

Weakness: none
Resistance: none
Retreat Cost: none
It developed traits of Grass-types when exposed to defective Delta Species genes. It's unknown how this affects its buoyancy. Lv. 11 #298

Marill δ Delta Species
90 HP {G}
Basic Pokémon

Held item Bad Riddle
Once during your turn (before your attack), if you have a Pokémon with Sunkern in its name and δ on its card in play, you may flip a coin. If heads, shuffle a basic {M} Energy card from your discard pile into your deck and you may flip another coin. You may repeat this effect as often as you like until you get tails.
Poké-BODY Quick Play Stages
If Marill didn't evolve from Azurill when put into play, Marill's total HP is 70 instead of 90. If Marill is an Evolved Pokémon, Marill is both {G}{M} type.
{G}{C} Flora Sonic The Defending Pokémon is now Poisoned. 20

Weakness: {L} (x2)
Resistance: none
Retreat Cost: {C}
Grass-type traits emerged when exposed to a defective Delta Species gene. It's unknown if its tail is still buoyant, but its hearing wasn't affected by the gene. Lv. 37 #183

Azumarill δ Delta Species
120 HP {G}{M}
Stage 1 Pokémon (Evolves from Marill)
(This Pokémon is both {G}{M} type.)

Poké-BODY Holon Armor
If Azumarill has at least three kinds of Holon Energy cards attached to it, any damage done to Azumarill by an attack (your own or your opponent's) is reduced by 40 (after Weakness and before Resistance).
{G}{G} Solar Pulse Flip a coin. If heads, the Defending Pokémon is now Burned and Confused. 20
{M}{M}{C}{C} Iron Slam Discard 1 {M} Energy card attached to Azumarill or this attack does nothing. The Defending Pokémon is now Paralyzed. 30

Weakness: {L} (x2)
Resistance: none
Retreat Cost: {C}{C}
Traits of both Grass-types and Steel-types emerged when exposed to a defective Delta Species gene. Although it now sinks like a stone in water, its hearing is completely unaffected. Lv. 72 #184
 
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Regigigas Lv X 120HP :colorless

:pbody: Regi Shield:
If you have Regirock in play, all damage done to Regigigas is reduced by 30. If you have Regice in play, ignore all effects of an attack, excluding damage, done to Regigigas. If you have Registeel in play, ignore all effects of an attack, including damage, done to your benched pokemon.

:pbody: Regi Aura:
Whenever you play Regirock from your hand onto your bench, search your deck for a :fighting: energy and attach it to Regigigas. Whenever you play Regice from your hand onto your bench, search your deck for a :water: energy and attach it to Regigigas. Whenever you play Registeel from your hand onto your bench, search your deck for a :metal: energy and attach it to Regigigas.

Weakness: :fighting: x2
Resistance:
Retreat Cost: :colorless:colorless:colorless
 
Regice - :water: - 80HP
Basic

:water::water: Frost Bite 20
If the Defending Pokemon has no :water: Weakness, the Defending Pokemon now Asleep.

Weakness: :fire:+20
Resistance:
Retreat: 2 Colorless

----------------------
Regirock - :fighting: - 80HP
Basic

:fighting::fighting: Diamond Rock 20
If the Defending Pokemon has no :fighting: Weakness, any damage done to Regirock during your opponents turn is reduced by 20.

Weakness: :metal:+20
Resistance:
Retreat: 2 Colorless

-----------------------
Registeel - :metal: - 80HP
Basic

:metal::metal: Metal Cut 20
If the Defending Pokemon has no :metal: Weakness, the Defending Pokemon is now Poisoned.

Weakness: :fighting:
Resistance:
Retreat: 2 Colorless

-------------------------------
Regigas - :colorless - 130HP
Basic

:pbody: Slow Start
The turn Regigas becomes your Active Pokemon, Regigas can't attack.

(C)(C)(C)(C)(C) Region Quake 20
This attack does 10 damage to 2 opponents Benched Pokemon.

Weakness: :fighting:x2
Resistance:
Retreat: (C)(C)(C)(C)
 
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Bwahahahaha I have broken this format. :lol:


Spiritomb Lv.45 HP 80 :psychic:

:pbody: Energy Grudge

All damage done to Spiritomb from attacks (before applying weakness and resistance) is reduced by 10 for each energy attached to the defending pokemon.

[P] Curse

Discard the top 2 cards of your opponents deck. If either of them is an Energy or Pokemon, the defending pokemon is now poisoned. Prevent all effects of an attack (excluding damage) done to Spiritomb during your opponents next turn.

W - [D] + 10

R - [C] + 20

RC - [C][C][C]



Spiritomb Lv.x HP 110 :psychic:

:pbody: Dark Heart

When ever your opponent uses a :ppowr:, discard the top card of his or her deck.


:ppowr: Shadow Blast

Pick one of the defending pokemon. That pokemon is now Poisoned and Burned.


[P][P][P][P] Death Wish - 20

Discard a card from your opponents deck for each card in his or her hand.

W - [D] X2

R - [C] + 30

RC - [C][C][C][C]
 
Hmmm, I think it should be more like this:

Spiritomb - :psychic::dark: - 70HP
Basic

:pbody: Spitefull Energy
Whenever your opponent attaches a Energy card to 1 of his/her Pokemon, discard the top card from his/her deck.

:dark::psychic: Curse 10
Put 1 damage counter on Spiritomb and discard a card from your opponents hand without looking.

Weakness:
Resistance:
Retreat: :colorless

----------------------------------
Spiritomb LV.X - :psychic::dark: - 90HP
Level Up

:ppwer: Negative Influance
Once during your turn, you may discard 1 Energy attached to the Defending Pokemon.
You can't use more then one Negative Influance per turn.

:psychic::dark::dark: Pain Split
You may move as many damage counters as you like from Spiritomb to the defending pokémon, as long as there are more damage counters remaining on Spiritomb than the defending pokémon.

Weakness:
Resistance:
Retreat: :colorless
 
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Hmmm, I think it should be more like this:

Spiritomb - :psychic::dark: - 70HP
Basic

:pbody: Spitefull Energy
Whenever your opponent attaches a Energy card to 1 of his/her Pokemon, discard the top card from his/her deck.

:dark::psychic: Curse 10
Put 1 damage counter on Spiritomb and discard a card from your opponents hand without looking.

Weakness:
Resistance:
Retreat: :colorless

----------------------------------
Spiritomb LV.X - :psychic::dark: - 90HP
Level Up

:ppwer: Negative Influance
Once during your turn, you may discard 1 Energy attached to the Defending Pokemon.
You can't use more then one Negative Influance per turn.

:psychic::dark::dark: Pain Split
You may move as many damage counters as you like from Dusknoir to the defending pokémon, as long as there are more damage counters remaining on Dusknoir than the defending pokémon.

Weakness:
Resistance:
Retreat: :colorless

I think you should have put spiritomb for the 2nd attack. lol
 
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