Pokémon TCG: Sword and Shield—Brilliant Stars

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Hi again! OK ArceusRules, your eeveelution rock type names are lame. And Bouldreon sounds better if you say it "Bold-jre-on" instead of "Bold-reon". cpeterik, Dusknoir prime is good, but Eerie Presence is a little broken. If you changed it to say flip a coin first, then it would be a lot more "fair" I guess you could say. Next installment:

Stillframe HP70:colorless:
BASIC

PIC: Sillframe is a camera-like pokemon.

:pbody:Snapshot
Every time you attack, flip two coins. If both are heads, the defending pokemon is now paralyzed and that attack does 10 more damage.

:colorless: Blinding Flash - 20

:colorless::colorless: Save-to-Memory -
Flip a coin. If heads, during your opponents next turn, if Stillframe would be knocked out by the defending pokemons attack, Stillframe is KOed but your opponent cant take a prize.

Weakness:
Resistance:
Retreat Cost:


Digi (Prime) HP120 :colorless:
Evolves from Stillframe

PIC: Digi is a digital camera

:ppowr: Negative Effect
When Digi is your active pokemon, your opponents pokemons type is now its weakness and its weakness is now its type. If the defending pokemon has no weakness, this does nothing.

:ppowr: Black and White Effect
All pokemon in play can use any energy card as if it were a rainbow energy (minus the 10 damage rule).

[.] Giga Byte Storage -
Digi can use any attack from any pokemon in play as long as it has the necessary energy to use that attack.

Weakness:
Resistance:
Retreat Cost: :colorless:
 
Aceon (Prime) 70 Hp (C)
Evolved from Eevee

Poke-body: Rescue Aid
If your Active Pokemon would be knocked out by damage from an attack, and has no Pokemon tool attached to it, you may discard all cards attached to this card, and then attach this card from your Bench to your Active Pokemon as a tool. That Pokemon is not knocked out, and is placed on your Bench. At the end of each players turn, remove a damage counter from that Pokemon. Until all damage counters have been removed from that Pokemon, it cannot be made active. If that Pokemon recieves 7 or more damage counters while on your bench by this effect, both it and Aceon are Knocked out (your opponent takes a prize card for both Aceon and the attached pokemon).

(C)(C)(C) Mega Shoot Through 40
Discard any number of Energy cards attached to Aceon when you use this attack. This attack does 20 damage to one of your opponent's Pokemon for each Energy card discarded. You may pick the same Pokemon multiple times, and this attack will continue to do 20 more damage for each Energy card.

Weakness: Lx2
Resistance: F-20
Retreat Cost: None

Honareon (Prime) 130 Hp (F)
Evolves from Eevee

Poke-body: Never Quit
Honareon cannot retreat, be swtiched with a Pokemon on your Bench, returned to a players hand, or shuffled into a players deck once it has been made Active. Each time an opponent's card effect would attempt to do any of the above to Honareon, increase Honareon's max HP by 20.

(F)(C)(C) Combat Counter 40
Discard 1 (F) Energy from Honareon. During your opponent's next turn, if Honareon is damaged by an opponent's attack, even if it is knocked out, place damage counters on your opponent's active pokemon equal to the damage dealt.

Weakness: Px2
Resistance: None
Retreat Cost: (C)(C)(C)

Royaleon (Prime) Hp 100 (C)
Evolves from Eevee

Poke-body: Marvel Scale
Prevent all damage to Royaleon dealt by your opponent's Pokemon with any special names (this includes Dark Pokemon, Light Pokemon, Pokemon Ex, Pokemon Lv X, Pokemon SP, and so on. This does not include Pokemon Prime.)

(C)(C)(C) Me First
Choose an attack on one of your opponent's Pokemon that they have not used this game (do not include attacks of the same name used by other Pokemon.) Royaleon copies all effects of that attack except for its Energy cost (you must still do anything else required to use the attack). If this attack deals damage to your opponent's active Pokemon, increase that damage by 20.

Weakness: Cx2
Resistance: None
Retreat: (C)
 
Porygon-Z (Prime) :colorless:
120 HP
Stage 2: Evolves from Porygon2

:ppowr: Power Retrieve
Once during your turn (before your attack), you may choose 1 Energy attached to 1 of your opponent's Pokemon and search your deck for an Energy that is the same type as the Energy you chose and attach it to 1 of your Pokemon. This power can't be used if Porygon-Z is affected by a Special Condition.

:colorless::colorless: Color Blast 30+
Does 30 damage plus 10 more damage for each of your Pokemon that has 2 or more different types of Energy attached to it.

:colorless::colorless::colorless: Power Cannon 70
Flip a coin for each Energy attached to Porygon-Z. For each heads, discard an Energy attached to the Defending Pokemon.

Weakness: :fighting:x2
Resistance:
Retreat Cost: :colorless::colorless:

Togekiss (Prime) :colorless:
140 HP
Stage 2: Evolves from Togetic

:pbody: Energized Wings
As long as Togekiss is your Active Pokemon, and is damaged by an attack, you may attach an Energy from your discard pile to Togekiss.

:colorless::colorless: Air Dash 40
Flip a coin. If heads, prevent all effects of attacks, including damage done to Togekiss by an opponent's attack during your opponent's next turn.

:colorless::colorless::colorless::colorless: Wind Blast 80
Flip a coin. If heads, switch the Defending Pokemon with 1 of your opponent's Benched Pokemon. If the Defending Pokemon is Knocked Out by this attack, choose 1 of your opponent's Pokemon and that Pokemon is your opponent's next Active Pokemon.

Weakness: :lightning:x2
Resistance: :fighting:-20
Retreat Cost: :colorless:

Gallade (Prime) :fighting:
150 HP
Stage 2: Evolves from Kirlia

:pbody: Psychic Guts
As long as Gallade is affected by a Special Condition, each of Gallade's attacks do 40 more damage.

:psychic::fighting::colorless: Psycho Combo 50+
Flip 3 coins. If all 3 coins are heads, this attack does 50 damage plus 100 more damage. If all 3 coins are tails, this attack does nothing.

:fighting::fighting::colorless::colorless: Combat Crash 120
Discard 2 Energy attached to Gallade or any damage done to Gallade during your opponent's next turn is increased by 60.

Weakness: :psychic:x2
Resistance:
Retreat Cost: :colorless::colorless:
 
Beedrill (Prime) 140HP:grass:
Evolves from Kakuna
(.) Swarm
Search your deck for 3 Beedrill and put them on your bench as Basic Pokemon. Shuffle your deck afterwards. This attack fails if you have 3 or more benched Pokemon or less than 3 Beedrill in your deck.
:grass::grass: Recover Peck
If you have any Beedrill on your bench, you may choose one of them and switch it with Beedrill. If you do, remove up to 6 damage counters from any of your Beedrill and place them on any of your opponents Pokemon in any way you like.
W: :fire: x2:lightning: +20
R::fighting: -20
RC:
 
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Okay, here's my first stab at something, I love the original three starters so here we go:

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

:pbody: Thick Roots
If Venusaur (Prime) is on your bench, it counts as two benched Pokemon (If your bench is full and Venusaur (Prime) is active, you cannot move it to your bench in any way).

:ppowr: Overgrowth
If Venusaur is on your bench, at the end of your turn you may place 2 damage counters on your opponent's pokemon in any way you like and 1 damage counter on Venusaur (Prime).

:grass::colorless::colorless: Forest Spread
Put 3 damage counters on your opponent's Pokemon in any way you want. For each different Pokemon you place a damage counter on, Venusaur does 10 damage to itself. Then, this attack does 30 damage to each of your opponent's Pokemon with damage counters on it.

Weakness: :fire: x2
Resistance: :water: -30
Retreat: :colorless::colorless::colorless:


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

:pbody: Burn Down
When a :fire: energy is attached to Charizard (Prime), you may attach another :fire: energy from your hand to Charizard (Prime). If you do, put a damage counter on Charizard (Prime).

:ppowr: Firestorm
Once during your turn, you may search your deck for up to 5 :fire: energy cards and discard them. For each energy you discarded, Charizard (Prime)'s attacks' base damage is 10 more.

(no energy attack) Flame Claw 10

:fire::fire: Flare Blast 60
Shuffle all :fire: energy attached to Charizard (Prime) into your deck.

Weakness: :water: x2
Resistance: :fighting: -30
Retreat: :colorless::colorless:


Blastoise (Prime) :water:
140 HP
Stage 2: Evolves from Wartortle

:pbody: Energy Trickle
Whenever you attach an energy to Blastoise (Prime), you may put 1 damage counter on up to 2 of your Pokemon. If you do, search your deck for a :water: energy card and attach 1 to each of those Pokemon.

:ppowr: Liquidity
At any time during your turn, before you attack, you may move up to 2 :water: energy cards from your Pokemon and reattach them to any of your other Pokemon.

:water::water::colorless::colorless: Hydro Razor 70
Choose 2 of your opponent's benched Pokemon. This attack does 20 damage to each of them.

Weakness: :lightning: x2
Resistance: :water: -30
Retreat: :colorless::colorless::colorless:

What I was going for with these was a way that each card is somewhat standalone and its own mini-engine. I got an idea like this when thinking about claydol being rotated out, if each type had its own sort of engine that wasn't as near-broken as claydol but still effective for what it was trying to do.

Venusaur: tank him, bench him for damage, then take him out for some big prizes, but watch out for all the damage you pile up on yourself

Charizard: discard from deck for extra damage, fisherman out any extra energy, shuffle it back into the deck with the attack, rinse, recycle, repeat. (watch out for the damage you do to yourself)

Blastoise: New twist on rain dance, energy flow, and if you had say, an SP pokemon (floatzel G anyone?) load it up with energy/damage, transfer all the energy, then poketurn it to remove the damage, among with various other methods I can't think of right now.
 
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sand veil is completely broken, i think it could be more broken than fainting spell.

How could this be more broken than Fainting Spell? Fainting Spell causes instant KOs to the opponent when Gengar is knocked out and the owner of it flips a heads. Sand Veil is a built in Flash Poke-Body.
 
How could this be more broken than Fainting Spell? Fainting Spell causes instant KOs to the opponent when Gengar is knocked out and the owner of it flips a heads. Sand Veil is a built in Flash Poke-Body.

I think it would be considered 'more broken' because Fainting Spell requires a successful flip. Whereas a 'flash' attack, or anything that requres the opponent to flip next turn for a successful attack (think smokescreen/etc) is usually a weaker damaged attack, but actually counts as an attack. not an affect that automatically takes place. Any normal 'flash'/smokescreen requires a heads flip in order to be activated, and THEN the opponent flips for success. So since fainting spell is flippable, and the Sand Veil is automatic, I can see how it is more broken since there is no downside to balance it (you dont have to flip for it, it doesnt count as your attack, you dont have to discard anything to activate it, etc)
 
I think it would be considered 'more broken' because Fainting Spell requires a successful flip. Whereas a 'flash' attack, or anything that requres the opponent to flip next turn for a successful attack (think smokescreen/etc) is usually a weaker damaged attack, but actually counts as an attack. not an affect that automatically takes place. Any normal 'flash'/smokescreen requires a heads flip in order to be activated, and THEN the opponent flips for success. So since fainting spell is flippable, and the Sand Veil is automatic, I can see how it is more broken since there is no downside to balance it (you dont have to flip for it, it doesnt count as your attack, you dont have to discard anything to activate it, etc)

Take a look at AR Luxray by your logic and try to tell me the body is still broken. http://pokegym.net/gallery/showimage.php?i=49197&c=227
 
Take a look at AR Luxray by your logic and try to tell me the body is still broken. http://pokegym.net/gallery/showimage.php?i=49197&c=227

I would say Sand Veil is still broken and that Flas is not. Because the weakness of the attack balances it out. Since you have to attack to activate it and it limits you to only doing 30 damage each turn (50 expert belted), that balances it out more, and that effect can be negated by switching pokemon. If that card was so broken more people would actually use it. Not saying no one uses it, since I'm sure someone out there is, just saying, whens the last time you've heard a Luxray top cutting or winning somewhere and it isn't a basic Pokemon or Level X form?

Sand Veil, on the other hand, is a body. That cannot be blocked nor negated in any way by switching Pokemon. That, along with being able to also do another attack for a lot more than 30 damage, is what makes it broken.

So, due to the fact that it is not part of an effect of an attack and allows you to still use attacks with large damage outputs and their own effects, that is what makes it broken, and what makes Luxray AR's attack not so broken. Annoying, yes, but not broken.
 
Fine would it make you happy if I made it so you have to flip 2 coins and if both are tails the attack does nothing?

There aren't feelings involved, I wasn't saying I was offended by your card, I was just stating that for it to be viable it would need to be balanced out a little more- just some constructive criticism. And actually I think that switching it to that would be great, it balances it out a bit more, maybe you could get real creative and make it where if your opponent tries to attack you can do some form of 'power spray' and discard a card and force them to flip a heads to make the attack successful or something :thumb:
 
Here's another Drapion (Prime). I thought I'd do one that does nasty poisoning.

Drapion (Prime) :dark:
Stage 1 Pokemon: Evolves from Skorupi
130 HP

:pbody: Battle Armour
If Drapion has no damage counters on it and would be Knocked Out by an attack, prevent that damage done to Drapion

:dark::colorless: Venom Drain 40
Flip a coin. If heads, the defending Pokemon is now poisoned. Then after your attack, remove from Drapion the number of damage counters equal to the damage you did to the Defending Pokémon.

:dark::dark::colorless: Poison Increment 60+
Discard 2 energies attached to Drapion. Then if the defending Pokemon is poisoned, this attack does 60 damage plus 40 more damage. Then between turns, put 2 damage counters on the defending Pokemon instead of 1.


Weakness: :fighting: x2
Resistance: :psychic: -20
Retreat: :colorless::colorless::colorless:

Back to back posts merged. The following information has been added:

There aren't feelings involved, I wasn't saying I was offended by your card, I was just stating that for it to be viable it would need to be balanced out a little more- just some constructive criticism. And actually I think that switching it to that would be great, it balances it out a bit more, maybe you could get real creative and make it where if your opponent tries to attack you can do some form of 'power spray' and discard a card and force them to flip a heads to make the attack successful or something :thumb:

That sounds like a flippy version of Power Cancel. I think the 2 coin flip is enough.
 
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Drapion (Prime) :dark:
Stage 1 Pokemon: Evolves from Skorupi
130 HP

:pbody: Battle Armour
If Drapion is attacked by a Pokemon that would knock Drapion out in 1 hit (even after applying weakness and resistance), prevent all the damage done to Drapion. Drapion can still be affected by any special conditions from any attack.

:dark::colorless: Venom Drain 40
Flip a coin. If heads, the defending Pokemon is now poisoned. Then after your attack, remove from Drapion the number of damage counters equal to the damage you did to the Defending Pokémon.

:dark::dark::colorless: Poison Increment 60+
Discard 2 energies attached to Drapion. Then if the defending Pokemon is poisoned, this attack does 60 damage plus 40 more damage. Then between turns, put 2 damage counters on the defending Pokemon instead of 1.


Weakness: :fighting: x2
Resistance: :psychic: -20
Retreat: :colorless::colorless::colorless:

So by the :pbody: I get what you mean, but the wording would be confusing (as any time you attack, if it gets knocked out it would be considered getting knocked out in that one hit)

I'd reword it to something like: If Drapion has no damage counters on it and would be knocked out by your opponent's attack, prevent all damage done to Drapion (all other effects of the attack still happen).

But I really like that idea, and as a prime I think this works real well, can't one hit it and then it heals itself/forces your opponent to swtich if they get double poisoned. :thumb:

Back to back posts merged. The following information has been added:

I think Sand Veil with needing two tails to be flipped balances it out as to more of an annoyance than a broken power, which makes it work out well.

Did you see my three Kanto starter Primes? I wonder if you have any feedback for those, I tried to give them all their own little niche, with big benefits but also rather large consequences as well
 
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Maybe it would be a good idea to reword it like this: If Drapion has no damage counters on it and would be Knocked Out by an attack, prevent that damage done to Drapion.

Should this work out?
 
Done. Now how about some compliments for a change? All I get out of you guys is critism.

Banette (Prime) :psychic:
Stage 2 Pokemon: Evolves from Shuppet
110 HP

:ppowr: Frisk
Once during your turn, (before your attack), you may flip a coin. If heads, choose one of your opponent's Pokemon in play that has a Pokemon Tool attached to it and discard that Pokemon Tool.

:psychic: Darkness Gaze 30
Flip a coin. If heads, the defending Pokemon is now paralyzed. If tails, the defending Pokemon is now asleep.

:psychic::psychic: Antagonize 60+
If the defending Pokemon was paralyzed on your opponent's last turn, discard all energies attached to Banette and this attack does 60 damage plus 40 more damage. If the defending Pokemon is asleep, this attack does 60 damage plus 20 more damage. If the defending Pokemon was not paralyzed on your opponent's last turn or is not currently asleep, Banette does 40 damage to itself.

Weakness: :dark: x2
Resistance: :colorless: -20
Retreat: :colorless:
 
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Done. Now how about some compliments for a change? All I get out of you guys is critism.

Banette (Prime) :psychic:
Stage 2 Pokemon: Evolves from Shuppet
110 HP

:ppowr: Frisk
Once during your turn, (before your attack), you may flip a coin. If heads, choose one of your opponent's Pokemon in play that has a Pokemon Tool attached to it and discard that Pokemon Tool.

:psychic: Darkness Gaze 30
Flip a coin. If heads, the defending Pokemon is now paralyzed. If tails, the defending Pokemon is now asleep.

:psychic::psychic: Antagonize 60+
If the defending Pokemon is paralyzed, discard all energies attached to Banette and this attack does 60 damage plus 40 more damage. If the defending Pokemon is asleep, this attack does 60 damage plus 20 more damage. If the defending Pokemon is not paralyzed or asleep, Banette does 40 damage to itself.

Weakness: :dark: x2
Resistance: :colorless: -20
Retreat: :colorless:

I think thats a really solid, really good card, especially since both attacks require a specific type of energy and there are downfalls to them. Although I'm not entirely sure, I thinkkkkk (I may be wrong) that paralysis ends at the end of the opponent's turn, I do not know entirely, if that's the case then its just an easy change of wording to if the defending pokemon was paralyzed its last turn... that solves everything. Idk which one it is, but I really like this card
 
Arceus Prime Hp 100 :colorless:

:ppowr: Plate Heat
Once during your turn you may use this power. Prevent any damage done to Arceus Prime for three turns. You cannot use this power again until one of your pokemon is knocked out.


Plate Destruction-200
Flip a coin. If tails, Arceus Prime is knocked out. If head this attack does 50 damage to Arceus Prime


Res::fighting:x2 Wek::lightning:+20 Ret:5
 
I think thats a really solid, really good card, especially since both attacks require a specific type of energy and there are downfalls to them. Although I'm not entirely sure, I thinkkkkk (I may be wrong) that paralysis ends at the end of the opponent's turn, I do not know entirely, if that's the case then its just an easy change of wording to if the defending pokemon was paralyzed its last turn... that solves everything. Idk which one it is, but I really like this card

Oh yeah. Right. I forgot. Yes it DOES end at the end of your opponent's turn. Lemme fix it and thanx for the compliment.
 
Skarmory (Prime) :metal:
110 HP
Basic

:ppowr: Iron Raise
Once during your turn (before your attack), you may look at your opponent's hand. If he/she has any Energy in his/her hand, you may attach 1 of them to 1 of your opponent's Benched Pokemon. If you do, each of Skarmory's attacks do 30 more damage. This power can't be used if Skarmory is affected by a Special Condition.

:metal::colorless::colorless: Hyper Dash 40
If the Defending Pokemon has a 0 Retreat Cost, prevent all effects of attacks including damage done to Skarmory by the Defending Pokemon during your opponent's next turn.

:metal::metal::metal::colorless: Iron Crash
Choose 1 of your opponent's Pokemon. This attack does 80 damage to that Pokemon (don't apply Weakness or Resistance for Benched Pokemon). If that Pokemon is Knocked Out by this attack, discard all Energy attached to Skarmory.

Weakness: :lightning:x2
Resistance: :fighting:-20
Retreat Cost: :colorless:
 
^^^^That's a pretty cool card. I just thought of another cool name for an attack. Bladed Wing or Wing Blade.

Sharpedo (Prime) :dark:
Stage 1 Pokemon: Evolves from Carvanha
110 HP

:pbody: Rough Skin
If Sharpedo is damaged by an attack (even if Sharpedo would be knocked out), put 2 damage counters on the defending Pokemon.

:dark: Crazy Fangs 30
Flip a coin. If heads, during your next turn, the base damage for Crazy Fangs is now 60 instead of 30 and the defending Pokemon can't retreat during your opponent's next turn. If tails, the defending Pokemon is now Paralyzed.

:dark::dark::colorless: Hydro Torpedo 80
Flip a coin. If heads this attack does 40 damage to each of your opponent's benched Pokemon. If tails, this attack does 40 damage to each of your benched Pokemon.

Weakness: :lightning: x2
Resistance: :psychic: -20
Retreat:

Drifblim (Prime)
Stage 1 Pokemon: Evolves from Drifloon
110 HP

:pbody: Aftermath
If Drifblim has no damage counters on it and would be knocked out by an attack, put 8 damage counters on the defending Pokemon.

:psychic::colorless: Soul Reaper 60
If the defending Pokemon is knocked out by this attack. Put the defending Pokemon and all cards attached to it into The Lost Zone. If Drifblim is knocked out by an attack during your next turn, put Drifblim and all cards attached to it into The Lost Zone.

:psychic::psychic::psychic: Condemning Shadows 150
Discard all energies attached to Driflblim. Then flip a coin. If heads, choose one of your opponent's benched Pokemon. Drifblim and that Pokemon are both now knocked out. If tails, your opponent may choose 1 of your benched Pokemon and that Pokemon is now knocked out.

Weakness: :dark: x2
Resistance: :colorless: -20
Retreat:
 
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