And that wraps up the first part of this set.
Now for the second part of the set. This is where the set gets its name. It's a new take on evolution. For this set, two special meta-rules come into play. Here they are:
To play a Pokémon with Super Sonic or Super Shadow in its name, the player playing the card must have played at least 1 Trainer card exactly named Chaos Emerald during the course of the game.
To play a Pokémon with Hyper Sonic or Hyper Shadow in its name, between both players, a grand total of at least 7 Trainer cards exactly named Chaos Emerald must have been played during the course of the game.
Pokémon with Super Sonic in its name are Stage 1 Pokémon that evolve from a Basic Pokémon with Sonic in its name from any of the three SA2B expansions. Super Shadow Pokémon work the same way, evolving from those with Shadow in its name. Legal examples from each expansion (not guaranteed to be used) are Super Sonic's Raichu, Super Shadow's Delcatty, and Super Sonic's Porygon2. Such cards are made slightly stronger than normal Stage 1 Pokémon and slightly higher HP than normal (up to 120 HP except for a Wailord or Blissey, it can have up to 140), all limits for non-EX Pokémon apply. In other words, cards in this category would be slightly broken without the Chaos Emerald treatment. When applying effects of cards that reference normal Pokémon with Sonic or Shadow in its name, it also references those with Super Sonic or Super Shadow in its name.
Pokémon with Hyper Sonic in its name are Stage 2 Pokémon that evolve from the corresponding Stage 1 Super Sonic card, and all have Resistance to Colorless regardless of type (in addition to a normal Resistance). (Pokémon Breeder is a legal strategy just as long as the required number of Chaos Emeralds have been played.) Same goes with Hyper Shadow Pokémon, evolving from the Super Shadow Pokémon. Legal examples from each expansion (not guaranteed to be used) are Hyper Shadow's Typhlosion, Hyper Sonic's Swampert, and Hyper Sonic's Butterfree. These cards are about 125% as strong as a typical Stage 2, and also have 125% of its typical HP as well, rounded down to the nearest 10 (the Pokémon can have as much as 150 HP), its Retreat Cost can be as high as {C}{C}{C}{C}{C}{C}, all other limits for non-EX Pokémon apply. In other words, cards in this category would be moderately broken without the Chaos Emerald treatment. When applying effects of cards that reference normal Pokémon with Sonic or Shadow in its name, it also references those with Hyper Sonic or Hyper Shadow in its name.
Fossil evolutions are treated the same as a typical Pokémon.
All Hyper Sonic and Hyper Shadow cards and the corresponding Super Sonic or Super Shadow card must be made except that each may have only one starter line get this treatment (i.e. there can't be both a Hyper Shadow's Meganium and a Hyper Shadow's Typhlosion; there also can't be both a Hyper Sonic's Blastoise and a Hyper Sonic's Swampert.) Same goes for Super Sonic and Super Shadow except, for variety's sake, there can be no Super Sonic Eeveelution. Once all possible cards are made, the slot closes.
Also, a restriction on cardmaking for this part of the set. Each person is limited to six cards per day, a day beginning at midnight Eastern. NO EXCEPTIONS. Not even I can break this restriction.
The second part of the set is complete.
Here are the first cards for part two:
Super Shadow's Haunter
90 HP {P}
Stage 1 Pokémon (Evolves from Shadow's Gastly)
{P}{P}
Steal Soul If this attack Knocks Out the Defending Pokémon, remove all damage counters from Super Shadow's Haunter.
40
{P}{P}{P}{P}
Dark Vision This attack does 50 damage to each of your opponent's Pokémon with Light, Shining, Brock, Misty, Erika, Sonic, Tails, or Knuckles in its name.
Weakness: {D}
Resistance: {F}
Retreat Cost: {C}
Hyper Shadow's Gengar
140 HP {P}
Stage 2 Pokémon (Evolves from Super Shadow's Haunter)
{P}{P}{P}
Poison Cross This attack does 60 damage to each Defending Pokémon and each Defending Pokémon is now Poisoned.
{P}{P}{P}{P}
Mega Nightmare This attack does 80 damage to each Defending Pokémon and each Defending Pokémon is now Asleep.
Weakness: {D}
Resistance: {F}{C}
Retreat Cost: {C}{C}
Super Sonic's Vibrava
80 HP {F}
Stage 1 Pokémon (Evolves from Sonic's Trapinch)
{R}{R}
Dragonbreath Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
40
{F}{F}{F}
Earthquake This attack does 10 damage to each of your own Benched Pokémon. (
Don't apply Weakness and Resistance for Benched Pokémon.)
80
Weakness: {W}
Resistance: {L}
Retreat Cost: {C}
Hyper Sonic's Flygon
120 HP {F}
Stage 2 Pokémon (Evolves from Super Sonic's Vibrava)
{R}{R}{R}{R}
Dragon Blast Discard 2 {R} Energy cards attached to Hyper Sonic's Flygon or this attack does nothing.
140
{F}{F}{F}{F}
Wing Slap 80
Weakness: {W}
Resistance: {L}{C}
Retreat Cost: {C}{C}{C}
Super Sonic's Raichu
90 HP {L}
Stage 1 Pokémon (Evolves from Sonic's Pikachu)
{L}{L}
50/50 Bolt You can only use this attack if there is more than 1 Defending Pokémon. Choose a Defending Pokémon and flip a coin. If heads, this attack does 50 damage to that Pokémon; if tails, this attack does 50 damage to each of the other Defending Pokémon.
{L}{L}{L}{L}
Super Jolt Discard 2 {L} Energy cards attached to Super Sonic's Raichu or this attack does nothing.
110
Weakness: {F}
Resistance: {M}
Retreat Cost: {C}{C}
Super Shadow's Arbok
80 HP {G}
Stage 1 Pokémon (Evolves from Shadow's Ekans)
{G}{G}
Poison Tongue The Defending Pokémon is now Poisoned.
30
{G}{G}{G}{G}
Tight Wrap This attack does 50 damage to each Defending Pokémon and during your opponent's next turn, no Defending Pokémon may retreat and any effects of attacks, Poké-POWERs, Poké-BODies, and Trainer cards that would make a different Pokémon Active do nothing.
Weakness: {P}
Resistance: none
Retreat Cost: {C}{C}