Pokémon TCG: Sword and Shield—Brilliant Stars

The Best X: A New Contest

Qwilfish LV.X hp90 :water:
LEVEL-UP Put onto Qwilfish

:pbody: Toxic Spikes
Whenever your opponent puts one of their Benched Pokémon as their new Active Pokémon during your opponent's turn, that Pokémon is now Poisoned. Put 2 damage counters instead of 1 on that Pokémon in between turns.

:water::psychic: Reacting Splash 40
If the Defending Pokémon is Poisoned, you may do this damage to one of your opponent's Benched Pokémon instead.

:water::psychic::colorless Puffed Volley 20x
Flip 4 coins. This attack does 20 damage times the number of heads. After doing damage, you may switch Qwilfish with 1 of your Benched Pokémon, or reduce damage done to Qwilfish during your opponent's next turn by 10 times the number of tails. Either way, the defending Pokémon is now Poisoned.

Weakness: :lightning +30
Resistance:
Retreat Cost: :colorless

Design notes:
First of all, you might notice the way I typed out the card is as how it looks like on the card itself. Now as for the card itself.
The HP stat is nothing remarkable. When it gets to the attacks and body, things get interesting. Qwilfish is a poison fish after all, so making him have toxic effects seems only natural. The wording about only your opponents turn is there to prevent Warp Point/Palkia/Pokeblower abuse, and therefore its body won't be of too much use - its just a lovely addition. Reacting Splash coincides nicely, letting you 2-shot most low HP bench sitters while still hurting the active. Puffed Volley plays on Qwilfish's fishy nature and gives him a secondary way of poisoning, and the ability to choose from damage reduction or running to the bench is a tactical play which would influence game outcomes heavily, if this card were ever to be made.
There is a cost of Psychic energy because of Qwilfish's poison subtype.
That is all.
 
Last edited:
Heracross LV. X 110 HP {F}
LEVEL-UP Put onto Heracross

Poké-BODY: Sap-Covered Body
Whenever the Defending Pokémon tries to attack Heracross, flip a coin for each multiple of 10 the attack's damage does. For each heads, reduce the damage done by 10 damage.

{} Vigor
Search your deck for 2 basic {F} Energy cards and attach them to Heracross. During your next turn, when Heracross uses an attack, flip a coin. If heads, that attack does 20 more damage.

{F}{F}{C}{C} Throwing Strength Test 70
Flip 3 coins. If at least 1 is heads, you may switch the Defending Pokémon with one of your opponent's Benched Pokémon. If at least 2 are heads, you may return the Defending Pokémon and all cards attached to it to your opponent's hand. If all three are heads, you may shuffle the Defending Pokémon and all cards attached to it into your opponent's deck. You can't use this attack if your opponent has no Bench.

W: {P}X2
R: N/A
RC: {C}{C}{C}

BTW, grammar would go under "How neat the card is", right? Otherwise you could post a card that could say like "Absol is now sleeping" or something like that.
 
Pikachu Lv.X 70HP [L]

LEVEL UP

PokéBody: Protective Charge.
If Pikachu would do damage to itself from an attack, reduce that damage by 10 for each basic [L] Energy Card attached to Pikachu.

[L][L][L] Overload Hammer 70+
You may flip a coin. If heads, this attack does 50 more damage. If tails, Pikachu does 100 damage to itself.
_____________________________
Weakness:[F]x2
Resistance:
Retreat Cost:[C]

-Enjoy
 
Last edited:
Spiritomb lv.X HP 100 :psychic:
LEVEL UP

:ppowr: Intimidating Pain
You may use this power once per turn when you put this card onto your active Spiritomb. Put 1 damage counter on all of your opponents pokemon, and then put one more damage counter on each of those pokemon that have less remaining HP then Spiritomb lv.X after the first damage counter is placed.

:pbody: Trans Pain
You may use this Pokebody once in between turns after your opponents turn. If Spiritomb lv.X's remaining HP is 10, take one damage counter off of Spiritomb lv.X for each of your opponents pokemon, then put one damage counter on each of those pokemon.

:psychic::colorless Evil Pain
Put 1 damage counter on 2 of your opponents pokemon and 2 damage counters on 2 of your opponents pokemon. You must choose a different pokemon each time you place damage counters,



Weakness:

Resistance: :colorless-20

Retreat cost: :colorless:colorless
 
wow, 4 people gone on the first challenge. Kinda harsh, but OK...
------------------------

Magnemite LV. X (M)
90 HP
LEVEL UP (Put onto Magnemite)

Poke-BODY: Vengeful Retreat

If Magnemite is your Active Pokémon and the Defending Pokémon would be placed on your opponent's Bench, you may place one damage counters on that Pokémon for each Magnemite, Magneton, or Magnezone on your Bench.

(L): Shock Volley (30)

This attack does 10 damage to each of your opponent's Benched Pokémon (don't apply weakness or resistance for Benched Pokémon).

(MM*): Damage Magnet (60)

Before doing damage, you may select one of your opponent's Benched Pokémon with at least two damage counters on it and switch it with the Defending Pokémon.

Weakness: F+40
Resistance: G-20
Retreat: *
--------------------------------------------

Design Perspective: For my first round, I chose a rather traditional card with rather non-traditional consequences. Vengeful retreat seems overpowered until you realize that it will do, at max, 30 damage per benching effect and usually only average about 10. This balances the effect without breaking it. Shock Volley is your standard spreading effect for cheap. Damage Magnet is meant to bring anything back that tries to get away or selectively kill after spreading (can you say "All Your Claydol R Belong To Us"?).

The Power is also interesting in it's wording. Most similar effects (Forretress springs to mind) only trigger on retreating. While this is viable ton a Stage 1, this card takes effect during any Switch effects from your opponent or you. This card with Warp point is nigh upon broken, as you can rotate on Magnet X out for another to the effect on the stack if they should Warp you and any Warp you play is an auto damage effect on the stack. This definitely bends the rules without breaking them in my opinion.
 
Snover Lv.X (W)

90 HP

LEVEL UP ( Put on Snover )

Poke-Body: Calling friends

For each Snover in play, increase Snover Lv.X's attacks by 10.

Water Gun (W) (C) (x10)

This attacks does 10 damage to the defending pokemon, x10 for each pokemon your opponent has in place which aren't (W) type.

Blizzard (W) (W) (C) ( 110)

This attack may only be used if Snover has a Cold Marker on it. If Snover does not, this attack does no damage or other effects to the defending pokemon - now put a Cold marker on Snover. Your turn ends.

If Snover has a Cold Marker, discard it from play after doing damage to the defending pokemon.


Weakness (F) + 30
Resistence - None
Retreat: *
 
Last edited:
Ekans Lv.x 90hp (Phychic)

Level Up (Put onto your active Ekans)

Pokepower Shoot Poison

Once during your turn when you place this card onto your active Ekans you may flip a coin. If heads The defending pokemon is now poisoned if tails Nothing happens.

(P)Toxic

If the defending pokemon is poisoned the defending pokemon loses 20 damge instead of 10 damage from poison between turns

(P)(G) Sludge bomb

Choose two of your oppenents pokemon. This attack does 40 damage to each of them. Dont apply weakness and resistence for benched pokemon.

(W) +30 Phychic

(R)

(RT)**
 
Last edited:
Skarmory LV.X - :metal: - 110HP
Level Up

:pbody: Heavy Aura
As long as Skarmory LV.X is your Active Pokemon, all of your opponents Pokemon's Retreat Costs is increased by 2 :colorless.

:fighting::fighting::colorless:colorless Stealth Rock 20X
Before doing damage, you may have your opponents switch the Defending Pokemon with one of his or her Benched Pokemon. This attack does 20 damage times the number of :colorless in the Defending Pokemon's Retreat Costs.

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

To be honest, I'm a bit doubtful about the Energy Cost for SR. But vs Pokemon with 4 base Retreat, it would do 120 damage with it's Body... I guess it's a bit like Zong SF's Strange Potential attack... but different.

It's obviously inspired by how Skarmory is used in the DS games. However, I did not want to create a Marker of sorts to make SR do damage so I went for this.
 
Last edited:
Scyther Lv X 90 HP [G]

Poke-body: Quick
Once per turn, Scyther may retreat for [C]. This does not count as your retreat for the turn.

[C] Multiple Blades
Select one of Scyther's attacks. This attack's damage and effect become the same as that attack (Scyther must have the energy required to use the attack.) It may be used up to a number of times equal to the retreat cost of the defending Pokemon but you must discard [C] from Scyther each time.

Weakness: Fire + 30
Resistance: Fighting - 20
Retreat: 0
 
Pikachu Lv.X 70HP [L]

LEVEL UP

PokéBody: Protective Charge.
If Pikachu would do damage to itself from an attack, reduce that damage by 10 for each basic [L] Energy Card attached to Pikachu.

[L][L][L] Overload Hammer 70+
You may flip a coin. If heads, this attack does 50 more damage. If tails, Pikachu does 100 damage to itself.
_____________________________
Weakness:[F]x2
Resistance:
Retreat Cost:[C]

-Enjoy

No Pikachu X's.
Some of you should read the rules more carefully.
Please make another card for submission.
 
Snover Lv X - 90HP - :water:
LEVEL UP (Put onto Snover)

:pbody: - Christmas Protection
Prevent all effects of attack, excluding damage done to Snover.


[.] Icy Recovery
Choose one of your Pokemon. Remove three damage counters from that Pokemon, and attach up to one energy from your discard pile to that Pokemon.

:water::water::colorless Absolute Zero 40
Flip a coin, if heads the defending Pokemon is Paralyzed, if tails the defending Pokemon is Asleep.

Weakness: :fire:X2
Resistence:
Retreat :colorless:colorless
 
Last edited:
Ralts Lv. X 90HP [P]

Level Up

Poke Power: Fore Knowledge
Once during your turn you may choose a card from your opponent's hand to put in the discard. You may not use this power if another Fore Knowledge Poke Power has been used this turn. This Power cannot be used if Ralts is affected by a special condition.

[P][C] Recall 30

Look through you opponent's discard pile and choose a Pokemon. If your opponent has any Pokemon in play by the same name this does 30 damage to them (excluding Lv. Xs).

Weakness: [P] +30
Resistance: [F] -20
Retreat:
 
Onix X 100HP [F]

Level Up

Poke-Power : Hard Crash
Once during your turn (before you attack), when you play Onix X to Level Up 1 of your Pokemon. You may discard up to 3 cad from you hand. Put 2 damage counters on your opponent's Pokemon in any way you like for each card discarded in this way. You can't Knocked Out a Pokemon by this way.

[C][C] Retrieve 50-
Search you discard pile for up to 5 Pokemon card, show them to you opponent and shuffle them into your deck. This attack does 50 damage minus 10 for each Pokemon card shuffled into your deck.

[F][F][F][C] Tail Strike 80
You may discard 2 [F] energy card attach to Onix. If you do this attack does 20 damage to all of your opponent's Benched Pokemon instead.

W - [W] x2
R - [L] -20
RC - [C][C][C]
 
I do apologize, I litterally texted my entry in, and the page's resolution caused me to miss the detail. Again, my highest apologies. Hopefully its at least interesting, and can be rated for non-contest purposes. =)

Now that I have a computer, time to get nutty.

Seviper Lv X Hp 100 [P]
LEVEL-UP Put onto Seviper

Poke-Power: Constrict Prey
Once per turn, when Seviper poisons the Defending Pokemon with its attack, and it was not already poisoned, you may flip a coin. If heads, the Defending Pokemon is also paralized.

[P][P] Finish Venom 60
If the Defending Pokemon is not poisoned, or if it has more then 50 HP remaining, this attack cannot be used.

[P][P][P] Spray Venom 20
The Defending Pokemon is now Poisoned. Place 2 damage counters on it in between turns. During your opponent's next turn, if a new Pokemon becomes their Active Pokemon, is is automatically Poisoned.

Put this card onto your Active Seviper. Seviper Lv. X can use any attack, Poke-Power, or Poke-Body from its previous level.

Weakness: Psychic x2
Resistance: None
Retreat: [C]
 
Wow lots of good entries already. This contest will (hopefully) go by fast.


Tropius Lv.X HP 110 (G)

Pokepower: Sweet Scent
Once during your turn (before you
attack), if Tropius is your Active Pokemon
you may flip a coin. If heads, your opponent
switches the Defending Pokemon with one of
their Benched Pokemon. If tails, the Defending
Pokemon is now asleep.

(C)(C) Reach Neck
Does 50 damage to one of your Opponent's
Pokemon that already has any damage counters
on it.

(G)(G)(G)(C) Fruit Punch 60
Flip a coin, if heads the Defending Pokemon is
now confused. During your next turn Fruit Punch's
base damage is 90.

Put this card on your Active Tropius. Tropius can use
any attack, Pokepower or Pokebody from it's previous level

Weakness: (R) +30
Resistance: (F) -20
Retreat Cost: (C)(C)
 
Abra Lv.X 90HP :psychic:
LEVEL UP

:ppowr:Teleport
Once during your turn (before you attack), you may switch Abra with one of your benched pokemon. You can't use this power if Abra is affected by a special condition.

:psychic: Telekinesis 40
If the Defending Pokemon tries to attack during your opponents next turn, your opponents flips a coin, if tails, that attack does nothing.

:psychic::psychic::colorless: Psybeam 50+
Flip a coin, if heads, this attack does 10 more damage for each :psychic: energy attached to Abra.

Weakness: :psychic: +30
Resistance:
Retreat: :colorless
 
Last edited:
Back
Top