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#1 |
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A few cards
Alakazam Lv.49 120 HP
![]() Stage 2 Pokémon - Evolves from Kadabra MalfunctionAnytime during your opponent's turn when your opponent plays a Trainer card from his or her hand, you may discard 2 cards from your hand. If you do, that Trainer card does nothing. This power cannot be used if Alakazam is effected by a Special Condition. ![]() Energy Harness 40You may search your discard pile for up to 4 basic energy cards, show them to your opponent, and shuffle them into your deck. ![]() ![]() Psychic Attack 60W: x2R: RC: ![]() ![]() Entei Lv.72 110 HP ![]() Basic Pokémon Spark RebirthOnce per turn (before you attack) you may search your deck for up to 4 basic Energy cards, show them to your opponent, and put them into your hand. Shuffle your deck afterwards. If you do, put 2 damage counters onto Entei. This power cannot be used if Entei is effected by a Speical Condition. You can't use more than 1 Spark Rebirth Poké-Power each turn. ![]() Flame Brush 40![]() ![]() Exploding Fire 120Discard 3 energy cards attached to Entei. W: x2R: RC: ![]() ![]() More to come.
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#2 |
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And what about these cards? If they're yours you made up, well, I've seen the Alakazam power before.
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#3 |
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Ugh i don't like Alakazam, too Yugioh trap cardy IMO. Entei is CRAZY GOOD for Charizard decks, make it 2 energies.
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#4 |
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haha, or one, even
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#5 |
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Mr. Mime HP 70
![]() TeleportOnce per turn (before you attack), if Mr. Mime is your active Pokemon, you may discard all cards attached to Mr. Mime, and switch it with one of your benched Pokemon. This power can't be used if Mr. Mime is effected by a Special Condition. Bullet WallAny damage done to Mr. Mime by attacks is reduced by 30 (after applying Weakness and Resistance). # Controling Hand 20 You may move a basic Energy card attached to your opponent's active Pokemon and attach it to one of your opponent's benched Pokemon, and do 10 damage to that Pokemon. (Don't appy Weakness and Resistance for benched Pokemon). W: x2R: RC: ![]() More to come...
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#6 |
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All of these are absolutely insane. Discard 2 as much as you want to stop your opponent's Candies, Radars, heck, I would love to see the interaction between that and Power Spray. Furthermore you can just use its first attack to shuffle discarded Energy back in, allowing you to maintain a lasting trainerlock.
Entei, you search out 4 energy from your deck, AS MUCH AS YOU WANT. The 2 damage counters and the once-per-turn only don't quite make up for it, that's still pretty sick - and combining it with Alakazam, well, that's an obvious, easy trainer lock that can last all game. Instant archetype. (110 HP on the Entei is also really insane.) Mime's Teleport is essentially a free switch since you never need energy attached to it for any reason, and reducing by 30 + essentially a Tail Code makes it ridiculously playable.
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Team B-Side
|| cardmaker, competitive tcg player, competitive vg player. ||![]() || programmer, game designer; fantasy writer, amateur artist. || ![]() |
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#7 |
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^^ Thanks for the reviews. The main reason they seem so overpowered is because they are Primes. Did I forget to mention that? lol Fail :p Also, Entei's HP is supposed to be 100.
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