Pokémon TCG: Sword and Shield—Brilliant Stars

Team 2's Stage 1 LV X lines-Apprentice Contest

Charizardian

New Member
Okay, fakers. Your first challenge is to create A complete stage 1 line (Meaning a Stage 1 Pokémon and the Pokémon that evolves into it) then a L.V X card of the stage 1 Pokémon. Here is the rubric for you.



Name: 5 Points
This needs no explanation.

HP: 3 Points
Don't make it too low or too high.

Picture: 7 points
Remember to be descriptive!

Type: 5 points
Again, this isn't too hard to remember

Weakness/Resistance/Retreat Cost: 9 Points
Be sure to give the cards a proper weakness, resistance, and retreat cost.

Poké-Power/Body and Attacks: 50 Points
Be sure to use é. Oh, and on an important note, the Basic Pokémon here break the originality rules. That means they can have something like {C} Tackle 10, but if you decide to give them something like {C} Tackle 10, you must also give them a Power, Body, or another attack with an effect (Though it doesn't have to be original, it just has to make sense).

Rarity, Flavor Text, and Level: 5 Points
Don't froget these!

Explanations: 8 Points
Tell me why you gave them attacks/powers/bodies like you did, and why you gave them the certain amount of HP, Retreat cost, and the weakness/resistance.

Strategy:8 Points
Don't make cards that can't combo with anything!

Total: 100 Points

And now, the restrictions for this round:
The LV X Pokémon must have x2 weakness.
No dual type cards.
You can't make the stage 1 a Pokémon ex.
You can't use or refrence Created Mechanics (Such as Ultima Type).
You can't use a stage 1 line that has the basic evolve from a baby (An example is you can't use Magmar and Magmortar)
You can't use a Baby Pokémon and a Basic (An example is you can't use Smoochum and Jynx).

Deadline is Sunday, September 16th, at 4:00 Eastern Time.
 
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Snover Lv. 16 - 60 HP
Picture
Basic [G] Pokemon

[C] - Call for Family
Search your deck for a Basic [G] Pokémon and put it onto your Bench. Shuffle your deck afterward.

[G] - Snow Wall - 10
During your opponent's next turn, any damage done to Snover is reduced by 10 (after applying Weakness and Resistance).

Weakness: Fire +10
Resist:
Retreat: [C][C]
Rarity: Common

Flavor Text, Explanation, Strategy: Reminder to do later

Abomasnow Lv. 43 - 100 HP
Picture
Stage 1 [G] Pokemon
Evolve from Snover

:ppowr: Tree Sharpen
Once during your turn (before your attack), you may remove 1 damage counter from each of your [G] Pokémon. This power can't be used if Abomasnow is affected by a Special Condition.

[G][C] - Aqua Blizzard 40+
If the Defending Pokémon has Weakness to :water:, this attack does 40 damage plus 40 more damage.

[G][G] - Ice Wall 40
During your opponent's next turn, any damage done to Abomasnow is reduced by 20 (after applying Weakness and Resistance).

Weakness: [R]+30
Resistance:
Retreat Cost: [C][C][C]
Rarity: Rare


Abomasnow Lv. X - 120 HP
Put this card onto your Active Abomasnow. Abomasnow Lv. X can use any attack, Poké-Body, or Poké-Power from its previous Level.
Stage 1 [G] Pokemon

[G][G] - Glacier Wall - 50
During your opponent's next turn, any damage done to Abomasnow is reduced by 40 (after applying Weakness and Resistance).

[G][G] - Glacier Collapse - 160
Discard Abomasnow and all cards attached to it (This doesn't count as a Knocked Out Pokémon).

Weakness: [R]x2
Resistance:
Retreat Cost: [C][C][C][C]
Rarity: Level X

Explanation, Strategy: Reminder to do later

Pending.
 
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Staryu Lv.23 50HP [W]

Basic Pokémon

Picture: http://i35.photobucket.com/albums/d190/kazerima/Staryu-1.jpg

PokeBody: Restorative Core.
Whenever Staryu retreats, you may remove up to 2 damage counters from it.

[W] Slap 20
______________
Weakness:[L]+10
Resistance:
Retreat Cost:[C]
Common

Flavor Text: As long as the core still remains, the rest of the body can still be regenerated.

Explanations:
Well, it's mostly based off the base set Staryu we all know and love. A slight boost in HP to keep it alive longer in the format was all the original needed. The Body gives reason to retreat aside from the occasional bad matchup and save it a bit of health when it has to go up against something with a little more depth.

Strategy: There was an old fossil deck made from entirely common cards that managed to dig its way into a few tournaments. It focused on hard hitting basic pokemon that were commons. The main flaw, however was that there was very little healing included. A quick retreat could help significantly with a quick swap from Staryu to Machop. The strategy of this card is essentially the same. Basic, hard hitting, but able to last a bit longer due to an inclusive healing ability. If dragged up as an active it can survive a bit longer than most evolving pokemon.


Starmie Lv.34 70HP [W]

Stage 1 Pokémon(Evolves from Staryu, put Starmie on the Basic Pokémon)

Picture: http://i35.photobucket.com/albums/d190/kazerima/starmieNorm.jpg

PokeBody: Hyper Core.
Whenever Starmie is Knocked Out you may shuffle it into your deck along with its Basic Pokémon.

[W][W] Hydro Cannon 20+
This attack does 20 more damage for each prize card your opponent has taken this game.
_____________
Weakness:[L]+20
Resistance:
Retreat Cost:[C]
Rare

Flavor Text: Its core glows in multiple colors, and is highly regarded as a gemstone.

Explanations:
The PokeBody allows for constant re-use of the same cards to make a longer lasting line. The Body also helps the attack in a way because the recycling of Starmie and Staryu can let more prizes be taken without killing your choices of usable Pokemon. The attack is fairly unoriginal, yet works greatly with its Body and Lv.X, the Body also works well with the Lv.X, allowing more than 4 full power uses of Double Star.

Strategy:
Alright, let's talk about sacrifice pokemon. The more Starmie you play that get Knocked Out and return to the deck, the more damage the attack does. Very useful in late game, when you've run out of energy and your biggest hitters have been Knocked Out. The recycling of the Starmie and Staryu can help replenish a deck with few cards remaining. Even a small boost can help win the match. Could combo well with scramble energy or other Starmie. I don't know much about the combo's though, but doubtless there are several options out there. Even fewer that could effectively destroy infernape with just a single attack. The problem is, the less prizes you have the closer you are to defeat.

Starmie Lv.X 90HP [W]

Stage 1 Pokémon(Level Up from Starmie)
LEVEL-UP Put onto Starmie

Picture: http://i35.photobucket.com/albums/d190/kazerima/starmie.jpg

Put this card onto your Active Staryu. Starmie LV. X can use any attack, Poké-Power, and Poké-Body from its previous Level.

PokePower: Delay Core.
When you play Starmie Lv.X from your hand to Level Up your active Pokémon, you may take 1 card from the top of your opponent's deck and set it as a prize card for your opponent. This PokePower can't be used if your opponent has 6 prize cards.

[W][W][W] Double Star 40+
You may search your deck for a Starmie and put it on 1 of your benched Staryu, this counts as evolving Staryu. If you do, this attack does 50 more damage.
____________________
Weakness:[L]x2
Resistance:
Retreat Cost:[C][C]
Holo

Flavor Text: The star section on its back can be used to propel itself at very high speeds, both on land and in the water.

Explanations:
Well, oddly enough, the attack was going to be on the normal starmie. The problem was, i wouldn't have a decent attack for the Lv.X. The Power was added to somewhat prolong the use of the normal's attack and make great work as a staller. The attack itself is designed to take advantage of the body in re-using those discarded starmie and bringing them back into play. HP is a little low for a Lv.X to make up for the possible brokenness.

Strategy:
Starmie Lv.X works greatly with its lesser form's body after switching in after a KO. The 90 damage double star can bring that same starmie right back into play on another staryu that you hadn't evolved. With all the simple basic pokemon searching out there, it can't be hard to take that discarded staryu right back out of your deck and evolve it the same turn. The former starmie's attack can take advantage of all the lost prizes while the Lv.X's power can prolong the match. If you read the text carefully, you'll notice that the normal starmie's attack includes all prizes taken, not just up to 5, allowing for even higher amounts of damage.
 
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I'll think of a name that'll (hopefully) please everyone.

Aipom Lv. 13
Basic [C] Pokémon
50 HP

Picture: The view is straight up from the ground into a canopy of trees, where there's a break in the leaves visible and a ray of sunlight beaming through it. An Aipom has its arms outstretched in front of it and its legs stretched behind it, as well as its tail stretched out behind it. The Aipom's underside is the only side visible. The Aipom's face is visible, but instead of looking at the picture, it's looking out in front of itself, probably toward the branch it plans to land on. The Aipom takes up a good amount of the picture, and is located in the center. The trees around are relatively shadowy around him due to them not getting nearly as much sunlight.

[.] Monkey Sneak
Look at your opponent's hand. Your opponent draws one card afterwards.

[C] Tail Pick
Look at the top 3 cards of your deck, choose 1, show it to your opponent, and put it in your hand. Put the remaining cards on top of your deck. Shuffle your deck afterwards.

Aipom are very playful little Pokémon. They use their tail end, which is shaped very similar to a human hand, to climb and swing from tree branches.

Weakness [F]+10
Resistance
Retreat Cost [C]
Rarity: Uncommon

Explanations: HP - 50's fine for a frail Pokemon like Aipom.
[C] Type - Well, there's not another choice is there?
Weakness - All DP Basics (that I'm aware of) have +10 Weakness, and Normal's only Weakness is Fightning.
Resistance - Normal has no immunities besides Ghosts, but I feel that Aipom would be unbalanced with [P] Resistance. All other DP-On Normal types don't have [P] Resistance either.
Retreat Cost - Aipom's fairly fast, especially for a Basic, but no retreat would break the card, so 1 [C] was the only sensible choice.
Rarity - Uncommon because it's evolving, so it needs a Common/Uncommon rarity, and because it's better than nearly all evolving basics out there, I made it slightly more difficult to get.
Lv. 13 - A rather low level, I could have either made it higher (like 17-20) or lower (9-11), but 13 felt just right.
Attack 1: Monkey Sneak: For no Energy, Aipom can have a quick peak at what you're opponent's hiding. This is balanced by giving your opponent an extra draw. This attack is easily countered as well, as your opponent can play Copycat or Team Galactic's Wager to take away the advantage gained from Aipom's attack. You coudl even be crafty and take advantage of the extra draw as well, perhaps stopping your oppoennt having a chance to use Steven's Advice, or forcing to work harder at using it?
Attack 2: Tail Pick: For an Energy of any type, Aipom can have its tail dig three cards down into your deck and fetch you a card. Afterwards, the deck's shuffled. This attack is arguably better than Monkey Sneak, but both have their many uses. This can fetch you a card you're just having trouble getting out of your deck. Both attacks setup Ambipom very well, and that's what good basic does.

Strategy/Combinations: Aipom is obviously mean to simply evolve into Ambipom, but this one's got a bit more strategy behind. This Aipom is one of the few Basics you use for evolving, and it's a fantastic starter! Monkey Sneak allows an easy look into your opponent's plans. Not only that, it also combos near perfectly with Ambipom's Tail Trickery. You can look at your opponent's hand one turn, and discard the best card(s) from it the next. Aipom's second attack makes it even better than before, because in the event that you don't a have a need to see what your opponent's up to, you can filter through your deck for 1 Energy! You can grab Celio's Network, Ambipom, Castaway, Holon Mentor, or other great cards. If you can find a good way to manipulate the top cards of your deck, you can even control the card you pick. The HP is average, as are the bottom stats.

Ambipom Lv. 36
Stage 1 [C] Pokémon
Evolves from Aipom
80 HP

Picture: In the same foresty environment that Aipom's background is set in, an Ambipom is in the center of the picture. It's using one of its tails/arms wrapped around a tree trunk. The tree trunk is fairly thick. The other arm is waving toward the person viewing the picture. The Ambipom is smiling toward you as you look at the picture. Its arms are just hanging loose, and its legs are perched on the tree trunk. It looks to be about half-way up the tree. Everything except the Ambipom is holo, and Ambipom's eyes have a holo sparkle.

(Poké-POWER) - Tail Trickery
Once during your turn (before your attack), if Ambipom is your Active Pokémon, you may name one card name. Look at your opponent's hand. Discard all cards with that name from your opponent's hand. If there are no cards with that name in your opponent's hand, put 2 damage counters on Ambipom. You can't use more than 1 Tail Trickery Poké-Power each turn. You can't use this power if Ambipom is affected by a Special Condition.

[C][C] Target Tail
Choose one of your opponent's Benched Pokémon. This attack does 40 damage to that Pokémon (don't apply Weakness and Resistance for Benched Pokémon). If that Pokémon has a Poké-Power or Poké-Body, your opponent can't use that Poké-Power or Poké-Body until the end of his or her next turn.

Ambipom tend to be mischievous in nature, with access to two arms as well as two tails that function even better than its true hands.

Weakness [F]+20
Resistance
Retreat Cost [C]
Rarity: Rare Holo

Explanations: 80 HP: Ambipom's not bulky in any way, but 70 is too low, so 80 becomes the perfect number for HP.
[C] Type: See Aipom
Weakness: [F], same reason as Aipom. +20 because it's the DP norm.
Resistance: Aipom.
Retreat Cost: 1 Retreat because Ambi is agile and speedy, but 0 Retreat would break it.
Rarity: Too good to be a Rare, and it's a good Stage 1.
Lv. 36: It's after the Lv. that Aipom's USUALLY evolve (they can evolve at Lv. 2, potentially), and is a bit high.
Poke-POWER - Tail Trickery: Ambipom uses its mastery of its 2 tails to trick the opponent and grab a card (or more) from your opponent. Ambipom, being a devious, playful Pokemon, can guess at the card its supposed to be picking out. If the card's there, its discarded. If not, then Ambipom's tail gets slapped away by the opponent and he takes 20 damage.
Attack #1 Target Tail: Ambipom can throw a sucker punch at any of your opponent's Benched Pokemon for 2 Energy. This unsuspected attack stuns the Pokemon into not being able to use its Power or Body for a whole turn.

Strategy/Combinations: He's an awesome sniper, and can therefore grab unexpeted KO's with Absol ex. His attack works wonders as almost a Cessation Crystal for 1 Pokemon at a time. This attack is particularly disruptive early game, when you can snipe a Pokemon (like Energy Draw Delcatty, Chingling Active, Magneton PK, etc.) while their using it to setup. 30 damage would have been too weak, and 50 would have allowed it to 2HKO Nidoqueen d and shut it off for a turn before it was KO'ed, so that was too good. 40's a decent number for damage. His power is perhaps even more impressive. It combos very well with Aipom's Monkey Sneak, Mew ex HP's Psychic Vision, and combats your opponent's Castaways, Celio's Network, Evolutionary Call (Meganium d DF), etc. well. Being a skillful player with great prediction can potentially work just as well, such as predicting a Stage 2 card your opponent was holding onto, a Rare Candy, a game-clinching tech, etc. Ambipom LV. X works perhaps best of all, but you'll see why in due time...You see, the Ambipom line gets its main power from...

Ambipom LV. X
[C]
LEVEL-UP Put onto Ambipom
100 HP

Picture: The Ambipom is done in the same basic manner as the LV. X's we already have. It's leaping towards the picture, very close up, with one of its tails popping 'out' of the picture to the right, one of its two hairs on its head goiing off the page at the top, and the tip of its foot is going off at the bottom-right. The background's light green, and the Ambipom is grinning.

(Poké-POWER) - Double Lure
Once during your turn (before your attack), when you play Ambipom to Level Up your Active Pokémon, your opponent chooses one of his or her Benched Pokémon. That Pokémon and all cards attached to it are returned to your opponent's hand. Then, look at your opponent's hand. Choose a Basic Pokémon card there and put it on your opponent's bench. You may switch the Defending Pokémon with the new Benched Pokémon. You can't use more than 1 Double Lure Poké-Power each turn.

[C][C][C] Palm Blitz 60
If the Defending Pokémon is an Evolved Stage 1 Pokémon, this attack does 20 damage to 1 of your opponent's Benched Pokémon. If the Defending Pokémon is an Evolved Stage 2 Pokémon, this attack does 20 damage to each of your opponent's Benched Pokémon that are the same type as the Defending Pokémon (don't apply Weakness and Resistance for Benched Pokémon). Don't apply Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on the Defending Pokémon.

Put this card onto your Active Ambipom. Ambipom LV. X can use any attack, Poké-Power, and Poké-Body from its previous Level.

Weakness [F]x2
Resistance
Retreat Cost
Rarity: Level X Holo

Explanations: 100 HP: Read Ambipom, then this one's a Level X, so it gets extra HP.
[C] Type: See Aipom and Ambipom.
Weakness [F]x2: Read Ambipom and Aipom, then x2 because it's a 'Stage 1' Pokémon LV. X.
Resistance: See Aipom and Ambipom.
Retreat Cost 0: I was really borderline about this, going back and forth between 0 and [C]. I've decided that since he needs [C][C][C] to do something really great, and he's rather fragile, 0 should be OK.
Rarity - Level X Holo: Requirement for Round
Lv. X: Requirement for Round
Poké-Power - Double Lure: Ambipom Lv. X bounds into play and lures your opponent's Benched Pokemon back to them. Then, you look at your opponent's hand a force a Basic down. After that, the basic can be lured to the Active spot. Ambipom Lv. X uses its trickery and its interesting tails to appeal to your opponent's Pokemon.
Attack #1 Palm Blitz: This attack makes Ambipom use its mastery of its hand-like tails to repeatedly pummel your opponent's Pokémon. Depending on what Ambi's pummeling, its friends on the bench could also take damage. If its a Stage 1, anything of your choice takes 20 damage, similar to Empoleon's Aqua Jet attack. If its a Stage 2, everything the sam etype takes that 20 damage, making almost always better then the Stage 1 attack. Nothing applied to the Active damage because Ambipom's tails are smashing away at the opposition so rapidly.

Strategy/Combinations: He works perfectly with his non-Lv. X form. Double Lure works when Ambi LVX comes into play, allowing you to disrupt your opponent in 4 different ways. Although minor apart, when putting cards back into their hand, looking at their hand, forcing a basic down, and and switching with their Active, the end result becomes very unpredictable. Only one thing's for sure, your opponetn won't be happy with the end result. Especially when you take into account that your opponent now has no secrets from you, and you can take advantage of that with Tail Trickery, passed up form Ambipom. You'll nail their hand 100% of the time the turn after playing Ambi LV. X. If you see they have Copycat, you can call that to stop your opponent from shuffling their hand back. Discarding Candies, Celio's, Evolutions, and tech basics can screw up any strategy out there. Remember that you choose what comes up after you Lure, and you have a handy sniping attack so you can stick your opponent with that basic for a while. Dropping Ambipom Lv. X literally cna turn the game around and flip the gameplay upside-down! Ambi can potentially spread, snipe, hand disrupt, and alll with power and ease! Everything a Lv. X should be.

WHOO! Done!
 
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Riolu Lv. 22
Basic [F] Pokémon
50 HP

[C] Mimic
Flip a coin. If heads, choose one of the Defending Pokémon's attacks, Riolu performs that attack. (You still need the necessary Energy to use that attack).

Weakness: [C]+10
Resistance: none
Retreat Cost: [C]
Uncommon

Explanation:
50 HP is fairly low for a DP-on evolving basic, but Riolu has fairly low Defense and Sp. Defense in the video games, so giving low HP made some amount of sense. Mimic is flippy, but an evolving basic having a copying attack with no disadvantage seemed a tad broken, and also I thought it would be funny because of everyone complaining about the real Riolu card being flippy. [C] weakness is because Riolu's only possible weaknesses are [P] and [C], and I thought Riolu being weak against [P] would be odd when Lucario has [P] resistance, and all evolving basics in DP-on, AFAIK, have +10 weakness.

Lucario Lv. 42
Stage 1 [M] Pokémon
Evolves from Riolu
90 HP

[M][M] Mega Punch 50

[M][M][C] Combination Aura 30
Count the number of [M] Energy cards attached to all of your Pokémon (including Lucario).
Put that many damage counters on your opponent's Pokémon in any way you like.

Weakness: [R]+30
Resistance: [P]-20
Retreat Cost: [C]
Holo

Explanation:
90 HP is normal for a Stage 1, and Lucario is kind of slow to set up completely, so I wanted it to be able to take a few hits. [R] weakness made more sense than [F] weakness, and +30 seemed standard for a final evolution. [P] Resistance is because Poison-types were changed to [P]-type, and Lucario isn't weak against actual Psychics. Mega Punch is unoriginal, but the main problem I noticed with Pokémon with Energy-based attacks is most of them have no other attack, and it has the donking possibility that most Stage 1's do.

Lucario Lv. X
Stage 1 [M] Pokémon
Level Up from Lucario
120 HP

Poké-Power: Empowering Aid
Once during your turn (before your attack), you may search your discard pile for any number of basic [M] Energy cards, and attach them to your Pokémon in any way you like. If you do, your turn ends. This power can't be used if Lucario is affected by a Special Condition.

[M][M][M] Metal Claw 80

Weakness: [R]x2
Resistance: [P]-30
Retreat Cost: none
Lv. X Holo

Explanation:
Empowering Aid comboes with the regular Lucario's attack, and even though it would probably take a while to get enough Energy discarded to make it worth sacrificing a turn, it would probably take a while to get out the Lv X, and most of the Raichus legal would probably be useful here, particularly the delta one. Metal Claw is also unoriginal, but I figured the Poké-Power made up for it.
0 Retreat is to make up for Lucario having fairly low HP for a Lv. X, and a bad weakness, and because Lucario is a fast Pokémon.

Strategy: I dunno, these might combo fairly well with Raichu d or Magnezone.

Flavor text and picture descriptions coming later.
 
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Snover Lv. 16 - 60 HP
Picture
Basic [G] Pokemon

[C] - Call for Family
Search your deck for a Basic [G] Pokémon and put it onto your Bench. Shuffle your deck afterward.

[G] - Snow Wall - 10
During your opponent's next turn, any damage done to Snover is reduced by 10 (after applying Weakness and Resistance).

Weakness: Fire +10
Resist:
Retreat: [C][C]
Rarity: Common

Flavor Text, Explanation, Strategy: Reminder to do later

Abomasnow Lv. 43 - 100 HP
Picture
Stage 1 [G] Pokemon
Evolve from Snover

(Poke-POWER) - Tree Sharpen
Once during your turn (before your attack), you may remove 1 damage counter from each of your [G] Pokémon. This power can't be used if Abomasnow is affected by a Special Condition.

[G][C] - Aqua Blizzard 40+
If the Defending Pokémon has Weakness to [W], this attack does 40 damage plus 40 more damage.

[G][G] - Ice Wall 40
During your opponent's next turn, any damage done to Abomasnow is reduced by 20 (after applying Weakness and Resistance).

Weakness: [R]+30
Resistance:
Retreat Cost: [C][C][C]
Rarity: Rare


Abomasnow Lv. X - 120 HP
Levels Up from Abomasnow
Stage 1 [G] Pokemon

[G][G] - Glacier Wall - 50
During your opponent's next turn, any damage done to Abomasnow is reduced by 40 (after applying Weakness and Resistance).

[G][G] - Glacier Collapse - 160
Discard Abomasnow and all cards attached to it (This doesn't count as a Knocked Out Pokémon).

Put this card onto your Active Abomasnow. Abomasnow Lv. X can use any attack, Poké-Body, or Poké-Power from its previous Level.

Weakness: [R]x2
Resistance:
Retreat Cost: [C][C][C][C]

Explanation, Strategy: Reminder to do later

Pending.
I've fixed most of the cards. I'm not sure about the Lv. X rules' grammar.

EDIT: Thanx spoink. That obv. wasn't intentional:rolleyes:!
 
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The Lv. X is perfect minus the extra space before the period ;p. I copied directly from Ape Lv X. Fixing then I'll edit some other's cards.
 
For all, the LV. X wording is...

LEVEL-UP Put onto ___________

Put this card onto your Active ___________. ___________ LV. X can use any attack, Poké-Power, and Poké-Body from its previous Level.
 
Riolu Lv. 22
Basic [F] Pokémon
60 HP

[C] Mimic
Flip a coin. If heads, choose one of the Defending Pokémon's attacks, Riolu performs that attack. (You still need the necessary Energy to use that attack).


Weakness: [P]+10
Resistance: none
Retreat Cost: [C]
Uncommon

Lucario Lv. 42
Stage 1 [M] Pokémon
Evolves from Riolu
90 HP

[M][M] Mega Punch 50

[M][M][C] Combination Aura 30
Count the number of [M] Energy cards attached to all of your Pokémon (including Lucario).
Put that many damage counters on your opponent's Pokémon in any way you like.

Weakness: [R]+30
Resistance: [P]-20
Retreat Cost: [C]
Holo

Lucario Lv. X
Stage 1 [M] Pokémon
Level Up from Lucario
120 HP

Poké-Power: Empowering Aid
Once during your turn (before your attack), you may search your discard pile for any number of basic [M] Energy cards, and attach them to your Pokémon in any way you like. If you do, your turn ends. This power can't be used if Lucario is affected by a Special Condition.

[M][M][M] Metal Claw 80

Weakness: [R]x2
Resistance: [P]-30
Retreat Cost: none
Lv. X Holo

Strategy: I dunno, these might combo fairly well with Raichu d or Magnezone.

Explanation, flavor text, and picture descriptions coming later.

Just a quick Attacks fix.
 
Snover Lv. 16 - 60 HP
Basic [G] Pokemon

Picture: There is a snover in the middle of the picture sitting on the snowy ground and it's building a wall of snow to the pictures left.

[C] - Call for Family
Search your deck for a Basic [G] Pokémon and put it onto your Bench. Shuffle your deck afterward.

[W] - Snow Wall - 10
During your opponent's next turn, any damage done to Snover is reduced by 10 (after applying Weakness and Resistance).

Flavor text: It lives on snowy mountains. Having little contact with humans, it is boldly inquisitive.

Weakness: Fire +10
Resist:
Retreat: [C][C]
Rarity: Common

Stratagy: Use call for family to start and then evlove into abonasnow.
Explanation: Snovers usually have 60 HP and 2 reatreat. Basic pokemon Usually have +10 weakness and snover has weakness to fire. It's second attack goes with abomasnow where it make abomasnow so it is very hard to kill.

Abomasnow Lv. 43 - 100 HP
Stage 1 [G] Pokemon
Evolve from Snover

Picture: There is the top part of an abomanow including it's head standing in the center of the picture. there is a wall infrount of the abamasnow and the left part of it is made of ice and the right part of it is made of snow.

Pokepower: Tree Healer
Once during your turn (before your attack), you may remove 2 damage counter from each of your Pokémon with snover or abomasnow in it's name. This power can't be used if Abomasnow is affected by a Special Condition.

[W][C] - Aqua Blizzard 40+
If the Defending Pokémon has Weakness to abomasnow, this attack does 40 damage plus 40 more damage.

[W][W] - Ice Wall 40
During your opponent's next turn, any damage done to Abomasnow is reduced by 20 (after applying Weakness and Resistance).

Flavor text: It whips up blizzards in mountains that are always buried in snow. It is the abominable snowman.

Weakness: [R]+30
Resistance:
Retreat Cost: [C][C][C]
Rarity: Rare

Stratagy: You can stack it's power so you can heal all of you abomasnows and use it's second attack to make it hard for your opponent to one shot it. You could also use it's first attack to get rid of fire types.

Explanation: The power and second attack is like I said so you opponent will have a hard time killing the abomasnow. 100 is basic HP for most stage ones with 3 retreat. +30 weakness is because abomasnow has a big weakness to [R]. 3 retreat is because it is a heavy pokemon.

Abomasnow Lv. X - 120 HP
Put on Abomasnow
[G] Pokemon

Picture: There is an abomasnow in the center sticing It's hand out of the picture.

Pokepower: Type shift- Once during you turn you may use this power. Until the end of you turn Abomasnows's type is [W].

[W][W] - Glacier Wall - 50
During your opponent's next turn, any damage done to Abomasnow is reduced by 40 (after applying Weakness and Resistance).

[G][G][G][G] - Glacier Collapse - 150
Discard Abomasnow and all cards attached to it (This doesn't count as a Knocked Out Pokémon). If the defending Pokémon is knocked out by this attack then you opponent may draw a prize.

Put this card onto your Active Abomasnow. Abomasnow Lv. X can use any attack, Poké-Body, or Poké-Power from its previous Level.
Weakness: [R]x2
Resistance:
Retreat Cost: [C][C][C][C]
Rarity: Level X

First attack combos with the other abomasnow. Second attack is a final one shot attack if the abomasnow Lv.x is going to be killed. The second attack uses Grass energy to make it hard for you to use the attackIt says your opponent may draw a prize because sometimes you opponent may want to have more prizes. Retreat cost is because It's a heavy pokemon. Abomasnow has Fire weakness. Pokepower is so you can take advantage of type.

Also for the furture how do you do the e in pokemon.
 
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