Pokémon TCG: Sword and Shield—Brilliant Stars

101 Special Energy's thread.

afstandopleren

New Member
Attack Energy
----------------
Attack Energy provides 1 :dark: Energy and is a Special Energycard when in play.
The Pokemon this Energy is attached to, is now also a Dark type.

Defend Energy
----------------
Defend Energy provides 1 :metal: Energy and is a Special Energy when in play.
The Pokemon this Energy is attached to, is now also a Metal type.

Real Dark Energy
------------------
This energy can only be attached to a :dark: Pokemon. If that Pokemon is'nt a Dark
type anymore, discard this card.
Prevent all damage done by :psychic: types to the Pokemon this energy
is attached too.

Real Metal Energy
-------------------
This energy can only be attached to a :metal: Pokemon. If that Pokemon is'nt a Metal
type anymore, discard this card.
Damage done to this Pokemon is reduced by 20 and this Pokemon is immune to Poison.
 
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Discard Energy
----------------
Discard Energy provides 1 :colorless energy. When you attach Discard Energy
to 1 of your Pokemon, you may discard up to 2 cards from your or your opponents hand.

Draw Energy
-------------
Draw Energy provides 1 :colorless Energy. When you attach Draw Energy to 1 of your
Pokemon, you may draw 2 cards from the top or bottom of your deck.

Evolution Energy
-----------------
Evolution Energy can only be attached to a Active Basic Pokemon and provides 1 :colorless when in play.
When you attach this card from your hand to one of your pokemon, you may search your deck for a
Evolution card and put it into your hand. You can't Evolve the Pokemon
that Evolution Energy is attached to.

Positive Devolution Energy
---------------------------
Positive Devolution Energy provides all energy but provides only 1 at a time.
When you attach Positive Devolution Energy to an Evolved Pokemon, you may put
the highest stage of Evolution of that Pokemon back into your hand.

Negative Devolution Energy
----------------------------
Negative Devolution Energy provides all energy but provides only 1 at a time.
When you attach Negative Devolution Energy to an Evolved Pokemon, you may choose
one of your opponents Pokemon in play and discard the highest stage of Evolution of that Pokemon.
 
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Changed Evolution Energy to have a heavy draw back.
It does make it good with starters though.

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

Overload Energy
-----------------
Overload Energy can only be attached to a Stage 1 Pokemon and provides 1 :colorless energy
while in play.
When Overload Energy is attached to 1 of your Pokemon from your hand, if any
Basic Energy attached to the Defending Pokemon is the same type as 1 of the Basic Energy attached
to your Active Pokemon, discard all Energy attached to the Defending Pokemon.

Recharge Energy
------------------
Recharge Energy provides 1 :lightning while in play.
Once during your turn (Before you attack), when attached to a Pokemon, you may search
your deck or discard pile for a Basic Energy and attach it to 1 of your Pokemon. If you do, put 2 Damage
Counter on the Pokemon that Recharge Energy is attached to.

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

Type Change Energy
--------------------
Type Change Energy counts as all types of energy but provides only 1 at a time.
One during your turn (before you attack), you may flip a coin. If heads,
you may change the type of the Pokemon Type Change Energy is attached to. This
Pokemon is now that type untill the end of your turn. After taking effect, discard
Shift Energy at the end of your turn.

Shift Energy
------------
Shift Energy provides 1 :colorless Energy while in play. When attached to your
Active Pokemon, you may move an Energy from 1 of your Pokemon to another one.

Burning Energy
---------------
Burning Energy can only be attached to an Evolved :fire: Pokemon and provides 2 :fire: Energy.
Once during your turn (Before you attack.), when attached to your Active Pokemon, you may flip a coin. If Heads, the Defending
Pokemon recieves 10 damage and is now Burned.

Freezing Energy
----------------
Freezing Energy can only be attached to a :water: Pokemon that has 80HP or more and
provides 2 :water: Energy. Once during your turn (Before you attack.), when attached to your Active Pokemon, you may flip a coin.
If heads, the Defending Pokemon recieves 10 damage and is now Paralyzed.
 
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I noticed. I'll change the titel even if their are 2 found in the Ask the Masters section.
I do have to say that this one has the most ideas though.
 
Well, now I'll repost some of my Special Energy cards.

Split Energy
Special Energy card
Split Energy provides 2 Energy of any type. The 2 Energy provided by this card cannot be the same Energy. When this card is attached to a Pokémon-ex, this card provides 1 [C] Energy. At the end of your turn, if Split Energy is still attached to 1 of your Pokémon in play, return Split Energy to your hand.

Spectrum Energy
Sepcial Energy card
Spectrum Energy provides 1 Energy of every type, excluding [C] Energy.

Luck Energy
Special Energy card
When you attach Luck Energy to 1 of your Pokémon, flip a coin. If tails, turn Luck Energy upside-down. While Luck Energy is right side up, it provides 1 Energy of any type. While Luck Energy is upside-down, it provides 1 [C] Energy.

Copy Energy
Special Energy card
Copy Energy provides 1 Energy that is the same type as a basic Energy card in play.

Explosive Energy
Special Energy card

This card cannot be attached to Pokémon-ex. This card provides as much Energy as you like of any type. Explosive Energy may not be discarded from play or moved from 1 Pokemon to another. When the Pokémon that Explosive Energy is attached to attacks, the Pokémon is Knocked Out.

Vulnerable Energy
Special Energy card

This card provides 2 Energy of any type. When the Pokémon Vulnerable Energy is attached to is damaged by an opponent's attack, discard Vulnerable Energy.

Dual Energy
Special Energy card

This card provides [C] Energy. As long as this card is attached to one of your Benched Pokémon, your Active Pokémon of the same name pays 1 [C] less to use an attack.
 
ENERGY [C] HP50

Battle Energy Special Energy Card

Battle Energy provides [C] Energy.

You may play Battle Energy as if it were a [C] Basic Pokemon. (Battle Energy counts as an Energy card as well, but if Battle Energy is Knocked Out, this counts as a Knocked Out Pokemon.) Battle Energy can't be affected by any Special Conditions and can't retreat. At any time during your turn before your attack, you may discard Battle Energy from play. (This doesn't count as a Knocked Out Pokemon.)

[.] Energy Search
Search your deck for an Energy card and put it in your hand. If you searched for a Special Energy, Battle Energy does 20 damage to itself. Shuffle your deck afterwards.


ENERGY [C]

Walking Energy Special Energy card

Walking Energy provides [C] Energy. As often as you like during your turn (before your attack), you may move Walking Energy attached to 1 of your Pokemon to another of your Pokemon.
 
Hurting Energy
----------------
Hurting Energy provides every kind of Energy but provides only 3 at a time and can only be attached
to your Active Pokemon. When attached, the Pokemon that this Energy is attached to can't be switched
in anyway by you or your opponent and this Pokemon recieves 2 Damage Counters between turns.

Research Energy
-----------------
Research Energy provides 1 :colorless Energy.
When attached to a Pokemon from your hand, you may
search your deck for any 1 card. Show it to your opponent and put it
into your hand.

Positive Evolution Energy
--------------------------
Positive Evolution Energy provides 1 :colorless Energy.
When attached to a Pokemon from your hand, you may search your deck
for a Evolution card that Evolves from 1 of your Benched Pokemon and put
it on that Pokemon. (This counts as Evolving that Pokemon.)

Negative Evolution Energy
---------------------------
Negative Evolution Energy provides 1 :colorless Energy.
When attached to your Active Pokemon from your hand, you may choose
a Pokemon in play (Both your or your opponents). the Pokemon that is chosen,
recieves 4 Damage Counters on that Pokemon and if it's you Pokemon, you search your deck
for an Evolution card and put it onto that Pokemon. (This counts as Evolving that Pokemon.)
And if it's your opponents Pokemon, he/she searches his/her deck for an Evolution card and
put it onto that Pokemon. (This counts as Evolving that Pokemon.)

Hurtfull Healing Energy
--------------------
Hurtfull Healing Energy provides 1 :colorless Energy.
When attached to 1 of your Pokemon, you may remove 2 damage counters and all Special
Conditions from that Pokemon. If you do, all of your Pokemon recieve 10 damage with exeption of
the one that has Hurtfull Healing Energy attached.
 
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Corrupted Double Rainbow Energy
----------------------------------
While in play, Corrupted Double Rainbow Energy provides every type of Energy but provides 2 energy at a time (Has no effect other than providing energy). Corrupted Double Rainbow Energy cannot be discarded, moved to another of your Pokémon or returned to your hand or deck while it is attached to a Pokémon. If an attack would require you to do one or more of these actions, that attack cannot be performed while Corrupted Double Rainbow Energy is attached to this Pokémon. Between turns, put 1 damage counter on the Pokémon Corrupted Double Rainbow Energy is attached to if it is your active Pokémon.
 
I have edited Hurfull Healing Energy and Hurting Energy.

Mind Energy
-------------
Mind Energy provides 2 :psychic: and can only be attached to your Active evolved :psychic: Pokemon.
Once during your turn (Before you attack), you may flip a coin. If heads, you may move 1 Damage counter
from 1 Pokemon to another (Both your and your opponents.), even if this KO's a Pokemon.

Toxic Energy
--------------
Toxic Energy provides both :grass: and :psychic: but only counts as 1 Energy.
When attached to your Active Pokemon, all Active Pokemon (Yours and your opponents) are Poisoned
between turns and recieve 2 damage counters instead of 1.

Offense-Up Defense-Down Energy.
-----------------------------------
Offense-Up Defense-Down Energy provides every kinds of Energy, but provides only 1 at a time.
Damage dealt to the Defending Pokemon by the Pokemon with this Energy attached, is increased by 10. (Before applying Weakness+Resistance)
The pokemon that has this Energy attached recieves 10 more damage. (Before applying Weakness+Resistance)

Defense-Up Offense-Down Energy
----------------------------------
Defense-Up Offense-Down Energy provides every kinds of Energy, but provides only 1 at a time.
Damage dealt to the Defending Pokemon by the Pokemon with this Energy attached, is decreased by 10. (Before applying Weakness+Resistance)
The pokemon that has this Energy attached recieves 10 less damage. (Before applying Weakness+Resistance)

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

Discharge Energy
------------------
Discharge Energy provides 2 of any kind of Energy and can only be attached to you Active Pokemon and
that Pokemon can't retreat. When your Active Pokemon attacks, discard all Energy attached to that Pokemon excluding Discharge Energy. The attack you chose does 10 more damage for every Energy you threw away, to the Defending Pokemon. Discard Discharge Energy at the end of your turn.

Huricane Energy
------------------
Windstorm Energy provides 1 :colorless when attached to a Pokemon.
When attached from your hand to 1 of your Pokemon, you may discard
up to 3, in any combination of Tool cards and Stadium cards in play.

Special Basic Energy
---------------------
Special Basic Energy does not count as a Basic Energy when not in play.
When attached to a Pokemon this Energy provides the same type of Energy as the type of the
Pokemon Special Basic Energy is attached to.
Once during your turn (Before you attack.), you may flip a coin. If heads, Special Basic Energy counts as a Basic Energy
untill the end of your turn.
 
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Double Rainbow Energy (My Version)
-------------------------------------
Double Rainbow Energy can be attached only to an Evolved and Active Pokémon (excluding Stage 2 Pokemon). While in play, Double Rainbow Energy provides every type of Energy but provides 2 Energy at a time. (Has no effect other than providing Energy.) Damage done to your opponent's Pokémon by the Pokémon Double Rainbow Energy is attached to is reduced by 10 (before applying Weakness and Resistance). And put 1 damage counter on the Pokemon that Double Rainbow is attached to between turns. When the Pokémon Double Rainbow Energy is attached to is no longer an Active Pokémon, discard Double Rainbow Energy.

Scramble Energy (My Version)
-------------------------------
Scramble Energy can be attached only to an Evolved and Active Pokémon (excluding Pokemon lv.X). Scramble Energy provides 1 Colorless Energy. While in play, if you have 2 more Prize cards left than your opponent, Scramble Energy provides every type of Energy but provides only 3 in any combination at a time. If the Pokémon Scramble Energy is attached to isn't an Evolved Pokémon or Active anymore, discard Scramble Energy.

Multi Energy (My Version)
--------------------------
Attach Multi Energy to 1 of your Pokémon. While in play, Multi Energy provides every type of Energy but provides only 1 Energy at a time. (Has no effect other than providing Energy.) When you attach another Special Energy to the Pokemon that already has a Multi Energy attached, discard Multi Energy.

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

Warp Storm Energy
-------------------
Warp Storm Energy can only be attached to a Benched Pokemon and provides 1 :lightning and 1 :colorless
Energy. When attaching it from your hand to 1 of your Benched Pokemon, choose 1 of your opponents Benched Pokemon and he/she Switches it with the Defending Pokemon. Then, you Switch your Active Pokemon with the Pokemon that Warp Storm Energy has been attached to and discard 1 Tool or Stadium in play.

Flip Energy
-----------
Flip Energy provides 1 :colorless Energy while in play.
Once during your turn (Before you Attack.), flip a coin untill you get tails.
For each heads you got this way, Flip Energy provides 1 more Energy of any type.
If the Pokemon that has Flip Energy attached is attacked, discard Flip Energy.
 
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Reflect Energy
----------------
Reflect Energy Provides :colorless.

Whenever the Pokémon that Reflect Energy is attached to takes damage from an opponent's attack, you may flip a coin. If heads reduce that damage by 10 and place 1 damage counter on the Attacking Pokémon. You cannot do this if the damage was already reduced to 0 by another Reflect Energy.


Ice Energy
-------------
Ice Energy provides :water:.

Once during your turn, before your attack, if there are 2 or more Ice Energy cards attached to your Active Pokémon, you may make the Defending Pokémon Paralyzed. If you do, discard Ice Energy and your turn ends (you don't get to attack).
 
NOTE to Meditite rox: Your Battle Energy has no HP but does 20 damage to itself. You might want to edit that.

Melt Energy
------------
Melt Energy provides :water: and :fire: but provides 2 at a time and can only be attached to a :fire: or :water: Pokemon. When atached to a Pokemon, that Pokemon recieves 10 more damage.

Quick Damage Energy
--------------------
Quick Damage Energy can only be attached to an Evolved Pokemon that has 40HP or less.
When attached to a Pokemon, Quick Damage Energy provides 2 energy of every kind. When the Pokemon that has Quick Damage Energy attached attack, that attack does 20 more damage to the Defending Pokemon (Before applying Weakness and Resistance). After the attack, discard Quick Damage Energy.

Last Chance Energy.
--------------------
Last Chance Energy can only be attached to a Pokemon that has 10HP left and provides 3 energy of every kind. When the Pokemon that has Last Chance Energy attached atacks, the base damage of that attack doubles. (10 becomes 20, 40 becomes 80 etc.)

Damage Shift Energy
---------------------
Damage Shift Energy can only be attached to :dark: and :psychic: type Pokemon.
When attached to a Pokemon, Damage Shift Energy provides 1 energy but provides both :psychic: and :dark:. When attached to a Pokemon from your hand, you may flip a coin untill you get tails. For each heads, you may move a damage counter from 1 Pokemon to another. (Both yours and your opponents.)(Even if this KO's a Pokemon.)
 
Last Chance Energy.
--------------------
Last Chance Energy can only be attached to a Pokemon that has 10HP left and provides 3 energy of every kind. When the Pokemon that has Last Chance Energy attached atacks, the base damage of that attack doubles. (10 becomes 20, 40 becomes 80 etc.)
Giovanni's Machamp has a new best friend.
 
Too bad it can't be played anymore in the current format.
Plus, the 10HP left thing makes it highly situational to get actually used.
 
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