Pokémon TCG: Sword and Shield—Brilliant Stars

Carrington388's Apprentice Contest: Team Techno Fluff's Multi-Prize Mechanics

Carrington388

New Member
This thread is for the members of Team Techno Fluff to make their Pokémon cards with one of three multi-Prize mechanics. Here is the list of Team Techno Fluff members:

Team Techno Fluff:
Captain: Sunflorazumarill
2. DragonSol
3. Scribble
4. lunatone_solrock

Each person will make 1 Pokémon card in this round. It must be either Pokémon-ex, Pokémon-SP, or Pokémon-DS.

Here's the round 12 specifications and rubric:

Descriptors: Permitted
Owners: Permitted, Must Come Before Descriptor
Dual-Types: Permitted
Ultima Types: No
Multi-Prize Mechanics: Required, Pokémon-ex, Pokémon-SP, and Pokémon-DS Allowed
Chaos Emerald Mechanics: Permitted
Legal Stages: Basic, Stage 1 and Stage 2
Fourth Generation: No

Name--3 points. Make sure everything's spelled right, including the multi-Prize mechanic.
Picture--3 points. Try to make it descriptive.
Type(s)--5 points. Single-types and dual-types are acceptable. Make sure they fit.
HP--5 points. Make sure it fits the card well. Too much or too little and I dock you.
Weakness/Resistance--5 points. Make sure all Weakness and Resistances the mechanic allows fit. The more allowable, the more lenient I'll be on nonsensical ones.
Retreat Cost--5 points. Again, make it fit the card.
Pokemon Power/Attacks--30 points. No more than three total per card, and the card must have at least 1 attack. You can have 1 attack only, 2 attacks only, 1 attack and 1 power, 2 attacks and 1 power, etc. on your card. If you do 1, it's worth 30; if you do 2, they're worth 15 each; and if you do 3, they're worth 10 each.
Rarity--3 points. Not much choice here, but make sure you choose it right.
Explanations--8 points. May sound harsh, but it helps to explain not only how the card works, but why mechanics are what they are.
Strategy--8 points. How can you combine your card with other cards effectively?
Penalties--The categories are starting to close, but there are still some, so try to steer clear of those. Ultima types take the challenge out of Pokémon-DS, and since the former's banned, that's still a penalty. There are still others out there.
Round 3 Possible Total--75 points.
If both teams have average scores of 45 points or lower, both teams go to the boardroom.

This thread is for Team Techno Fluff's cards. Please do not look in Team Torchic's thread of their cards. If you do, you could possibly be fired in the boardroom.

The deadline for round 11 is October 17 at 11:59 PM Central (that's 12:59 AM Eastern, 9:59 PM Pacific, and 5:59 AM GMT).
 
Okay

I would like to do a Pokemon-ex as well. Carrington, do we have to have at least 1 of each, or could all four of us do Pokemon-ex if we wanted?
 
Here's my card:

Xatu ex (P) 90HP
Stage 1 Pokémon
Evolves from Natu
If Pokémon-ex have been Knocked Out, your opponent takes 2 Prize cards.

Picture: The picture is handrawn with further digital enhancements (sorry I took it from your card, Scribble. I dunno how to word it). A Xatu is standing facing you on a stone altar. The stone altar have some faded and weather-worn carvings on it depicting Unowns. The Xatu is looking up to the sky. The background is dark blue. There are big multi-coloured (yellow, dark green, red and light blue) distorted eyes floating in the background. The largest one is a yellow one just behind Xatu. Others are way smaller than that one. The eyes gave off light and it glowed a little, illuminating the background a little like gigantic fireflies. Among those eyes are sparkly glowing dusts drifting in the night air. The picture is very simple, like many Pokémon-ex's pictures. (Mitsushiro Arita style)

Poké-Body (Quick Dive)
At any time between turns, if Xatu ex is your Active Pokémon, you may draw a card. This Poké-Body stops working if your other Active Pokémon is a Xatu ex.

(P)(C) Mystery Eyes 30
The Defending Pokémon is now Asleep. Chose one of the Defending Pokémon's attacks. During your opponent's next turn, the Defending Pokémon can't use that attack.

(C)(C)(C) Dream Eater 70
This attack can't be used if the Defending Pokémon is not Asleep.

Weakness (P)
Resistance (F)
Retreat Cost
Rarity: Rare ex

Explanation: This card is not an intriguing one. It's quite simple. The type, well, Xatus are always (P) type so no harm done. The HP is okay because mainly Stage 1 Pokémon-ex have around 90 to 110HP and Xatu ex have 90HP. Nothing wrong here. The Poké-Body allows you to draw a card from your deck at any time between turns if Xatu ex is your Active Pokémon. But like Deoxys Masquerain, the Poké-Body stops working if your other Active Pokémon is a Xatu ex, just to avoid using the Poké-Body twice. This Poké-Body is optional. You can choose whether to use it or not. But, this Poké-Body may go out of control, leading to deck thining; that's not good. The first attack is called Mystery Eyes. You may have seen this attack somewhere because I made it before (here's a challenge: can you guess which Pokemon did I made this attack for and from which set?). The damage is solid 30 for (P)(C). Well, that's very low, considering it's a Pokémon-ex. Not so fast my friend, it automatically make the Defending Pokémon Asleep. Big deal. But that's not all, you may choose one of the Defending Pokémon's attacks and during your opponent's next turn, the Defending Pokémon can't use that attack. It's like Hypnosis and Amnesia fused together. Still not impressive? Let's put it this way, The Defending Pokémon's Asleep and it have 50:50 chance of waking up. But there's more, choose the Defending Pokemon's best attack, an attack that does most damage, so the Defending Pokemon won't use that attack. Plus, the Sleeping Special Condition comes in handy in the later game. The second attack is a typical Dream Eater attack. This attack can't be used if the Defending Pokémon isn't Asleep. For (C)(C)(C) it does 70 damage, if and only if the Defending Pokémon is already Asleep. Overall, this card only use (P) Energy once so this card would fit into many many decks with an aid of Multi Energy or Rainbow Energy. This card is very flexible. The Weakness of (P) and Resistance of (F) is, well, normal for Xatus. The Retreat Cost is 0 is because Xatu is meant to be fast and Sandstorm Xatu retreats freely. It runs in the family. The rarity is Rare ex because it can't be Common or Uncommon, can it?

Strategy: This card can't be paired with many cards but here goes. First one is Magcargo. Magcargo? Why? Doesn't this card go well with Ludicolo? Why pair it with other card which toally violates LudiCargo rule? Well, the answer is Ludicolo isn't the only one. It goes well with Xatu too. Smooth Over guarantees you that the top card of your deck is the card that you need. Without Ludicolo, your opponent may use attacks like Surprise to prevent you from getting the card that you just Smooth Over-ed. But Xatu can help you here too. It allows you to get the card before your opponent have time to distrupt it. Yeah, it's a little slower thn Ludicolo because the effect applies after you attack but this Poké-Body, unlike Ludicolo's Swing Dance, is not affected by Special Conditions whatsoever. Similar to Magcargo is Oracle. But this card is not a Pokémon card an it allows you to put two desired cards on top of your deck. You might wnat to play something with Collect like Rattata or Pichu alongside with Xatu ex to play Oracle effectively. Next one is Town Volunteers. Yeah, Quick Dive is a deck thining Poké-Body, so it's a good idea to have some backup cards beforehand. Town Volunteers allows you to shuffle five Pokemon and Basic Energy cards from your discar pile into our deck. With four of these, you can have up to 20 extra cards, 80 cards, in your deck and it'll last longer. Similar to this is Nightly Garbage Run, Energy Recycle System, Pokémon Retriever and Time Capsule, just something to retrive something from your discard pile into your deck. Then, we have Relicanth and Dark Gengar. Yeah, I've been here so many many times before. Deep Sleep is a fat lot of help with Mystery Eyes and Dream Eater. Xatu is a Sleeping card. It plays with Sleeping condition and attacks with Sleeping condition. To make the Asleep Special Condition last even longer, Deep Sleep could be good. Then, we have Hypno. Eerie Aura allows you to put 2 damage counters on all Asleep Pokémon between turns. With Mystery Eyes, you could do some damage with Deep Sleep. That's pretty wicked. Then, we have Drowzee from the old set, Team Rocket. The Pokémon Power is called Long-Distance Hypnosis which allows you to flip a coin. If heads, the Defending Pokémon is now Asleep but if tails, watch out, your Active Pokemon is now Asleep. With this, you could use Dream Eater by turn 2, without even using Mystery Eyes. Talk about Speed card. Similar to this is Tropical Breeze, the Promo card. Beware though, if you want to play any of these, you better have some Full Heal or Double Full heal beforehand just in case. Expedition Butterfree also helps here. Next is Sleep! from Team Rocket expansion. This card allows you to flip a coin. If heads, the Defending Pokémon is now Asleep. Need I say more? While in the area, I might as well introduce Hypno from Aquapolis. The Poké-ower, Pendulum Swing is very easy to apply to Xatu ex. Simply put, it allows you to make the Defending Pokémon Asleep. Neat, eh? Just attach Fluffly Berry to Hypno, bring it out as an Active, use Pendulum Swing, switch it with xatu ex, then Dream Eater. That's speed. Then, we have Magnetic Storm, just in case of any (D) or (C) Pokémon that resists to (P) type which can reduce all Xatu ex's damage by 30, meaning Mystery Eyes will go 0 and Dream Eater will go 40. Finally, it's Boost Energy, an all-time favourite. The second atack, Dream Eater, is very boostable. With only one Energy card, it could do 70 damage. That's cheap, man.

Whew!
 
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Coolio

Here's my Pokemon-ex card!

Sandslash ex
100 HP (F)
Stage 1 Pokemon (Evolves from Sandshrew)

Poke-BODY: Spinal Backlash
If Sandslash ex is your Active Pokemon and is damage by an opponent's attack (even is Sandslash ex is knocked out), you may flip a coin. If heads, the Defending Pokemon is now Poisoned. If tails, place 1 damage counter on the Defending Pokemon.

(F)(C) Burrow 20
During your opponent's next turn, prevent all effects of attacks (excluding damage) done to Sandslash ex by the Defending Pokemon.

(F)(F)(C) Conjoined Claw Smash 60
Choose 1 of your opponent's Benched Pokemon. This attack does 10 damage to that Pokemon.

Weakness: (G)
Resistance: (L)
Retreat Cost: (C)(C)
Rarity: EX Holo

Explanation: Okay... First off, the HP. Normal Stage 1 ex's have between 90 and 120 HP. I chose 100 because Sandslash isn't exactly known for its high HP. Its a fighting Pokemon, Stage 1. The Poke-BODY is a combonation of Dark Sandslash and Qwilfish. Either the Defending Pokemon will be slightly hurt, or poisoned. (Personally, I prefer poisoning). The first attack is a dig like attack. You get low damage for an ex, but a pretty good effect. It doesn't stop the damage, but you don't need to worry about Special Conditions or other effects. Conjoined Claw Smash is a really nice attack. 60 damage is a little underpowered for an ex, but you also get to "snipe" in on a benched Pokemon and do a little damage. Weakness to (G) is normal for a ground type (F) Pokemon, as is (L) Resistance. The Retreat Cost is (C)(C) because Sandslash isn't the fastest Pokemon, and has pretty good attacks.
Strategy: Sandslash ex goes well with a number of cards. First is Ariados from UF. Once the Defending Pokemon is Poisoned, retreat and do a quick 40 damage if Sandslash is in need of some healing. Pair it with ATM: Rock, because those damage counters are going to start piling up. ATM Rock, and you'll probably get at least one KO. Conjoined Claw Smash works well with many cards that cause damage to all your opponent's Pokemon, like Spinning Tail T-tar, Exploud, and Gyrados. Conjoined Claw Smash for the prize.
Pic: The picture is set in a desert at night. The moon is out, as well as many stars in the sky, which takes up about the top 1/4 of the picture. In the desert is a cactus to the far left side. Sandslash is standing in the center of the picture, with its body facing you. Its snout, however, is facing up to the sky, as if sniffing for something. You can see a hole in the ground, near its claws, which are hanging at its sides. It seems to have been foraging for food.

Tell me what you guys think! I like your card a lot Luna_sol, and I don't see anything wrong with it.
 
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Super Eggman’s Swalot Ex
120 HP {G}


To play a Pokémon with Super Eggman 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.

Stage 1 Pokémon (evolves from Eggman's Gulpin)

When Pokémon-ex has been Knocked Out, your opponent takes 2 prize cards.

Poké-POWER: Chaos Control
Once during your turn, when you play Super Eggman’s Swalot Ex from your hand to evolve 1 of your Pokémon, you may search your deck for up to 3 Trainer cards named Chaos Emerald and put them in your hand. Shuffle your Deck afterwards.

{G}{G}{C} Sludge Absorb 60
Remove up to 2 damage counters from Super Eggman’s Swalot Ex.

Weakness: {P}
Resistance:
Retreat Cost:
{C}{C}{C}
Rarity: Ex Holo


Picture:
The following pic is hand drawn, with further digital refinements (so it is not a fully digital picture like Typhlosion ex or Rayquaza ex, more like Ninetales ex)

There is a egg-shaped laboratory, with smooth, curving gray walls, with a huge egg-shaped tank suspended from the ceiling on cables. The tank is half-filled with a dark sludge. Sitting in the tank is a Swalot glowing with greenish energy. Floating in the tank is a light pink Chaos Emerald. Sitting to the right at the other end of the picture is a familiar bulky shape, with a huge mustache, staring upwards thoughtfully at tank. The picture is to the back and right side (as seen by us) of the eggish doctor.


Explanations:
First of all, HP. Eggman’s Swalot had 80 HP, so 100 is required for Super Eggman’s Swalot. Then for Super Ex combo mechanic we add another 20. Nothing much to say here, 120 seems very suitable for a Super Ex.

Next, Power. Unique for a Pokemon Ex, its Power is more valuable than its attacks. Chaos Control is based on Milotic's Healing Showers, these abilities are usually listed as Powers instead of Bodies. Anyway, this is the real reason you play this card, to get Chaos Emeralds just like Eggman (Swalot either sniffs them out or lays them like eggs, I'm not sure). Isn't it fitting to have such a power on such a Pokemon belonging to such a character? Same restrictions apply here: it must be from your hand, not from anywhere alse (like your deck), to prevent too much abuse with Surprise! Time Machine.

Second attack is Sandstorm Cradily's Spiral Drain attack, with 10 more damage. Not that impressive on Cradily, but good enough on Super Swalot Ex.

Bottom Stats are typical Swalot Ex stats, with {P} Weakness and {C}{C}{C} retreat (because of higher HP and Ex Status), with no resistance.

Rarity is Ex Holo because Swalot is a Pokemon Ex.


Strategy:
Super Eggman’s Swalot Ex is what all Super/Hyper cards were waiting for. Speeds up these decks, hands you Chaos Emeralds. Grab them like a mad power-hungry scientist who is named after a vital component of reproduction and the earliest part of development for multicellar animals and who hates certain mammals of the Insectivora who have modified hairs into spikes. Seriously, this card is what you need to get Super/Hyper quick!

Some Combos:

Chaos Emerald Cards

Super/Hyper Cards


Well, what did you expect? And I hope you don't expect me to type them all out.

Surprise! Time Machine:
After he has done his work, get rid of him and bring out a normal Eggman's Swalot. No need to leave him like a sitting duck. :smile:

Low Pressure System:
130HP > 120HP


Meh, this round seems, er, dull. No one is going to do any of the other Multi-Prize mechanics, and Ex Pokemon were already utilized a few rounds back. And Super Eggman's Swalot Ex is not one of my better works. Oh well, hope the next round is more intersting

To lunatone_solrock:

Hey, it's not like I have a copyright on it, eh? :smile: :biggrin: :rolleyes:

To DragonSol:

Duly noted.
 
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Scribble

Nice card Scribble! I think you should change the rarity to EX Holo, I remember I got points taken off one round when I put my ex's rarity as holo. And speaking of rarity, I forgot it on mine...
 
Here's my entry!

Aeris’s Xatu ex
Pokémon card
{P}
100 HP
Stage 1 Pokémon
Evolves from Aeris’s Natu
Put Aeris’s Xatu ex on the Basic Pokémon
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {L}
Resistance: {F} -30
Retreat cost: n/a
PokéPOWER: Hyper Healing Wind Once during your turn (before you attack), you may remove 2 damage counters from each of your Pokémon. You can’t use more than 1 Hyper Healing Wind Poké-Power each turn. This power can’t be used if Aeris’s Xatu ex is affected by a Special Condition.
{P} Energy Burst Does 20 damage plus 10 damage times the total amount of Energy attached to Aeris’s Xatu ex and the Defending Pokémon. 20+
{P}{C}{C} Mega Psywave Does 30 damage to each Defending Pokémon for each Energy card attached to that Pokémon.
Pic: We see a Xatu flying in the center of a pic. There is a pink and purple spiral going from the Xatu out towards the screen. This pic also has the sparkle and holo effect you expect cards like this to have.
Rarity: Ex Holo

Explanation: Aeris's Xatu ex can be both a powerful healer and a powerhouse. Hyper Healing Wind is basically a double Happy Dance. Energy Burst can already be quite powerful starting at at least 30 damage. Mega Psywave is great for 2-on-2 battles! Also, with cards listed below, there can be massive healing each turn and quick powering up for its two attacks!

Strategy:

Ludicolo (EX: DX); Happy Dance can help add to the healing, allowing 3 damage counters to be removed from each of your Pokémon each turn!

Bellossom (XE: HL)/Gardevoir (EX: Em); With Healing Dance, even more healing to your side!

Boost Energy (EX: DX); Can be a really big help with Energy Burst!

Magnetic Storm (EX: HL); This way, Aeris's Xatu ex doesn't have to worry about Resistance.

Hyper Amy's Dragonite (SH Set); Use Dragon Shift to help get basic Energy cards onto Aeris's Xatu ex for Energy Burst!

Cid's Latios (FF7 Set); Can help get {P} Energy onto Aeris's Xatu ex!

Vincent's Blissey (FF7 Set); with Egg Party, the healing to your side may never stop!

Psychic Stadium (D/L Conflict); can help out with both Energy Burst and Mega Psywave.
 
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Here are the round 12 grades:

lunatone_solrock's Xatu ex
Name--3/3. Bingo.
Picture--3/3. "I took it from your card, Scribble. I dunno how to word it"? Nice picture anyway.
Type(s)--5/5. What else?
HP--5/5. That works.
Weakness/Resistance--5/5. They work.
Retreat Cost--4/5. I think a Xatu ex should have a Retreat Cost of at least 1.
Quick Dive--10/10. A very good mechanic.
Mystery Eyes--10/10. Sleep + Amnesia + Damage = Good combo for a Pokémon-ex.
Dream Eater--9/10. Though it looks broken, I didn't think it was. However, the "is not" should be contracted to "isn't".
Rarity--2/3. If I recall correctly, don't all Pokémon-ex except for the first two Nintendo promos have holofoil?
Explanations--8/8. Good.
Strategy--8/8. OK, how much did that one go for on eBay?
Penalties--0/0. Nope.
Card Total--72/75.

DragonSol's Sandslash ex
Name--3/3. Good.
Picture--3/3. That fits, doesn't it?
Type(s)--5/5. What else?
HP--5/5. Works.
Weakness/Resistance--5/5. Definitely fits.
Retreat Cost--5/5. Good choice.
Spinal Backlash--8/10. A good mechanic, but I found several errors, mainly in capitalization and the all-important "é".
Burrow--9/10. Another good mechanic, but you're missing that "é".
Conjoined Claw Smash--9/10. Again, good mechanic, but missing two "é"s.
Rarity--3/3. What else?
Explanations--8/8. Good.
Strategy--8/8. Great.
Penalties--0/0. Nope.
Card Total--71/75.

Super Eggman's Swalot ex (Scribble)
Name--2/3. I'm sorry, I don't recall "ex" having a capital e. Haven't seen a lot of stuff like that since I was a rookie. Everything else is good, though.
Picture--3/3. Great.
Type(s)--5/5. What else?
HP--5/5. Works.
Weakness/Resistance--5/5. What else?
Retreat Cost--5/5. Good.
Chaos Control--13/15. A good mechanic, but the e in "ex" shouldn't be capitalized.
Sludge Absorb--13/15. Again, good, but if you really wanted capital-letter multi-Prize mechanics, perhaps you should have sprung for one of the higher-yielding ones.
Rarity--3/3. What else?
Explanations--8/8. Nice.
Strategy--8/8. Good comboes, even if this manuscript isn't all that eBay-worthy.
Penalties--0/0. Nope.
Card Total--70/75.

Aeris's Xatu ex (Sunflorazumarill)
Name--3/3. Bingo.
Picture--3/3. You kind of expect this from a Psychic-type, right?
Type(s)--5/5. What else?
HP--5/5. That works.
Weakness/Resistance--5/5. Both are very good choices, although the Weakness isn't seen all that much on a Xatu.
Retreat Cost--4/5. See the same category on lunatone_solrock's entry.
Hyper Healing Wind--10/10. Nice way to prevent abuse.
Energy Burst--10/10. Balanced. The more that's piled on, the more done, right?
Mega Psywave--9/10. Borderline broken even for a Pokémon-ex.
Rarity--3/3. What else?
Explanations--8/8. Good.
Strategy--8/8. Good.
Penalties--0/0. Nope.
Card Total--73/75.

That makes the per-card average for Team Techno Fluff 72 points. Watch the main contest thread to see if it holds up.
 
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