Pokémon TCG: Sword and Shield—Brilliant Stars

Create a Set: Disney's Aladdin

Genie's Misdreavus
50 HP {P}


Basic Pokémon

{P} For My First Trick...
Flip a coin. If heads, draw 2 cards. If tails, the Defending Pokémon is now Confused.

{P}{P} Bunny From A Hat!
Shuffle your hand into your deck. Search your deck for up to 3 Basic Pokémon, show them to your opponent and put them into your hand. Shuffle your deck afterwards.

Weakness: {D}
Resistance:
Retreat Cost: {C}
 
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Now that's what I'm talking about for Genie. That card's silly, but playable and even useful. Love the attack names! Give it a Weakness to D, though.


Inside the Genie's Lamp
Stadium

Whenever a Pokemon with Genie in its name would do at least 30 damage to a Defending Pokemon with an attack (after applying Weakness and Resistance), that Pokemon's owner may choose to reduce the damage done to the Defending Pokemon (to both if it damages both Defending Pokemon) by 30 in order to draw two cards. Also, neither player can have more than 3 Benched Pokemon. If a player has 4 or more Benched Pokemon when this card is played, he or she must shuffle Benched Pokemon and all cards attached to them into his or her deck until he or she has 3 Benched Pokemon.

Trying to keep with the "silly but playable" theme here. I'm a little fuzzy on how to word the two-on-two clarification text. Keep in mind, Genie is going to need some "serious" Pokemon -- in other words, Pokemon that actually have offensive power. You can still be silly with them, of course -- this is Genie we're talking about -- but silly doesn't necessarily have to mean non-damaging. Should be obvious what the second effect refers to. Hint -- the line starts, "Phenomenal cosmic powers..." :wink: Also, since there are so few Ghost Pokemon, I would like suggestions on ways to broaden Genie's theme a bit.
 
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OK, time for a few more cards.

Jafar's Ekans
(G)
50 HP
Weakness: (P)
Resistance: N/A
Retreat Cost: (C)

(C) Hypnotic Glance
Flip two coins. If exactly one is heads, the Defending Pokemon is now Asleep. If both are heads, the Defending Pokemon is now Paralyzed. If both are tails, the Defending Pokemon is now Confused.

(G) Sudden Lunge 30
Flip a coin. If tails, this attack does nothing.


Jafar's Arbok
(G)
90 HP
Weakness: (P)
Resistance: N/A
Retreat Cost: (C)(C)

(G)(G) Venomous Smog 20
Flip a coin. If heads, the Defending Pokemon is now Poisoned and cannot attack during your opponent's next turn.

(G)(C)(C) Strategic Strike 50
You may flip a coin. If heads, this attack does 90 damage. If tails, this attack does 10 damage.


Jafar's Seviper
(G)
80 HP
Weakness: (P)
Resistance: N/A
Retreat Cost: (C)(C)

(C)(C) Bite 20

(G)(G) Counter Strike ?
You cannot use this attack unless Jafar's Seviper was damaged by an attack during your opponent's last turn. Flip a coin. If heads, this attack's base damage is equal to twice the damage done to Jafar's Seviper. If tails, this attack does nothing.


Just a clarification on Jafar's theme, before any problems can arise. While Dragons could be considered reptilian, they are not valid Pokemon for Jafar. *Wonders how many people will figure out the one reptilian Pokemon I didn't do here*
 
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Genie's Sableye
60 HP {P}


Basic Pokémon

{P} I Have Been Confined For Too Long! 10+
If Genie's Sableye was put into play this turn, this attack does 10 damage plus 20 more damage.

{P}{C} Nightslash 20
Flip a coin. If heads, the Defending Pokémon is now Asleep. If tails, Genie's Sableye is now Asleep.

Weakness:
Resistance:
{P}
Retreat Cost: {C}


Maybe Genie should get some Psychics as well, I can see him using Wobbuffet or even Deoxys. Maybe a few Normals, like Smeargle and Meowth.
 
I have now edited a list of additional Pokemon for Genie into the top post. Also note that I have added 2 Pokemon to Mirage's list of theme-legal Pokemon.
 
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Genie's Shuppet
40 HP {P}

Basic Pokémon


{P} Good Night!
The Defending Pokémon is now Asleep.

{P} Wake Up! 10
If the Defending Pokémon is Asleep, it is no longer Asleep and you may draw a card.

Weakness: {D}
Resistance:
Retreat Cost: {C}



Genie's Bannette
70 HP {P}

Stage 1 Pokémon (evolves from Genie's Shuppet)


Poké-BODY: Nope, Can't Kill Anybody...
Whenever a Pokémon would be Knocked Out by an attack by Genie's Bannette, it is not Knocked Out and its remaining HP become 10.

{P} Zip Your Lips!
Choose 1 of the Defending Pokémon's attacks. That Pokémon can't use that attack during your opponent's next turn.

{P}{P}{C}{C} ...But It's Surprising What You Can Live Through! 70
Don't apply Resistance.

Weakness: {D}
Resistance: {F}
Retreat Cost: {C}{C}

Edit:
Actually, I believe earlier ghosts had {P} resistance. I tend to avoid {F} as a resistance since Flyers have {F} resistance as well, but as you wish. {F} works perfectly fine, too. I'll remove resistance from Missy and Shuppet.
 
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That Bannette is hilarious, Scribble! The Shuppet's pretty fun, too. I missed this before, but the standard Resistance for Ghosts (if they even get one, which they sometimes don't) is (F), not (P). Please change the Resistances on your cards accordingly, unless you can provide a good reason for the Resistance to be (P).

EDIT: Problem solved.
 
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Earlier Ghost-types in the TCG (Base Gastly and Haunter, the entire Gastly tree in Fossil) had Resistance to {F} the same way today's Ghost-types do. Sableye is the only Ghost-type that can claim a good reason to have a Resistance to {P}.
 
Mirage's Ditto
(C)
60 HP
Weakness: (F)
Resistance: N/A
Retreat Cost: (C)

Poke-Power: Purrfect Transformation
Once during your turn, if Mirage's Ditto is your Active Pokemon, you may choose a Basic Pokemon or Evolution card in your opponent's discard pile. Until the end of your opponent's next turn, Mirage's Ditto is treated as a copy of that Pokemon, including type, Hit Points, Weakness, and so on, except Mirage's Ditto can't evolve, always has this Poke-Power, and is always treated as a Pokemon with Mirage in its name. The Basic Pokemon or Evolution card that Mirage's Ditto is a copy of cannot be removed from your opponent's discard pile in any way. Mirage's Ditto isn't a copy of any other Pokemon while Mirage's Ditto is affected by a Special Condition.

(C)(C) Stretch Punch
Choose one of your opponent's Pokemon. Put 2 damage counters on that Pokemon.

Here's hoping that this card wouldn't be the rulings nightmare that its predecessor was. :wink:
 
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Genie's Nosepass
60 HP {F}

Basic Pokémon


{F} The Nose Knows
Look at your opponent's hand. You may have your opponent shuffle a Supporter card you find there into his or her deck. If you do, your opponent draws a card. If you don't, draw a card.

{F}{C} A-CHOOO! Goodbye Agrabah! 40
Flip a coin. If tails, shuffle Genie's Nosepass and all cards attached to it into your deck.

Weakness: {W}
Resistance:
Retreat Cost:
{C}
 
Having fun with those Genie cards, Scribble? :smile: Now, let me make sure I understand the effect of the Nosepass's first attack. You look at your opponent's hand; if there's a Supporter(s) there, you can either send a Supporter back to their deck and have them draw a card, or you can draw a card. If there's no Supporter there, you obviously can't send back a Supporter, so you just draw a card.


Sinister Sea
Stadium

Once during each player's turn, that player may flip a number of coins equal to the number of Pokemon he or she has in play with Celine in their names. For each heads, that player chooses an Energy card attached to a Pokemon in play and shuffles it into its owner's deck. That player's turn ends immediately (he or she doesn't get to attack).

"Rulings": You have to choose as many Energy cards as you got heads, or all of them if there are fewer than that. Also, Energies on Pokemon belonging to either player can be chosen.


Mechanicles's Lair
Stadium

Once during each player's turn, that player may flip a coin. If heads, that player searches his or her deck for a Basic Energy card and attaches it to one of his or her Pokemon in play with Mechanicles in its name.
 
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And now, the last Stadium card this set needs -- though that doesn't mean more can't be added.


Mirage's Lair
Stadium

When a Pokemon with Mirage in its name (excluding Pokemon-ex) is attacked, that Pokemon's owner flips two coins. If both are heads, ignore all effects of that attack done to Pokemon with Mirage in their names, including damage.
 
Mechanicles's Mawile
(M)
60 HP
Weakness: (R)
Resistance: (G)
Retreat Cost: (C)

(M) Innocent Charms
Draw a card, then flip a coin. If heads, look at your opponent's hand, choose a card there, and discard it.

(M)(C)(C) Surprise Strike 50
If Mechanicles's Mawile used Innocent Charms last turn, this attack's base damage is 80 instead of 50.


Jafar's Dunsparce
(C)
50 HP
Weakness: (F)
Resistance: N/A
Retreat Cost: (C)

(C) Escape
You can't use this attack if you have no Benched Pokemon. Shuffle Jafar's Dunsparce and all cards attached to it into your deck.

(C)(C) Spiteful Strike 20
If your opponent has more cards in his or hand than you do, your opponent discards cards from his or her hand until he or she has as many cards in his or her hand as you do. Ignore this effect if you do not have at least 2 cards in your hand.
 
I think this set deserves a run of Badges, so I'll create some.

Machinebadge
Trainer - Badge

You can only have one Machinebadge in your deck. This card stays in play when you play it.

Whenever one of your (M)-type Pokemon attacks, if that Pokemon has at least 3 (M) Energy cards attached to it, that attack does 20 more damage.


Illusion Badge
Trainer - Badge

You can only have one Illusion Badge in your deck. This card stays in play when you play it.

Once during your turn (before your attack), you may flip 2 coins. If both are heads, ignore all effects of attacks done to your Active Pokemon during your opponent's next turn, including damage, and your turn ends immediately (you don't get to attack).


Birdbadge
Trainer - Badge

You can only have one Birdbadge in your deck. This card stays in play when you play it.

Reduce the Retreat Cost of each of your Pokemon in play with (F) Resistance by (C).


Sand Badge
Trainer - Badge

You can only have one Sand Badge in your deck. This card stays in play when you play it.

Once during your turn (before your attack), if at least one of your Active Pokemon is (F), you may choose one of the Defending Pokemon that is not (F) or (M) and flip a coin. If heads, put a number of damage counters on that Pokemon equal to the number of (F) Pokemon you have in play. Either way, your turn ends immediately (you don't get to attack).


Magic Badge
Trainer - Badge

You can only have one Magic Badge in your deck. This card stays in play when you play it.

Once during your turn (before your attack), you may discard an Energy card attached to one of your Active Pokemon in order to draw a card.


Well, there's half of them. Should be pretty easy to tell which owner each of the Badges is supposed to represent.
 
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And here comes the second half of this set's Badges.

Sea Badge
Trainer - Badge

You can only have one Sea Badge in your deck. This card stays in play when it is played.

Any of your (W)-type Pokemon in play can Evolve on the turn they're played.

Did I get that wording right?


Snakebadge
Trainer - Badge

You can only have one Snakebadge in your deck. This card stays in play when it is played.

Once during your turn (before your attack), if one of your Active Pokemon is (P)-type, you may flip a coin. If heads, the Defending Pokemon is now Asleep.


Herobadge
Trainer - Badge

You can only have one Herobadge in your deck. This card stays in play when it is played.

Once during your turn (before your attack), you may flip a coin. If heads, choose one of your Benched Basic Pokemon, search your deck for a Stage 1 Pokemon that evolves from that Pokemon, and attach it to that Pokemon. This counts as Evolving that Pokemon.


Royalbadge
Trainer - Badge

You can only have one Royalbadge in your deck. This card stays in play when it is played.

Once during your turn (before your attack), you may search your deck for a Basic Pokemon (excluding Pokemon-ex) and put it on your Bench. Shuffle your deck afterward.


Regalbadge
Trainer - Badge

You can only have one Regalbadge in your deck. This card stays in play when it is played.

Once during your turn, you may shuffle one card from your discard pile into your deck.

Not that it matters, but the Royalbadge is supposed to refer to Jasmine, and the Regalbadge to Sultan.
 
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A Pokemon for Mirage, and the first few Special Energy cards for the set.

Mirage's Castform
(C)
60 HP
Weakness: N/A
Resistance: N/A
Retreat Cost: (C)

Poke-Power: Weather Energy
Once during your turn (before your attack), if Mirage's Ditto is your Active Pokemon, you may change Mirage's Ditto's type to that of a Basic Energy card attached to Mirage's Ditto until the end of your opponent's next turn.

(C) Barometer Reading
Attach a Basic Energy card from your hand or from your discard pile to Mirage's Ditto.

(C)(C)(C) Weather Ball 30+
If Mirage's Ditto has used its Weather Energy Poke-Power this turn, this attack does 30 damage plus 20 more damage.


Mechanical Energy
Special Energy

Mechanical Energy can only be attached to a Pokemon with Mechanicles in its name. While in play, Mechanical Energy provides (M) and (L) Energy but provides 2 Energy at a time (Doesn't count as a Basic Energy while not in play and has no effect other than providing Energy). At the end of your turn, discard Mechanical Energy.

Sandmagic Energy
Special Energy

Sandmagic Energy can only be attached to a Pokemon with Sadira in its name. While in play, Sandmagic Energy provides 2 (F) Energy. (Doesn't count as a Basic Energy card.) If the Pokemon Sandmagic Energy is attached to attacks, put 2 damage counters on the Defending Pokemon in addition to any other effects of the attack. At the end of your turn, discard Sandmagic Energy.


Wish Energy
Special Energy

Wish Energy can only be attached to a Pokemon with Genie in its name. While in play, Wish Energy provides all types of Energy but provides only 1 Energy at a time. (Doesn't count as a Basic Energy card.) When the Pokemon Wish Energy is attached to attacks, after applying any other effects of the attack, flip a coin. If heads, search your deck for a Basic Pokemon or Evolution card with Genie in its name, show it to your opponent, and put it into your hand. At the end of your turn, discard Wish Energy.
 
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Illusion Energy
Special Energy

Illusion Energy can only be attached to a Pokemon with Mirage in its name. While in play, Illusion Energy provides 2 (C) Energy. Whenever the Pokemon Illusion Energy is attached to is attacked, flip a coin. If heads, reduce the damage done to the Pokemon Illusion Energy is attached to by 20.


Streetrat Energy
Special Energy

Streetrat Energy can only be attached to a Pokemon with Aladdin in its name. While in play, Streetrat Energy provides all types of Energy but provides only one Energy at a time. (Doesn't count as a Basic Energy card.) The maximum HP of the Pokemon Streetrat Energy is attached to is increased by 10.


Serpent Energy
Special Energy

Serpent Energy can only be attached to a Pokemon with Jafar in its name. While in play, Serpent Energy provides (D) and (P) Energy but provides 2 Energy at a time. (Doesn't count as a Basic Energy card while not in play and has no effect other than providing Energy.) At the end of your turn, discard Serpent Energy.

Iago, Celine, Jasmine, and Sultan still need Special Energy cards.
 
I have a suggestion. How about Abu gets Slakoth, Vigoroth, Slaking, Aipom, Mankey, and Primape? All of the monkey-like Pokemon? :confused: :pokeball:
 
Too narrow. Keep thinking, though -- come up with a good enough theme (or themes), and I'll consider adding Abu.
 
Genie's Girafarig
70 HP {P}

Basic Pokémon


{C} Push Me Pull You!
Flip a coin. If heads, draw a card. Your opponent then discards the top card of his or her deck. If tails, discard the top card of your deck. Your opponent then draws a card.

{P}{P}{C} Wait, Are We Coming Or Going?! 60
Flip a coin. If heads, place 2 damage counters on Genie's Girafarig. If tails, this attack's base damage is 30 instead of 60.

Weakness: {P}
Resistance:
Retreat Cost:
{C}

He he, do you get it? You get different results depending on whether you get "heads" or "tails"!

*cricket chirps*

*is pelted by overripe mangoes and the odd tomato*


EDIT:
Oh, and by the way, just heard that my sig became the "quote of the day" in Baboon's card article a few weeks back, thanks to you. :biggrin:

EDIT2:
Done. It's now has a Synchronize-like flavor to it.
 
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