Another sets translations are so thankfully released and there in lies peoples idea's combos and predictions.
::::SPOILERS::::
Intense Fight in the Destroyed Sky
PokeBeach translations page.
Will obviously be called another vague 2 word phrase (they must have loads ready just to give out).
This set looks great, lots of different unorthodox attacks and powers thinking outside of the usual pokemon deck box.
Here are some of the cards that IMHO jump out and seem good:
Sableye LV.31 – Darkness – HP60
Basic Pokemon
Poke-Body: Rashness
If this Pokemon is an Active Pokemon when the cards are flipped over at the beginning of the game, regardless of who won the coin toss, the owner of this card goes first. (This Body doesn’t work if the opponent’s Active Pokemon also has a Rashness Poke-Body.)
[.] Human Mimic: Search your deck for a Supporter card, discard it, and shuffle your deck. Then, use the effect of the discarded card as an effect of this attack.
[D] Overreach: 10 damage. If the Defending Pokemon’s remaining HP is less than Sableye’s remaining HP, this attack does 40 damage instead of 10.
Weakness: none
Resistance: Colorless (-20)
Retreat: 1
Wow. Guaranteed 1st turn supporter search and use for no energy. I can see this being used as much as Pachi/Phione/Chatot etc. Amazing splashable staple card.
--
Tangrowth LV.41 – Grass – HP110
Stage 1 – Evolves from Tangela
Poke-Body: Regenerative Vines
In between turns, remove 1 damage counter from this Pokemon.
[G][C] Green Acid: 20 damage. Flip 2 coins. If the first is heads, the Defending Pokemon is now Confused. If the second is heads, the Defending Pokemon is now Poisoned.
[G][G][C][C] Stretch Vine: 60 damage. This attack also does 20 damage to 2 of your opponent’s Benched Pokemon.
Weakness: Fire (+30)
Resistance: Water (-20)
Retreat: 3
110HP stage 1 constant healer with Magmortars 2nd attack doing 60. Combo with Sceppy to make it a 2 energy attack and he has resistance against empo/kingdra/glaceon combined with his auto heal is just great.
--
Gengar LV.43 – Psychic – HP110
Stage 2 – Evolves from Haunter
Poke-Power: Death Sentence
You can use this Power once during your opponent’s turn, when this Pokemon’s HP is reduced to 0 by damage from an attack. Flip a coin, if heads the attacking Pokemon is Knocked Out.
[P] Shadow Loom: Place 3 damage counters on 1 of your opponent’s Pokemon. If that Pokemon has a Poke-Power, place an additional 3 damage counters.
[P][C] Poltergeist: Look at your opponent’s hand, and do 30 damage for each Trainer card, Supporter card, and Stadium card you find.
Weakness: Darkness (+30)
Resistance: Colorless (-20)
Retreat: 0
I think this card is great, fast, possible ko when you are knocked out, 60 for 1 energy to poke powers, with people playing so many trainers and card drawers people are gonna be stuck with supporters in their hands (unless they cycle them back in the deck with claydol).
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Tyranitar LV.61 – Darkness – HP140
Stage 2 – Evolves from Pupitar
Poke-Body: Dark Fighting Spirit
Whenever one of your opponent’s Pokemon uses a Poke-Power, after the effect resolves, search your discard pile for 1 Basic Darkness Energy card and attach it to this Pokemon.
[C][C] Grind: Does 20 damage x the number of Energy attached to Tyranitar.
[D][D][D][D][D] Spinning Tail: Does 30 damage to each of your opponent’s Pokemon.
Weakness: Fighting (+30)
Resistance: Psychic (-20)
Retreat: 4
This card probably wont see much play but against the sheer amount of claydols there will be it would be fun, use felicity's/lunatone to discard and poke-body/energy patch or even togekiss to power up his great first attack and high priced 2nd attack, with 140HP it'll take 2 shots at least most of the time to kill him which would end up as 60dmg to all of your opponents pokemon.
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Salamence LV.66 – Colorless – HP140
Stage 2 – Evolves from Shelgon
Poke-Body: Battle Dopamine
If your opponent has any Pokemon in play with a maximum HP of 120 or higher, ignore the Colorless Energy cost for all of this Pokemon’s attacks.
[R][C] Flare: 50 damage.
[R][W][C][C] Steam Spin: 120 damage. Discard 1 Fire Energy and 1 Water Energy attached to Salamence.
Weakness: Colorless (+30)
Resistance: Fighting (-20)
Retreat: 3
With all of the major contenders having 130HP could this be a good tech or deck?
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Luxury Ball – Trainer
Search your deck for 1 Pokemon card (excluding Pokemon LV.X), show it to your opponent, and put it in your hand. Shuffle your deck afterward.
If there’s already a card named Luxury Ball in your discard pile, you can’t play this card.
Lol shame you can't splash 4 of these non-supporter Celio's networks but 1 is definitely needed in every deck.
---
Pokedrawer + – Trainer
You can play 2 copies of this card at the same time.
If you play 1 copy, draw 1 card from your deck.
If you play 2 copies, search your deck for up to 2 cards and put them in your hand. Shuffle your deck afterward. (This counts as the effect of both cards.)
Either just thin your deck for nothing or after the constant claydol abuse you'll eventually have 2 (if you run 4 it'll be easier) and then it is a double computer search which is insane.
---
The awesome Machamp combo (which is highly risky with no massive reward) Attack with Mach lvl.x doing 100 for an energy (or DP machamp revenge for the magic 130) then just before you die attack with follow through, when Mach lvl.x dies luckily flip a heads and do Rage for 60 + 60 for the body + 10 for each damage counter on you 140 which equals 260dmg just for fun.
Machamp LV.62 – Fighting – HP130
Stage 2 – Evolves from Machoke
[F] Drop: 40 damage. If the Defending Pokemon isn’t an Evolved Pokemon, instead of doing damage, this attack Knocks Out the Defending Pokemon.
[C][C] Hurricane Punch: Flip 4 coins, this attack does 30 damage x the number of heads.
[F][F][C][C] Rage: Does 60 damage + an additional 10 damage for each damage counter on Machamp.
Weakness: Psychic (+30)
Resistance: none
Retreat: 2
---
Machamp LV.X – Fighting – HP150
Level Up
Poke-Body: No Guard
As long as this Pokemon is your Active Pokemon, any damage done by this Pokemon’s attacks to any Active Pokemon is increased by 60, and any damage done to this Pokemon by your opponent’s Pokemon’s attacks is increased by 60.
[F][C][C] Follow Through: 20 damage. During your opponent’s next turn, if Machamp’s HP is reduced to 0 by damage from an attack, flip a coin. If heads, Machamp is not Knocked Out and its remaining HP becomes 10.
Weakness: Psychic (+40)
Resistance: none
Retreat: 3
---
I'm not a fan of the lvl.x's in this set, heatran with maggy is obvious but fire is a bad type to play considering empo/kingdra/glaceon. Shaymin lvl.x seems ok. Dusknoir lvl.x I do like, once it dies it becomes a stadium that constantly poisons all of their pokemon, an easy tech to any deck already running a 1-0-1 dusknoir. After rotation what cards do we have to get rid of stadiums?
Thoughts/ideas?
::::SPOILERS::::
Intense Fight in the Destroyed Sky
PokeBeach translations page.
Will obviously be called another vague 2 word phrase (they must have loads ready just to give out).
This set looks great, lots of different unorthodox attacks and powers thinking outside of the usual pokemon deck box.
Here are some of the cards that IMHO jump out and seem good:
Sableye LV.31 – Darkness – HP60
Basic Pokemon
Poke-Body: Rashness
If this Pokemon is an Active Pokemon when the cards are flipped over at the beginning of the game, regardless of who won the coin toss, the owner of this card goes first. (This Body doesn’t work if the opponent’s Active Pokemon also has a Rashness Poke-Body.)
[.] Human Mimic: Search your deck for a Supporter card, discard it, and shuffle your deck. Then, use the effect of the discarded card as an effect of this attack.
[D] Overreach: 10 damage. If the Defending Pokemon’s remaining HP is less than Sableye’s remaining HP, this attack does 40 damage instead of 10.
Weakness: none
Resistance: Colorless (-20)
Retreat: 1
Wow. Guaranteed 1st turn supporter search and use for no energy. I can see this being used as much as Pachi/Phione/Chatot etc. Amazing splashable staple card.
--
Tangrowth LV.41 – Grass – HP110
Stage 1 – Evolves from Tangela
Poke-Body: Regenerative Vines
In between turns, remove 1 damage counter from this Pokemon.
[G][C] Green Acid: 20 damage. Flip 2 coins. If the first is heads, the Defending Pokemon is now Confused. If the second is heads, the Defending Pokemon is now Poisoned.
[G][G][C][C] Stretch Vine: 60 damage. This attack also does 20 damage to 2 of your opponent’s Benched Pokemon.
Weakness: Fire (+30)
Resistance: Water (-20)
Retreat: 3
110HP stage 1 constant healer with Magmortars 2nd attack doing 60. Combo with Sceppy to make it a 2 energy attack and he has resistance against empo/kingdra/glaceon combined with his auto heal is just great.
--
Gengar LV.43 – Psychic – HP110
Stage 2 – Evolves from Haunter
Poke-Power: Death Sentence
You can use this Power once during your opponent’s turn, when this Pokemon’s HP is reduced to 0 by damage from an attack. Flip a coin, if heads the attacking Pokemon is Knocked Out.
[P] Shadow Loom: Place 3 damage counters on 1 of your opponent’s Pokemon. If that Pokemon has a Poke-Power, place an additional 3 damage counters.
[P][C] Poltergeist: Look at your opponent’s hand, and do 30 damage for each Trainer card, Supporter card, and Stadium card you find.
Weakness: Darkness (+30)
Resistance: Colorless (-20)
Retreat: 0
I think this card is great, fast, possible ko when you are knocked out, 60 for 1 energy to poke powers, with people playing so many trainers and card drawers people are gonna be stuck with supporters in their hands (unless they cycle them back in the deck with claydol).
---
Tyranitar LV.61 – Darkness – HP140
Stage 2 – Evolves from Pupitar
Poke-Body: Dark Fighting Spirit
Whenever one of your opponent’s Pokemon uses a Poke-Power, after the effect resolves, search your discard pile for 1 Basic Darkness Energy card and attach it to this Pokemon.
[C][C] Grind: Does 20 damage x the number of Energy attached to Tyranitar.
[D][D][D][D][D] Spinning Tail: Does 30 damage to each of your opponent’s Pokemon.
Weakness: Fighting (+30)
Resistance: Psychic (-20)
Retreat: 4
This card probably wont see much play but against the sheer amount of claydols there will be it would be fun, use felicity's/lunatone to discard and poke-body/energy patch or even togekiss to power up his great first attack and high priced 2nd attack, with 140HP it'll take 2 shots at least most of the time to kill him which would end up as 60dmg to all of your opponents pokemon.
---
Salamence LV.66 – Colorless – HP140
Stage 2 – Evolves from Shelgon
Poke-Body: Battle Dopamine
If your opponent has any Pokemon in play with a maximum HP of 120 or higher, ignore the Colorless Energy cost for all of this Pokemon’s attacks.
[R][C] Flare: 50 damage.
[R][W][C][C] Steam Spin: 120 damage. Discard 1 Fire Energy and 1 Water Energy attached to Salamence.
Weakness: Colorless (+30)
Resistance: Fighting (-20)
Retreat: 3
With all of the major contenders having 130HP could this be a good tech or deck?
---
Luxury Ball – Trainer
Search your deck for 1 Pokemon card (excluding Pokemon LV.X), show it to your opponent, and put it in your hand. Shuffle your deck afterward.
If there’s already a card named Luxury Ball in your discard pile, you can’t play this card.
Lol shame you can't splash 4 of these non-supporter Celio's networks but 1 is definitely needed in every deck.
---
Pokedrawer + – Trainer
You can play 2 copies of this card at the same time.
If you play 1 copy, draw 1 card from your deck.
If you play 2 copies, search your deck for up to 2 cards and put them in your hand. Shuffle your deck afterward. (This counts as the effect of both cards.)
Either just thin your deck for nothing or after the constant claydol abuse you'll eventually have 2 (if you run 4 it'll be easier) and then it is a double computer search which is insane.
---
The awesome Machamp combo (which is highly risky with no massive reward) Attack with Mach lvl.x doing 100 for an energy (or DP machamp revenge for the magic 130) then just before you die attack with follow through, when Mach lvl.x dies luckily flip a heads and do Rage for 60 + 60 for the body + 10 for each damage counter on you 140 which equals 260dmg just for fun.
Machamp LV.62 – Fighting – HP130
Stage 2 – Evolves from Machoke
[F] Drop: 40 damage. If the Defending Pokemon isn’t an Evolved Pokemon, instead of doing damage, this attack Knocks Out the Defending Pokemon.
[C][C] Hurricane Punch: Flip 4 coins, this attack does 30 damage x the number of heads.
[F][F][C][C] Rage: Does 60 damage + an additional 10 damage for each damage counter on Machamp.
Weakness: Psychic (+30)
Resistance: none
Retreat: 2
---
Machamp LV.X – Fighting – HP150
Level Up
Poke-Body: No Guard
As long as this Pokemon is your Active Pokemon, any damage done by this Pokemon’s attacks to any Active Pokemon is increased by 60, and any damage done to this Pokemon by your opponent’s Pokemon’s attacks is increased by 60.
[F][C][C] Follow Through: 20 damage. During your opponent’s next turn, if Machamp’s HP is reduced to 0 by damage from an attack, flip a coin. If heads, Machamp is not Knocked Out and its remaining HP becomes 10.
Weakness: Psychic (+40)
Resistance: none
Retreat: 3
---
I'm not a fan of the lvl.x's in this set, heatran with maggy is obvious but fire is a bad type to play considering empo/kingdra/glaceon. Shaymin lvl.x seems ok. Dusknoir lvl.x I do like, once it dies it becomes a stadium that constantly poisons all of their pokemon, an easy tech to any deck already running a 1-0-1 dusknoir. After rotation what cards do we have to get rid of stadiums?
Thoughts/ideas?
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