Pokémon TCG: Sword and Shield—Brilliant Stars

Pokémon CaC Contest: Constant Expansions - Second Round Begins! Cards due June 21!!!

I meant So basicly one of my card must be countered by Darkrai and the other countering darkrai? .. Still Confused
 
So, here are my cards....

Sableye
LV.32 -60-HP [D]
Basic

Picture:We see a Sableye in the centre of the picture sitting on the ground in a dark cave. Sableye is surrounded by gemstones that cover the surface of the ground and the walls. Sableye is holding a giant crystal lovingly in his arms and his diamond eyes shine like he is very emotional at this point. (If you ever saw the sabre squirrel in Ice Age holding his acorn, you know what I mean) His smile from ear to ear shows how happy it is.

Pokémon Tool: Shadow Crystal
Sableye can Level-Up during the turn you play it.

[C] Shiny Grin 10
You may a discard a [D] Energy card attached to Sableye. If you do, the Defending Pokémon is now Paralyzed.

[D][C] BOOH! 20+
If Sableye was on your bench during this turn, this attack does 20 damage plus 20 more damage and you may discard an Energy card attached to the defending Pokémon.

Flavor text:SABLEYE enjoys to watch others suffer. It spooks travelers by suddenly dropping from the ceiling of bridges and tunnels.

Weakness: None
Resistance:[C] -20
Retreat cost:[C]



Sableye LV.X -80-HP [D]
LEVEL-UP Put onto Sableye

Picture:We see the face of a Sableye looking at you from close up. The background is completely black and the only things we see are Sableye's crystal eyes ,ruby chestbutton and his shiny smile. The dark shadows of his ears and claws exceeds the borders of the frame and it looks like it is coming at you.

Poké-Power: Malicious Delight
If the Defending Pokémon is Knocked Out by an attack from 1 of your Pokémon, you may remove all damage counters from Sableye LV.X.

[D][D] Chaos Strike 50
Before doing damage, you may count the remaining HP on your opponents Pokémon and switch the Pokémon with the fewest remaining HP with the Defending Pokémon.

Level X rule: Put this card onto your active Sableye. Sableye LV.X can use any attack, Poké-Power, or Poké-Body from its previous level.

Weakness: None
Resistance:[C] -20
Retreat cost:[C]

Explanation: Sableye is kind off the obvious choice for a counter for Smeargle. It has no weakness and without the use of Smeargle’s weakness exploiting power Smeargle’s attacks become mediocre. The low damage output of Smeargle will be easily healed of by Sableye LV.X’s power and Sableye’s attacks (killing low HP Pokémon and surprise discarding of energies) will quikly ruin Smeargle if it is not 100% prepared.

Mawile LV.34 -70-HP [M]
Basic

Picture:We see a Mawile in an active pose, jumping backwards with his wide opened 'jaws' pointed forwards. A magnificent mountain is seen in the background surrounded by a star sprankeled sky. The dust that swirls up by the jump is glistering in the moonlight.

[.] Open Wide
Your opponent can't play any Supporter cards from his or her hand during your opponents next turn.

[M][C] Snap Jaws 80
You can't use this attack unless you used Open Wide during your last turn.

Flavour text:MAWILE deceives his opponents by appearing larger than he is. It rather runs and will only engage battle when cornered.

Weakness:[R] +20
Resistance:[P] -20
Retreat cost: [C]


Mawile LV.X -100-HP [M]
LEVEL-UP Put onto Mawile

Picture:Mawile is seen diving through the air. It's body is tilted horizontally showing his spread arms and legs. His ears(flaps on the side of his head) flap up by the accelaration of his jump. His giant jaws stick out of the picture at the top end. The background is a plain shiny silver surface that seems to emit light.

Poké-Body: Intimidating Jaws
A long as Mawile LV.X is your active Pokémon, any damage from attacks done to Mawile LV.X is reduced by 20.

[C][C][C] Chew Up 50+
This attack does 50 damage plus 10 more damage for each damage counter on the Defending Pokémon.

Level X rule: Put this card onto your active Mawile. Mawile LV.X can use any attack, Poké-Power, or Poké-Body from its previous level.

Weakness:[R] x2
Resistance:[P] -20
Retreat cost: [C]

Explanation: Since I already had Smeargle and Sableye I figured to stick to the basic Pokémon theme and choose Mawile as my third Pokémon. Smeargle has the upper hand when facing Mawile because Mawile LV.X’s x2 Weakness and his somewhat slower start. Smeargle LV.X’s energy acceleration will ensure Smeargle is fired up faster than Mawile and his body won’t save him from the fast knock-out that will follow.Sableye, on the other hand, will have a tough match up against this one because the snap jaws attack will be able to OHKO even Sableye LV.X unabeling him to heal and because the body of Mawile LV.X, Sableye’s low damage attacks will be much less effective.

General explanation: I tried to make these cards the same, yet different. They’re all three good in their own ways. Sableye for fast KO’s and long term healing, Smaergle for support of other Pokémon (by changing type) and doing big damage and Mawile by interrupting and surviving for longer. All the LV.X’s have different number of HP and their artwork is some what symbolical. Sableye’s picture is completely dark, Mawile’s is silvery bright and Smeargle is the nuance in between with all his colours.
 
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Posting my second set, the ones Pinsir is good against, first. Doing Wooper because...I want to.

Wooper Lv. 12 -60HP-
Basic Pokemon

Picture:Wooper calmly crosses a street with cars screeching to a halt on both sides. It seems totally unaware of the chaos around it as it skips along happily.

Poke-Body Oblivious
Prevent all effects of attacks, excluding damage, done to Wooper.

[W] Amnesia
Choose 1 of the Defending Pokemon's attacks. The Defending Pokemon can't use that attack during your opponent's next turn.

WOOPER tends not to be aware of its surroundings. This has led to several fiascos.

W-[G]+10
R-[L]-20
RC-[C]

Quagsire Lv. 40 -100HP-
Stage 1 Pokemon Evolves from Wooper

Picture:Quagsire is alseep at the bottom of a pond, head down, sitting on its behind. There are only small puddle of water left behind--it has all been sucked up overnight by accident. Goldeen and Mgaikarp splash about uselessly.

Poke-Power Slow Sponge
Once between turns, you may use this Power. Flip a coin. If heads, look at the top 2 cards of your deck. If there are any [W] Energy cards there, you may choose 1 and attach it to this Pokemon. Put the remaining cards back on top of your deck in any order you like.This power cannot be used is Quagsire is affected by a Special Condition.

[W][C][C] Rising Wave 40
For each [W] Energy card attached to Quagsire, choose 1 of your opponent's Benched Pokemon This attack does 20 damage to that Pokemon.(Don't apply Weakness and Resistance for Benched Pokemon.You can't choose more than 4 Pokemon.

QUAGSIRE is extremely porous and can suck up gallons upon gallons of water, even only a few inches in.

W-[G]+20
R-[L]-20
RC-[C][C]

Quagsire Lv. X -130HP-
Level Up Put onto Quagsire

Picture:Quagsire is lurching forward to the left, mouth wide open with a happy expression, swimming heartily out of the frame.

Poke-Body High Tolerance
At the end of either player's turn, if Quagsire Lv. X has 0 or less HP and would be Knocked Out, flip a coin. If heads, Quagsire is not Knocked Out. Either way, your opponent takes a prize card.

[W] Cleanstream
Count the number of [W] Energy cards attached to Quagsire Lv. X. Remove 1 damage counter from Quagsire Lv. X for each one. Then, this attack does 20 damage to 1 of your opponent's Pokemon for each damage counter you removed in this way.(Don't apply Weakness and Resistance for Benched Pokemon.) If Quagsire has any Energy cards other than [W] Energy attached, you can't use this attack.

W-[G]x2
R-[L]-20
RC-[C][C][C]

Explanation: Weakness and HP on both the base and Level X guarantees Faceplant will OHKO, Overall unless Pinsir gets a bad setup this ought to be autowin.If the Level X can manage to be played, it fares a little bit better, but not by a whole lot. Also, it's simply to quick. Even with Slow Sponge, Quagsire probably won't be set up fast enough to put a real dent in it, and can only hope to pick off Pinsir's Benched Pokemon as best he can.

Next line coming soon--TORKOAL!
 
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Epic Fail

Wow, epic fail.

OK, so I totally polished the cards I was submitting last night and went to bed with the intent of posting them before i went on vacation.

Guess who didn't get to posting this morning?

So, I'm getting back late on the 21st and could have them up that night, but could I please have an extension to the 22nd just so I can get some of my sanity back before posting? Thanks!

~Cardz.
 
Chansey LV. 37 -100HP- [C]
Basic Pokémon

A Chansey is carrying an injured Vileplume on a stretcher. The Chansey is running fast, and Nurse Joy is by its side. The Chansey is bringing the Vileplume to a room inside the Pokémon Center, where another Chansey is shown with its head sticking out, waiting to receive the Vileplume.

[Poké- POWER] Sacrifice
Once during your opponent's turn (after their attack), if your Active Pokémon has 0 HP remaining, you may discard Chansey and all cards attached to Chansey to prevent your Active Pokémon from being Knocked Out. Instead of being Knocked Out, remove all damage counters from your Active Pokémon and discard all Energy cards attached to it. This power can't be used if Chansey is affected by a Special Conditon.

[C][C] Egg Maneuver 30
You may switch Chansey with one of your Benched Pokémon.

CHANSEY is a helpful Pokémon and loves healing the sick and wounded. Its egg is a source of protein for many Pokémon.

Weakness: [F] + 20
Resistance: [ ]
Retreat Cost: [C][C]

Explanation: Chansey's Poké - POWER makes Dragonite's 2nd attack have a useless effect, which brings it down to 3 energy for 50 damage - not too good. Chansey's attack stops the effect of Dragonite's 1st attack, making it 30x for 3 energy with an average of 60 for 3 energy, which isn't great for a Stage 2 Pokémon. Finally, Chansey is a Basic Pokémon, so attacks from Dragonite to Chansey do 20 less damage.

In all, Chansey stops Dragonite's effects of attack without having a Poké - BODY that does so, because then Dragonite's 2nd attack would still be useful. Dragonite can still manage to Knock Out Chansey, it is just a much greater challenge and if faced against Chansey, Dragonite becomes a useless Pokémon.



Chansey LV. X -140 HP- [C]
LEVEL-UP Put onto Chansey

A Chansey is taking up the entire screen. It is wearing a nurse's hat, which goes above the screen. The Chansey is smiling, and the egg in its pouch is shining with a bright yellow, holographic light.

[Poké - BODY] Egg of Knowledge
Chansey LV. X can use any attack from any of your Pokémon in play (not including any other Chansey LV. X)(as long as it has the Energy necessary to attack). When Chansey LV. X uses an attack from any of your Pokémon in play besides Chansey LV. X, that attack does 10 more damage.

[C][C] Blinding Light 20
If the Defending Pokémon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, that attack does nothing and remove one damage counter from the Defending Pokémon.

[C][C][C] Double - Edge 90
Chansey LV. X does 30 damage to itself.

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

Weakness: [F] x 2
Resistance: [ ]
Retreat Cost: [C][C][C]

Explanation: Hooray! A better version of Chansey to help you destroy Dragonite. The Blinding Light attack messes up a strategy for Dragonite involving Hyper Slam.



Regigigas LV. 42 -100 HP- [C]
Basic Pokémon

Regigigas is trudging along a barren desert landscape. The sun's rays shine upon the Regigigas . Rocks and orange dirt cover the screen, and there is no water in sight.

[Poké - BODY] Imprint
When Regigigas is Knocked Out, discard 2 Energy cards from any of your Pokémon in any way you like.

[W][F][M][C] Seismic Waves 60 +
Flip a coin. If heads, this attack does 60 damage plus 20 more damage. If tails, you may either retreat Regigigas or discard all Energy attached to Regigigas.

This incredibly strong Pokémon is capable of lifting skyscrapers and other tall buildings.

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

Explanation: Regigigas has been a terrible card in the past few sets. A non - profitable Poké - BODY is common for it. This time, Imprint makes Dragonite's Dragon Beam devastating. Hyper Slam destroys Regigigas thanks to Seismic Waves, because if tails, all Energy cards go down the drain, making Regigigas an obsolete and destroyed Pokémon. Against Dragonite, Regigigas's best bet may be to be avoid attacking all together.


Regigigas LV. X -140 HP- [C]
LEVEL-UP Put onto Regigigas

Regigigas is standing in the midst of a ferocious battle of the elements. Each season is represented by a corner of the screen. A blizzard is in the Winter corner. Leaves are spinning out of control in the Autumn corner. The Earth is burning in the Summer corner. A gigantic flower is about to fall on and destroy a building in the Spring corner.

[Poké - POWER] Wisdom
Once during your turn (before your attack), you may search your deck for a Special Energy card and attach it to Regigigas LV. X. If you do, put 2 damage counters on Regigigas LV. X. This power can't be used if Regigigas LV. X is affected by a Special Condition.

[W][F][M][C] Continental Boom 200
This attack can't be used unless Regigigas LV. X has at least 2 Special Energy cards attached to it. Discard the top card from your opponent's deck. Regigigas LV. X does 200 damage to itself.

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

Weakness: [F] x 2
Resistance: [ ]
Retreat Cost: [C][C][C][C]

Explanation: The tempting Continental Boom makes Regigigas LV. X more of a challenge, but if used there is a heavy price to pay. The simple trick to use the attack is Wisdom, but that decreases Regigigas LV. X's HP to 100, meaning Dragonite can knock it out with a lucky Hyper Slam or two hits with Dragon Beam, which will really screw you over.





Reference Card:

Dragonite Lv. 59 -130HP- [C]
Stage 2 Pokémon
Evolves from Dragonair

Picture: Dragonite is flying over a ship that is slowly sinking. On its back are several people being rescued. The background is stormy weather and lightning.

[Poké-Body] Innocence

Reduce damage done by Dragonite to your opponent's Basic Pokémon by 20 (before applying weakness and resistance).

[C][C][C] Hyper Slam 30x
Flip 4 coins. This attack does 30 damage times the number of heads. If you get 3 or more heads, the Defending Pokémon cannot retreat during your opponent's next turn.

[C][C][C] Dragon Beam 50
If the Defending Pokémon is Knocked Out by this attack, place 1 damage counter on each of your opponent's Evolved Pokémon.

Flavor Text: Due to their intelligence, DRAGONITE can be trained to save people from drowning.

Weakness: [C] + 30
Resistance: [R] - 20
Retreat Cost: [C][C]
 
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Is there any chance you guys could put this on hold until after nationals? I've been really busy with RL stuff and trying frantically to get decks for me and my 3 brothers together and just haven't had the time to do this. :(
 
I guess I could do that...

Anyways, guys, just tell me if you're sure that you're done with your card anytime before a week after Nats, and I'll grade it.
 
Edits to Explanation of card and set concept are forthcoming. Jsut wanted to get this up tonight. Got in MUCH later than expected b/c of a mix-up with various companies. Oy veh. Enjoy the initial work!

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Edits to original Card:

(PP): Sludge Bomb (50)

Put 3 damage counters on each Pokémon that has any Sludge counter on it. Then, remove all Sludge Counters from all Pokémon.

Another change was made to the Power on the X's as they are all part of a cycle. The change was so subtle that I couldn't believe I left the clause needed before. Hopefully you won't even notice this slight change. Enjoy!
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Baltoy (F)
50 HP
Basic Pokemon

PIC: Baltoy is pictured centered, creating a purple, laced sandstorm. An oncoming swarm of Wurmple are swept into the storm with confused looks on their faces. A desert is seen rolling into the background, ending in an overcast sky that runs along the horizon.

(0): Sandstorm

If the Defending Pokémon tries to attack next turn, flip a coin. If tails, that attack does nothing.

(F): Force Punch (10)

Flip a coin. If heads, the Defending Pokémon is now Paralyzed.

Weakness: (W) +10
Resistance:
Retreat: (*)

FLAVOR: Baltoy’s are known to hide many of their psychic characteristics to blend in with the other Pokémon in the habitat. - Research Assistant Observation, Fall 2000.
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Claydol (F)
90 HP
Stage 1 (Evolves from Baltoy)

PIC: Claydol is surrounded by circles that show he is spinning and fast speeds. A lone Kangaskahn is shielding itself with its arms as it is barraged by clods of mud and rock spires. Spires are seen in the air headed towards the Kangaskahn that is located backed up against a tropical tree while the Claydol floats towards its victim from a desert plain.

(F): Spire Slam (30)

(FF*): Hyper-Spin Shots (30x)

Flip 4 coins. This attack does 20 damage times the number of heads. If this attack does more than 30 damage, this attack does 20 damage to each of your opponent’s Benched Pokémon (don’t apply weakness or resistance for Benched Pokémon).

Weakness: (W) +20
Resistance:
Retreat: (**)

FLAVOR: These evolved, aggressive Claydol have been seen damaging all in its wake, striking anyone within range. Their Psychic characteristics appear to be completely suppressed. - Dr. Ben Schwa, Research Head of Site 16.
---------------------

Claydol Lv. X (F)
110 HP
LEVEL UP (Put on your Active Claydol)

PIC: Claydol is juggling something unseen in orbs behind him as he leans his head out of the top-right corner of the frame. The background is a heavily saturated purple with auburn waves moving through it. Claydol is shooting one spire out of the bottom left corner of the frame.

PokéPOWER: The Psychic Connection

Once during your turn, before you attack, you may change Claydol's type to (P) until the end of your turn. You can't use this Power if Claydol is affected by a Special Condition.

PokéBODY: PsySnatch

If Claydol damages the Defending Pokémon while (P)-type, you may draw two cards and then discard a card from your hand.

(F*): Counterweight Toss

Remove a counter from one of your Pokémon. If you removed a damage counter, you may put two damage counters on the Defending Pokémon. If you removed a non-damage counter, this attack does 60 damage to one of your opponent’s Pokémon (don’t apply weakness or resistance for Benched Pokémon).

Weakness: (W) x2
Resistance:
Retreat: (**)

FLAVOR: “With new access to its original but made latent powers, I fear we cannot control the beast any longer. It is up to the rest of the world if he will run free on return to captivity.” - Dr. Schwa, Winter 2001.
--------------

Magikarp (W)
30 HP
Basic Pokémon

PIC: Magicarp is seen flopping among a shallow pool of other weak water pokémon (other Magikarp, Goldeen, Feebas, etc.). There are more Magikarps than other fish. The shadow of a Fisherman wearing a straw hat is seen standing over the school of fish.

(*): Flail (10x)

This attack does 10 damage times the number of damage counters on Magikarp.

(W*): Fish Sacrifice

You may discard up to two (W) Pokémon from your hand. If you discard 1, look at the top 7 cards of your deck. Choose a (W) Pokémon, show it to your opponent, and put it in your hand. If you discard 2, search your deck for a card that evolves from Magikarp and put it on Magikarp (this counts as evolving Magikarp). Either way, shuffle your deck afterwards.

FLAVOR: <And, yea, the fish did leave the Promised Land. Although, none could blame them. Who would want to live with so many other species?> -- Pokémon Epoch of Water, Vol. 8
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Gyarados (W)
120 HP
Stage 1 Pokémon (Evolves from Magikarp)

PIC: Gyarados is seen in the centered in an underground scene. He is shown reflecting a shot being fired a coral reef taking up the ocean floor and storing up against the left side of the frame. Corosola, Seeking, and other small water pokémon peek out from behind the reef as the Gyarados screems and turns around the focused, white beam of light. The Gyarados has taken on a slightly green cast, similar to that of the coral below.

PokéPOWER: Defensive Aggression

If an attack would damage one of your Benched Pokémon other than Gyarados, place 1 damage counter on the Defending Pokémon for each Benched Pokémon damaged. This Power can’t be used if Gyarados is affected by a Special Condition.

(W): Upstream Swim (20)

You may attach an Energy Card from your discard pile to one of your Pokémon.

(WW*): Ice Beam (50)

Flip a coin. If heads, the Defending Pokémon is now Paralyzed.

Weakness: G +30
Resistance: F-30
Retreat: (****)

FLAVOR: Re-Training of Gyarados has been ineffective since evolution. New methods currently being researched. Since the evolution, the other Water subjects cannot undergo the new developments in the program. - Field observation, Winter, 1999.
----------------------

Gyarados Lv. X (W)
130 HP
LEVEL UP (Put on your Active Gyarados)

PIC: Gyarados is coiled in a spiral. His head juts out the bottom left-hand area of the frame. His whiskers gently dip into the Level X text frame. Bubbles rush from within the coil and any seen background is blue with clouds, showing Gyarados has learned to fly from the water where he had lived.

PokéPOWER: The Draco Connection

Once during your turn, before you attack, you may change Gyarados' type to (*)until the end of your turn. You can't use this Power if Gyarados is affected by a Special Condition.

PokéBODY: Dragon Purge

If Gyarados damages the Defending Pokémon while (*)-type, you may change the Defending Pokémon’s to (*) until the end of your opponent’s turn.

(****): Pure Rage (70+)

This attack does 70 damage plus 10 damage for each Special Energy card attached to Gyarados.

Weakness: (G) x2
Resistance: (F) -30
Retreat: (****)

<What Humanity has created we shall turn on them.> -- Supreme Leader Gyarados, Rebellion Leader, The Epoch of Escapes, Vol. 12.
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(EDIT FROM 6/30)

For this challenge, I wanted to establish a strong theme for the mini-set it is obvious we will be developing. I was fascinated with the strong strong story-telling and thematic elements of the Holon cycle of sets. I wanted to touch on the darker side of what science can do to Pokemon and to tell the stories not just from the scientist point of view but also that of the Pokemon both before and after they escaped their captors.

To keep the cards all strong from the two flavor spectrums, I chose texts that told part of the scientists stories (both from the beginning, middle, and end of their experiments) as well as the stories of the Pokemon, told through their storied tomes that are kept by highly intelligent Pokemon species (more on those in later developments). I also chose art to illustrate the points being used in either the specific attacks or to reflect the flavor text included with each card.

As for the specific designs, to make Gyarados work the exact way I wanted him to, I had to make an edit to the start of the set. Since this is a contest about constant Expansions, I figured that sometimes you must go back and revise some initial hasty work. That was the case with both my base card and the Level X ability. For the cards, I knew I wanted a complete cycle of similarly typed cards with similarly types weaknesses. Finding Stage Ones that were dual types and hit all the bases was challenging, but ultimately best for the set. Their types also had to be dual to continue the Level X PokePOWER trend. While I fudges a little on Gyarados' Power, he's always wanted to be a Dragon. This seemed like the best time to fulfill that wish.

Though Muk was my base card, Gyarados obviously is going to play a big role in this set. That's why i chose to make him a slightly more powerful card than the other two. However, his high retreat cost keeps him from ever being truly more powerful than Gyarados who more or less bursts out of the gate the first turn he is on the board whereas Gyarados takes at least Level X-ing to do any real damage. Claydol, however, is very quick as well and the Counterweight Toss more or less makes him invulnerable to both Burn and Poison based decks while providing a cool effect on the side. His low retreat cost keeps him from being swept by Muk as well.
 
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Starting with the set that should do well against Heracross. Will edit other cards into post in an hour or two.


Natu Lv. 12 -50HP- [P]
Basic Pokémon
Picture: Natu is perched on the branch of a Cheri Berry tree. It has a Cheri Berry held in its beak. Leaves and berries make up the background and surround the Natu in the foreground.

[.] Link Minds
Move up to two [P] Energy cards between your Pokémon in any way you like.

[P][P] Telekinesis
Choose 1 of your opponent's Pokémon. This attack does 20 damage to that Pokémon. This attack's damage isn't affected by Weakness or Resistance.

Flavor Text: Natu found in the wild often organize the Pokémon around them into social groupings. Oddly, the Natu are rarely the leaders of these groupings.

W- [L]+10
R- [F]-20
RC-[C]


Xatu Lv. 28 -80HP- [P]
Stage 1 Pokémon: Evolves from Natu
Picture: The camera is viewing Xatu from above as it flies over a forest. Far below Xatu (but still above the forest) is a flock of Swablu.

Poké-Power: Shake Off
At the beginning of your turn, if Xatu is affected by any Special Conditions, flip a coin for each. If heads, remove that Special Condition.

[P] Hunt and Peck 10+
Search your discard pile for a Pokémon Tool or Technical Machine and attach it to Xatu. (This does not permit you to have more than one Pokémon Tool attached to Xatu.) If you do, this attack does 10 damage plus 30 more damage.

[P][C][C] Temporal Blast 60
Discard a card from your hand. Then, draw a card from the top and bottom of your deck. (If you can't discard a card from your hand, this attack does nothing.)

Flavor Text: Wild Xatu are often stand-offish. Many researchers suggest this is due to their haunting visions of the future.

W- [L]+20
R- [F]-20
RC- [C]


Xatu Lv. X -100HP- [P]
Level-Up [Put onto Xatu]
Picture: Xatu's eye glitters with a red-violet aura; its outstretched wingtips extend beyond the frams on both the left and right towards the upper edges. The background glitters in a dark-violet to black haze.

Poke-Body: Foreknowledge
Prevent all effects of your opponents Poke-Powers, including damage, done to Xatu.

[P][P] Energy Rainbow 20+
Does 20 damage plus 20 more damage for each type of Basic Energy card in play.

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

W- [L]x2
R- [F]-20
RC- [C]

Explanation: Xatu is a Pokémon of many effects and little damage. Xatu is great for helping your deck run more efficiently. Its Hunt and Peck attack is very useful for pulling TMs like Devoluter onto Xatu from the discard pile as disruption or Evoluter to help speed your deck. Also, Tools like Leftovers (to help bolster Xatu's low HP,) Bubble Coat (for against Lightning Pokémon,) or Energy Link (to help quick-charge Xatu) can be grabbed. All while doing quick damage for low cost. Temporal Blast allows you to get card advantage while getting rid of un-needed cards in hand, all while doing fair amounts of damage. And the Level X's Energy Rainbow has the potential to do fairly significant damage, particularly against decks that try abusing multiple types of energy (like Skittles or Galactic Toolbox.) Energy Rainbow would be expected to do 40 damage minimum, and 60-80 damage on average. Crobat G+Energy Link would also make it possible to abuse cards like Flint's Willpower to charge Xatu more easily.

Against Heracross (and its Level X,) Xatu's best combos include Volkner's Philosophy and Felicity's Drawing to discard Energy Link or Leftovers. Hunt and Peck would then do 60 damage to Heracross (80 to the Lv X,) preventing the use of Deft Disarming without Heracross KOing itself. Also, Temporal Blast is a guaranteed OHKO and Energy Rainbow is likely to get a OHKO as well (since the Lvl X requires 2 types of Energy that are not [P].) Xatu's low retreat cost and Stage 1 speed make Judo Throw less harmful, and Xatu's Shake Off makes Precision Strike less effective (assuming the Heracross can find time to charge it against Xatu.) Lastly, Xatu's ability to easily recover lost TMs and Tools (as well as Energy Link making it easier to keep Energy on Xatu) make Heracross Lv X's Massive Throw much less useful. However, because Heracross is generally speedy, can abuse Regirock+Stark's Mountain, and generally hits for high damage+at least the chance of Paralyzing Xatu or switching it, Heracross can potentially play around Xatu.

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

(Ack, that took longer to type than expected!) Ok, and the card for Heracross to beat is...

Magnemite Lv. 11 -50HP- [L]
Basic Pokémon
Picture: Magnemite hovers along a rocky path. Pebbles are floating after the Magnemite, carried by its magnetic field.

[Poké-Power] Irresistable Magnetism
Once during your turn, when you put Magnemite from your hand onto your Bench, you may search your deck for a Special Energy card and attach it to your Active Pokémon. If you do, your opponent may search his or her deck for a Special Energy card and attach it to his or her Active Pokémon. Shuffle both decks afterward.

[L] Zap
Choose 1 of your opponent's Pokémon. This attack deals 10 damage to that Pokémon. (Apply Weakness and Resistance normally for Benched Pokémon.)

Flavor Text: Wild Magnemite often attract more trouble than they can handle. As a result, many seek out Trainers for protection.

W- [F]+10
R- [P]-20
RC- [C]


Magneton Lv. 26 -80HP- [M]
Stage 1 Pokémon: Evolves from Magnemite
Picture: Magneton is floating in a gym with its eyes squinted and static flaring in several directions. Dumbells and barbells are floating at odd angles around it.

[Poké-Body] Electro-Magnetism
Any [M] Energy attached to Magneton also produce [L], but only 1 Energy at a time.

[L][M] Magnetic Charge 20
During your opponent's next turn, neither the Defending Pokémon nor Magneton can be switched to the Bench by the effect of a Trainer card.

Flavor Text: Trainers often teach Magneton moves that use its hard, metallic body and magnetic powers to defend itself.

W- [F]+20
R- [P]-20
RC- [C]


Magnezone Lv. 48 -120HP- [M]
Stage 2 Pokémon: Evolves from Magneton
Picture: Magnezone hovers in a battle arena that is surrounded by stands full of cheering Pokémon fans. A researcher stands at the visible end of the arena, apparently giving a command to Magnezone. Magnezone is being struck by lightning and channeling it into a ball of lightning in front of it.

[Poké-Body] Metal Memory
Magnezone can use any attack, Poké-Power, or Poké-Body from its Basic Pokémon card or its Stage 1 Evolution card. (You still have to pay for the attack's Energy cost.)

[L][M] Magna-Ram 20x
Does 20 damage times the number of Special Energy cards attached to Magnezone.

[L][L][L] Ball Lightning 60
Flip 2 coins. If both are heads, this attack does 60 damage plus 20 more damage and the Defending Pokémon is now Paralyzed. If both are tails, discard all Energy cards from Magnezone.

Flavor Text: Trainers that are patient enough to train Magnezone find that it is a powerful, loyal companion.

W- [F]+30
R- [P]-20
RC- [C][C]


Magnezone Lv. X -140HP- [M]
Level-Up [Put onto Magnezone]
Picture: Magnezone is charging its electricity for an attack. Small sparks are radiating from Magnezone out of the frame. Magnezone's metallic body is polished to a mirror-like shine.

[Poké-Power] Wild Lightning
Once during your turn (before you attack), you may use this power. Magnezone's type is [L] until the end of your turn.

[L][L][L][L] Lightning Rush 80
Discard an Energy from Magnezone. If you discarded a [L] Energy, this attack does 80 damage plus 20 more damage. If you discarded a [M] Energy, reduce damage from attacks done to Magnezone by 20 until the end of your opponent's next turn.

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

W- [F]x2
R- [P]-20
RC- [C][C][C]


Explanation: Most of the Magnezone line is fairly self-explanatory. It is a Stage 2 that you want to play the full line through (rather than Rare Candy-ing past the Stage 1) because of Magnezone's (and Magneton's) Poké-Body. This is especially true as Lightning Rush is even more brutal when discarding a Metal Energy that is also a Lightning Energy. Generally, though, the point is to use/abuse Special Metal Energy as much as possible. Also, I know that it is standard for Metal Magnezone to have a R weakness, while Electric Magnezone has the F weakness, but part of my set's premise involves the mixing up of multi-type Pokémon. For Magnezone, I wanted it to have a strong affinity to its Electric side, while still being Metal. Other combos include: Magnemite (SF) to reduce retreat cost, Multi Energy and Rainbow Energy to enhance Lightning Rush and Magna-Ram, Conductive Quarry to retrieve lost Special Metal Energy, etc.

As for the Heracross match-up, Heracross would make Magnemite's downside even more drastic, considering Heracross's Deft Disarming would allow you to remove the opponent's Special Energy while keeping your own. Strategic usage of Deft Disarming should, in fact, reduce the effectiveness of Special Metal Energy to nil. Also, because Magnezone really wants to level up normally rather than skipping the Stage 1, Heracross is able to deal enough damage to KO Magnemite/Magneton before it has the beefy 120-140HP. In addition, the chance that Ball Lightning could discard all of Magnezone's Energy means that a powerful 120 damage Massive Throw from Heracross Level X is a real possibility.
 
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