Pokémon TCG: Sword and Shield—Brilliant Stars

Pokémon XD: Gale of Darkness: Cipher/Snagem Resurrection (Set)

Carrington388

New Member
This set utilizes more ownername variety than previous sets involving the actual Cipher and Snagem teams. This set and its inevitable followups are based on the Gamecube game called Pokémon XD: Gale of Darkness. Set five years after Pokémon Colosseum, Pokémon XD: Gale of Darkness returns to Orre, the lands where Colosseum took place, where a resurrected Team Cipher is wreaking havoc with a shadow Lugia codenamed XD001. A new hero, one named Michael, and his trusty Eevee set out to stop them, along the way encountering 83 shadow Pokémon and using an improved Snag Machine to save them. There are several new areas in Orre and several new features, such as a Purification Chamber which can purify Pokémon quickly and the Poké Spot that allows you to catch wild Pokémon. XD: Gale of Darkness is the first full-fledged Pokémon RPG to not be on a handheld platform. (Perhaps we'll see a Pokémon MMORPG on the Revolution...) This set also marks the first appearance of two fourth-generation Pokémon, Munchlax (a Baby Pokémon that evolves into Snorlax) and Bonsly (a Baby Pokémon that evolves into Sudowoodo), in a high-profile set. Both Munchlax and Bonsly play roles in Pokémon XD: Gale of Darkness.

Team Cipher and Team Snagem are familiar names by now, you should know how to use the Cipher and Snagem ownernames. Both of these ownernames can place Shadow counters on the opponent's side of the field. Also, a new facet to placing Shadow counters involves placing them on your own side of the field, mainly through the Shadow Crystal card, to power up the Shadow Cube Technical Machines and their matching Shadow Energy card. Snagem cards can also have mechanics that disrupt Trainer cards that are attached to Pokémon. Mechanics used with {D} Energy apply to Cipher and Snagem in this set the same way they did in Cipher/Snagem Threat.

Miror B. is new as an ownername in sets that involve the team ownernames (i.e. Cipher and Snagem as opposed to the admins). In XD: Gale of Darkness, Miror B. is a wandering thief that can brandish a good variety of shadow Pokémon. Problem is, only 3 of them were his in the first place! A new mechanic in this set is the Miror B. counter, placed on either side of the field by the Steal Crystal card. A Miror B. counter basically changes that card's ownername to Miror B. and ignores any ownername currently on that Pokémon. It doesn't change descriptors that come after the ownername, though, so if you put a Miror B. counter on a Dark Ampharos, you'd treat it as a Miror B.'s Dark Ampharos; same would go for putting a Miror B. counter on Sephiroth's Shining Umbreon, it would be treated as a Miror B.'s Shining Umbreon. The Super and Hyper Chaos Emerald mechanics are immune from having Miror B. counters placed on them, so there's no way you could see something like a Hyper Miror B.'s Flygon or the like. The Reclaim Crystal card is used to remove Miror B. counters from a Pokémon. Miror B. STILL has a multitude of the Ludicolo evolution line, so if you see 6 of a particular card name in that evolution tree, you're NOT seeing multiple. Miror B. can place Shadow counters. Mechanics used with {D} Energy apply to Miror B. in this set the same way they did to Cipher and Snagem in Cipher/Snagem Threat.

Pokémon snagged from Cipher Peons and Cipher Admins, as well as Pokémon belonging to Cipher Admins, have Cipher in its name. Pokémon snagged from Miror B. that were first encountered by Miror B. as well as the multitude of Ludicolo trees have Miror B. in its name. Pokémon snagged from neither a Cipher Peon, Cipher Admin, nor Miror B., as well as those belonging to Gonzap or his right-hand man have Snagem in its name.

Duking was seen as an ownername on a secret card in Cipher/Snagem Threat and two boxtoppers in Missed Opportunities, the Duking's Plusle card from both and Duking's Minun from the latter. In this set, the Pokémon with Duking in its name are those that you can recieve in a trade for some Pokémon caught at the Poké Spots. When Shadow counters are involved, Pokémon with Duking in its name have mechanics that inhibit Shadow counters, be it reducing the number placed, increasing the number removed after each turn, or even preventing Shadow counters from being placed entirely, but a Duking Pokémon cannot place Shadow counters nor have the {D} Energy mechanics that Cipher, Snagem, and Miror B. get.

Chobin is a new ownername added in the eleventh hour. He's a researcher that's constantly pestering the main character, mistaking him for a thief, even going as far as showing up at a Colosseum challenge at the end of the game. He doesn't deal in Shadow counter mechanics and doesn't have the {D} Energy mechanics that Cipher, Snagem, and Miror B. get, but a Chobin Pokémon may have a mechanic that blocks Miror B. counters from being placed on it.

Finally there are some Pokémon that lack ownernames. The Johto starters are prizes for winning at Mt. Battle from the bottom to the top. Munchlax is capable of stealing food from a Poké Spot, the Snorlax is there for an evolution. Bonsly is a Pokémon that must be found in the story, Sudowoodo is there for an evolution. The others are lines that are available at the aformentioned Poké Spots. These cards do not get involved with manipulation of Shadow counters and do not have the {D} Energy mechanics that Cipher, Snagem, and Miror B. get.

Speaking of Poké Spots, the Poké Spot Stadium cards will allow a player to flip a coin at the start of a player's turn. If the coin is heads, that player can search for one of four non-owner Pokémon from their deck. The Cave Poké Spot allows you to find Zubat, Aron, or Wooper. The Rock Poké Spot allows you to find Sandshrew, Gligar, or Trapinch. The Oasis Poké Spot allows you to find Hoppip, Phanpy, or Surskit. All Poké Spots allow you to find Munchlax.

Team Cipher has a completely new set of bosses; five Admins and one Grand Master (the head). Their character Trainers share similarities with those of Colosseum's Cipher Admins. There is only one Team Snagem boss, the Head, and he's a familiar face: Gonzap. His character Trainers are reprints from Cipher/Snagem Threat. Miror B.'s II card is a reprint from Colosseum Set, but his I card is not a reprint of any sort. Miror B. also gets his own Team set with cards such as Ball, Schemer, and Hideout, as well as the Special Energy cards. Chobin has no Trainer cards.

The Miror B. Radar is used to find Miror B. In this set, you'll be finding Trainer and Energy cards that have Miror B. in its name using Miror B. Radar.

The Steal, Shadow, and Reclaim Crystals are Technical Machines, but they stay attached similar to the Magic Materia from the Final Fantasy VII set.

The Shadow Cubes bear the Shadow attacks. 00 Retro is Shadow Rush from Colosseum, the others are from XD: Gale of Darkness. The attacks on these cards are similar to the attacks from the games. Each of these Shadow Cubes use combinations of {SHD} and {C} Energy and can only be attached to a Pokémon with a Shadow counter on it. They stay attached as long as there are Shadow counters around. Speaking of {SHD}, it's a special Energy type (meaning not a basic Energy type that stuff like EX: Sandstorm Kecleon could use) provided by the Shadow Energy card and attachable only to a Pokémon that has any Shadow counters on it. The card will provide {SHD} if there are Shadow counters on the Pokémon it's attached to. Only Shadow Cubes use {SHD} in Energy costs. Unlike the Shadow Cubes, Shadow Energy will remain attached if the Shadow counters run out, but if there are no Shadow counters on a Pokémon with Shadow Energy attached to it, Shadow Energy provides {C}.

The Weather Cubes bring the weather counters that Vincent's Castform and Sephiroth's Tangela from the Final Fantasy VII set could place and puts them into Technical Machines, one weather effect at a time. These Technical Machines are one-shot cards.

C Energy, S Energy, and B. Energy (on the last one, note the period, you'll know who to attach it to) have some properties of the R Energy card that was one of the few gems from EX: Team Rocket Returns. These three cards aren't placed in the set like R Energy was, though, but more rather after the Pokémon Holo cards, similar to the original Rainbow Energy (Team Rocket) and the original Metal Energy (Neo Genesis).

Just for the record, nobody in the Cipher organization has the Dustox branch of the Wurmple line, so don't ask about Cipher's Cascoon and Cipher's Dustox.
While neither Gonzap nor his right-hand man have a Bellossom, someone else in the Snagem organization does, hence the existence of such a card.
For no particular reason, there is a Cipher's Politoed in this set to match a Cipher's Poliwrath.
The Clamperl evolution situation is the exact reverse of how it was in Colosseum. In Colosseum, someone had a Huntail but nobody had a Gorebyss. This time, it's the exact opposite, someone has a Gorebyss but nobody has a Huntail. Cipher's Clamperl is backward compatible, so Cipher's Clamperl can still evolve into the Cipher's Huntail from Cipher/Snagem Threat.
The Nincada situation jumped teams and reversed. In Colosseum, someone in the Snagem pool had a Shedinja, but nobody else there had a Ninjask. In XD: Gale of Darkness, someone on Cipher has a Ninjask, but nobody has a Shedinja. Don't ask about Cipher's Shedinja.
Apparently, Team Cipher still hasn't heard of Slowbro, since that situation still hasn't changed. Someone in Colosseum and a different person in XD: Gale of Darkness have Slowking, but nobody on Cipher in either game has a Slowbro. Don't ask about Cipher's Slowbro.
Nobody in the Cipher organization has a Registeel to go with the Regirock and Regice, so don't ask about Cipher's Registeel.
Don't ask about Chobin's Shedinja. Chobin doesn't have one, but he does have a Ninjask, thus the presence of a Chobin's Ninjask but no Chobin's Shedinja.

Just for the record, both of this set's boxtoppers involve backward compatiblity with the Colosseum sets. (Miror B.'s Bonsly had been planned as a boxtopper but was bumped up into the main set when Miror B.'s Sudowoodo was added to the main set. One of what was to have been a secret card is now a boxtopper.)

The Baby mechanic is that of Wizards. That means Baby Rule, not Baby Evolution.

DS-transmitted data for this set will be at the end of the set.

About the parenthesis in this set and how they fit in with the cards:

The parenthesis on Cipher's Lugia (a.k.a. XD001) is similar to several Ritchie cards. The part in parenthesis in this case IS part of the card's name.
The parenthesis on a Miror B.'s Lotad or Miror B's Lombre is the Poké-BODY that card has. They're the same Poké-BODies found on the 6 Cipher's Ludicolo from Cipher/Snagem Threat. These parenthesis text is not part of the card's name, but they are the names of the Poké-BODies in question. These parenthesis will stay even after the card is made to differentiate the cards.
The parenthesis on a Miror B.'s Ludicolo are the two ownwernames referenced in a unique Poké-BODY called Ludichaos. The two ownernames are the ones referenced in that card's Ludichaos power.
The parenthesis on the Pokéspots indicate that that card is a Stadium, and are not part of the card's name. These parenthesis will stay even after the card is made to differentiate the cards.
The parenthesis on the Steal, Shadow, and Reclaim Crystals indicate that they are Technical Machines that use the Magic Materia mechanic, this text in parenthesis is not part of the card's name. These parenthesis will vanish when the cards are done.
The parenthesis on the Shadow Cubes are the names of the attacks that each card will have. They are not part of the card name. These parenthesis will vanish when the cards are done.
What you see on the Weather Cubes is not parenthesis. These are brackets, written in the same style as the Ancient Technical Machines from EX: Hidden Legends. The text in the brackets IS part of the card's name.


Here are the general rules for this set:

1. Each person can make 6 cards per day. Only 1 of the 6 Miror B.'s Ludicolo lines may be made per day. Each day begins at 12:00 AM Central.
2. A person can make card reservations, but only one post per person at a time may be listed with such. If you plan on posting an updated reservation list, delete the previous one first.
3. A person cannot snatch another person's reservation unless said latter person's reservation violates rule 2.
4. If you plan on referencing a certain owner in "has ____ in its name" style, the owner name in question must be referenced WITHOUT an apostrophe-S. That means that "has Cipher in its name" is acceptable, but "has Snagem's in its name" is not. This only applies when referencing "has ____ in its name" using owner names; referencing one card in general (i.e. "is Cipher's Lugia (a.k.a. XD001)") is done with the whole card's name as written in the set list.
5. Slots for Pokémon-ex will open up only when the upper 381 cards are done, and slots for Pokémon-* will open up after the Pokémon-ex are finished. I'll be the one doing all the secret cards and boxtoppers, which will come after the Pokémon-*.

And some examples of rule violations:
  • Making more than 6 cards in a day. The 7th and beyond will be listed as violating rule 1 and will be asked to be deleted or reposted in a different post on a different day.
  • Posting a Miror B.'s Ludicolo line when another Miror B.'s Ludicolo line was posted earlier in the day. The second line will be listed as violating rule 1 and will be asked to be deleted or reposted on a different day.
  • Having two reservation lists. The 2nd and beyond will be listed as violating rule 2 and will be asked to remove any previous reservation lists to validate the reservations in the more recent post.
  • Stealing a person's valid reservation. "Valid reservation" is a reservation that is within rule 2. Stealing such reservations will be listed as violating rule 3 and will be asked to remove the card. Note that stealing any reservation in violation of rule 2 is fair game.
  • Improperly referencing owners. If you use something such as "has Duking's in its name", it will be listed as violating rule 4 and will be asked to be edited.
  • Doing a Pokémon-ex/Pokémon-* too early, or if you're not me and do a secret card or boxtopper at any time. Doing such an atrocity will be listed as violating rule 5 and will ask to be deleted.
Here's the set list:

(Pokémon Holo)
1/405 Aggron {F}{M} H
2/405 Chobin's Dragonite {C} H
3/405 Chobin's Jumpluff {G} H
4/405 Chobin's Scizor {G}{M} H
5/405 Cipher's Aggron {F}{M} H
6/405 Cipher's Alakazam {P} H
7/405 Cipher's Altaria {C} H
8/405 Cipher's Ampharos {L} H
9/405 Cipher's Articuno {W} H
10/405 Cipher's Beautifly {G} H
11/405 Cipher's Beedrill {G} H
12/405 Cipher's Blissey {C} H
13/405 Cipher's Butterfree {G} H
14/405 Cipher's Charizard {R} H
15/405 Cipher's Delcatty {C} H
16/405 Cipher's Dewgong {W} H
17/405 Cipher's Electabuzz {L} H
18/405 Cipher's Exeggutor {G}{P} H
19/405 Cipher's Farfetch'd {C} H
20/405 Cipher's Fearow {C} H
21/405 Cipher's Flygon {F} H
22/405 Cipher's Forretress {G}{M} H
23/405 Cipher's Gardevoir {P} H
24/405 Cipher's Gengar {G}{P} H
25/405 Cipher's Glalie {W} H
26/405 Cipher's Hitmonchan {F} H
27/405 Cipher's Hitmonlee {F} H
28/405 Cipher's Hitmontop {F} H
29/405 Cipher's Hypno {P} H
30/405 Cipher's Kingdra {W} H
31/405 Cipher's Lapras {W} H
32/405 Cipher's Latias {P} H
33/405 Cipher's Latios {P} H
34/405 Cipher's Lugia (a.k.a. XD001) {P} H
35/405 Cipher's Lunatone {F}{P} H
36/405 Cipher's Magmar {R} H
37/405 Cipher's Magneton {L}{M} H
38/405 Cipher's Manectric {L} H
39/405 Cipher's Marowak {F} H
40/405 Cipher's Meganium {G} H
41/405 Cipher's Metagross {P}{M} H
42/405 Cipher's Moltres {R} H
43/405 Cipher's Mr. Mime {P} H
44/405 Cipher's Muk {G} H
45/405 Cipher's Pidgeot {C} H
46/405 Cipher's Politoed {W} H
47/405 Cipher's Poliwrath {W}{F} H
48/405 Cipher's Primeape {F} H
49/405 Cipher's Regice {W} H
50/405 Cipher's Regirock {F} H
51/405 Cipher's Rhydon {F} H
52/405 Cipher's Salamence {C} H
53/405 Cipher's Sceptile {G} H
54/405 Cipher's Scizor {G}{M} H
55/405 Cipher's Shiftry {G}{D} H
56/405 Cipher's Snorlax {C} H
57/405 Cipher's Solrock {F}{P} H
58/405 Cipher's Starmie {W}{P} H
59/405 Cipher's Swalot {G} H
60/405 Cipher's Swellow {C} H
61/405 Cipher's Tauros {C} H
62/405 Cipher's Victreebel {G} H
63/405 Cipher's Walrein {W} H
64/405 Cipher's Zapdos {L} H
65/405 Crobat {G} H
66/405 Duking's Tyranitar {F}{D} H
67/405 Feraligatr {W} H
68/405 Flygon {F} H
69/405 Jumpluff {G} H
70/405 Meganium {G} H
71/405 Miror B.'s Dragonite {C} H
72/405 Miror B.’s Jumpluff {G} H
73/405 Miror B.'s Ludicolo {G} H (Trixie/Luka)
74/405 Miror B.'s Ludicolo {G} H (Wallace/Juan)
75/405 Miror B.'s Ludicolo {W} H (Brock/Erika)
76/405 Miror B.'s Ludicolo {W} H (Cissy/Floreia)
77/405 Miror B.'s Ludicolo {W}{G} H (Lorelei/Aqua)
78/405 Miror B.'s Ludicolo {W}{G} H (Misty/Jason)
79/405 Miror B.’s Shiftry {G}{D} H
80/405 Miror B.’s Sudowoodo {F} H
81/405 Snagem's Bellossom {G} H
82/405 Snagem's Blastoise {W} H
83/405 Snagem's Charizard {R} H
84/405 Snagem's Electabuzz {L} H
85/405 Snagem's Salamence {C} H
86/405 Snagem's Shiftry {G}{D} H
87/405 Snagem's Slaking {C} H
88/405 Snagem's Venusaur {G} H
89/405 Snagem's Vileplume {G} H
90/405 Snorlax {C} H
91/405 Sudowoodo {F} H
92/405 Typhlosion {R} H
(Energy Holo)
93/405 B. Energy H
94/405 C Energy H
95/405 S Energy H
(Pokémon Rare)
96/405 Chobin's Gyarados {W} R
97/405 Chobin's Kangaskhan {C} R
98/405 Chobin's Marowak {F} R
99/405 Chobin's Mr. Mime {P} R
100/405 Chobin's Ninjask {G} R
101/405 Chobin's Sunflora {G} R
102/405 Chobin's Tropius {G} R
103/405 Cipher's Aerodactyl {F} R
104/405 Cipher's Arbok {G} R
105/405 Cipher’s Ariados {G} R
106/405 Cipher's Arcanine {R} R
107/405 Cipher's Banette {P} R
108/405 Cipher's Camerupt {R}{F} R
109/405 Cipher's Castform {C} R
110/405 Cipher's Claydol {F}{P} R
111/405 Cipher's Cloyster {W} R
112/405 Cipher's Dugtrio {F} R
113/405 Cipher's Dusclops {P} R
114/405 Cipher's Electrode {L} R
115/405 Cipher's Gorebyss {W} R
116/405 Cipher's Granbull {C} R
117/405 Cipher's Gyarados {W} R
118/405 Cipher's Hariyama {F} R
119/405 Cipher's Heracross {G}{F} R
120/405 Cipher's Houndoom {R}{D} R
121/405 Cipher's Kangaskhan {C} R
122/405 Cipher's Lanturn {W}{L} R
123/405 Cipher's Lickitung {C} R
124/405 Cipher's Luvdisc {W} R
125/405 Cipher's Magcargo {R}{F} R
126/405 Cipher's Mawile {M} R
127/405 Cipher's Milotic {W} R
128/405 Cipher's Ninetales {R} R
129/405 Cipher's Ninjask {G} R
130/405 Cipher's Parasect {G} R
131/405 Cipher's Persian {C} R
132/405 Cipher's Piloswine {W}{F} R
133/405 Cipher's Pinsir {G} R
134/405 Cipher's Quagsire {W}{F} R
135/405 Cipher's Rapidash {R} R
136/405 Cipher's Roselia {G} R
137/405 Cipher's Sharpedo {W}{D} R
138/405 Cipher's Shuckle {G}{F} R
139/405 Cipher's Slowking {W}{P} R
140/405 Cipher's Tangela {G} R
141/405 Cipher’s Ursaring {C} R
142/405 Cipher's Venomoth {G} R
143/405 Cipher's Wobbuffet {P} R
144/405 Cipher's Xatu {P} R
145/405 Donphan {F} R
146/405 Duking's Medicham {F}{P} R
147/405 Duking's Shuckle {G}{F} R
148/405 Gligar {F} R
149/405 Masquerain {G} R
150/405 Miror B.'s Electrode {L} R
151/405 Miror B.'s Nosepass {F} R
152/405 Quagsire {W}{F} R
153/405 Sandslash {F} R
154/405 Snagem's Breloom {G}{F} R
155/405 Snagem's Dodrio {C} R
156/405 Snagem's Electrode {L} R
157/405 Snagem's Forretress {G}{M} R
158/405 Snagem’s Golduck {W} R
159/405 Snagem's Grumpig {P} R
160/405 Snagem's Ledian {G} R
161/405 Snagem's Mantine {W} R
162/405 Snagem's Mightyena {D} R
163/405 Snagem's Raticate {C} R
164/405 Snagem's Sableye {P}{D} R
165/405 Snagem's Skarmory {M} R
166/405 Snagem's Togetic {C} R
167/405 Snagem's Ursaring {C} R
168/405 Snagem's Whiscash {W}{F} R
169/405 Snagem's Zangoose {C} R
(Pokémon Uncommon)
170/405 Bayleef {G} U
171/405 Bonsly {F} U
172/405 Chobin's Dragonair {C} U
173/405 Chobin's Scyther {G} U
174/405 Chobin's Skiploom {G} U
175/405 Cipher's Bayleef {G} U
176/405 Cipher's Chansey {C} U
177/405 Cipher's Charmeleon {R} U
178/405 Cipher's Cubone {F} U
179/405 Cipher's Drowzee {P} U
180/405 Cipher's Electrike {L} U
181/405 Cipher's Elekid {L} U
182/405 Cipher's Exeggcute {G}{P} U
183/405 Cipher's Feebas {W} U
184/405 Cipher's Flaaffy {L} U
185/405 Cipher's Grimer {G} U
186/405 Cipher's Grovyle {G} U
187/405 Cipher's Gulpin {G} U
188/405 Cipher's Haunter {G}{P} U
189/405 Cipher's Kadabra {P} U
190/405 Cipher's Kakuna {G} U
191/405 Cipher's Kirlia {P} U
192/405 Cipher's Lairon {F}{M} U
193/405 Cipher's Magby {R} U
194/405 Cipher's Magikarp {W} U
195/405 Cipher's Magnemite {L}{M} U
196/405 Cipher's Mankey {F} U
197/405 Cipher's Metang {P}{M} U
198/405 Cipher's Metapod {G} U
199/405 Cipher's Misdreavus {P} U
200/405 Cipher's Munchlax {C} U
201/405 Cipher's Nuzleaf {G}{D} U
202/405 Cipher's Pidgeotto {C} U
203/405 Cipher's Pineco {G} U
204/405 Cipher's Poliwhirl {W} U
205/405 Cipher's Rhyhorn {F} U
206/405 Cipher's Scyther {G} U
207/405 Cipher's Seadra {W} U
208/405 Cipher's Sealeo {W} U
209/405 Cipher's Seel {W} U
210/405 Cipher's Shelgon {C} U
211/405 Cipher's Silcoon {G} U
212/405 Cipher's Skitty {C} U
213/405 Cipher's Snorunt {W} U
214/405 Cipher's Spearow {C} U
215/405 Cipher's Staryu {W} U
216/405 Cipher's Swablu {C} U
217/405 Cipher's Taillow {C} U
218/405 Cipher's Tyrogue {F} U
219/405 Cipher's Vibrava {F} U
220/405 Cipher's Voltorb {L} U
221/405 Cipher's Weepinbell {G} U
222/405 Cipher's Wynaut {P} U
223/405 Croconaw {W} U
224/405 Duking's Pupitar {F} U
225/405 Golbat {G} U
226/405 Lairon {F}{M} U
227/405 Miror B.’s Bonsly {F} U
228/405 Miror B.'s Dragonair {C} U
229/405 Miror B.'s Lombre {G} U (Rain Dish)
230/405 Miror B.'s Lombre {G} U (Swift Swim)
231/405 Miror B.'s Lombre {W} U (Rain Dish)
232/405 Miror B.'s Lombre {W} U (Swift Swim)
233/405 Miror B.'s Lombre {W}{G} U (Rain Dish)
234/405 Miror B.'s Lombre {W}{G} U (Swift Swim)
235/405 Miror B.’s Nuzleaf {G}{D} U
236/405 Miror B.’s Skiploom {G} U
237/405 Munchlax {C} U
238/405 Quilava {R} U
239/405 Skiploom {G} U
240/405 Snagem's Charmeleon {R} U
241/405 Snagem's Elekid {L} U
242/405 Snagem's Gloom {G} U
243/405 Snagem's Ivysaur {G} U
244/405 Snagem's Nuzleaf {G}{D} U
245/405 Snagem's Shelgon {C} U
246/405 Snagem's Vigoroth {C} U
247/405 Snagem's Wartortle {W} U
248/405 Vibrava {F} U
(Pokémon Common)
249/405 Aron {F}{M} C
250/405 Chikorita {G} C
251/405 Chobin's Cubone {F} C
252/405 Chobin's Dratini {C} C
253/405 Chobin's Hoppip {G} C
254/405 Chobin's Magikarp {W} C
255/405 Chobin's Nincada {G}{F} C
256/405 Chobin's Sunkern {G} C
257/405 Cipher's Abra {P} C
258/405 Cipher's Aron {F}{M} C
259/405 Cipher's Bagon {C} C
260/405 Cipher's Baltoy {F}{P} C
261/405 Cipher's Beldum {P}{M} C
262/405 Cipher's Bellsprout {G} C
263/405 Cipher's Carvanha {W}{D} C
264/405 Cipher's Caterpie {G} C
265/405 Cipher's Charmander {R} C
266/405 Cipher's Chikorita {G} C
267/405 Cipher's Chinchou {W}{L} C
268/405 Cipher's Clamperl {W} C
269/405 Cipher's Diglett {F} C
270/405 Cipher's Duskull {P} C
271/405 Cipher's Ekans {G} C
272/405 Cipher's Gastly {G}{P} C
273/405 Cipher's Growlithe {R} C
274/405 Cipher's Horsea {W} C
275/405 Cipher's Houndour {R}{D} C
276/405 Cipher's Makuhita {F} C
277/405 Cipher's Mareep {L} C
278/405 Cipher's Meowth {C} C
279/405 Cipher's Natu {P} C
280/405 Cipher's Nincada {G}{F} C
281/405 Cipher's Numel {R}{F} C
282/405 Cipher's Paras {G} C
283/405 Cipher's Pidgey {C} C
284/405 Cipher's Poliwag {W} C
285/405 Cipher's Ponyta {R} C
286/405 Cipher's Ralts {P} C
287/405 Cipher's Seedot {G} C
288/405 Cipher's Shellder {W} C
289/405 Cipher's Shuppet {P} C
290/405 Cipher's Slowpoke {W}{P} C
291/405 Cipher's Slugma {R} C
292/405 Cipher's Snubbull {C} C
293/405 Cipher's Spheal {W} C
294/405 Cipher’s Spinarak {G} C
295/405 Cipher's Swinub {W}{F} C
296/405 Cipher’s Teddiursa {C} C
297/405 Cipher's Trapinch {F} C
298/405 Cipher's Treecko {G} C
299/405 Cipher's Venonat {G} C
300/405 Cipher's Vulpix {R} C
301/405 Cipher's Weedle {G} C
302/405 Cipher's Wooper {W}{F} C
303/405 Cipher's Wurmple {G} C
304/405 Cyndaquil {R} C
305/405 Duking's Larvitar {F} C
306/405 Duking's Meditite {F}{P} C
307/405 Hoppip {G} C
308/405 Miror B.'s Dratini {C} C
309/405 Miror B.’s Hoppip {G} C
310/405 Miror B.'s Lotad {G} C (Rain Dish)
311/405 Miror B.'s Lotad {G} C (Swift Swim)
312/405 Miror B.'s Lotad {W} C (Rain Dish)
313/405 Miror B.'s Lotad {W} C (Swift Swim)
314/405 Miror B.'s Lotad {W}{G} C (Rain Dish)
315/405 Miror B.'s Lotad {W}{G} C (Swift Swim)
316/405 Miror B.’s Seedot {G} C
317/405 Miror B.'s Voltorb {L} C
318/405 Phanpy {F} C
319/405 Sandshrew {F} C
320/405 Snagem's Bagon {C} C
321/405 Snagem's Barboach {W}{F} C
322/405 Snagem's Bulbasaur {G} C
323/405 Snagem's Charmander {R} C
324/405 Snagem's Doduo {C} C
325/405 Snagem's Ledyba {G} C
326/405 Snagem's Oddish {G} C
327/405 Snagem's Pineco {G} C
328/405 Snagem's Poochyena {D} C
329/405 Snagem’s Psyduck {W} C
330/405 Snagem's Rattata {C} C
331/405 Snagem's Seedot {G} C
332/405 Snagem's Shroomish {G} C
333/405 Snagem's Slakoth {C} C
334/405 Snagem's Spoink {P} C
335/405 Snagem's Squirtle {W} C
336/405 Snagem's Teddiursa {C} C
337/405 Snagem's Togepi {C} C
338/405 Snagem's Voltorb {L} C
339/405 Surskit {W}{G} C
340/405 Totodile {W} C
341/405 Trapinch {F} C
342/405 Wooper {W}{F} C
343/405 Zubat {G} C

(Trainer Rare)
344/405 Ardos R
345/405 Eldes R
346/405 Gonzap R
347/405 Gorigan R
348/405 Greevil R
349/405 Miror B. R
350/405 Lovrina R
351/405 Snattle R
(Trainer Uncommon)
352/405 Ardos II U
353/405 Cave Poké Spot U
354/405 Eldes II U
355/405 Gonzap II U
356/405 Gorigan II U
357/405 Greevil II U
358/405 Lovrina II U
359/405 Miror B. Ball U
360/405 Miror B. Belt U
361/405 Miror B. II U
362/405 Miror B. Radar U
363/405 Miror B. Technical Machine 01 U
364/405 Miror B. Technical Machine 02 U
365/405 Miror B.'s Conspirator U
366/405 Miror B.'s Hideout U
367/405 Oasis Poké Spot U
368/405 Reclaim Crystal U
369/405 Rock Poké Spot U
370/405 Shadow Crystal U
371/405 Shadow Cube 00 Retro U
372/405 Shadow Cube 01 U
373/405 Shadow Cube 02 U
374/405 Shadow Cube 03 U
375/405 Shadow Cube 04 U
376/405 Shadow Cube 05 U
377/405 Shadow Cube 06 U
378/405 Shadow Cube 07 U
379/405 Shadow Cube 08 U
380/405 Shadow Cube 09 U
381/405 Shadow Cube 10 U
382/405 Shadow Cube 11 U
383/405 Shadow Cube 12 U
384/405 Shadow Cube 13 U
385/405 Shadow Cube 14 U
386/405 Shadow Cube 15 U
387/405 Shadow Cube 16 U
388/405 Shadow Cube 17 U
389/405 Shadow Cube 18 U
390/405 Snattle II U
391/405 Steal Crystal U
392/405 Team Cipher Technical Machine 02 U
393/405 Team Snagem Technical Machine 02 U
394/405 Weather Cube [Hail] U
395/405 Weather Cube [Night] U
396/405 Weather Cube [Rain] U
397/405 Weather Cube [Sand] U
398/405 Weather Cube [Spring] U
399/405 Weather Cube [Storm] U
400/405 Weather Cube [Sun] U
(Trainer Common)
401/405 Miror B.'s Peon C
402/405 Miror B.'s Schemer C

(Energy Non-Holo)
403/405 Miror B. Energy R
404/405 Miror B. Energy (II) R
405/405 Shadow Energy R

(Secret Cards)
406/405 Michael's Espeon {P} H
407/405 Michael's Flareon {R} H
408/405 Michael's Jolteon {L} H
409/405 Michael's Umbreon {D} H
410/405 Michael's Vaporeon {W} H
411/405 Michael's Eevee {C} C
(Pokémon-ex)
412/405 Chobin's Jumpluff ex {G} ***
413/405 Cipher's Farfetch'd ex {C} ***
414/405 Cipher's Gengar ex {G}{P} ***
415/405 Cipher's Glalie ex {W} ***
416/405 Cipher's Starmie ex {W}{P} ***
417/405 Cipher's Swellow ex {C} ***
418/405 Cipher's Walrein ex {W} ***
419/405 Duking's Shuckle ex {G}{F} ***
420/405 Miror B.'s Ludicolo ex {W}{G} ***
421/405 Snagem's Bellossom ex {G} ***
(Pokémon-*)
422/405 Chobin's Tropius* {G} ***
423/405 Cipher's Alakazam* {P} ***
424/405 Cipher's Castform* {C} ***
425/405 Cipher's Delcatty* {C} ***
426/405 Cipher's Ninjask* {G} ***
427/405 Cipher's Slowking* {W}{P} ***
428/405 Cipher's Tauros* {C} ***
429/405 Gligar* {F} ***
430/405 Masquerain* {G} ***
431/405 Miror B.'s Shiftry* {G}{D} ***
432/405 Quagsire* {W}{F} ***
433/405 Snagem's Whiscash* {W}{F} ***
(Boxtoppers)
434/405 Agnol's Munchlax {C} H
435/405 Cipher's Bonsly {F} H
 
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Here's my first 6 cards, the Poké Spots and the holo Energy cards:

B. Energy
Special Energy Card
Provides {D}{D} Energy

B. Energy can be attached only to a Pokémon that has Dark or Miror B. in its name. While in play, B. Energy provides 2 {D} Energy. (Doesn't count as a basic Energy card.) If the Pokémon B. Energy is attached to attacks, flip a coin. If heads, if the Defending Pokémon doesn't have Super or Hyper in its name, place a Miror B. counter on the Defending Pokémon. If a Pokémon has a Miror B. counter on it, treat that Pokémon as if it had Miror B. in its name. If that Pokémon has an owner in its name, treat that Pokémon as if the owner in its name was Miror B. A Pokémon cannot have more than 1 Miror B. counter on it at a time. When your turn ends, discard B. Energy.
The clause between the result and the placement is part of the Miror B. counter mechanic.

C Energy
Special Energy Card
Provides {D}{D} Energy

C Energy can be attached only to a Pokémon that has Dark or Cipher in its name. While in play, C Energy provides 2 {D} Energy. (Doesn't count as a basic Energy card.) If the Pokémon C Energy is attached to attacks, if the Defending Pokémon doesn't already have any Shadow counters placed on it, place 2 Shadow counters on the Defending Pokémon. While a Pokémon has any Shadow counters on it, that Pokémon may not evolve, leave play, or use the same attack consecutively. At the end of your opponent's turn, remove 1 Shadow counter from the Defending Pokémon. When your turn ends, discard C Energy.
The Shadow counter placing mechanic looks no different, but look at the sentence before it. That sentence will appear before all Shadow counter placing mechanics in this set, thus making Shadow counters more playable. Just for the record, the base number of counters placed at once in the Colosseum set was no more than 5, and it will remain the same in this set. What I mean by "base number of counters", that's before any effects that would change it, such as putting additional ones with coin flips or doubling their placement with a Poké-POWER from Cipher/Snagem Crisis. Just for the record, this card is the only card that will let a card not related to Orre (i.e. a Dark Armaldo) place Shadow counters.

S Energy
Special Energy Card
Provides {D}{D} Energy

S Energy can be attached only to a Pokémon that has Dark or Snagem in its name. While in play, S Energy provides 2 {D} Energy. (Doesn't count as a basic Energy card.) If the Pokémon S Energy is attached to attacks, choose a Pokémon Tool or Technical Machine card attached to the Defending Pokémon, if any, and discard it. When your turn ends, discard S Energy.

Cave Poké Spot
Trainer Card (Stadium Card)

At the start of a player's turn (before drawing a card), that player may flip a coin. If heads, that player searches his or her deck for Zubat, Aron, Wooper, or Munchlax. That player shows that card to their opponent, then puts it into his or her hand and shuffles his or her deck afterward.

Rock Poké Spot
Trainer Card (Stadium Card)

At the start of a player's turn (before drawing a card), that player may flip a coin. If heads, that player searches his or her deck for Sandshrew, Gligar, Trapinch, or Munchlax. That player shows that card to their opponent, then puts it into his or her hand and shuffles his or her deck afterward.

Oasis Poké Spot
Trainer Card (Stadium Card)

At the start of a player's turn (before drawing a card), that player may flip a coin. If heads, that player searches his or her deck for Hoppip, Phanpy, Surskit, or Munchlax. That player shows that card to their opponent, then puts it into his or her hand and shuffles his or her deck afterward.
 
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argh, I was hoping to get to this before you.
Yet you didn't do a shadow Pokemon mechanic, so I still can...

also, I coulda sworn I saw a dustox or cascoon on a cipher peon somewhere along the way.
And even though cipher doesn't have it, there ARE shedinja in the game. The trainer right outside the Pokemon HQ Lab gets a shedinja as the game progresses.
And where are you getting this information on what they do and don't have? =/
 
Wow, nice set
Reserving:
Snagem's Whiscash Line
Miror B.'s Peon and Schemer
Miror B.
Cipher's Slowking Line
Snagem's Blasty Line
 
Can't let you reserve the Peon and Schemer. The Peon and Schemer are supposed to follow the traditional mechanics for team grunts and team schemers. If I were to allow a reservation of such delicate mechanics to someone who's been CaCing less than a month, I fear said rookie CaCer would not follow the traditional mechanics and go their own direction, thus ruining said delicate mechanics. Sunflorazumarill will do the Peon and Scehemer, since Sunflorazumarill is more trustworthy of delicate mechanics.
 
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Here my first ideas! And what's better to start the Pokémon for this set than Cipher's Lugia, the cornerstone of Pokémon XD: Gale Of Darkness! For the record, Cipher's Ninjask is supposed to be based off of the Substitute/Baton Pass theme that many players like to give Ninjask.

Cipher’s Lugia (aka XD001)
Pokémon card
{P}
90 HP
Basic Pokémon
Weakness: {D}
Resistance: {F} -30
Retreat cost: {C}{C}
PokéBODY: Ultima Shadow Cipher’s Lugia can't have any Shadow counters on it. Any Shadow Energy card attached to Cipher’s Lugia provides {SHD} Energy, even if there are no Shadow counters on Cipher’s Lugia. You may attach any Technical Machine with Shadow Cube in its name to Cipher’s Lugia. If Cipher’s Lugia is your Active Pokémon, between turns, if the Defending Pokémon doesn't already have any Shadow counters on it, place 1 Shadow counter on 1 of the Defending Pokémon.
{D}{P}{P}{C} Darkness Gale If the Defending Pokémon doesn't already have any Shadow counters on it, place 3 Shadow counters on the Defending Pokémon. While a Pokémon has any Shadow counters on it, that Pokémon may not evolve, leave play, or use the same attack consecutively. At the end of your opponent's turn, remove 1 Shadow counter from the Defending Pokémon. If there are any {D} Energy cards attached to Cipher’s Lugia, you may treat Cipher’s Lugia as a {D} Pokémon during this turn until applying Weakness. 40

Cipher’s Nincada
Pokémon card
{G}{F}
40 HP
Basic Pokémon
This Pokémon is both {G}{F} type.
Weakness: {W}
Resistance: {L} -30
Retreat cost: {C}
{G} String Shot Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 10
{F}{C} Mud Shot Flip a coin. If heads, the Defending Pokémon can’t attack during your opponent’s next turn. 20

Cipher’s Ninjask
Pokémon card
{G}
70 HP
Stage 1 Pokémon
Evolves from Cipher’s Nincada
Put Cipher’s Ninjask on the Basic Pokémon
Weakness: {R}
Resistance: {F} -30
Retreat cost: n/a
PokéBODY: Swift Switch Once during your turn (before you attack), if Cipher’s Ninjask is your Active Pokémon, you may choose 1 of your Benched Pokémon and switch it with Cipher’s Ninjask. Any effects that were on Cipher’s Ninjask are now on the new Pokémon. This power can’t be used if Cipher’s Ninjask is affected by a Special Condition.
{G} Sword Substitution Any damage done by attacks to Cipher’s Ninjask during your opponent’s next turn is reduced by 20 (after applying Weakness and Resistance). During your next turn, all damage from attacks done by Cipher’s Ninjask is increased by 10 for each consecutive turn this attack has been used. (Benching Cipher’s Ninjask ends this effect.)
{G}{C}{C} Double Cutter If there are 2 Defending Pokémon, this attack does 30 damage to each of them; if there is only 1 Defending Pokémon, this attack does 40 damage. Apply Weakness and Resistance.

Cipher’s Bellsprout
Pokémon card
{G}
50 HP
Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
{C} Energy Find Search your deck for either a basic {G} Energy card or card named Darkness Energy and put it into your hand. Shuffle your deck afterward.
{C}{C} Tackle 20

Cipher’s Weepinbell
Pokémon card
{G}
70 HP
Stage 1 Pokémon
Evolves from Cipher’s Bellsprout
Put Cipher’s Weepinbell on the Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
PokéBODY: Spiky Leaves As long as there is any {G} Energy attached Cipher’s Weepinbell, if Cipher’s Weepinbell is your Active Pokémon and is damaged by an opponent’s attack (even if Cipher’s Weepinbell is Knocked Out), put 2 damage counters on the attacking Pokémon.
{G}{C} Acid Fire Flip a coin. If heads, the Defending Pokémon is now Burned. If tails, this attack does nothing (not even damage). 30

Cipher’s Victreebel
Pokémon card
{G}
90 HP
Stage 2 Pokémon
Evolves from Cipher’s Weepinbell
Put Cipher’s Victreebel on the Stage 1 card
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}{C}
PokéBODY: Chemical Flash As long as Cipher's Victreebel is in play, whenever 1 of your Pokemon in play with Cipher, Bugsy, Janine, or Koga in its name damages a Defending Pokemon, flip a coin. If heads, the Defending Pokémon (choose 1 if there are 2) is now Burned and Poisoned.
{G}{G} Hazy Pollen Flip a coin. If heads, each Defending Pokémon can’t attack or retreat during your opponent’s next turn. 30
{G}{G}{C} Vine Whip 50
 
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Cipher's Articuno
Basic (W) Pokemon
80hp

(Poke-Body)-Cipher XD001
As long as Cipher's Lugia(aka XD 001) is on your bench, all damage done to Cipher's Articuno by Pokemon ex is reduced by 40(before applying Weakness and Resistance).

(W) Quick Freeze(20)
Flip a coin. If heads, the Defending Poekmon is now Paralyzed. If tails, this attack does nothing(not even damage).

(W)(C)(C) Shadow Ice(40)
The Defending Pokemon can't use Poke-Powers or Poke-Bodies during your opponent's next turn.

Weakness(L)
Resistance
Retreat Cost(C)

Cipher's Zapdos
Basic (L) Pokemon
80hp

(Poke-Body)-Cipher XD001
As long as Cipher's Lugia(aka XD001) on your bench, all damage done to Pokemon ex by Cipher's Zapdos is increased by 20(before apply Weakness and Resistance).

(L) Quick Shock(40)
Flip a coin. If tails, discard a basic (L) Energy attached to Cipher's Zapdos and this attack does nothing.

(L)(C)(C) Shadow Lightning(40)
The Defending Pokemon can't evolve during your opponent's next turn.

Weakness(L)
Resistance(F)
Retreat Cost(C)(C)
 
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Cipher's Moltres
Basic (R) Pokemon
80hp

(Poke-Body)-Cipher XD001
As long as Cipher's Lugia(aka XD001) is on your bench, Cipher's Moltres's Retreat Cost is 0.

(R) Quick Burn(30)
Flip a coin. If heads, the Defending Pokemon is now Burned. If tails, this attack does nothing and Cipher's Moltres does 20 damage to itself.

(R)(C)(C) Shadow Phoenix(70)
Prevent all effects of attacks, excluding damage, done to Cipher's Moltres by your opponent's Active Pokemon during your next turn. Cipher's Moltres is now Burned and Confused.

Weakness(W)
Resistance(F)
Retreat Cost(C)(C)
 
Here are the three Crystals and three of the four restrictive Shadow Cubes:

Steal Crystal
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon in play with Miror B. in its name. That Pokémon may use this card’s attack instead of its own. This card remains attached until you attach another Technical Machine to this Pokémon.
{C}{C} Shadow Thief Choose any player's Pokémon in play that doesn't have Miror B. in its name. If the Defending Pokémon doesn't have Super or Hyper in its name, place a Miror B. counter on the Defending Pokémon. If a Pokémon has a Miror B. counter on it, treat that Pokémon as if it had Miror B. in its name. If that Pokémon has an owner in its name, treat that Pokémon as if the owner in its name was Miror B. A Pokémon cannot have more than 1 Miror B. counter on it at a time.

Reclaim Crystal
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon in play that doesn't have Miror B. in its name. That Pokémon may use this card’s attack instead of its own. This card remains attached until you attach another Technical Machine to this Pokémon.
{C}{C} Shadow Takeback Choose a Pokémon in play (your own or your opponent's) that has a Miror B. counter on it. Remove the Miror B. counter from that Pokémon.

Shadow Crystal
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon in play with Cipher, Snagem, or Miror B. in its name. That Pokémon may use any 1 of this card’s attacks instead of its own. This card remains attached until you attach another Technical Machine to this Pokémon.
{C} Shadow Powerup Choose any player's Pokémon in play. If that Pokémon doesn't already have any Shadow counters placed on it, place 1 Shadow counter for each Energy card attached to this Pokémon on that Pokémon. While a Pokémon has any Shadow counters on it, that Pokémon may not evolve, leave play, or use the same attack consecutively. At the end of your opponent's turn, remove 1 Shadow counter from that Pokémon.

Shadow Cube 15
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon in play with Articuno in its name that has at least 1 Shadow counter on it. That Pokémon may use this card’s attack instead of its own. This card remains attached until this Pokémon has no Shadow counters on it or until you attach another Technical Machine to this Pokémon.
{SHD}{SHD}{C}{C} Shadow Chill Flip a coin. If heads, place a Freeze counter on the Defending Pokémon. While a Pokémon has a Freeze counter, that Pokémon may not attack or retreat while this Pokémon remains your Active Pokémon. A Freeze counter may be removed by any effect that removes all Special Conditions. 40

Shadow Cube 16
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon in play with Zapdos in its name that has at least 1 Shadow counter on it. That Pokémon may use this card’s attack instead of its own. This card remains attached until this Pokémon has no Shadow counters on it or until you attach another Technical Machine to this Pokémon.
{SHD}{SHD}{C}{C} Shadow Bolt Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 50

Shadow Cube 17
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon in play with Moltres in its name that has at least 1 Shadow counter on it. That Pokémon may use this card’s attack instead of its own. This card remains attached until this Pokémon has no Shadow counters on it or until you attach another Technical Machine to this Pokémon.
{SHD}{SHD}{C}{C} Shadow Fire Flip a coin. If heads, the Defending Pokémon is now Burned. 60

Just for the record, XD001's Poké-BODY is worded to allow Shadow Cubes 15, 16, and 17 to be attached to it, similar to how Skyridge Xatu can attach any Technical Machine. Speaking of Skyridge Xatu, it would have to have a Shadow counter on it for any Shadow Cube to actually stay attached to it, or else it would be a throwaway combo.
 
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Here's Shadow Energy and five more Shadow Cubes, including the last restrictive one:

Shadow Energy
Special Energy Card

To attach Shadow Energy to a Pokémon, that Pokémon must have at least 1 Shadow counter on it. While Shadow Energy is attached to a Pokémon that has at least 1 Shadow counter on it, Shadow Energy provides {SHD} Energy. (Doesn't count as a basic Energy type or basic Energy card.) If the Pokémon Shadow Energy is attached to has no Shadow counters from it, don't discard Shadow Energy. While Shadow Energy is attached to a Pokémon that doesn't have any Shadow counters on it, Shadow Energy provides {C} Energy. (Doesn't count as a basic Energy card.)

Shadow Cube 00 Retro
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon in play that has at least 1 Shadow counter on it. That Pokémon may use this card’s attack instead of its own. This card remains attached until this Pokémon has no Shadow counters on it or until you attach another Technical Machine to this Pokémon.
{SHD}{C}{C}{C} Shadow Rush This Pokémon does damage to itself equal to half the damage done to the Defending Pokémon (rounded up to the nearest 10). 60

Shadow Cube 03
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon in play that has at least 1 Shadow counter on it. That Pokémon may use this card’s attack instead of its own. This card remains attached until this Pokémon has no Shadow counters on it or until you attach another Technical Machine to this Pokémon.
{SHD}{C} Shadow Wave This attack does 20 damage to each Defending Pokémon.

Shadow Cube 05
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon in play that has at least 1 Shadow counter on it. That Pokémon may use this card’s attack instead of its own. This card remains attached until this Pokémon has no Shadow counters on it or until you attach another Technical Machine to this Pokémon.
{SHD}{SHD}{C}{C}{C} Shadow Half Place a number of damage counters on each player's Active Pokémon (your own and your opponent's) (including this one) equal to half of that Pokémon's remaining HP (rounded up to the nearest 10). This Pokémon cannot attack or retreat during your next turn.

Shadow Cube 07
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon in play that has at least 1 Shadow counter on it. That Pokémon may use this card’s attack instead of its own. This card remains attached until this Pokémon has no Shadow counters on it or until you attach another Technical Machine to this Pokémon.
{SHD}{C}{C} Shadow Mist During your next turn, if an effect would prevent an attack on a Defending Pokémon (excluding Baby Pokémon), ignore that effect.

Shadow Cube 18
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon in play with Lugia in its name that has at least 1 Shadow counter on it. That Pokémon may use this card’s attack instead of its own. This card remains attached until this Pokémon has no Shadow counters on it or until you attach another Technical Machine to this Pokémon.
{SHD}{SHD}{SHD}{SHD}{C} Shadow Blast Discard 1 Energy card attached to this Pokémon or this attack does nothing. 100
 
Cipher's Staryu
Basic (W) Pokemon
40hp

(W) Ascension
Search your deck for a card that evolves from Cipher's Staryu and put it on Cipher's Staryu(this counts as evolving Cipher's Staryu). Shuffle your deck afterwards.

(C)(C) Star Shoot
Choose 1 of your opponent's Pokemon. Flip a coin. If heads, choose a card attched to that Pokemon and discard it.

Weakness(L)
Resistance
Retreat Cost(C)

Cipher's Starmie
Stage 1 (W)/(P) Pokemon Evolves from Cipher's Staryu
This Pokemon is both (W) and (P) type
80hp

(Poke-Power)-Star Glow
Once during your turn(before your attack), when your attach a Special Energy Card from your hand to Cipher's Starmie, you may choose 1 of your opponent's Benched Pokemon and switch it with the Defending Pokemon. Your opponent chooses the Defending Pokemon to switch. You can't use this power if Cipher's Starmie is affected by a Special Condition.

(D) Aqua Star
Choose 1 of your opponent's Benched Pokemon. This attack does 30 damage to it(don't apply Weakness and Resistance for this attack). If this attack would Knock Out that Pokemon, this attack does nothing.

(W)(P)(C) Psyphoon(40+)
If the Defending Pokemon has Resistance to (W) or (P), this attack does 40 damage plus 50 more damage.

Weakness(G)
Resistance
Retreat Cost(C)
 
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Cipher's Scyther
Basic (G) Pokemon
60hp

(C) Cipher Search
Search your deck for up to 2 Basic Pokemon with Cipher in their names and put them on you bench. Shuffle your deck afterwards.

(G)(C) Super Scythe(20+)
If the Defending Pokemon is a Pokemon ex, this attack does 20 plus 20 more damage.

Weakness(R)
Resistance(F)
Retreat Cost(C)

Cipher's Scizor
Stage 1 (M)/(G) Pokemon Evovles from Cipher's Scyther
This Pokemon is both (M) and (G) type
80hp

(Poke-Body)-Lead Cut
If Cipher's Scizor has (M) Energy attached to it and does damage to the Defending Pokemon, the Defending Pokemon is now Poisoned.

(M)(C) Snagem Pince(40+)
If you have a Pokemon named Snagem's Scizor on your bench with at least 2 Energies attached to it, this attack does 40 plus 20 more damage.

(M)(G)(C) Threatening Stab(20+)
If the Defending Pokemon is affected by a Special Condition, this attack does 20 plus 60 more damage.

Weakness(R)
Resistance(G)
Retreat Cost(C)(C)
 
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Wow

Wow Sunflora, thats alot of reservations... Anyway:

Cipher's Chansey
80 HP (C)
Basic Pokemon

Poke-POWER: Heal Egg
Once during your turn (before your attack), you may either remove 2 damage counters from all Pokemon in play, or remove 1 damage counter from all of your Benched Pokemon.

(C)(C) Overtime Bounce 20
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

Weakness: (F)
Resistance: None
Retreat Cost: (C)(C)

Cipher's Blissey
120 HP (C)
Stage 1 Pokemon (Evolves from Cipher's Chansey)

Poke-POWER: Cleansing Egg
Once during your turn (before your attack), you may remove 1 Shadow Counter from 1 Pokemon in play. This power can't be used if Cipher's Blissey is affected by a Special Condition.

(C)(C) Cipher Draw
Search your deck for a card, show it to your opponent, and put it into your hand. Shuffle your deck afterward.

(C)(C)(C)(C) Orre Launch 70
If the Defending Pokemon already has any damage counters on it, place 1 damage counter on Cipher's Blissey.

Weakness: (F)
Resistance: None
Retreat Cost: (C)(C)(C)
 
Snagem's Whiscash {W}{F} 90 HP
Stage One Poke'mon
Evolve's From Snagem's Barboach

Super Deep Dive {C}
Remove 3 damage counters from Snagem's Whiscash, then switch Snagem's Whiscash with one of your benched Poke'mon.

Crippling Wave {FFDC} 100-
This attack does 100 damage minus 10 damage for each damage counter on your Poke'mon.

Weakness[G]
Resistance[None]
Retreat Cost [CC]

Snagem's Barboach {W}{F} 50 HP
Basic Poke'mon

Flipping Flail {WF} 60-
This attack does 60 damage minus 20 damage for each damage counter on Snagem's Barboach.

Weakness[G]
Resistance[None]
Retreat Cost[C]
 
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Here's the first three Weather Cubes and three more Shadow Cubes:

Weather Cube [Sun]
Trainer Card (Technical Machine)

Attach this card to 1 of your {R} Pokémon in play. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Weather Cube [Sun].
{R} Sun Reveal Place a Sun counter on the field. If there are already any Sun, Rain, Hail, Sand, Spring, Storm, or Night counters on the field, remove that counter before placing another one. If there is a Sun counter on the field, all Pokémon in play with Castform in its name (your own and your opponent's) are now {R}-type with {W} Weakness and no Resistance.

Weather Cube [Rain]
Trainer Card (Technical Machine)

Attach this card to 1 of your {W} Pokémon in play that has a Weakness to {L} or {G}. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Weather Cube [Rain].
{W} Rain Former Place a Rain counter on the field. If there are already any Sun, Rain, Hail, Sand, Spring, Storm, or Night counters on the field, remove that counter before placing another one. If there is a Rain counter on the field, all Pokémon in play with Castform in its name (your own and your opponent's) are now {W}-type with {L} Weakness and no Resistance.

Weather Cube [Hail]
Trainer Card (Technical Machine)

Attach this card to 1 of your {W} Pokémon in play that has Weakness to {R} or {F}. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Weather Cube [Hail].
{W} Hailmaker Place a Hail counter on the field. If there are already any Sun, Rain, Hail, Sand, Spring, Storm, or Night counters on the field, remove that counter before placing another one. If there is a Hail counter on the field, all Pokémon in play with Castform in its name (your own and your opponent's) are now {W}-type with {R} Weakness and no Resistance.

Shadow Cube 01
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon in play that has at least 1 Shadow counter on it. That Pokémon may use this card’s attack instead of its own. This card remains attached until this Pokémon has no Shadow counters on it or until you attach another Technical Machine to this Pokémon.
{SHD}{C}{C} Shadow Crush 40

Shadow Cube 06
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon in play that has at least 1 Shadow counter on it. That Pokémon may use this card’s attack instead of its own. This card remains attached until this Pokémon has no Shadow counters on it or until you attach another Technical Machine to this Pokémon.
{SHD}{SHD}{C} Shadow Sky Place a Shadowsky counter on the field. If there is a Sun, Rain, Hail, Sand, Spring, Storm, or Night counters on the field, remove that counter before placing the Shadowsky counter. If there is a Shadowsky counter on the field, at the end of each player's turn, do 10 damage to all Pokémon in play that doesn't have a Shadow counter on it (your own and your opponent's). If a Sun, Rain, Hail, Sand, Spring, Storm, or Night counter is placed on the field and there is already a Shadowsky counter on the field, remove the Shadowsky counter before placing another one.

Shadow Cube 12
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon in play that has at least 1 Shadow counter on it. That Pokémon may use this card’s attack instead of its own. This card remains attached until this Pokémon has no Shadow counters on it or until you attach another Technical Machine to this Pokémon.
{SHD}{SHD}{C} Shadow Down Discard 1 Energy card attached to this Pokémon or this attack does nothing. During your next turn, any damage done to a Defending Pokémon is doubled (before Weakness and Resistance).
 
Sorry for the wait, but here are some more ideas from me!

Cipher’s Paras
Pokémon card
{G}
50 HP
Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
{G} Leech Seed If this attack damages the Defending Pokémon (after applying Weakness and Resistance), you may remove 1 damage counter from Cipher’s Paras, if any. 10
{G}{C} Stun Needle Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 10

Cipher’s Parasect
Pokémon card
{G}
70 HP
Stage 1 Pokémon
Evolves from Cipher’s Paras
Put Cipher’s Parsect on the Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
{D} Shadow Mushroom If the Defending Pokémon doesn't already have any Shadow counters on it, place 3 Shadow counters on the Defending Pokémon. While a Pokémon has any Shadow counters on it, that Pokémon may not evolve, leave play, or use the same attack consecutively. At the end of your opponent's turn, remove 1 Shadow counter from the Defending Pokémon. If there are any {D} Energy cards attached to Cipher's Parasect, you may treat Cipher's Parasect as a {D} Pokémon during this turn until applying Weakness. 10
{G}{G} Fury Cutter Flip 4 coins. This attack does 10 damage plus 10 more damage if exactly 1 is heads, or 20 more damage if exactly 2 are heads, or 40 more damage if exactly 3 are heads, or 80 more damage if all 4 are heads. 10+

Cipher’s Shellder
Pokémon card
{W}
50 HP
Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Cold Shell If there are any Special Energy cards attached to Cipher’s Shellder, prevent all effects of attacks, Poké-Powers, and Poké-Bodies, other than damage, done to Cipher’s Shellder by your opponent’s Pokémon.
{W} Energy Frost Does 10 damage plus 10 more damage for each Energy attached to Cipher’s Shellder but not used to pay for this attack’s Energy cost. You can’t add more than 20 damage in this way. 10+

Cipher’s Cloyster
Pokémon card
{W}
80 HP
Stage 1 Pokémon
Evolves from Cipher’s Shellder
Put Cipher’s Cloyster on the Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Ice Flash As long as Cipher’s Cloyster is in play, whenever 1 of your Pokémon in play with Cipher, Glacia, Lorelei, or Pryce in its name damages a Defending Pokémon, flip a coin. If heads, the Defending Pokémon (choose 1 if there are 2) is now Paralyzed. If tails, the Defending Pokémon is now Asleep.
{W} Shadow Freeze Does 10 damage plus 20 more damage for each {W}, {P}, and/or {D} Energy attached to Cipher’s Cloyster but not used to pay for this attack’s Energy cost. You can’t add more than 60 damage in this way. If there is a {D} Energy card attached to Cipher’s Cloyster, the Defending Pokémon can’t attack during your opponent’s next turn. 10+
{W}{W} Cold Spurt Choose 1 of your opponent’s Pokémon and this attack does 30 damage to it. If you chose an Evolved Pokémon, this attack does 50 damage to that Pokémon. Don’t apply Weakness and Resistance.

Cipher’s Houndour
Pokémon card
{R}{D}
40 HP
Basic Pokémon
This Pokémon is both {R}{D} type.
Weakness: {W}
Resistance: {P} -30
Retreat cost: {C}
{R} Searing Flame Flip a coin. If heads, the Defending Pokémon is now Burned. 10
{D}{C} Shadow Engulf If the Defending Pokémon doesn't already have any Shadow counters on it, flip a coin until you get tails. For each heads, place 1 Shadow counter on the Defending Pokémon. While a Pokémon has any Shadow counters on it, that Pokémon may not evolve, leave play, or use the same attack consecutively. At the end of your opponent's turn, remove 1 Shadow counter from the Defending Pokémon. 10

Cipher’s Houndoom
Pokémon card
{R}{D}
80 HP
Stage 1 Pokémon
Evolves from Cipher’s Houndour
Put Cipher’s Houndoom on the Basic Pokémon
This Pokémon is both {R}{D} type.
Weakness: {W}
Resistance: {P} -30
Retreat cost: {C}
{D}{C} Shadow Bite Does 20 damage plus 10 more damage for each Shadow counter on the Defending Pokémon. 20+
{R}{R}{R} Lead Teeth If there are any {M} Energy cards attached to Cipher’s Houndoom but not used to pay for this attack’s Energy cost, this attack does 40 damage plus 20 more damage. Either way, the Defending Pokémon is now Poisoned. 40+
 
Snagem's Bagon
Basic (C) Pokemon
50hp

(W) Dragonbreath(10)
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

(C)(C) Headbutt(20)

Weakness(C)
Resistance
Retreat Cost(C)

Snagem's Shelgon
Stage 1 (C) Pokemon Evolves from Snagem's Shelgon
80hp

(Poke-Body)-Tuck 'n Roll
As long as Snagem's Shelgon is your Active Pokemon, prvent all effects of attacks(including damage) done to Snagem's Shelgon by your opponent's Pokemon ex. Also, all damage done to Pokemon ex with Snagem's Shelgon's Speed Rollout is increased by 10(after applying Weakness and Resistance).

(W)(C) Hollow Bite(20)
Flip a coin. If heads, the Defending Pokemon is now Confused.

(R)(C)(C) Speed Rollout(30+)
This attack does 30 damage plus 10 more damage for each time Snagem's Shelgon has used this attack.

Weakness(C)
Resistance
Retreat Cost(C)(C)

Snagem's Salamence
Stage 2 (C) Pokemon Evovles from Snagem's Shelgon
120hp

(Poke-Body)-Snagem Aura
If Snagem's Salamence doesn't have a Shadow Counter on it, put 1 on it. Prevent all effects of a Shadow Counter as long as long as Salamence is your Active Pokemon. Also, all damage done to Pokemon ex by Snagem's Salamence's Dragon Tail is increased by 30(before applying Weakness and Resistance).

(C)(C) Snagem Wings(30+)
If you have a Pokemon named Cipher's Salamence on your bench with at least 2 Energies attached to it, this attack does 30 plus 30 more damage.

(W)(R)(C) Dragon Tail
Discard 2 Energies attached to Snagem's Salamence or this attack does nothing. This attack does 40 damahe to all your opponent's Pokemon(don't apply Weakness and Resistance for Benched Pokemon).

Weakness(C)
Resistance(F)
Retreat Cost(C)(C)
 
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Cipher's Marowak
Stage 1 (F) Pokemon Evolves from Cipher's Cubone
80hp

(Poke-Power)-Lonesome
As long as your opponent has more Pokemon in play than you, your opponent can't use any Trainer card(excluding Supporter cards).

(C)(C) Bone Barrage
Choose 1 of your opponent's Benched Pokemon. Put 3 damage counters on that Pokemon.

(F)(D)(C) Shadow Whack!(40)
Put 3 Shadow Counters on all Pokemon in play. While a Pokémon has any Shadow counters on it, that Pokémon may not evolve, leave play, or use the same attack consecutively. At the end of your opponent's turn, remove 1 Shadow counter from the Defending Pokémon. If there are any (D) Energy cards attached to Cipher's Marowak, you may treat Cipher's Marowak as a (D) Pokémon during this turn until applying Weakness.

Weakness(G)
Resistance(L)
Retreat Cost(C)

Cipher's Cubone
Basic (F) Pokemon
50hp

(C) Loner's Call
You can't use this attack unless your opponent has less Pokemon in play than you. Search your deck for a card named Cipher's Marowak and put it in Cipher's Cubone(this counts as evolving Cipher's Cubone).

(F) Doublerang(10x)
Flip 2 coins. This attack does 10 times the number of heads.

Weakness(G)
Resistance(L)
Retreat Cost(C)
 
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Here's the remaining Weather Cubes and two more Shadow Cubes:

Weather Cube [Sand]
Trainer Card (Technical Machine)

Attach this card to 1 of your {F} Pokémon in play. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Weather Cube [Sand].
{F} Sand Cause Place a Sand counter on the field. If there are already any Sun, Rain, or Hail, Sand, Spring, Storm, or Night counters on the field, remove that counter before placing another one. If there is a Sand counter on the field, all Pokémon in play with Castform in its name (your own and your opponent's) are now {F}-type with {W} Weakness and no Resistance.

Weather Cube [Spring]
Trainer Card (Technical Machine)

Attach this card to 1 of your {G} Pokémon in play. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Weather Cube [Spring].
{G} Spring Bringer Place a Spring counter on the field. If there are already any Sun, Rain, or Hail, Sand, Spring, Storm, or Night counters on the field, remove that counter before placing another one. If there is a Spring counter on the field, all Pokémon in play with Castform in its name (your own and your opponent's) are now {G}-type with {R} Weakness and {W} Resistance.

Weather Cube [Storm]
Trainer Card (Technical Machine)

Attach this card to 1 of your {L} Pokémon in play. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Weather Cube [Storm].
{L} Thunder Circuit Place a Storm counter on the field. If there are already any Sun, Rain, or Hail, Sand, Spring, Storm, or Night counters on the field, remove that counter before placing another one. If there is a Storm counter on the field, all Pokémon in play with Castform in its name (your own and your opponent's) are now {L}-type with {F} Weakness and {M} Resistance.

Weather Cube [Night]
Trainer Card (Technical Machine)

Attach this card to 1 of your {D} Pokémon in play. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Weather Cube [Night].
{D} Instant Eclipse Place a Night counter on the field. If there are already any Sun, Rain, or Hail, Sand, Spring, Storm, or Night counters on the field, remove that counter before placing another one. If there is a Night counter on the field, all Pokémon in play with Castform in its name (your own and your opponent's) are now {D}-type with {F} Weakness and {P} Resistance.

Shadow Cube 02
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon in play that has at least 1 Shadow counter on it. That Pokémon may use this card’s attack instead of its own. This card remains attached until this Pokémon has no Shadow counters on it or until you attach another Technical Machine to this Pokémon.
{SHD}{C} Shadow Blitz 30

Shadow Cube 04
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon in play that has at least 1 Shadow counter on it. That Pokémon may use this card’s attack instead of its own. This card remains attached until this Pokémon has no Shadow counters on it or until you attach another Technical Machine to this Pokémon.
{SHD}{SHD}{C} Shadow Rave This attack does 40 damage to each Defending Pokémon.
 
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