Pokémon TCG: Sword and Shield—Brilliant Stars

ReCall of Legends: "If Only" English Exclusives?!

Shino Bug Master

Front Page News Editor
ReCall of Legends; Lost World, Not a Lost Cause!

Well, as we know, its T minues 10 days til the rotation, where we have only a 6 set block to work with, but do we REALLY have a 6 block set to work with? More like 5 and a handful, thanks to the utter reprintfest of Call of Legends, one of the least appreciated sets in TCG history. And now we have heard announcements that show and support we will be getting English Exclusive cards in our next set of BLW, Emerging Powers. So obviously, there isn't that big a deal of English exclusives, which makes you wonder: Where would we be had they made CoL a real set?

So in my infinite boredom over summer, until something else finds better use for my time, I present what to me would've made a nice, balanced set that CoL could've been, keeping in cards like Tangrowth, Lucairo and Pachi that actually are new to the game.

JOINING OF POWERS, BATTLE OF FORCES, (Re)CALL OF LEGENDS

Their names are legend: Articuno, Zapdos, Moltres, Manaphy, Latios, Latias, Regigias, Heatran, Giritina, Arceus and when Legendary Pokémon from the corners of the Pokemon world come together, only the greatest Trainers will stand to control their might.

In the Pokémon TCG: Call of Legends expansion, not only will you discover incredibly powerful Pokémon - including very rare LEGEND combinations of some of them - but you’ll also find exciting new Lost Zone effects to expand your gameplay choices and a bundle of baby Pokemon sure to test the soft of heart. The Legendary Pokémon have gathered - are you ready to answer the paramount call?


Setlist:
Black Text = No translation
Red Text = Completed
Green text = Pre-exsisting card

Holos:
1. Alakazam
2. Articuno
3. Blazekin
4. Cacturne
5. Delcatty
6. Gastrodon East
7. Gastrodon West

8. Gallade
9. Gardevoir

10. Heatran
11. Lucario
12. Manetric
13. Moltres
14. Pachirisu
15. Rhyperrior
16. Sceptile
17. Spinda
18. Swampert
19. Tauros
20. Wishcash
21. Wobbuffet
22. Zapdos
Rares:
23. Aboasnow
24. Azuril
25. Biberal
26. Breloom
27. Bonsly
28. Budew
29. Chingling
30. Happiny

31. Kingler
32. Mantyke
33. Mr. Mime
34. Munchlax
35. Regigigas
36. Snorlax
37. Tangrowth
38. Wynaut
39. Zangoose
Uncommons:
40. Chimecho
41. Combusken
42. Grovyle

43. Kadabra
44. Kirlia
45. Loudred
46. Marshtomp
47. Mime Jr.
48. Rhydon
49. Riolu
50. Seviper
51. Surskit
52. Toxicroak
Commons:
53. Abra
54. Barboach
55. Cacnea
56. Bidoof
57. Clampearl
58. Croagunk
59. Ekans
60. Electrike
61. Krabby
62. Mudkip
63. Ralts
64. Relicanth
65. Rhyhorn
66. Shellos East
67. Shellos West

68. Shroomish
69. Skitty
70. Snover
71. Surskit
72. Tangela
73. Torchic
74. Treecko

75. Wishmur
Trainers/Energy:
76. Alkaline Lighthouse
77. Breeder’s Obsession
78. Channeler’s Murmur
79. Jamming! Radio Tower
80. Lost Remover
81. Lost World
82. PC Transfer
83. Research Record
84. Smuggler’s Hasty Raid
85. Waiter’s Expertise
86. Lost Energy
87. Bulk Energy

88. Grass Energy
89. Fire Energy
90. Water Energy
91. Lightning Energy
92. Psychic Energy
93. Fighting Energy
94. Darkness Energy
95. Metal Energy
Special:
96. Arbok “Prime”
97. Exploud “Prime”
98. Giritina “Prime”
99. Gorebyss “Prime”
100. Huntail “Prime”

101. Manaphy “Prime”
102. Masquerain Prime
103. Latios/Latias LEGEND
104. ARCEUS LEGEND

---------- Post added 06/22/2011 at 11:13 AM ----------

So, here's the first installment of the set, the Trainer and Energy cards. Expect more either later today or early tomorrow.

Alkaline Lighthouse:
Stadium

Discard a Special energy from your hand, search your deck for 2 basic energy of the same type and add them to your hand.

Breeder’s Obsession:
Supporter

If you have any baby Pokemon in play, you may return them to your hand. Then, reveal from your hand and shuffle all Baby Pokemon back into your deck, and draw a card for each card shuffled in by this card’s effect. Then send this card to the Lost Zone and draw a card.

Channeler’s Murmur
Supporter

Draw a card for each card in your Lost Zone. You can’t draw more than 4 cards in this way.

Jamming! Radio Tower
Stadium

Whenever a player uses a Poke-Power, that player’s Pokemon pays [C] more to use attacks during this turn.

PC Transfer:
Trainer

Shuffle up to 2 cards from your hand into your deck. For each card shuffled in this way, take 1 Pokemon card from your deck, reveal it, and put it on top of your deck in any order.

Smuggler’s Hasty Raid
Supporter

Discard one card at random from your opponent’s hand. Then flip 3 coins. For each heads, discard an additional card at random from your opponent’s hands. For each tails, your opponent draws a card (all card drawing occurs after discarding by this card’s effect). If all 3 coins are tails, discard the top 3 cards of your deck.

Waiter’s Expertise
Supporter

Draw 3 cards. Then, reveal the top card of your deck and the top card of your opponent’s deck. If either card is an energy or Pokemon, add it to that player’s hand. Otherwise, put the card on the bottom of that player’s deck.

Lost Energy
Special Energy

Attach this energy to one of your Pokemon. As long as this card is attached to that Pokemon, it provides [C] energy. If you have any basic energy cards in your Lost Zone, this card provides that type of energy instead of [C], but provides only 1 Energy at a time.

Bulk Energy
Special Energy

Attach this energy to one of your Pokemon. As long as this card is attached to that Pokemon, it provides [C] energy. If the Pokemon this card's attached to is a Stage 2 Pokemon, this card provides 2 energy of the same type as the Pokemon it's attached to.
 
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The first batch of Pokemon, the babies! Including a 1 of a kind baby mechanc abuser in Munchlax =F

Azuril 30 HP :colorless:
Basic


:pbody: Sweet Sleeping Face
As long as Azuril is Asleep, prevent all damage done to Azuril by attacks.

[.] Vulnerable Rush
Choose 1 of your opponent’s Pokemon. If Azuril is still your active Pokemon at the beginning of your next turn, this attack does 50 damage to that Pokemon. Flip a coin, if tails, Azuril is now Asleep.

Weakness:
Resistance:
Retreat Cost:

Bonsly 30 HP :fighting:
Basic

:pbody: Sweet Sleeping Face
As long as Bonsly is Asleep, prevent all damage done to Bonsly by attacks.

[.] Tumbler 10+
If the Defending Pokemon has an energy attached that’s type is different that its own, this attack does 30 damage more. Bonsly is now Asleep.

Weakness:
Resistance:
Retreat Cost:

Budew 30 HP :grass:
Basic

:pbody:: Sweet Sleeping Face
As long as Budew is Asleep, prevent all damage done to Budew by attacks.

[.] Sprout Shower
Chose up to 3 of your opponent’s Pokemon. Put a damage counter on each of them. You can’t choose the same Pokemon more than once. Budew is now Asleep.

Weakness:
Resistance:
Retreat Cost:

Chingling 30 HP :psychic:
Basic

:pbody: Sweet Sleeping Face
As long as Chingling is Asleep, prevent all damage done to Chingling by attacks.

[.] Bell Toll
Reveal cards from the top of your deck until you find a Supporter card. Reveal that card and put it into your hand, then shuffle the other revealed cards into your deck. Chingling is now Asleep.

Weakness:
Resistance:
Retreat Cost:

Happiny 30 HP :colorless:
Basic

:pbody: Sweet Sleeping Face
As long as Happiny is Asleep, prevent all damage done to Happiny by attacks.

[.] Nurse and Rest
Chose one of your opponent’s Benched Pokemon and switch it with their Active Pokemon. Remove all damage counters from that Pokemon and Happiny. Both Pokemon are now Asleep.

Weakness:
Resistance:
Retreat Cost:

Mantyke 30 HP :water:
Basic

:pbody: Sweet Sleeping Face
As long as Mantyke is Asleep, prevent all damage done to Mantyke by attacks.

[.] High-tide Peril
Search your deck for three different basic Pokemon and reveal them to your opponent. Your opponent may choose 2 of those Pokemon and put them onto your bench, or they may let you choose 1 to put on your bench. Shuffle the remaining card(s) back into your deck. Mantyke is now Asleep.

Weakness:
Resistance:
Retreat Cost:

Munchlax 50 HP :colorless:
Basic

:pbody: Sweet Sleeping Face
As long as Munchlax is Asleep, prevent all damage done to Munchlax by attacks.

:ppowr: Midnight Rummaging
Once during your turn, before you attack, if Munchlax is your Active Pokemon you may use this power. Draw a card from the top and bottom of your deck. Munchlax is now Asleep. This Power can’t be used if Munchlax is affected by a Special Condition.

Weakness:
Resistance:
Retreat Cost: :colorless:

Wynaut 30 HP :psychic:
Basic

:pbody: Sweet Sleeping Face
As long as Wynaut is Asleep, prevent all damage done to Wynaut by attacks.

[.] Playful Bonding
The Defending Pokemon can’t retreat during your Opponent’s next turn. Wynaut is now Asleep. If Wynaut is asleep at the beginning of your next turn, your opponent’s Active Pokemon is now Asleep.

Weakness:
Resistance:
Retreat Cost:
 
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Waiters is too good. The net gain of 99% of straight draw supporters is 2, it has 3 AND a chance for 4.

Fair enough. But the card was intended as a draw and cycle card, and the potential 4th card being revealed and given to your opponent made it seem somewhat fair. Like a Cheerleaders that can go in your favor or a Cheren's the goes in your opponent's favor.
 
In the past, the sacrifice has been for the third card, not a forth. Fieldworker is similar - you give up a card to your opponent (or, in this case, a chance at a card for your opponent) for an extra card yourself (or in this case a chance at an extra card yourself.)
It goes back to net gain - Fieldworker, you get 3, give 1, making your net gain 2. Felicities, discard 1 for 3 (net gain 2) or 2 for 4 (net gain 2). Oaks is get 3 put 1 away, again, for 2. Bills' Moms' Kindness is 2 as well.
I think that balance of 2 is what has kept draw supporters from getting into the power creep that we're seeing in other aspects of the game. Your other cards seem well balanced (I haven't really done more then a quick read through, so maybe I missed something, but...), so I just figured I would rant about balancing draw supporters lol.
 
engineers adjustment? you discard 1 you get 4.
cheren? you draw 3
stevens advice? you can get up to 6.

i dont think this card is op. i dont think this card wouldnt be played much if released because there are better supporter cards for now.
 
^Why exactly? It gives it an advantage of Mewgar varients, promoting set-up, while being prone to Lost Remover if it's relied on. No matter what it still takes you getting out a Stage 2, and Gengar Prime is still easily KO'd by Zekrom/Reshiram with a PP or Machamp Prime.

@Shuckle: Cheren completely destroys that though. And like i said, its designed to be slightly more than a straight draw supporter, in being a draw and cycle supporter, giving more playability to Slowking based decks, which not a lot of other trainers do.

@Ace- Steven's Advice is also a great example, and thanks.

More cards up soon, keep ratin/hatin/ or whatever you're gonna do xD Any opinion on the babies? Your favorite, one you hate, one you'd play 4 of?

@Below: Is not an article, just fake set for lols.
 
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^Why exactly? It gives it an advantage of Mewgar varients, promoting set-up, while being prone to Lost Remover if it's relied on. No matter what it still takes you getting out a Stage 2, and Gengar Prime is still easily KO'd by Zekrom/Reshiram with a PP or Machamp Prime.

@Shuckle: Cheren completely destroys that though. And like i said, its designed to be slightly more than a straight draw supporter, in being a draw and cycle supporter, giving more playability to Slowking based decks, which not a lot of other trainers do.

@Ace- Steven's Advice is also a great example, and thanks.

More cards up soon, keep ratin/hatin/ or whatever you're gonna do xD Any opinion on the babies? Your favorite, one you hate, one you'd play 4 of?

@Below: Is not an article, just fake set for lols.

Yeah, Cherens really breaks the cycle. I hope it doesn't become the new norm though, because I don't want to see power creep in draw power.
 
^As said early, Steven's Advice actually had much higher potential, as long as no card guarantee's 4 straight draw without limit effect or discard, i don't think there's too big a deal. Better than a bunch of Mom's Kindess' =[

And here, the inafmous line of cards that reshaped the game while they were around, back together playing off a different theme. And Spinda. Yay Pandas.

Gardevoir 110 HP :psychic:
Stage 2
Evolves from Kirlia

:pbody: Double Down
Whenever you attach a basic energy card from your hand, deck, or from another of your Pokemon to Gardevoir, search your deck for an energy card and discard it. If you can’t shuffle all energy attached to Gardevoir into your deck.

:psychic: Collusion 50-
Count the number of energy attached to the Defending Pokemon, then reveal your hand. If Gardevoir has less energy attached to it then the Defending Pokemon, this attack does 30 less damage. Then, your opponent chooses a number of energy equal to the number attached to the Defending Pokemon to have you attach to Gardevoir (if you have less energy, attach all of them).

:psychic::psychic::psychic::colorless: Safe Bet 100-
You may reduce the damage done by this attack by any amount (rounded to the nearest 10). Damage done to this Pokemon by attacks during your opponent’s next turn do that much less damage to this Pokemon.

Weakness: :psychic: x2
Resistance
Retreat Cost: :colorless: :colorless:

Gallade 130 HP :fighting:
Stage 2
Evolves from Kirlia

:ppowr: Runner-Runner
Once during your turn, when you would retreat your Active Pokemon, you may use this Power. Instead, discard a number of cards in your hand equal to the retreat cost of that Pokemon, and switch your Active Pokemon with Gallade (this counts as retreating).

:psychic::colorless: Cashing Out 30
For each energy card in your discard pile, you may put 2 damage counters on one of your opponent’s Benched Pokemon. Shuffle all those cards into your deck afterwords.

Weakness :psychic: x2
Resistance
Retreat Cost: :colorless:

Kirlia 80 HP :psychic:
Stage 1
Evolves from Ralts

[.] Wild Card
Choose a Pokemon, Energy card and Trainer card from your hand and put them face down. Your opponent picks one. Reveal that card and search your deck for a card of the same type. Shuffle your deck afterwords.

:psychic::colorless: Tag 40

Weakness: :psychic: x2
Resistance:
Retreat Cost: :colorless:

Ralts 50 HP :psychic:
Basic

:psychic: Lock Up 10
The Defending Pokemon can’t retreat during your opponent’s next turn.

Weakness: :psychic: x2
Resistance:
Retreat Cost: :colorless:

Spinda 80 HP :colorless:
Basic

:pbody: Happy-Go-Lucky
Whenever this Pokemon is damaged by an attack, draw a card.

:colorless::colorless: Concussive Swing 50
If the Defending Pokemon has no damage counters on it, this attack does no damage and both this Pokemon and the Defending Pokemon are Confused.

Weakness: :fighting:
Resistance
Retreat Cost: :colorless:
 
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Actually, come to think of it, Bulk Energy would make blastoise tier one. It would mean that stoise needs no supporting energy acceleration, so it could run by itself with plenty of room for techs, or be played with 'zone or something.
 
Chansey: Well, i wouldn't say its "too good", it requires 2 cards to shuffle in and 2 trainers. But it would also be a considerabely more reliable way to get a LEGEND out.

cabd: Well, it would idealy help any set-up based Stage 2 aside from the likes of Magnezone, Emboar and Gatr, which this format kinda lacks.

Some more cards to add up, rounding out more of the Psychic mess with the first Prime. And one of the first cards i know of that gives you an attack with so many choices.

Alakazam HP 110 :psychic:
Stage 2
Evolves from Kadabra
:psychic::colorless: Power Trip 30+
Choose any number of Pokemon in play with Poke-Powers (yours or your opponents). Those Pokemon can’t use their Powers during their controller’s next turn. This attack does 20 more damage for each Pokemon selected in this way.

:psychic::psychic: Psycho Channeling
Put any number of damage counters on one of your Pokemon. The Defending Pokemon is Confused. During your next turn, this attack’s effect is: put twice as many damage counters on up to 2 of your Opponent’s Pokemon in any way you like, instead of its normal effect.

Weakness: :psychic:x2
Resistance
Retreat Cost: :colorless::colorless:

Kadabra HP 70 :psychic:
Stage 1
Evolves from Abra

:ppowr: Vanishing Act
When you play this card from your hand to evolve one of your Pokemon, you may search your deck for a card that evolves from this Pokemon and place it on top of this card (this counts as evolving Kadabra). If you do, you can’t attack during this turn.

:psychic::psychic: Psycho Barrier
Put 6 damage counters on Kadabra. Prevent all effects of attacks, including damage, done to this Pokemon during your opponent’s next turn. After you draw a card on your next turn, remove these damage counters.

Weakness: :psychic: x2
Resistance
Retreat Cost: :colorless:

Abra HP 50 :psychic:
Basic

:psychic: Psycho Link
Search your deck for Kadabra or Alakazam, show it to your opponent, and add it to your hand. Shuffle your deck afterwords.

Weakness: :psychic: x2
Resistance
Retreat Cost:

Giritina HP 120 :psychic:
Basic

:pbody: Lost Guard
Damage done to this Pokemon is reduced by 10 for each Pokemon in your Lost Zone. You can’t reduce more than 30 damage in this way).

:psychic::psychic::psychic::psychic: Lost Cataclysm 90
If you have 6 or more Pokemon in your Lost Zone, choose one of the following effects for this attack:
Your opponent puts his hand into the Lost Zone.
Your opponent puts the top 6 cards of their deck into the Lost Zone.
This attack does 40 more damage, and send any Pokemon Knocked out by this attack into the Lost Zone.
This attack does 90 damage to one of your opponent’s Benched Pokemon instead.

Weakness: :dark: x2
Ressitance: :colorless: – 20
Retreat Cost :colorless::colorless::colorless::colorless:
 
No replies thus far? Well, to celebrate that, and Amurcia day, more cards anyway xD

Wobbuffet 90 HP :psychic:
Basic

:pbody: Shadow Tactics
As long as Wobuffet and your Active Pokemon each have an energy card attached to them, prevent all damage done to your Active Pokemon by your opponent’s Pokemon with less than 2 energy cards attached to that Pokemon.

:psychic::colorless: Waddle Away 30
Switch Wobbuffet with one of your Benched Pokemon.

Weakness :psychic: x2
Resistance
Retreat Cost: :colorless::colorless:

Cacturne 110 HP :dark:
Stage 1
Evolves from Cacnea

:colorless: Pin Storm 10
Put 1 damage counter on each benched Pokemon (yours and your Opponent’s).
:dark::colorless: Spike Clobber 40
:dark::grass::grass::colorless: Cactus Crasher
Chose one of your opponent’s Pokemon that has any damage counters on it. That Pokemon is Knocked Out. You can’t use any attack called “Cactus Crasher” during your next turn.

Weakness: :fire: x2
Resistance: :psychic: -20
Retreat Cost::colorless::colorless:

Cacnea 50 HP :grass:
Basic

:colorless: De-Photosynthesis
Discard an energy card attached to Cacnea. Search your deck for a [D] Pokemon and put it in your hand.

:colorless::colorless: Spike Scrape 30

Weakness: :fire: x2
Resistance: :water: -20
Retreat Cost: :colorless:

Heatran 120 HP :fire:
Basic

:fire: Molten Burst
This attack does 20 damage to 2 of your Opponent’s Pokemon (don’t apply weakness or resistance to Benched Pokemon). Your opponent then discards an energy card attached to 1 of those Pokemon (your opponent chooses which Pokemon to discard an energy card from).
:fire::fire::fire::fire::fire: Stratovolcano
This attack does 20 damage to each of your opponent’s Pokemon. This attack’s damage isn’t affected by Weakness, Resistance, poke-Powers, Poke-Bodies or any other effect on your opponent’s Pokemon. Discard an energy card from each of your opponent’s Pokemon. Heatran can’t attack or retreat during your next turn.

Weakness: :water: x2
Resistance: :metal: -20
Retreat Cost: :colorless::colorless::colorless:
 
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I gotta say your cards are pretty good. A lot better than the majority seen on here.
You don't go OTT nor same old attacks. They're balanced, somewhat playable. They have everything a good Custom card needs really. Great job!
 
Well, thank you very much Nintendan. Tis the idea :thumb: New batch. I would play Manetric like crazy.

Manetric 90 HP :lightning:
Stage 1
Evolves from Electrike

:pbody: Lightning Rod
Prevent all damage done to your Pokemon [excluding Manetric] by attacks from your opponent’s Pokemon that has any :lightning: energy attached to it.

:lightning::colorless: Lost Bolt 60
Put all :lightning: energy attached to Manetric into the Lost Zone. Ignore this effect if the Defending Pokemon has no basic energy cards attached to it.

Weakness :fighting: x2
Resistance :metal: -20
Retreat Cost

Electrike 50 HP :lightning:
Basic

[.] Collect
Draw a card.

:lightning::colorless: Lost Spark 30
Flip a coin. If tails, put a :lightning: energy attached to Electrike into the Lost Zone.

Weakness :fighting: x2
Resistance :metal: -20
Retreat Cost

Exploud HP 160 :colorless:
Stage 2
Evolves from Loudred

:colorless: Pitched Bark
Choose one of your opponent’s Pokemon. This attack does 20 damage to that Pokemon, and all Pokemon in play with the same number of Energy cards attached to it.

:colorless::colorless: Overconfidence 30
If the Defending Pokemon has fewer remaining HP than Exploud, this attack does 90 damage.

:colorless::colorless::colorless::colorless: Blowout Crescendo
Both you and your opponent flip 4 coins. For each tails, discard an energy card attached to Exploud. For each heads discard a card from your opponent’s deck. If your opponent flips 3 or more tails, remove 8 damage counters from Exploud.

Weakness :fighting: x2
Ressitance
Retreat Cost :colorless::colorless::colorless:

Loudred 90 HP :colorless:
Stage 1
Evolves from Whsimur

:colorless: Loud Attraction
Search your deck for a Whismur and an Exploud and put them into your hand.

:colorless::colorless::colorless: Ultrasonic 40
The Defending Pokemon is Confused and can’t retreat during your opponent’s next turn.

Weakness :fighting: x2
Resistance
Retreat Cost :colorless::colorless:

Whismur 50 HP
Basic

:pbody: Selective Hearing
If the Defending Pokemon has no energy attached to it, ignore all coin flips for Whsimur’s attacks.

:colorless: Bad Mouth
Flip a coin. If heads, prevent all effects of attacks, including damamge, done to Whsimur during your Opponent’s next turn.

:colorless::colorless: Talk Over 30
Flip a coin. If heads, this attcks damage isn’t affected by Poke-Powers, Poke-Bodies or any other effect on the Defending Pokemon. If tails, this attack fails.

Weakness :fighting: x2
Resistance
Retreat Cost :colorless:
 
lol. Manetric makes MagneBoar and Zekrom terrible.
But they can Catcher it...

And by the way...
"Heatran can’t attack or retreat during your opponent’s next turn."
Last time I checked the rulebook, I'm sure it said you can attack/retreat on your turn... XD
 
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