Todd Ingram
New Member
Special Grass Energy
This Energy provides:grass: Energy. If the Pokemon this card is attached to is :grass: type, the Pokemon this card is attached to may evolve the turn it is played.
Special Fire Energy
This Energy provides:fire: Energy. If the Pokemon this card is attached to is :fire: type, remove 1 damage counter from the Pokemon this card is attached to whenever you attach an Energy card from your hand to the Pokemon this card is attached to.
Special Water Energy
This Energy provides :water:Energy. If the Pokemon this card is attached to is :water: type, the Pokemon this card is attached to cannot be Poisoned or Burned.
Special Lightning Energy
This Energy provides:lightning: Energy. If the Pokemon this card is attached to is :lightning: type and is damaged by an attack from your opponent's Pokemon, put 1 damage counter on any Pokemon in play (either yours or your opponents)
Special Fighting Energy
This Energy provides:fighting: Energy. If the Pokemon this card is attached to is :fighting: type, any damage caused by an attack from one of your Pokemon that does not have an effect is increased by 20(before applying Weakness and Resistance
Special Psychic Energy
This Energy provides sychic: Energy. If the Pokemon this card is attached to is sychic: type, once per turn, you may move 1 damage counter from one of your Pokemon to one of your opponent's Pokemon.
Swamp Energy
This card provides :water: and :grass: Energy, but only 1 Energy at a time. This Pokemon's Resistance is now :fire:-30. (You still apply the old Weakness.)
Magnet Energy
This card provides :lightning: and :metal: Energy, but only one Energy at a time. Once per turn, (before your attack), you may search your deck for a :lightning: or :metal: Energy (either Special or Basic) and attach it to this Pokemon. If you do, put 2 damage counters on this Pokemon.
Ivy Energy
This card provides :grass: and sychic: Energy, but only 1 Energy at a time. The Pokemon this card is attached to is now Poisoned. If any damage counters are placed on this Pokemon between turns, put the damage on the Defending Pokemon instead.
Rainstorm Energy
This card provides :water: and :lightning: Energy, but only 1 Energy at a time. Whenever your opponent has to flip a coin in between turns, have your opponent flip two coins instead. If either one is tails, the effect activates as if your opponent had flipped 1 tails. (You can't flip more than 2 coins in this way.)
Arcane Energy
This Energy provides sychic: and :dark: Energy, but only 1 Energy at a time. At any point during your opponent's turn, when damage counters are placed or damage is done to one or more of your Benched Pokemon, you may flip a number of coins equal to the number of your Benched Pokemon that were damaged. For each heads, put 1 damage counter on the Defending Pokemon. For each tails, shuffle 1 card into your deck. (If you don't have enough cards in your hand to discard, discard the cards from the top of your deck instead.)
Miracle Energy
This Energy provides :colorless: type. If you have more Prize Cards left than your opponent and the Pokemon this card is attached to has 2 or more damage counters on it, this Energy provides :colorless: Energy plus 1 Energy that matches the type of the Pokemon this card is attached to.
Cursed Energy
This Energy provides :colorless: Energy. All damage done to the Pokemon this card is attached to(excluding LV. X) is reduced by 30 (before applying Weakness and Resistance). All damage done by this Pokemon (excluding LV. X) is increased by 30 (before applying Weakness and Resistance.) The Pokemon this card is attatched to(excluding LV. X) has -10 HP. When this Pokemon is Knocked out, put all cards attached to this Pokemon in the LOst Zone and add this Pokemon to your Prize Cards. (Any Basics or Stage 1 Pokemon attached to this Pokemon are also sent to the Lost Zone) (Your opponent still takes a prize card.) If the Pokemon this card is attached to already has any Special Energy attached to it, this card only provides :colorless: Energy.
This Energy provides:grass: Energy. If the Pokemon this card is attached to is :grass: type, the Pokemon this card is attached to may evolve the turn it is played.
Special Fire Energy
This Energy provides:fire: Energy. If the Pokemon this card is attached to is :fire: type, remove 1 damage counter from the Pokemon this card is attached to whenever you attach an Energy card from your hand to the Pokemon this card is attached to.
Special Water Energy
This Energy provides :water:Energy. If the Pokemon this card is attached to is :water: type, the Pokemon this card is attached to cannot be Poisoned or Burned.
Special Lightning Energy
This Energy provides:lightning: Energy. If the Pokemon this card is attached to is :lightning: type and is damaged by an attack from your opponent's Pokemon, put 1 damage counter on any Pokemon in play (either yours or your opponents)
Special Fighting Energy
This Energy provides:fighting: Energy. If the Pokemon this card is attached to is :fighting: type, any damage caused by an attack from one of your Pokemon that does not have an effect is increased by 20(before applying Weakness and Resistance
Special Psychic Energy
This Energy provides sychic: Energy. If the Pokemon this card is attached to is sychic: type, once per turn, you may move 1 damage counter from one of your Pokemon to one of your opponent's Pokemon.
Swamp Energy
This card provides :water: and :grass: Energy, but only 1 Energy at a time. This Pokemon's Resistance is now :fire:-30. (You still apply the old Weakness.)
Magnet Energy
This card provides :lightning: and :metal: Energy, but only one Energy at a time. Once per turn, (before your attack), you may search your deck for a :lightning: or :metal: Energy (either Special or Basic) and attach it to this Pokemon. If you do, put 2 damage counters on this Pokemon.
Ivy Energy
This card provides :grass: and sychic: Energy, but only 1 Energy at a time. The Pokemon this card is attached to is now Poisoned. If any damage counters are placed on this Pokemon between turns, put the damage on the Defending Pokemon instead.
Rainstorm Energy
This card provides :water: and :lightning: Energy, but only 1 Energy at a time. Whenever your opponent has to flip a coin in between turns, have your opponent flip two coins instead. If either one is tails, the effect activates as if your opponent had flipped 1 tails. (You can't flip more than 2 coins in this way.)
Arcane Energy
This Energy provides sychic: and :dark: Energy, but only 1 Energy at a time. At any point during your opponent's turn, when damage counters are placed or damage is done to one or more of your Benched Pokemon, you may flip a number of coins equal to the number of your Benched Pokemon that were damaged. For each heads, put 1 damage counter on the Defending Pokemon. For each tails, shuffle 1 card into your deck. (If you don't have enough cards in your hand to discard, discard the cards from the top of your deck instead.)
Miracle Energy
This Energy provides :colorless: type. If you have more Prize Cards left than your opponent and the Pokemon this card is attached to has 2 or more damage counters on it, this Energy provides :colorless: Energy plus 1 Energy that matches the type of the Pokemon this card is attached to.
Cursed Energy
This Energy provides :colorless: Energy. All damage done to the Pokemon this card is attached to(excluding LV. X) is reduced by 30 (before applying Weakness and Resistance). All damage done by this Pokemon (excluding LV. X) is increased by 30 (before applying Weakness and Resistance.) The Pokemon this card is attatched to(excluding LV. X) has -10 HP. When this Pokemon is Knocked out, put all cards attached to this Pokemon in the LOst Zone and add this Pokemon to your Prize Cards. (Any Basics or Stage 1 Pokemon attached to this Pokemon are also sent to the Lost Zone) (Your opponent still takes a prize card.) If the Pokemon this card is attached to already has any Special Energy attached to it, this card only provides :colorless: Energy.
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