Pokémon TCG: Sword and Shield—Brilliant Stars

The Kingdom Hearts Set

Merlin's Grumpig 90HP [P]

Stage 1 Pokémon(Evolves from Merlin's Spoink)

PokéPower: Blowback Spell.
Once during your turn(Before you attack), if Merlin's Spoink is your active Pokémon you may discard an Energy card attached to Merlin's Grumpig. If you do, you may switch the Defending Pokémon with a Pokémon on your opponent's bench.(Your opponent chooses the Defending Pokémon to switch). Merlin's Grumpig cannot use this PokéPower if it is affected by a special condition.

[P][C] Twisted Punch 30+
Flip a coin. if heads, this attack does 20 more damage.
________________
Weakness:[P]
Resistance:
Retreat Cost:[C][C]
437/1234


Merlin's Spoink 50HP [P]

Basic Pokémon

[C] Spinning Headbutt 20
Merlin's Spoink does 10 damage to itself.
_________________
Weakness:[P]
Resistance:
Retreat cost:[C]
674/1234


Merlin's Hypno 70HP [P]

Stage 1 Pokémon(Evolves from Merlin's Drowzee)

PokéPower: Sleeping Spell.
Once during your turn, if Merlin's Hypno is your active Pokémon, flip a coin. If heads, the Defending Pokémon is now alseep. Merlin's Hypno cannot use this PokéPower if it is affected by a special condition.

PokéBody: Extended trance.
As long as Merlin's Hypno is you active Pokémon if the Defending Pokémon is Asleep then your opponent must flip 2 coins instead of one. If any of them are tails, the Defending Pokémon is still Asleep.
________________________
Weakness:[P]
Resistance:
Retreat Cost:[C][C]
438/1234


Merlin's Drowzee 40HP [P]

Basic Pokémon

[P][P][P] Target Spell 10+
During your next turn, this attack has a base damage of 70.
________________
Weakness:[P]
Resistance:
Retreat Cost:[C]
673/1234


Merlin's Mr. Mime 30HP [P]

Basic Pokémon

PokéBody: Defense Spell.
All attacks do 10 damage to Merlin's Mr.Mime instead of their normal damage (if any).

[P] Slap 20
____________
Weakness:[P]
Resistance:
Retreat cost:[C]
440/1234


Merlin's Wobbufett 70HP [P]

Basic Pokémon

Pokébody: Evolutionary Spell.
If Merlin's Wobbufett is an evolved Pokémon it has +30HP.

[P][P][P][P][P] Lifeforce Spell
This attack does damage equal to the amoutn of HP Merlin's Wobbuffet has remaining.
_______________
Weakness:[P]
Resistance:
Retrat Cost:[C][C]
441/1234


Merlin's Wynaut 40HP [P]

Basic Pokémon

PokéBody:Evolutionary light.
(Can't remember the exact wording)

[P] Reflective Barrier 10
Prevent up to 20 Damage done to Merlin's Wynaut during your opponent's next turn.
_______________
Weakness:[P]
Resistance:
Retreat Cost:[C]
 
Hercules' Energy
Special Energy

This card can only be attached to an Evolved Pokemon with Hercules in it's name. This energy counts as 1 Colourless Energy. All attacks done by the Pokemon Hercules Energy is attached to do 20 more damage.

Donald's Energy
Special Energy

This card can only be attached to a Pokemon with Donald in it's name. Donald Energy provides all types of Energy but only 2 at a time.

Goofy's Energy
Special Energy

This Energy can only be attached to a Pokemon with Goofy in it's name. All damage done to the Pokemon this card is attached to is reduced by 10. (Before Weakness and Resistance)

Sora's Energy
Special Energy

This card can only be attached to an Evolved Pokemon with Sora in it's name. This card counts as 1 Colourless Energy. Ignore all effects of attacks (excluding damage), done to the Pokemon that this card is attached to from attacks by Heartless Pokemon.
 
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Heh, sorry DragonSol, but I must say you're wrong...
Though, I'm not going to stop you. Personally, for reasons undisclosed, my opinion is that this will fail, and I really have no will to go against that and continue working on it. If you guys want to keep going, however, that's fine by me...I'll update the list every week or something.
Expect further details within a week or so.
 
Trick Master
HP: 90
Type: Dark
Basic Pokemon
Heartless

Poke-Body: Bounce Around
When ever your opponent's Non Heartless Pokemon attacks Trick Master, flip a coin. If heads, ignore all effects (Including damage) of that attack.

D Dark Fire 10
The Defending Pokemon is now Burned.

CCC Wipe Out 30+
This attck does 10 more damage for each Darkness Energy attached to Trick Master. (before applying Weakness and Resistance)

Weakness: None
Resistance: None
Retreat Cost: 2
 
Oh why not...

Stealth Sneak
60 HP {D}

Basic Pokémon


Poké-BODY: Optical Illusion
If an attack does damage to Stealth Sneak while it's your Active Pokémon, you may flip a coin. If heads, switch it with 1 of your Benched Pokémon, which prevents all other effects of that attack on Stealth Sneak.

{D}{C} Sparkle Beam 20
Flip a coin. If heads, the Defending Pokémon is now Confused.

Weakness: {F}
Resistance: {P}
Retreat Cost: {C}{C}


Dragoon
70 HP {C}

Basic Pokémon


Poké-BODY: Learning Curve
As long as Dragoon is your Active Pokémon, your opponent's Active Pokémon have a copy of every attack Dragoon has.

{C} Lancer 20
Flip a coin. If heads, remove 1 damage counter, if any, from Dragoon.

{C}{C}{C} High-Jump Spear
Flip a coin. If heads, prevent all effects of attacks, including damage, done to Dragoon. At the end of your next turn, place 6 damage counters on the Defending Pokémon. If tails, Dragoon does 20 damage to itself. Either way, Dragoon can't use this attack during your next turn.

Weakness: {F}
Resistance:
Retreat Cost:
{C}


I wonder how to word the Reaction Command Learn. Hmm, maybe:


Learn
Reaction Command

You may play this card if a Pokémon in play attacks. Choose another Pokémon in play. That Pokémon has a copy of that attack until the end of your next turn.
 
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Merlin
TRAINER(Supporter)
-Supporter Rule-

As long as Merlin is in play all Pokémon with Merlin in its name's attacks cost [P][P] Less to a minimum of [P].

988/1234


Cloud Strife 70HP [C]

Basic Pokémon

[C][C] Blade SWing 30+
Flip a coin. If heads, this attack does 10 more damage. If tails, this attack does 10 less damage.

[C][C][C][C][C] Limit Breaker 90
Discard 3 cards from your hand or this attack does nothing.
_____________________
Weakness:[F]
Resistance:
Retreat Cost:[C]
1425/1234


Genie 80HP [P]

Basic Pokémon

PokéBody: Magic Lamp.
Whenever Genie takes damage from an attack flip a coin. If heads, shuffle Genie and all cards attached to it into your deck. This Pokébody cannot be used if you have no other Pokémon in play.

[P][P] Psychic Burst 30
__________________
Weakness:[P]
Resistance:
Retreat Cost::[C]
1429/1234

Mushu 50HP [R]

Basic Pokémon

[C] Claw 30

[R][R][C] Flamethrower 50
Discard a [R] Energy card attached to Mushu.
________________
Weakness:[W]
Resistance:
Retreat Cost:
1430/1234


Stitch(626) 60HP [C]

Basic Pokémon

[C][C] Scratch 20

[C][C][C][C] Devour 10+
This attack does 10 more damage for each Damage counter on the Defending Pokémon. Then remove an amount of damage counters from Stitch equal to the amount of damage done.
_____________________
Weakness:[F]
Resistance:
Retreat cost:[C]
1433/1234
 
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How did this topic die...
-----------------------

Cid's Doduo (*)
40 HP
Basic Pokemon

(*): Fury Strikes (10x)

Flip two coins. This attack does 10 damage times the number of heads.

(**): Smash Kick (20)

Weakness: L
Resistance: F-30
Retreat: *
Rarity: C
----------------------

Cid's Dodrio (*)
80 HP
Stage 1 Pokemon (Evolves from Cid's Doduo)

PokePOWER: Song of the Protectorate

Once during your turn (if Cid's Dodrio is your active pokemon), you may search your deck for a card that has Cid in its name and put it in your hand. Shuffle your deck afterward. This Power cannot be used if Cid's Dodrio is affected by a Special Condition.

(*): Smash Kick (10)

(***): Screeching Charge (?x)

Discard up to two energy cards from Cid's Dodrio. This attack does 10 damage for each pokemon in play with Cid in it's name times the ammount of energy cards you discarded from Cid's Dodrio. If this attack does more than 50 damage, Cid's Dodrio is now Confused and cannot retreat next turn.

Weakness: L
Resistance: F-30
Retreat:
Rarity: U
 
Summer vacation, that's why.

Black Fungus
30 HP {D}

Basic Pokémon


Poké-BODY: Gorgon's Blessing
As long as Black Fungus is affected by a Special Condition, prevent all effects of attacks, including damage, done to Black Fungus.

{D} Shadow Sporulation
Place a damage counter on each Defending Pokémon.

Weakness: {F}
Resistance: {P}
Retreat Cost:



Guard Armor
60 HP {D}{M}

Basic Pokémon

This Pokémon is both {D}{M} type.


{C} Fall Apart
Do 10 damage to each Defending Pokémon.

{D}{C} Gauntlet Twirl 10
Put a damage counter on every Benched Pokémon (both yours and your opponent's).

{M}{C}{C} Crush Dance 50

Weakness: {R}
Resistance: {G}{P}
Retreat Cost: {C}{C}


I'll reserve Opposite Armor for later.
 
I refuse to see this topic die.
-------------------------------

927/1234 Spell: Aeroga (TM)

(Standard TM Text)

(If this card is attached to a pokemon with (F) resistance, you may discard two energy cards attached to this pokemon. If you do, ignore the TM Rule.)

(***): Hyper Blast (30)

Flip a coin. If heads and the Defending Pokemon is not Knocked Out by this attack, return the Defending Pokemon and all cards attached to it to your opponent's hand. If tails, switch the Defending Pokemon with one of your Opponent's Benched Pokemon.
--------------------------------

931/1234 Spell: Graviga (TM)

(Standard TM Text)

(If this card is attached to a (F) pokemon, you may discard two (F) energy attached to this pokemon. If you do, ignore the TM Rule.)

(F**): Ultra-Gravity (30)

The Defending Pokemon cannot retreat next turn and your opponent cannot play Trainer that would remove the Defending Pokemon from the Active position. If you use this attack next turn, its base damage is 60 and has no other effects than jsut doing damage.
---------------------------------

932/1234 Spell: Magnaga (TM)

(Standard TM Text)

(If you attach this card to a (L) pokemon, you may discard two (L) energy attached to this pokemon. If you do, ignore the TM Rule.)

(LL*): Power Pull (40)

Draw a card for each of your opponent's pokemon in play or draw a card for each of your pokemon in play (excluding this one).
-----------------------------------

933/1234 Spell: Reflectga (TM)

(Standard TM Text)

(When you attach this card to any pokemon, you may discard two energy cards attached to that pokemon. If you do, ignore the TM Rule.)

(***): MirrorrorriM

When you attack next turn, you attacks do twice as much damage and cost (rainbow) less.
------------------------------------

934/1234 Spell: Stopga (TM)

(Standard TM Text)

(IF this card is attached to a (P), pokemon you may discard two (P) energy attached to this pokemon. If you do, ignore the TM Rule.)

(P**): Hold (50)

If an attack that would do damage to this pokemon next turn, your opponent flips a coin. If tails, that attack fails and that pokemon cannot be moved from their Active position during their next turn.
------------------------------------

1010/1234 Spell: Aerora (TM)

(Standard TM Text)

(**): Whirlwind (20)

Switch the Defending Pokemon with one of Your Opponent's Benched pokemon. You choose the Defending Pokemon to switch. If this card is attached to a pokemon with (F) resistance, place 1 damage counter on the old and new Defending Pokemon.
---------------------------------------

1014/1234 Spell: Gravira (TM)

(Standard TM Text)

(F*): Delve (30)

The Defending Pokemon cannot retreat next turn. If this card is attached to a (F) pokemon, you may discard an energy card attached to this pokemon. If you do, place a damage counter on each of your opponent's pokemon.
--------------------------------------

1015/1234 Spell: Magna (TM)

(Standard TM Text)

(LL): Power Draw

Flip three coin. For each heads, place a dammage counter on the Defending Pokemon and draw a card. If this card is attached to a (L) pokemon, you may draw another card after flipping three coins.
--------------------------------------

1016/1234 Spell: Reflecta (TM)

(Standard TM Text)

(**): Mirrored Move

Place a Mirror Counter on this pokemon. Whenever an attack would damage a pokemon with a Mirror counter on it, flip a coin. If heads, that attack deals half that damage rounded down to the Defending Pokemon and no damage to the pokemon with a Mirror counter on it. If tails, remove all Mirror counters from this pokemon.
--------------------------------------

1017/1234 Spell: Stopra (TM)

(Standard TM Text)

(P*): Olvidalo Mas (20)

Flip a coin. If heads, the Defending Pokemon cannot attack next turn. If tails, your opponent's attacks cost (*) more to use. If this card is attached to a (P) pokemon, this attack does 30 damage and you may choose to reflip the coin once for the effect.
---------------------------------------

1092/1234 Spell: Aero (TM)

(Standard TM Rule)

(*): Gust (10)

Flip a coin. If heads, your opponent's switches the Defending Pokemon with one of their Benched pokemon. You choose the Defending POkemon to switch.
----------------------------------------

1096/1234 Spell: Gravity (TM)

(Standard TM Rule)

(F): Bring Low (10)

During your opponent's next turn, the Defending Pokemon's attacks do 10 less damage (before applying weakness or resistance).
---------------------------------------
1097/1234 Spell: Magnet (TM)

(Standard TM Rule)

(L): Draw

Flip a coin. If heads, switch the Defending Pokemon with one of your opponent's Benched Pokemon. You choose the Benched Pokemon to switch. If tails, place 1 damage counter on the Defending Pokemon.
--------------------------------------
1098/1234 Spell: Reflect (TM)

(Standard TM Rule)

(*): Raise Resistance

If you opponent's (R), (W), (G), (L), or (P) pokemon attack you next turn, that damage is reduced by 20 (before applying Weakness and Resistance).
--------------------------------------
1099/1234 Spell: Stop (TM)

(Standard TM Rule)

(P): Olvidalo (10)

Flip a coin. If heads, choose one of the Defending Pokemon's attacks. The Defending Pokemon cannot use that attack during your opponent's next turn.
 
Shadow
Type: Dark
HP: 30
Basic Pokemon

PokePower: Dark Spread
Once during your turn(before your attack), you may search your deck for a Shadow and place it on your Bench. Shuffle your deck afterwards.

C Mystic Barrier
Draw a card. During you next turn, ignore all effects of attacks(including damage), done to Shadow by attacks from the Defending Pokemon.

D Shadow Smash 20

Weakness: None
Resistance: Fighting -30 (sure it's a Dark type, but the Heartless can't be toucheed by Sora's wooden Sword.)
Retreat Cost: 0
 
Contributing to the set again....

Cloud's Ho-Oh 90 HP {R}
Basic Pokémon

{R}{C} Pheonix Strike 40+
Flip a coin. If heads this attack does 40 damage plus 10 more damage.

{R}{R}{C}{C} Double Cloud Strike 60+
If there is at least one Cloud Strife on your Bench, this attack does 60 damage plus 30 more damage.

W: {W}
R: N/A
RC: {C}{C}
 
Sorcerer
70 HP {C}

Basic Pokémon


Poké-BODY: Cubiform Sorcery
If Sorcerer is your Active Pokémon and is damaged by an opponent's attack (even if Sorcerer is Knocked Out), put 1 damage counter on the Attacking Pokémon plus 1 more damage counter for every Special Energy card attached to Sorceror.

{P}{C} Faint Echo Of Dying Dreams
Flip a coin. If heads, put 4 damage counters on the Defending Pokémon. If tails, all Active Pokémon are now Asleep.

Weakness: {F}
Resistance:
Retreat Cost:
{C}




Dancer
60 HP {C}

Basic Pokémon


{C} Rough Dancing Partner 10
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.

{C}{C} Waltz Of Oblivion To The Requiem Of Lost Memories 70
Discard your hand and all cards attached to your Pokémon.

Weakness: {F}
Resistance:
Retreat Cost:





Opposite Armor
60 HP {D}{M}

Basic Pokémon

This Pokémon is both {D}{M} type.


Poké-BODY: Opposite Order
If you have a Guard Armor card in your discard pile, Opposite Armor's maximum HP are 90 intead of 60.

{D}{C} Violent Dancing
Flip a coin. If heads, do 30 damage to each Defending Pokémon.

{M}{C}{C} Heel Stomp 30+
Flip a coin. If heads, this attack does 30 damage plus 20 more damage.

{D}{M}{M}{C} Armor Cannon
Put 9 damage counters on 1 of your opponent's Pokémon. Shuffle all Energy cards attached to Opposite Armor into your deck.

Weakness: {R}
Resistance: {G}{P}
Retreat Cost: {C}{C}{C}
 
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Yellow Opera
Type: Dark/Electric
HP: 70
Basic Pokemon

PokeBody: Zap Absorb
Whenever an attack from an Electric Pokemon does more than 10 damage to Yellow Opera, reduce the damage done by that attack to 10.

C Power Merge 10
Search you deck for either an Electric Energy or Dark energy and attach it to Yellow Opera. Shuffle your deck.

LCC Shock Beam 60
Discard all energy attached to Yellow Opera.

Weakness: None
Resistance: Fighting -30
Retreat Cost: 0

Red Nocturne
Type: Dark/Fire
HP: 70
Basic Pokemon

PokeBody: Scorch Resistance
Whenever an attack from a Fire Pokemon does more than 10 damage to Red Nocturne, reduce the damage done by that attack to 10.

C Power Merge 10
Search you deck for either an Fire Energy or Dark energy and attach it to Red Nocturne. Shuffle your deck.

LCC Heat Blast 60
Discard all energy attached to Red Nocturne.

Weakness: None
Resistance: Fighting -30
Retreat Cost: 0

Blue Rhapsody
Type: Dark/Water
HP: 70
Basic Pokemon

PokeBody: Power Drain
Whenever an attack from an Water Pokemon does more than 10 damage to Blue Rhapsody, reduce the damage done by that attack to 10.

C Power Merge 10
Search you deck for either an Water energy or Dark energy and attach it to Blue Rhapsody. Shuffle your deck.

LCC Hyper Hydro Hit 60
Discard all energy attached to Blue Rhapsody.

Weakness: None
Resistance: Fighting -30
Retreat Cost: 0

Tornado Step
HP: 70
Type: Dark

PokePower: Gust Move
As often as you like, during your turn,(before you attack) you may move an energy card from one of you Heartless Pokemon to another of your Heartless Pokemon.

CCC Spinning Tackle 50
Tornado Step does 10 damage to itself.

Weakness: Electric
Resistance: Fighting -30
Retreat Cost: 1

Soldier
HP: 70
Type: Dark

PokePower: Spread
Once during your turn,(before your attack) you may search your deck for a Heartless Pokemon and place it into your hand. Shuffle your deck afterwards.

CC Spin Kick 20
Flip a coin. If heads, discard an energy card attached to the Defending Pokemon.

Weakness: None
Resistance: Fighting -30
Retreat Cost: 1

Green Requiem
HP: 90
Type: Dark/Grass

PokePower:Sacrificial Heal
Whenever an attack from the Defending Pokemon damages Green Requiem, (even if Green Requiem is Knocked Out) you may remove that many damage counters from one of you Heartless Pokemon. (all if there is less then that.)

CC Energy Warp
Search your deck for up to 3 Basic energy and attach them to one of your Pokemon.

Weakness: None
Resistance: Fighting -30
Retreat Cost: 3

Powerwild
HP: 60
Type: Dark

PokePower: Multiplier
Whenever Powerwild's attacks do damage to the Defending Pokemon, you may flip a coin. If heads, that attack's Base Damage is doubled.

CC Bite 30

Weakness: None
Resistance: Fighting -30
Retreat Cost: 2

Bouncywild
HP: 70
Type: Dark

CC Bannana Peel
Flip a coin. If heads, place 4 damage counters on the Defending Pokemon. If tails, the Defending Pokemon can't use any of its attacks.

CCC Punch 40

Weakness: None
Resistance: Fighting -30
Retreat Cost: 2

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

Darkside
HP: 100
Type: Dark
Stage 2 Pokemon - evolves from Neoshadow

PokeBody: Oblivion Charge
All attacks by your Heartless Pokemon do 10 more damage for every Dark energy attached to them, and 10 more damage for each Heartless Pokemon in play.

D Claw Swipe 20x
Flip a coin. This attack does 20 damage times the number of Heads.

DDC Overcome 30x
This attack does 30 damage times the number of Heartless Pokemon in play.

Weakness: None
Resistance: Fighting
Retreat Cost: CCCCC

Yes, you read right.
It's first attack always does atleast 20 damage, (Thirty with a normal dark, not a D/M) and with just one Heads, you have 40-50 for one energy, plus all your other darks in play. Combine this with soldier, it's a wipe out.

It's second attack does:
30 for it
10 for it's power
40 for the energy attached to it.
That's 80. One Heartless in play, 120. 3/4 darkness on it, 200. Heaps of Heartless in play (soldier always helps) up to 360 damage for 4 energy. Heartless deck anyone?

Sheltering Zone
HP: 70
Type: Dark/Water

PokeBody: Break Up
Whenever an attack from the Defending Pokemon does damage to Sheltering Zone, place Sheltering Zone on the bottom of your deck. Then, search your deck for up to 3 Sea Neons and place them on the bench. Shuffle your deck afterwards.

DW Sting Needle 20
During your opponent's next turn, if the Defending Pokemon attacks Sheltering Zone, the Defending Pokemon is now Poisoned.

Weakness: Electric
Resistance: Fire -30/Fighting -30
Retreat Cost: 2

Sea Neon
HP: 30
Type: Dark/Water

PokeBody: Worthless
When Sea Neon is Knocked Out, your opponent doesn't draw a prize card.

C Join Up
You can't use this attack unless you have atleast 3 Sea Neons in play. Place 3 of your Sea Neons in play onto the bottom of your deck, then search your deck for a Sheltering Zone and play it down as your new active Pokemon. Shuffle your deck afterwards. The new Defending Pokemon has all cards and Special conditions on it as the old one. Remove all damage counters.

DC Tackle 20

Weakness: Electric
Resistance: Fire/Fighting -30
Retreat Cost: 0

Darkball
HP: 40
Type: Dark

CC Bash Around
Flip 3 coins. if exactly 1 is heads, place 1 damage counter on the Defending Pokemon. If exactly 2 are heads, The Defending Pokemon is now Paralyzed. If exactly 3 are heads, place 3 damage counters on each of your opponent's Pokemon in play with a Weakness or Resistance.

Weakness: None
Resistance: Fighting -30
Retreat Cost: 1

White Mushroom
HP: 100 (You can't beat it in the games, it doesn't attack, so why not?)
Type: Dark/Colourless

PokePower: Grateful
Once during your turn(before your attack), you may discard a Fire, Water, or Thunder energy. If you discard a Fire Energy, choose a card in your opponent's hand at random and discard it. If you discard a Water Energy, choose one of your Pokemon with damage counters on it and remove all damage counters on that Pokemon. If you discard an Electric energy, draw 3 cards.

Weakness: None
Resistance: None
Retreat Cost: 2
 
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i STILL refuse to see this set die, irregradless of some stupid, petty boycott.
-------------------------

Aladdin
Trainer
Supporter

(insert Supporter Rule here)

You can only play this card if you did not play a Supporter during your last turn and you have at least one Pokemon with Alladin in its name in play. You can only play this card during your opponent's turn when he or she plays a Supporter.

Return your opponent's Supporter card to their hand. Your opponent reveals a minimum of three cards from their hand (all if there are less than three). Then pick up to two cards from your opponent's hand. Your opponent discards those cards and you place a damage counter on one of your pokemon with Aladdin in its name in play. Then you may return up to two cards from your discard pile to your hand.
---------------------------

Aladdin's Lamp
Trainer
POkeTool

(normal POkeTool text here)

Whenever a pokemon with Aladdin's Lamp attached to it attacks, choose one of the following:

--Search your deck for a card with Aladdin in its name a put it in your hand.
--Choose a card at random from your opponent's hand and discard that card. Then, draw a card.
--Attach Aladdin's Lamp to another of your pokemon. Remove up to two damage counters from that pokemon.
-----------------------------

Agribah
Trainer
Stadium

(insert normal Stadium text here)

All Pokemon with Aladdin in their name have the following attack:

(*): You've been hit by; You've been struck by... (10)

Choose a card at random from your opponent's hand. If you can play that card in any way, do so (even if you've attached an energy card this turn or played a Supporter). If you cannot, discard it.
------------------------------

OK, I've started an Alladin subtheme going. Someone pick up on this before I do...
 
Tent

Discard your hand. Then, remove all damage ncounters from each of your Pokemon.

Hi-Potion
Place 1 dmage counter on one of your Pokemon. Then, remove all damage counters on one of your Pokemon.

Mega Potion
Remove 2 damage counters from each of your Pokemon.

Zezion's Arcanine
HP: 70
Type: Fire

CC Heat Wave
Place 2 damage counters on every Pokemon without Fire Energy attached to it in play.(both yours and your opponent's)

RRRC Flaming Blast 50
Remove 1 damage counter from arcanine for every Fire Energy

Weakness: Water
Resistance: None
Retreat Cost: 2

Kairi's Espeon ex
HP: 110
Type: Psychic

PokePower: Destiny Bond
Whenever an attack from the Defending Pokemon would Knock Out Kairi's Espeon ex, you may flip a coin. If Heads, the Defending Pokemon is now Knocked Out. If tails, discard all energy attached to all of your opponent's Pokemon.

C Psyblast
Switch the Defending Pokemon with one of your opponent's Benched Pokemon.(Your opponent chooses the Defending Pokemon to switch.) Place 1 dmage conter on the new Defending Pokemon.

PPC Hyper Destruction 10
This attack does 10 damage plus 20 more damage for every Prize card you have in play.

Weakness: Psychic
Resistance: None
Retreat Cost: 0

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

Kairi's Eevee
HP: 50
Type: Colourless

C Bite 10

CC Shadow Ball 30

Weakness: Fighting
Resistance: None
Retreat Cost: 1

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

Zexion's Growlithe
HP: 60
Type: Fire

FC Take Down 40
Zexion's Growlithe does 20 Damage to itself.

Weakness: Water
Resistance: None
Retreat Cost: 1

Kairi's Metagross
HP: 120
Type: Psychic/Metal

PokePower: Energy Raise
Once during your turn,(before your attack) you may search your deck for an energy and attach it to Kairi's Metagross. If you search your deck for a Special Energy, place 3 damage counters on Kairi's Metagross. Shuffle your deck afterwards.

CC Power Bomb 30+
You may discard a Special Energy attached to Kairi's Metagross. If you do. This attack does 30 damage plus 20 more damage.

PMC Energy Blow 60-
You may discard all energy attached to the Defending Pokemon. This attack does 60 damage minus 10 damage for each energy discarded.

Weakness: Fire/Psychic
Resistance: Grass -30
Retreat Cost: 3
 
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