Pokémon TCG: Sword and Shield—Brilliant Stars

Zero Wing Set -- And you thought that it couldn't get worse...

Archonn

New Member
Yeah, a Zero Wing set. This set is entirely based in the Genesis game, since that's the only Zero Wing i ever played. And this is a actually serious set, because it is based in the game, not in the All Your Base Are Belong To Us fad. So no Engrish grammar and Imakuni? effects, please. Why i made this set? I am bored, and i'm too lazy to do my contest's matches.

Note: Find out about Experienced here. Traits and Strongholds are here.

You may reserve as many cards as you want, however i reserve to myself the right to de-reserve any reserved card, should the need arise. Also, there is no Rarity, as i believe that rarity only limits creativity. Feel free to use as many Traits as you want in your cards, specially in Support Team's cards, to differentiate each of the three owners. Any unofficial mechanic other than Traits, Experience, and Stronghold are off-limits. Lastly... If you can, abuse Flavor Text/Pokédex! It's a must in this set, given the number of hilarious quotes that can be created, plus the ones that already exist.

Presenting the Loop trait, this set`s Rulebook Trait:

Loop XYZ - "If this card is in your hand, and XYZ is in play, you may attach this card to XYZ. If you do, XYZ gains this card's text in addition to its original text, and discard all other cards attached to XYZ."

I believe this clears up most doubts. Following are the setlist and the set key.

Normal cards are open for creation.
Underlined cards are reserved.
Bolded cards are done.
Text in {} are recommendations when creating the card, or just some random comment by me.


Strongholds {Be careful with these. Remember that doing one is essentially defining a theme for a certain owner, so i suggest waiting for some Pokémons to show up, then doing that owner's stronghold.}

All Your Base Are Belong To Us {Favours Cats' Pokémons. Must not mention any owners directly.}
For Great Justice {Favours Support Team's Pokémons. Must not mention any owners directly.}
Giant Zig Carrier {Favours Zig Pilot's Pokémons. Must not mention any owners directly.}


Pokémons {There are three factions (owners): Zig Pilot, Cats, and Support Team. Zig Pilot is Zero Wing's main character. Cats is the evil Engrish-speaker villain we all love and hate. The Support Team is the Operator (Main Screen turn on), the Mechanic (Somebody set up us the bomb), and the Captain (Move 'Zig'). Each faction has a main line for each owner, a legendary trio, and two other legendaries.}

Zig Pilot's Porygon {Space + Pilot (Flying-related) = Porygon as main line. That easy.}
Zig Pilot's Porygon2 {Remember, since it can evolve further, it is not as strong as a Fully Evolved Stage 1.}
Zig Pilot's Experienced Porygon2 {Porygon's cool effects in a Stage 2? Can't get better.}
Zig Pilot's Porygon2 ex {The ex version... But it isn't as strong as a normal Stage 1 ex, because it can evolve!}
Zig Pilot's Experienced Porygon2 ex {Your classical Stage 2 ex.}

Zig Pilot's Articuno {Synergy with other legendary birds/Zig Pilot Pokémons is recommended.}
Zig Pilot's Zapdos {Synergy with other legendary birds/Zig Pilot Pokémons is recommended.}
Zig Pilot's Moltres {Synergy with other legendary birds/Zig Pilot Pokémons is recommended.}
Zig Pilot's Ho-oh {Synergy with other legendary birds/Zig Pilot Pokémons is recommended.}
Zig Pilot's Lugia {Synergy with other legendary birds/Zig Pilot Pokémons is recommended.}

Zig Pilot's Pichu {Since the Zig is the main character, and ships need eletricity... Feel free to use either the Baby Rule or Baby Evolution Poké-Power, or both, its your choice.}
Zig Pilot's Pikachu {Your everyday Pikachu.}
Zig Pilot's Raichu {Remeber, this Raichu is sightly weaker than normal, because it isn't fully evolved.}
Zig Pilot's Experienced Raichu {This Raichu can go up to the Stage 3 if you use Pichu as the basic. If you want to use a Stages of Evolution-kind Power/Body, feel free to do so.}

Zig Pilot's Eevee {If the Zig can change a lot, then why not a Eevee?)
Zig Pilot's Flareon {Just your average Eevolution.}
Zig Pilot's Vaporeon {Just your average Eevolution.}
Zig Pilot's Jolteon {Just your average Eevolution.}
Zig Pilot's Espeon {Just your average Eevolution.}
Zig Pilot's Umbreon {Just your average Eevolution.}

Zig Pilot's Squirtle {Pre-evolution for Blastoise.}
Zig Pilot's Wartortle {Pre-evolution for Blastoise.}
Zig Pilot's Blastoise {It has guns. Zig Pilots know how to wield guns. And Blastoise is cool.}

Zig Pilot's Magnemite {Remember the Prisoner Beam (you can use it to hold an enemy ship in front of you, therefore shielding you)? This is the line that represents it.}
Zig Pilot's Magneton {Don't forget that it should have something that resembles the Prisoner Beam idea...}


Cats' Meowth {The basic stage for Cats' main line. Just a basic...}
Cats' Persian {Keep in mind that this isn't the end for Cats' main line, so balance it accordingly.}
Cats' Experienced Persian {This is where things start to get fun; remember that it doesn't stops here, so it is sightly weaker than a normal Stage 2}
Cats' Experienced 2 Persian {The ultimate Persian. Good luck balancing a Stage 3 Pokémon.}
Cats' Persian ex {Who would choose this over a Stage 3 line? Give 'em a good motive. And don't forget compatibility with the Stronghold (forget about flashy post-attack effects).}

Cats' Whismur {[Insert normal Basics recommendations here]}
Cats' Loudred {[Insert normal Stage 1 recommendations here]}
Cats' Exploud {Cats surely makes a lot of noise, doesn't he? He is the only person that says "How are you gentlemen!!" instead of "How are you gentlemen?"...}

Cats' Entei {It should work with the other dogs. Remember that Cats may still employ Powers/Bodies to his aid, even with the Stronghold...}
Cats' Raikou {How ironic that Cats' legendary trio is the Dogs one... This one should be more offensive.}
Cats' Suicune {Should be a more defensive dog. Your choice.}

Cats' Mewtwo {I recall Mewtwo being called a big cat somewhere... Don't forget that since this Mewtwo has a evolution, it should be balanced accordingly.}
Cats' Mew {If there's Mewtwo, there's Mew. I suggest something relationed to this set's Trainer cards, since Mew is able to use all TMs.}
Cats' Experienced Mewtwo {I was thinking about giving Mew a Exp. version, but i don't think that villains bother to overlevel small non-evolvable things like Mew.}

Cats' Cleffa {Cats is an alien, so he must have alien Pokémons, right? Feel free to use either the Baby Rule or Baby Evolution Poké-Power, or both, its your choice.}
Cats' Clefairy {Your daily basic.}
Cats' Clefable {Since you can't use Metronome, well, good luck in making a Non-Metronome Clefable...}
Cats' Lunatone {Synergy with Solrock is recommended, but not required.}
Cats' Solrock {Synergy with Lunatone is recommended, but not required.}

Cats' Natu {Evolves into Xatu. Now seriously, not much to say...}
Cats' Xatu {Ah, Cats's left hand (Persian is his right hand). Conquering bases becomes a lot easier when you can plan based in the future itself.}

Cats' Voltorb {"Somebody set us up the bomb."}
Cats' Electrode {Recoil damage work normally even with AYBABTU (All Your Base Are Belong To Us) in play, so Explosion is usable.}
Cats' Koffing {"Somebody set us up the bomb.", poison style.}
Cats' Weezing {AYBABTU makes poisoning attacks stop working, unless it's a Power/Body consequence.}


Support Team's Abra {Captain's main line starter. How else do you think that he moved the Zig?}
Support Team's Kadabra {Just a Kadabra}
Support Team's Alakazam {Although this is just a Alakazam, don't think that the main line has ended...}
Support Team's Experienced Alakazam {An Stage 3 Pokémon that can still evolve further! AS always, be careful with balancing here.}
Support Team's Experienced 2 Alakazam {The very first Stage 4. You know what you doing, right?}

Support Team's Mr. Mime {Operator's main line. Because only a Mr. Mime knows how to operate screens.}
Support Team's Mr. Mime ex {An ex version is always good.}
Support Team's Experienced Mr. Mime ex {The first Exp. Mr. Mime ex. You should have some synergy between both Exp. Mr Mimes ex, like the synergy between FRLG Mr. Mimes ex, but having some variety is also okay.}
Support Team's Experienced Mr. Mime ex {The second Exp. Mr. Mime ex. You should have some synergy between both Exp. Mr Mimes ex, like the synergy between FRLG Mr. Mimes ex, but having some variety is also okay.}

Support Team's Jirachi {Mechanic's main line. Maybe he used Jirachi's Third Eye to find the bomb, because if the bomb was placed in such a strange way, certainly the Mechanic had to use a equally strange way to find it...}
Support Team's Experienced Jirachi {Exp. versions of legendaries are cool. You should make this version very different from the other Exp. Jirachi, but synergy is also an option.}
Support Team's Experienced Jirachi {Exp. versions of legendaries are cool. You should make this version very different from the other Exp. Jirachi, but synergy is also an option.}
Support Team's Jirachi ex {Of course, your everyday main line ex is also here.}

Support Team's Regice {Captain's Regi, because this is the cold one. Aren't Captains supposed to be calm?}
Support Team's Experienced Regice {Support Team is the only faction to have Exp versions of their Legendary trios. Why? Don't ask.}
Support Team's Registeel {Mechanic's Regi, because it's associated with steel. Mechanics work with steel, don't they?}
Support Team's Experienced Registeel{Support Team is the only faction to have Exp versions of their Legendary trios. Why? Don't ask.}
Support Team's Regirock {The remaining Regi to the remaining owner of this faction.}
Support Team's Experienced Regirock{Support Team is the only faction to have Exp versions of their Legendary trios. Why? Don't ask.}

Support Team's Deoxys(Speed) {No specifical owner... But it may change into any other Support Team's Deoxys.}
Support Team's Deoxys(Defense) {Mechanic's Deoxys. You choose if it may change in other Deoxys or not. If the Mechanic is responsible for reporting about the ship's situation, then he owns the Defense.}
Support Team's Deoxys(Attack) {Operator's Deoxys. You choose if it may change in other Deoxys or not. If the Mechanic is responsible for defense, then the operator should be responsible for the opposite, right?}
Support Team's Deoxys(Normal) {Captain's Deoxys. You choose if it may change in other Deoxys or not. And between the attack and the defense, we have the normal...}

Support Team's Absol {Captain`s. Now you know why so much disaster follows the Support Team!}
Support Team's Yanma {One of the operator's basic Pokémons. It learns (we get) Signal Beam and is a Basic, that's why. Of course, we also have Volbeat, but it would bring Illumise along...}


Energies {Be creative. Remeber, since Looping a card counts as attaching it, looping a energy counts as your normal energy attachment during a turn. Also, if you loop in any powerup II, you can't move anymore the energy, thanks to the "You can't attach this card to a Pokémon" text (that is passed to the actual card attached to the Pokémon, since loop passes all card text). This does not remove the energy already in play, though.}

Green Powerup {Good luck inventing what this energy should do... Remember that the Green Powerup is related to homing shots.}
Green Powerup II {It has the following Traits: Loop Green Powerup, Loop Blue Powerup II, Loop Red Powerup II. Also, it must have the following text: "You can't attach this card to a Pokémon. If you attach this card to to a card with II in its name, discard that card, then attach Green Powerup II to the card that the card discarded this way was attached to."}
Green Powerup III {It has the following Traits: Loop Green Powerup II, Loop Blue Powerup III, Loop Red Powerup III. Also, it must have the following text: "You can't attach this card to a Pokémon. If you attach this card to to a card with III in its name, discard that card, then attach Green Powerup III to the card that the card discarded this way was attached to."}

Blue Powerup {Good luck inventing what this energy should do... Remember that the Blue Powerup is related to laser beams.}
Blue Powerup II {It has the following Traits: Loop Blue Powerup, Loop Green Powerup II, Loop Red Powerup II. Also, it must have the following text: "You can't attach this card to a Pokémon. If you attach this card to to a card with II in its name, discard that card, then attach Blue Powerup II to the card that the card discarded this way was attached to."}
Blue Powerup III {It has the following Traits: Loop Blue Powerup II, Loop Green Powerup III, Loop Red Powerup III. Also, it must have the following text: "You can't attach this card to a Pokémon. If you attach this card to to a card with III in its name, discard that card, then attach Blue Powerup III to the card that the card discarded this way was attached to."}

Red Powerup {Good luck inventing what this energy should do... Remember that the Red Powerup is related to multiple shots and only this powerup provides "options".}
Red Powerup II {It has the following Traits: Loop Red Powerup, Loop Green Powerup II, Loop Blue Powerup II. Also, it must have the following text: "You can't attach this card to a Pokémon. If you attach this card to to a card with II in its name, discard that card, then attach Red Powerup II to the card that the card discarded this way was attached to."}
Red Powerup III {It has the following Traits: Loop Red Powerup II, Loop Green Powerup III, Loop Blue Powerup III. Also, it must have the following text: "You can't attach this card to a Pokémon. If you attach this card to to a card with III in its name, discard that card, then attach Blue Powerup III to the card that the card discarded this way was attached to."}

Purple Powerup {It has the following Traits: Loop Blue Powerup III, Loop Green Powerup III, Loop Red Powerup III. Also, it must have the following text: "You can't attach this card to a Pokémon. You may only have 1 card named Purple Powerup in your deck." Be careful with this card's balance; it is very hard to put in play.}


Stadiums {These stadiums should all be benefitial to both players, improving general characteristics (+HP, -Retreat cost, -Energy Cost, etc...) to disencourage counterstadium. And these effects should be cumulative as well (so no "transform all energies in rainbow", for example), because there may have more than 1 of the same stadium in play, thanks to loop.}

Natols {It has the Loop Gerbarra Trait.}
Legrous {It has the Loop Natols Trait.}
Pleades {It has the Loop Legrous Trait.}
Aquese {It has the Loop Pleades Trait.}
Submarine Tunnel {It has the Loop Aquese Trait.}
Barricade Zone {It has the Loop Submarine Tunnel Trait.}
Bellon {It has the Loop Barricade Zone Trait.}
Gerbarra {It has the Loop Bellon Trait.}


Other Trainers {Each block of trainers is related to a certain faction, in this order: Zig Pilot/Cats/Support Team. However, none of these trainers need to mention a faction specifically (except for the first card of each block).}

Zig Pilot {Must have synergy with Zig Pilot Pokémons}
Zig {Must be attachable to a Pokémon, and it should have synergy with the Powerups.}
Zig Turrets {Must have synergy with the Zig trainer (wait for the Zig card to be made before making this one)}
Beginning of an End {Too obvious.}
Rally Cry {"Captain !!" "Take off every 'Zig'!!"}
Departure Orders {"Move 'Zig'."}
Speed Enhancement {There is a Speed Up powerup in the game, so there is also a trainer.}

Cats {Must have synergy with Cats Pokémons}
Setting Up Someone the Bomb {Good luck with this card...}
Devilish Ettiquette {"How are you gentlemen!!"}
Walking the Damned Path ("You are on the way to destruction.")
Unforgiving Destiny {"You have no chance to survive"}
Relativism {"make your time."}
Sinister Laugh {"Ha Ha Ha Ha ...."}

Support Team {Must have synergy with Support Team Pokémons}
Recon Tactics {Also known as "What happen?}
Support Team's Transceiver {"We get signal."}
Captain's Surprise {"What!" "It's you!!" "What you say!!"}
Voice Command Add-on {Or how else do you think the main screen turned on?}
Deciding {The scene where the Captain is with his hand in his forehead, "You know what you doing."}
The Prayer {The scene where the Captain prays...}


Here is this set's first card!

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All Your Base Are Belong To Us
Trainer Card (Stronghold)

[Stronghold Rule: You may only have 1 Stronghold in your deck. Strongholds do not count for your maximum deck size. Before shuffling your deck for the first time this game, if you have a Stronghold in your deck, search for it and place it in play. A Stronghold cannot leave play.

You only set aside 4 Prize cards instead of 6 at the beginning of the game. Attacks that have anything else other than numbers or a minus symbol in its Base Damage and are performed by your Pokémons have blank text. If an attack's text becomes blank this way, remove anything other than numbers from its Base Damage. Attacks performed by your Pokémons stop after you place damage counters for each 10 damage the attack dealt [No effects are applied].

Flavor Text: Cats surely is powerful. But his poor grammar knowledge maybe will spell doom to his plans, someday.
-------------------

(PS: The Stronghold Rule was errated, because of the new game start procedure.)
Now an explanation part-per-part, for those that didn't understood the card:

"You only set aside 4 Prize cards instead of 6 at the beginning of the game." = Say to your opponent: "You have no chance to survive make your time" Now seriously, this is the good effect of this card; you only need to draw 4 prizes to win! It's as if you start the game knocking out an Pokémon-ex!

"Attacks that have anything else other than numbers or a minus symbol in its Base Damage and are performed by your Pokémons have blank text. If an attack's text becomes blank this way, remove anything other than numbers from its Base Damage." = These attacks that have +, ?, x, or any other symbol (other than "-", because if not, the damage would be too high), well, they lose their text. Also, since the symbol wouldn't make sense without a text, you also remove the symbol. So only attacks that have nothing, numbers, or numbers and a minus symbol have a text.

"Attacks performed by your Pokémons stop after you place damage counters for each 10 damage the attack dealt [No effects are applied]." = After you figure and properly deal the damage, the attack's over. This is almost like blanking the text, since it stops all attacks before they could apply anything else other than their base damage; but it does not stops the base damage from lowering because of things like Link Blast (an kind of attack that only deals its full damage if both the defending pokémon and the attacking one have the same number of energies attached to them)! Of course, it also allows the base damage to be raised, but only few attacks have things like this...

So... Any decks that you think that could use it?


This ends this first post. Now let's get started with the rest of the setmaking, shall we?
 
Some Cats' Pokémons, and Stadiums...

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Cats' Whismur // HP: 50 // Type: (C)
Basic Pokémon

(C) Loud Whining -- Base Damage: 10 -- If you have at least 3 Energies attached to Whismur, this attack's Base Damage is 30 instead of 10.
(C)(C) Pound -- Base Damage: 20

Weakness: (F) // Resistance: (P) // Retreat Cost: (C)
-------------------
Cats' Loudred // HP: 80 // Type: (C)
Stage 1 Pokémon -- Evolves from Whismur

Poké-Power: Loud Greetings -- Once per turn, If Cats' Loudred is your Active Pokémon, choose 1 of your opponent's Benched Pokémon. Switch it with 1 of your opponent's Active Pokémon, then put 1 damage counter in alll Active Pokémon. When this turn ends, your opponent may switch 1 of their Active Pokémon with 1 of their Benched Pokémon.
(C)(C) BOOM! -- Base Damage: 30 -- Before doing damage, discard all Energy cards attached to the Defending Pokémon.

Weakness: (F) // Resistance: (P) // Retreat Cost: (C)(C)
-------------------
Cats' Exploud // HP: 120 // Type: (P)
Stage 1 Pokémon -- Evolves from Unown G (EX: Unown)

(C) Echo -- Base Damage: 10 -- Before doing damage, put a Echo counter in Exploud. While a Pokémon has a Echo counter, that Pokémon has all Pokémon Powers from all of its Pokémon cards [Any Poké-Power or Poké-Body from that Pokémon's previous stages work again].
(C)(C) Horrible Engrish -- Base Damage: 30
(C)(C)(C) Announce -- Base Damage: 20 -- If All Your Base Are Belong To Us is in play, this attack's Base Damage is 50 instead of 30.
(C)(C)(C)(C)(C) Ha Ha Ha Ha .... -- Choose 4 different Pokémon in play [If there are less than 4, choose all of them]. This attack deals 100 damage to each chosen Pokémon.
Weakness: (F) // Resistance: (P) // Retreat Cost: (C)(C)
-------------------
Bellon
Trainer Card (Stadium)

[Stadium Rule: This card stays in play when you play it. Discard this card if another Stadium comes into play.]

Traits: Loop Barricade Zone

Each Pokémon in play gets +10 HP.
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Gerbarra
Trainer Card (Stadium)

[Stadium Rule: This card stays in play when you play it. Discard this card if another Stadium comes into play.]

Traits: Loop Bellon

Each player pays (C) less to retreat their Active Pokémon.
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