=============================================================================== Pokemon TCG Deck Building FAQ For The Game Boy Color System By "Silk" of www.GameFAQs.com Version {1.0} (Most Recent Update: 7/17/09) Copyright (C) 2009 80 Characters Per Line =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Legal Disclaimer =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= If this guide is to be used for any profit purposes, contact with me must be made prior to the guide being hosted. If it is being offered for free (ie. free membership or no membership necessary) it may be hosted without any contacting of it's original author (although I'd like to here about it.) This guide's original host is GameFAQS. It's original author is "Silk" of GameFAQs.com. Please give credit if you use this guide in any way. All characters, areas, or any other events in the game are (c) Nintendo, Inc. The following sites host this guide as of yet: +---------------------+ | | | GameFAQs.com | | GameSpot.com | | Neoseeker.com | | Honestgamers.com | | | +---------------------+ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Contact Info =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= You can reach me at the e-mail provided below. If you wish to submit information not already found in the FAQ, send it in, and you shall receive full credit. ------------------------------ E-Mail: Sole.Control@gmail.com ------------------------------ Guidelines: In order for me to answer your e-mails just make sure it's: - Not junk. - Written in English so I can quickly read it. - Put the words "GameFAQs" or something similar in the main topic so I do not mistake it for spam. Thanks. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Game Info =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +---------------------------+ | Name: Pokemon TCG | | Developer: Nintendo | | ESRB Rated: E(Everyone) | | Number of Players: 1-2 | | (C) to Nintendo Inc. | +---------------------------+ =============================================================================== ***************************************** Version Updates ***************************************** =============================================================================== ------------------------------------------------- I. Version: 0.8 - Updated When: 2/13/06- KB: 163K ------------------------------------------------- Just found this pretty big list of facts and decks on my computer and it brought me back to the good ol' days of this game. I was never really a big fan of Pokemon in general, but the game always had a decent strategy element that was interesting to me. I didn't care for collecting the cards much, but this simple game allowed for an easy and fun way to play the game without the hassle. So I basically just had to reformat all of this information into a FAQ that will hopefully help you assemble a competitive deck. To the FAQmobile! -------------------------------------------------- II. Version: 0.9 - Updated When: 2/27/06- KB: 163K -------------------------------------------------- Minor update, added new decks to deck lists. More to come if I have time... --------------------------------------------------- III. Version: 0.9 - Updated When: 4/19/06- KB: 163K --------------------------------------------------- Added a new deck from a submitter, made a few error changes. --------------------------------------------------- III. Version: 1.0 - Updated When: 7/17/09- KB: 163K --------------------------------------------------- Changes made for old time's sake, new info in best cards section. =============================================================================== *************************************** Table of Contents *************************************** =============================================================================== I. About this FAQ 1. Why make it? 2. Misc. Questions II. Building A Deck 1. Basics of a Deck 2. Cards You Need to Have 3. Competitive Decks 4. Theme Decks 5. User-Created Decks III. Getting Started 1. Controls 2. Game Modes 3. Official Rules IV. The Cards 1. Base Set 2. Jungle Set 3. Fossil Set 4. GameBoy Exclusive 5. Promotional Cards 6. Card Pop!/Mystery Cards 7. Other Promos (Not In The Game) V. Metagame VI. GameShark Codes 1. Why Use Them 2. The Codes VII. Frequently Asked Game Questions Last: Special Thanks -Remember that you can use Control + F to bring up the find box and type in the desired section name. =============================================================================== *************************************** I. About This FAQ *************************************** =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1. Why Make It? =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= I've always been a gaming fan, and GameFAQs has helped me out with a lot of things: it is always a reliable source for codes, it has reviews by the gamers, for other gamers, and best of all, has "homemade" FAQs submitted by gamers for free. I'm sure like most of you, GameFAQs has saved me a bundle of time and money, for if I get stuck on an area, no longer must I search the Internet through the fake crap or go out and buy a $15 strategy guide. So what I'm saying is, I "owe" GameFAQs, and this is my way of paying it back. Plus this is just a kick ass GameBoy game. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2. Misc. Questions =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Any questions you have for me that are NOT about this or one of my other FAQs can be answering by emailing me with the topic of the email being "Misc. Ques". I will help out with whatever I can, but remember, if there's a FAQ on it, check there first. =============================================================================== *************************************** II. Building a Deck *************************************** =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1. Basics of a Deck =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= When building a deck, the most important aspect is balance. A harmony is achieved when the trainers supplement and aid your pokes, and the amount of energy as well as how you poke powers/attacks work well together create the harmony that allow you to win. Whether it be fast paced or a stall fest, make every card in your deck count, and make sure that every card's purpose furthers the effectiveness of your strategy. ============ Card Balance ============ Balancing a deck is both a combination of card amount and card usage. With all decks being the limited 60 cards, you have to choose your cards wisely. For your standard deck, try to limit yourself to one or two types of energy (Usually two). More is ok, but usually three and up are only used with colorless types or specialty decks. Pokemon Balance --------------- When using evolution cards in tangent with basic pokemon cards, the number of cards you choose is determined by your deck's strategy. For example: 4x Base Pokemon 4x Stage 1 Pokemon 4x Stage 2 Pokemon (if applicable) This layout would presume that most of your deck is going to be based on the powers of that line of pokemon. Putting in 16 cards for one evolutionary line means that your deck better be focused on those cards. Stage 1 evolutions are more forgiving, but the 8x pokemon you use to form a max'd out stage 1 evolution line MUST be apart of your strategy. An example of this setup at its finest would either be the "Rain Dance" deck: 4x Squirtle 4x Wartortle/Pokemon Breeder 4x Blastoise In this deck the corresponding evolutionary line is the main focal point, and all of the other cards in that deck are based off of their power. Another common setup of evolutionary chains is the more conservative 4 x 3 x 3 method: 4x Ghastly 3x Haunter (Fossil) 3x Gengar Taken from the damage moving deck, this setup means that a majority of the strategy is going to come from this line of Pokemon, but since additional Pokemon cards are needed to pull it off, room has to be made. Other chains that I usually don't recommend using are the 4 x 3 x 2, and the 3 x 3 x 2. My only problem with both is the presence of only 2 stage 2 evolutionary cards. When you are dedicating space for the evolutionary chain, you better make sure you use it. Thus, having 3 of any given stage 2 is better in my eyes because it allows for more chances of using your evolved monster. For Stage 1 evolution, either 4 x 4 or 4 x 3 or 3 x 3 or 3 x 2 all work out well. Use whichever amount fits your strategy. Trainer Balance --------------- Trainers are a little less difficult to balance out. As long as you have a satisfactory number (3 and up) for your strategy, trainer cards ALWAYS come in handy. That being said, trainer cards also make my exception in that in certain cases, putting one in a deck is ok. Throwing in a last ditch Computer Search or Item Finder can be ok if all of the other aspects of your strategy are covered. Energy Balance -------------- Ah, now this can be tricky. It is hard to really gauge how much energy to put in a deck. My best advice, take a look at your poke's attacks: do they require a lot of discarding? Is your deck centered around your pokes? Are most attacks around 3 energy? Then a decent amount of energy is required, somewhere between 22-26. For the Haymaker and basic Pokemon type decks, energy can be in the 17-22 range. Energy retrievals and pokemon powers can also effect your energy, for example, in an 'Energy Trans' deck with Venasuar, less energy is required because once Venasuar comes out, you can control energy placement on your board at will. Choose wisely. Begginer Mistakes ----------------- Most beginners tend to make the 3 following mistakes when making decks: 1. Trainers have no regard and the deck, and very little are present. 2. They have no real strategy. 3. Basics that don't evolve, such as Hitmonchan and Electabuzz, are looked down upon. The thought is: "Only 20 damage for a Rare?" Overrated cards, such as Base Set Zapdos, however, are seen as powerful because of their potential to do high amounts of damage. The fact that you have to discard or the energy amount required for the attack isn't considered. ============================== How To Avoid Beginner Mistakes ============================== A list of all the aspects of deck making and a few tips on how to avoid making beginner mistakes in each area. Strategy -------- A good deck needs a strategy, a purpose. This is the main mistake for a beginner. Many just pick two colors and some of their favorite Pokemon and build the deck around those. A strategy normally envolves a certain card or combo that has an interesting and useful attack or Pokepower. An example would be RainDance decks that revolve around Blastoise and his 'RainDance' power. Make sure your deck as a strategy other than just 'eventually' dealing damage to the opponent. Color / Type ------------ Try to stay focused with the strategy, remembering that 1, or 2-3 colors are generally ok when the Pokemon lines and trainer cards are in order Pokemon ------- These also fall in behind the strategy, but once again you will have some options. Another big thing I overlooked as a beginner was Haymaker Pokémon. For those who don't know, Haymakers are non-evolution Pokémon with high (about 70) HP; cheap, 1, 2, or 3 energy attacks that deal fairly high (10-40) damage; and low retreat. Good examples are Electabuzz, Scyther, Fossil Magmar, Promo Mewtwo, etc. They look weak compared to the heavy evolutions with 100 HP and 60 damage, but they're fast and don't have to deal with evolution. Back up your evolutions with some Haymaker Pokémon for dealing damage while you build your bench. The #1 most important aspect is to have multiple copies of a card, in general. If it's an important card, have 3 or 4. If it's good but not that important, use 2. Almost never use just one, except for decks that specialize. Evolution --------- Don't go with one of each stage, you'll never get them when you need them. Most often, you should pyramid the evolutions. Trainers -------- Extremely important. Don't overlook these. Basics that should be in every deck: 3-4x Bill *Exception* Stall Decks 2-3x Professor Oak *Exception* Stall Decks 2-4x Gust of Wind 3-4x Energy Removal and/or 2-3x Super Energy Removal Search These are just some examples of trainers found in most decks. Other trainers should, of course, support the strategy Energy ------ This most often depends on the deck. Just try and make sure your energy is enough, but doesn't overly clog your deck. ======================== Creating Focus in a Deck ======================== As an example, I will modify the game's preset "Squirtle & Friends" deck without creating an archtype deck (the most obvious being turning this deck into a Rain Dance deck.) Pre-Set Squirtle & Friends -------------------------- Pokemon (27) 2x Squirtle 1x Wartortle 1x Blastoise 2x Seel 1x Dewgong 1x Goldeen 1x Seaking 1x Staryu 1x Starmie 1x Lapras 1x Machop 1x Machoke 2x Geodude 1x Hitmonchan 2x Abra 1x Kadabra 2x Ghastly 1x Haunter 2x Rattata 1x Raticate 1x Meowth Trainers (8) 1x Professor Oak 1x Bill 1x Switch 1x Pokeball 1x Scoop Up 1x Item Finder 1x Potion 1x Full Heal Energy (25) 11x Water Energy 6x Fighting Energy 8x Psychic Energy Ok, first off, this deck has basically no balance whatsoever. Therefore, I am merely going to doctor it to show you how to focus a deck, not create a whole new tournament ready deck, so just follow my lead to see how to properly focus your card choices. Pokemon Changes --------------- We are going to need to slim this deck down to two energy choices, there are just way too many pokemon chains. Like I said, this is just an example, so I am just going to pick a type to deal away with. Logically, since a majority of the water pokemon on this team is weak to lightning, keeping the fighting/ground pokemon may help. Thus, I do away with the psychics: Pokemon 2x Squirtle 1x Wartortle 1x Blastoise 2x Seel 1x Dewgong 1x Goldeen 1x Seaking 1x Staryu 1x Starmie 1x Lapras 1x Machop 1x Machoke 2x Geodude 1x Hitmonchan 2x Rattata 1x Raticate 1x Meowth Now to weed out what evolutionary chains we don't like. For water, I would personally just scratch out the Goldeen/Seaking right away, as they just don't have any kind of power. Also, with no Graveler or any kind of focus on the Geodude line in this deck, cut out the awkwardly placed Geodudes. Pokemon 2x Squirtle 1x Wartortle 1x Blastoise 2x Seel 1x Dewgong 1x Staryu 1x Starmie 1x Lapras 1x Machop 1x Machoke 1x Hitmonchan 2x Rattata 1x Raticate 1x Meowth Now its time to beef up some of the remaining lines and cut out the stragglers that are left and don't fit with the final product. Since this isn't a Rain Dance focused deck, just cut out the Blastoise. This allows you to beef up the versatile Seel/Dewgong line, a basic with 60 HP and a Stage 1 that does 50 damage ain't too shabby for just a regular casual deck. Lapras is a good opener and can help stall or set you up for your later evolutions, so keep that. Starmie/Staryu can also be beefed for additional attack. Not to sound like a broken record, but remember this is just an EXAMPLE. Substituting and balancing decks is a matter of analysis and personal taste. Substitute the lines as you see fit. For example, I could possibly see Gyrados replacing Dewgong, and etc. Let's see what we have so far: Pokemon 4x Seel 3x Dewgong 3x Staryu 2x Starmie 3x Lapras 1x Machop 1x Machoke 1x Hitmonchan 2x Rattata 1x Raticate 1x Meowth Now to focus the fighting line. At this point, I am not seeing the colorless being all that useful, so axe them. Up the Hitmochans for early striking, and solidify the Machop/Machoke line for more staying power. Pokemon 4x Seel 3x Dewgong 3x Staryu 2x Starmie 3x Lapras 3x Machop 2x Machoke 3x Hitmonchan Now that I have my strains picked out, I need to analyze pokemon amount. Looking back, 23 Pokemon may be too many for this deck, so last ditch cuts and additions are made at your leisure. Here's what my finish product ended up looking like: Pokemon (19) 4x Seel 3x Dewgong 3x Lapras 3x Machop 2x Machoke 4x Hitmonchan I ended up cutting out Starmie for additional early game power with Hitmonchan. Now for trainers. Trainer Changes --------------- Let's see what we have here: Trainers 1x Professor Oak 1x Bill 1x Switch 1x Pokeball 1x Scoop Up 1x Item Finder 1x Potion 1x Full Heal Now that we cut down on the pokemon amount, we can add much needed trainers. If you don't know by now, you will, ADD BILL TO YOUR DECK. That card is a godsend, and there is no drawback to it. Prof Oak is also good in times of need, so those two cards should be bumped up immediately: Trainers 2x Professor Oak 4x Bill 1x Switch 1x Pokeball 1x Scoop Up 1x Item Finder 1x Potion 1x Full Heal Since we have Evolution cards and its not a stall deck, get rid of the lone Scoop Up. Also cut out the lonely Switch and Full Heal, as they are not needed. Trainers 2x Professor Oak 4x Bill 1x Pokeball 1x Item Finder 1x Potion Now we play to our cards. With the presence of Machop, Lapras, and Hitmonchan for early game, some Pluspowers would definitely help their low energy attacks out. Also, because of our ability to do 50 damage with Machoke and Dewgong, some Gust of Winds should be added in order to kill off important basic pokemon that may later evolve into powerful creatures. We could also throw in 2 Computer Searches in order to find that evolution creature or a professor Oak in times of need. Trainers 2x Professor Oak 4x Bill 3x Pluspower 3x Gust of Wind 2x Computer Search 1x Pokeball 1x Item Finder 1x Potion Cut out the lone non useful items we will see what we have. Trainers 2x Professor Oak 4x Bill 3x Pluspower 3x Gust of Wind 2x Computer Search It is always good to keep your enemy energy starved, and Energy Removals will help with this deck because it will give us time to set up our 3 Energy 50 Damage attacks while our basics keep pounding away with one energy card. Trainers 2x Professor Oak 4x Bill 3x Pluspower 3x Gust of Wind 2x Computer Search 4x Energy Removal 2x Super Energy Removal Energy Changes -------------- Reformat the energy as you wish, remembering to take out pokemon or trainers in order to keep the 60 card amount. I ended up using this: Energy (21) 12x Water Energy 9x Fighting Energy More water because the fighting type in our deck can manage with only one until evolution. Overall ------- Pokemon (19) 4x Seel 3x Dewgong 3x Lapras 3x Machop 2x Machoke 4x Hitmonchan Trainers (20) 2x Professor Oak 4x Bill 3x Pluspower 3x Gust of Wind 2x Computer Search 4x Energy Removal 2x Super Energy Removal Energy (21) 12x Water Energy 9x Fighting Energy I played a few practices matches within the game at all of the gyms, and was able to get a 3rd/4th turn Dewgong/Machoke pretty easily. I also won every match, but that's mostly because the trainers are horrible. Overall, this deck will do well in casual play, but like many, will probably fall short to more competitive archtypes, like Haymakers. It serves as a decent guide to balancing a deck however, as this deck will fair far better than the original. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2. Cards You Need to Have =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Basically a "Best of" list, but more than that. These cards have been picked for their usefulness is most situations, and a few standouts for their abilities to have whole decks be based around them. ANALYSIS COMING SOON. Top 5 Trainers -------------- 1. Bill 2. Professor Oak 3. Super Energy Removal 4. Gust of Wind 5. Pluspower Top 5 Pokemon ------------- 1. Scyther 2. Electabuzz 3. Wigglytuff 4. Chansey 5. (tied) Hitmonchan/Blastoise (And you wonder why most Haymakers are made of these cards...) 1. Scyther: This is the ultimate "all-arounder" Pokemon card. No color for it's primary attack (making DC on this a must-have), it also sports high HP for a basic, NO RETREAT (huge for flexibility), resistance to fighting, and can work in just about any deck. Works great with Venasaur, awesome in Haymakers and in anti-Haymakers (imagine that, stops Hitmochan in its path), and with its high HP and ability to use any color, you never know when you'll see a Scyther pop up in someone's deck. tl;dr - Destroys Hitmochan (former powerhouse), super flexible card (no pun) 2. Electabuzz: Quite simply put the most powerful base Pokemon, no evos, but can do 40 damage with two energy! And only one of those has to be electric, so he is also fairly flexible and requires little electric energy to function. When his 30/40 attack backfires, the 10 damage hurts but is nowhere close to ruining this card. Weakness to fighting and no resistance put him below Scyther without question tl;dr - Big power with a little gamblin' luck 3. Wigglytuff: All I have to say is put this in a deck with strong basice (ie 'Do the Wave') and if you have enough search cards like Bill and Oak and the like, you'll have a turn two or three Wiggly dealing out 60 damage for 3 colorless before the opponent even knew what hit them. tl;dr - Do the goddamn Wave 4. Chansey: 120 FREAKING HP IN A BASIC? Super stall card, colorless, deals out HUGE damage when it has to. Another super flexible card. tl;dr - 120 FREAKING HP IN A BASIC 5. Hitmochan/Blastoise: Hitmonchan use to be THE card before Scyther, but with everyone and their mom playing Scyther, the resistance is just too much for Chan to stand up with. Blastoise has an entire deck based around his Pokemon Power, so that does the talking for him. tl;dr - Scythe killed Chan's shine, RAIN DANCE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3. Competitive Decks =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= I will list here the tried a few decks that have found success in both casual and tournament play. Although updated now, these decks have proven over and over again through tournament wins to detailed analysis at Pojo.com to be made to win. I will list the basic structure for each "arch-type", and then list a few common hybrids that are also useful. ============ The Haymaker ============ We all love it and fear it. Built for speed, the original Haymaker is a go-to competitive deck, made to win with fast and brutal basic Pokemon attacks with the aid of numerous trainers. Standard Haymaker ----------------- Pokemon (12) 4x Scyther 4x Hitmonchan 4x Electabuzz Trainers (25) 4x Bill 4x Professor Oak 4x Energy Removal 4x Super Energy Removal 4x Pluspower 3x Gust of Wind 2x Item Finder/Lass 2x Computer Search Energy (21) 9x Fighting Energy 8x Lightning Energy 4x Double Colorless Energy Magmar Variant (Flamemaker) --------------------------- Pokemon (12) 4x Scyther 4x Magmar (Fossil) 4x Electabuzz Trainers (24) 4x Bill 4x Professor Oak 4x Energy Removal 3x Super Energy Removal 4x Pluspower 3x Gust of Wind 2x Item Finder/Lass 2x Computer Search Energy (22) 10x Fire Energy 8x Lightning Energy 4x Double Colorless Energy Classic Haymaker (Base Set) --------------------------- Pokemon (12) 4x Hitmonchan 4x Electabuzz 4x Farfetch'd Energy (22) 4x Double Colorless 8x Lightning Energy 10x Fighting Energy Trainers (26) 4x Bill 3x Professor Oak 4x Energy Removal 3x Super Energy Removal 2x Computer Search 2x Item Finder 3x Plus Power 2x Scoop Up 3x Gust of Wind All-in One Haymaker (Potpourri Maker) ------------------------------------- Pokemon (12) 3x Scyther 3x Magmar (Fossil) 3x Electabuzz 3x Hitmonchan Trainers (24) 4x Bill 4x Professor Oak 4x Energy Removal 3x Super Energy Removal 3x Pluspower 3x Gust of Wind 1x Item Finder 1x Computer Search Energy (25) 8x Fire Energy 8x Fighting Energy 6x Lightning Energy 3x Double Colorless Energy ========================= Do the Wave (Wigglymaker) ========================= A lot of replacement can occur to this deck, and although the basic layout is important, many of the main attack pokemon besides the Wigglytuff line can be swapped out for other strong haymaker type pokemon. Standard 'Do the Wave' --------------------- Pokemon (16) 4x Scyther 4x Jigglypuff (Fossil) 4x Wigglytuff 4x Electabuzz Trainers (24) 4x Bill 4x Professor Oak 4x Energy Removal 4x Super Energy Removal 4x Pluspower 4x Gust of Wind 2x Item Finder 2x Computer Search Energy (18) 14x Lightning Energy 4x Double Colorless Energy All Bases 'Do the Wave' ----------------------- Pokemon (15) 3x Scyther 3x Jigglypuff (Fossil) 3x Wigglytuff 3x Electabuzz 3x Magmar (Fossil) Trainers (24) 4x Bill 4x Professor Oak 4x Energy Removal 2x Super Energy Removal 4x Pluspower 4x Gust of Wind 2x Item Finder 2x Computer Search 2x Energy Retrieval Energy (19) 7x Lightning Energy 8x Fire Energy 4x Double Colorless Energy ========== Rain Dance ========== Get that Blastoise set up quickly, then Rain Dance all the energy you need on your strong basics and Stage 1's. Basic Rain Dance ---------------- Pokemon (19) 4x Squirtle 4x Blastoise 3x Articuno (Fossil) 3x Lapras 3x Seel 2x Dewgong Trainers (20) 4x Bill 3x Professor Oak 3x Pluspower 4x Pokemon Breeder 2x Pokemon Trader 2x Gust of Wind 2x Computer Search Energy (21) 21x Water Energy ========== The Sponge ========== Created by Pojo.com legend by Scott Gerhardt, this deck takes advantage of promo Mewtwo's ability to attach 2 energy first turn in order for the optimum 2nd turn 40 damage hit. Looks shaky at first, but this is a deck built by an expert, and it is solid. The Sponge v1.4 --------------- Pokemon (10) 3x Promo Mewtwo 4x Electabuzz 1x Mew (Non-GB Only Promo) 2x Ditto Trainers (33) 3x Bill 4x Professor Oak 1x Gambler 4x Energy Removal 2x Super Energy Removal 3x Computer Search 3x Item Finder 3x Scoop Up 3x Gust of Wind 3x PlusPower 3x Energy Retrieval 1x Mr. Fuji Energy (17) 7x Psychic Energy 7x Electric Energy 3x Double Colorless Energy Savage Sponge ------------- Pokémon (14) 2x Chansey 2x Ditto 4x Scyther 3x Electabuzz 3x Mewtwo (Movie Promo) Trainers (30) 4x Professor Oak 3x Energy Removal 3x Super Energy Removal 4x Computer Search 2x Gust of Wind 3x Item Finder 3x Rocket's Sneak Attack 3x Scoop Up 3x Nightly Garbage Run 2x PlusPower Energy (16) 4x Double Colorless Energy 6x Lightning Energy 6x Psychic Energy ========= Potpourri ========= Another deck idea mastered by Pojo.com legend Scott Gerhardt, the Potpourri is designed to contain weaknesses to all of the decks in the current metagame, and for its time, it was very effective. Again, it goes against the basic standing by having seemingly miscellaneous one trick cards, but in actuality it is all set up to take out the current metagame of haymakers and the likes. Solid deck. The variations are limitless to this, try and create your own. Basic Potpourri --------------- Pokemon (14) 3x Hitmonchan 3x Electabuzz 3x Scyther 3x Mr. Mime 1x Ponyta 1x Kangiskhan Trainers (24) 3x Bill 3x Prof. Oak 3x Gust of Wind 3x Super Energy Removal 2x Energy Removal 2x PlusPower 2x Item Finder 2x Energy Retrieval 2x Scoop Up 1x Computer Search 1x Lass Energy (22) 7x Fighting Energy 6x Electric Energy 6x Psychic Energy 3x Double Colorless Energy ============ Energy Trans ============ The basic idea around this deck is to get a Venasuar is play as quickly as possible, so that you may lay down your limited amount of energy cards but be able to 'trans'fer them around as needed. Be sure to take advantage of Energy Transing all the energy to a non injured pokemon, and then playing the Pokemon Center so that you lose no energy for a clean sweep of your damage. Tricky tricky... Basic Energy Trans ------------------ Pokemon (17) 3x Venomoth 4x Venonat 3x Koffing 3x Venasuar 4x Bulbasaur Trainers (24) 4x Computer Search 2x Item Finder 4x Pokemon Breeder 4x Pokemon Center 3x Professor Oak 4x Gust of Wind 3x Pluspower Energy (19) 19x Grass Energy ========== Stall Deck ========== COMING SOON. =========== Damage Swap =========== Also taking advantage of Alakazam's Damage Swap Pokemon power, these decks focus less on no energy stalls and try to have a viable game plan revolving around the powerful Pokemon power. Damage Swap ----------- Pokemon (18) 3x Alakazam 3x Abra 3x Wigglytuff 3x Jigglypuff 3x Chansey 3x Likitung Trainers (22) 3x Bill 2x Professor Oak 3x Computer Search 3x Gust of Wind 3x Scoop Up 3x Pokémon Breeder 3x Pokémon Center 2x Switch Energy (20) 16x Psychic Energy 4x Double Colorless Energy ======== Wildfire ======== The Idea: To play a ****load of energy on Moltres while Chansey and Scyther stall, and then bring on Tres to burn away all of their energy cards. Rinse and repeat. Simple Wildfire Stall --------------------- Pokemon (12) 4x Moltres 4x Scyther 4x Chansey Trainers (29) 4x Pokemon Center 4x Scoop Up 4x Super Energy Removal 4x Oak 4x Bill 4x Imposter Professor Oak 3x Computer Search 2x Item Finder Energy (19) 15x Fire Energy 4x Double Colorless ====== Viagra ====== The idea is to get Wigglytuff "Up and Running" (hence the name) as fast as possible. Do whatever it takes to get a full bench and a Wiggly. Standard Viagra --------------- Pokemon (16) 4x Jigglypuff 3x Wigglytuff 3x Kangiskhan 3x Hitmonchan 2x Ditto 1x Scyther Trainers (29) 4x Professor Oak 4x Bill 3x Item Finders 3x Computer Searches 3x PlusPower 3x Gust of Wind 3x Energy Retrievals 3x Scoop Up 3x Lass Energy (15) 11x Fighting Energy 4x Double Colorless Energy =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4. User-Created Decks =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =============== My Random Decks =============== I just threw some crazy ideas for decks together here. No More Evos - By: Silk ----------------------- Pokemon (12) 4x Scyther 4x Aerodactyl 4x Electabuzz Trainers (25) 4x Bill 3x Professor Oak 4x Energy Removal 3x Super Energy Removal 4x Pluspower 4x Mysterious Fossil 3x Gust of Wind 2x Item Finder 2x Computer Search Energy (19) 15x Lightning Energy 4x Double Colorless Energy Deck Strategy: As can be seen from the card layout, the strat is to get a Aero out as soon as possible to prevent powerful evolutions, and then to beat the opponents basic pokemon with your own overpowered basics. ==================== User Submitted Decks ==================== I will post any decks submitted to me from email, etc. here. The deck's name is first, followed by the creator's GameFAQs account/alias they used in their email. Firepower Deck - By: roboshark ------------------------------ Pokemon (22) 1x Charmander 1x Charmeleon 1x Charizard 2x Vulpix 2x Ninetails lv (Base) 2x Ninetails lv (GB) 1x Growlithe 1x Arcanine 2x Ponyta 2x Rapidash 1x Magmar (Fossil) 1x Magmar (Base 1x Moltres 1x Legendary Moltres 1x Machop 1x Machoke 1x Machamp Trainer (10) 1x Professor oak 1x Impostor Professor Oak 1x Bill 2x Energy Eemoval 1x Pokeball 1x Pokedex 1x Pluspower 1x Defender 1x Potion Energy (28) 24x Fire Energy 4x Fighting Energy User's Strategy: Bring out Moltres lv 37 and equip it with enough energy to use dive bomb whilst backing it up with Charizard/Magmar lv 24, use imposter professor oak to drain the opponents deck whilst attacking the **** out of them with your powerful pokemon. Avoid using energy discarding attacks/cards. Zapdos Only Deck - By: Boozman ------------------------------ Pokemon (4) 2X Legendary Zapdos 2X Kabuto Trainer (34) 1X Professor Oak 4X Bill 2X Mr. Fuji 2X Mysterious fossil 3X Energy Search 2X Super energy Removal 2X Switch 4X Computer Search 2X Item Finder 4X Potion 4X Super Potion 4X Full Heal Energy (22) 22X Lightning Energy User's Strategy: The point of the deck is to get Zapdos out and power it up quickly. Usually you will be able to attack on the third turn to do 70 damage. 100 HP and All the trainers help keep Zapdos Alive. Since it is the only basic pokemon in the deck, you will always have it in your hand to play at the start of the game. One problem that i face with this deck is if a person plays alot of mysterious fossils or clefairy dolls becuase Zapdos' attack is random and so killing those trainers just wastes time. Another is that becuase Zapdos' attack is so high, it cannot kill a Mr. Mime. Thus Kabuto is put in. Since it is a Stage 1 pokemon, it does not get in the way of you drawing Zapdos on the first turn. Modified 'Do the Wave' - By: -=Nethervoid=- ------------------------------------------- Pokemon (18) 4x Scyther 4x Jigglypuff 3x Wigglytuff 4x Hitmonchan 3x Movie Promo Mewtwo Trainers (24) 4x Bill 4x Prof. Oak 4x Energy Removal 4x Gust of Wind 4x Plus Power 4x Computer Search Energy (18) 4x DCE 7x Psychic 7x Fighting User's Strategy: The reason for this list is that regardless of what your opening hand is, you can fix it to the point where you can either be swinging with a Mewtwo on turn 2 and have a DCE on a Jigglypuff waiting for the evo, or a fully powered Wigglytuff on turn 2 going the distance and just wrecking house. There's never a situation with this deck where you really need a SER and if you do, you can Comp. Search up a second ER. You also don't need 4x Wigglytuff; if one dies it's done enough damage for the second one to finish the job no matter what it is. If you can't find a Wiggly for one reason or another, you have enough dig/search with this build to get it for turn 2. You get really flooded with dead ends if you use the build you have between pitching needed cards to the Item Finder and losing energy without a way to get it back to the SER. You want consistency and the best way is with 4 each of the most powerful Trainer cards available and the same for your Pokemon, running 2 of anything in a deck like this spells disaster. Eirik's Nidoking Deck - By: Eirik --------------------------------- Pokemon (15) 3x Nidoran (male) 3x Nidoking 3x Scyther 3x Drowzee 3x Hypno Trainers (16) 4x Bill 3x Pokemon Breeder 2x Energy Search 2x Energy Removal 2x Super Energy Removal 2x Computer Search 2x Gust of Wind 2x Gambler Energy (26) 14x Grass Energy 8x Psychic Energy 4x Double Colorless Energy User's Strategy: Strategy here is to get Nidoking up as fast as you can and use Toxic to beat'em up. If the opponent doesn't swap the Pokemon, Pokemon with 60 HP or under is dead before your turn. Rince repeat all over again. And if you get your Nidokings beated up, Use Hypno and Scyther to take care of rest. Noah's Squortoise Deck - By: Noah --------------------------------- Pokemon (12) 4x Squirtle 4x Wartortle 4x Blastoise Trainer (11) 3x Pokemon Breeder 4x Pokeball 4x Gust of Wind Energy (37) 37x Water energy User's Strategy: N/A Scott's Fast 'Do The Wave' Deck - By: Scott ------------------------------------------- Pokemon (15) 4x Scyther 4x Jigglypuff LV14 4x Wigglytuff 2x Chansey 1x Kangaskhan Trainers (28) 4x Professor Oak 4x Bill 1x Pokemon Trader 4x Energy Search 4x Energy Removal 1x Switch 3x Computer Search 2x Pokedex 3x Item Finder 1x Gust of Wind 1x Full Heal Energy (17) 13x Grass Energy 4x Double Colorless Energy User's Strategy: Computer Search and Item Finder serve as a toolbox to access Gust of Wind, Full Heal, Pokemon Trader, and Switch. You should be able to play professor oak 2-4 times each game and the only problems I tend to have is in long games possibly decking myself but even that shouldn't be a problem after playing the deck a few times. =============================================================================== *************************************** III. Getting Started *************************************** =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1. Controls =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= I'm not here to give you a step by step guide on controlling the game, that's what the manuals for, I am here to help you build a good deck. Thus, I'll submit my effort for the control scheme in a very simple format: A Button: Do something. B Button: Cancel something. Start: Pause. Select: In-duel shortcuts And that's the end of that chapter... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2. Game Modes =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This game is really limited to two styles of play, the actual story mode, and the 2-player link battle. After you (easily) conquer the story mode by either your own means or by using this guide as help (you better...), it is finally time to partake in the real game, head to head matches with other (presumably good) people. These matches are what really bring the game to life and allow the bigger aspect of strategy to shine through. To activate a link battle, go to the left wing room in any gym and talk to one of the clerks behind the counter. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3. Official Rules =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Official WotC Rules What's a Pokémon? Welcome to the world of Pokémon, a special place where people just like you train to become the number-one Pokémon Master in the world! But what is a Pokémon, you ask? "Pokémon are incredible creatures that share the world with humans," says Professor Oak, the leading authority on these monsters. "There are currently 150 documented species of Pokémon." And your incredible task is to capture, train, and fight with all of them! It's not easy, but once you get the hang of it, you'll know exactly which Pokémon to choose for a battle. On your way to the top, you'll perfect your skills by using your Pokémon to fight against other Pokémon trainers. Each Pokémon has its own special fighting abilities. Though they come in many shapes and sizes, even the smallest Pokémon can launch a fierce attack. Some Pokémon grow, or evolve, into even more powerful creatures. But don't worry-even your toughest Pokémon will be loyal to you! Carry your Pokémon with you, and you're ready for anything! You've got the power in your hands, so use it! If you play the Pokémon Game Boy(r) game or watch the animated Pokémon show, you already know the basic ideas and goals of the trading card game! ------------------------------------------------------------------------------- Gotta Catch 'Em All! In the Pokémon trading card game, one of your goals is to collect each of the cards, similar to your goal of collecting each of the Pokémon in the Game Boy game. But not all Pokémon cards are as easy to catch as others. The Energy cards are the most basic and most common kind of cards. Your Pokémon cards, Evolution cards, and Trainer cards come in four different varieties: common cards are marked in the bottom right-hand corner with a (Circle). Uncommon cards are marked with a (Diamond), and rare cards are marked with a (Star). In addition, some rare cards are printed using holographic foil. These "holo" cards are the hardest to catch and collect. In addition, a limited quantity of each set of Pokémon cards is printed with the symbol, which shows that those cards are first-edition cards from that set. The same cards may be reprinted in the future but never with the symbol, ensuring that your first-edition cards will maintain their value! If you're mostly interested in playing, there are always good cards appearing in all levels of commonality. (Many of the most popular Pokémon-such as Pikachu, Charmander, Squirtle, and Bulbasaur-are common cards.) This ensures that players who buy different amounts of cards can still play and have a fun and fair game. ------------------------------------------------------------------------------- What Do You Need to Play? Well, you and your opponent will each need your own deck of 60 cards, a coin to flip, and some counters to mark damage to your Pokémon. You can use pennies or whatever else you want to if you run out of counters. ------------------------------------------------------------------------------- How to Win In Pokémon, you can win three different ways. First, at the start of the game, you set aside 6 of your cards as Prizes. Every time one of your opponent's Pokémon is Knocked Out, you take 1 of your Prizes and put it into your hand. When you've taken all 6 of your Prizes, you win the game! (You'll win most of your games this way.) Second, you also win if your opponent doesn't have an Active Pokémon (or a Benched Pokémon to replace it with) at the end of any turn. And finally, you win if your opponent's deck is out of cards at the start of his or her turn. ------------------------------------------------------------------------------- What's the Pokémon Game Like You and your opponent take turns playing cards from your hands. Some of these cards will be Basic Pokémon cards, Evolution cards that can grow them into bigger and stronger Pokémon, or Energy cards that help Pokémon fight. You can also play Trainer cards-these will do lots of different things to help you win. You might have several Pokémon on the table at once, but only one of them (called your "Active Pokémon") will be fighting for you at a time. The rest will be sitting on your Bench in case you need them to fight. Every turn, you'll have a chance to attack with your Active Pokémon, which will either do damage to your opponent's Active Pokémon (called the "Defending Pokémon" during your attack) or do something else to it, like making it Asleep, Confused, Paralyzed, or Poisoned. If your attack does enough damage to Knock Out the Defending Pokémon, you get to take 1 of your 6 Prizes. When you take your 6th Prize (when 6 of your opponent's Pokémon have been Knocked Out), you win! ------------------------------------------------------------------------------- What Are the Different Kinds of Cards? Basic Pokémon are your most important cards. They fight for you turn after turn against your opponent's Pokémon. Evolution cards are played on top of your Basic Pokémon (or sometimes on top of other Evolution cards). They make your Pokémon bigger and more powerful. Energy cards are attached to your Pokémon to give them the Energy they need to use their attacks. Trainer cards are one-shot cards that do something once and are then discarded. ------------------------------------------------------------------------------- Starting the Game Shuffle your deck and draw a starting hand of 7 cards. Put the rest of your deck face-down in front of you. You and your opponent each choose a Basic Pokémon card (it'll say "Basic Pokémon" in the upper left-hand corner) from your hands and put them face-down. These will be your starting Active Pokémon. Each player may, if he or she wishes, choose up to 5 Basic Pokémon from his or her hand and put them face-down on his or her Bench (this is where Pokémon wait when they're not the Active Pokémon). Put the top 6 cards of your deck face-down in front of you. These are your Prizes, which you take when your opponent's Pokémon are Knocked Out. You can't look at a Prize card until you take it. Flip a coin to decide who goes first. You can use your special Pokémon coin, if you have one. Flip over all the Active and Benched Pokémon that have been put on the table. Be sure to leave room for your discard pile. All of your cards that get discarded during the game, no matter how they get discarded, will go there. During the game, you'll be putting more and more cards on the table. All the cards on the table that are in the Active Pokémon area or on the Bench are referred to as being "in play." Your deck, your Prizes, and the cards in your discard pile are not considered to be "in play." Pokémon cards, Evolution cards, and Energy cards will be on the table-"in play"-after you play them from your hand. You can keep using those cards in play turn after turn. Trainer cards, though, are used once and then discarded. ------------------------------------------------------------------------------- Let's Play! As you play, you and your opponent take turns. During your opponent's turn, you don't do anything except replace your Active Pokémon if it gets Knocked Out (see below). During your turn, go through the steps below. ------------------------------------------------------------------------------- What Can You Do during Your Turn? 1) DRAW a card You always begin your turn by drawing a card. (If your deck is empty at the beginning of your turn, the game is over, and your opponent wins.) 2) DO ANY of the following in any order and as often as you like: Put a Basic Pokémon on the Bench Choose a Basic Pokémon from your hand and put it face-up on your Bench. You can have no more than 5 Pokémon on your Bench at any time, so you can only put a new Basic Pokémon there only if your Bench has 4 or fewer Pokémon on it. Evolve a Pokémon in play If you have a card in your hand that says "Evolves from so-and-so" and so-and-so is the name of a Pokémon you already have in play, you may play that card in your hand on top of the Pokémon so-and-so. This is called "evolving" a Pokémon. Example: Juliane has a card called Ninetales that says "Evolves from Vulpix," and she has a Vulpix card in play. She may play the Ninetales card on top of the Vulpix card. When a Pokémon evolves, it keeps all cards attached to it (Energy cards, Evolution cards, etc.) and any damage it might already have, but the old attacks and Pokémon Powers of the Pokémon it evolved from go away. All other things about the Pokémon go away-Sleep, Confusion, Paralysis, Poison, or anything else that might be the result of an attack some Pokémon made earlier. Sorry, you can't evolve a Pokémon that you just played or evolved on that turn. Also, neither player can evolve a Pokémon on the first turn. And finally, yes, you can evolve a Pokémon on your Bench-that counts as "in play"! Attach an Energy card to a Pokémon Take an Energy card from your hand and attach it to one of your Pokémon in play (put it under the Pokémon card). Unlike most of the other things you can do during your turn, you may do this only once during your turn. Also, remember that you can attach an Energy card to a Pokémon on your Bench. After all, that's "in play," too! Play a Trainer card When you want to play a Trainer card, do what it says, then put it in the discard pile. Retreat your Active Pokémon You may switch your Active Pokémon with one of the Pokémon on your Bench. To do this, you must discard Energy attached to the Active Pokémon equal to the Retreat Cost that's written in the lower right-hand corner. (You'll read more about costs in the "Attack with Your Active Pokémon" section.) If you can't do that, then you can't retreat. Pokémon with no Retreat Cost don't need to get rid of any Energy when they retreat-they can retreat "for free." A Pokémon that is Asleep or Paralyzed can't retreat. A Confused Pokémon can try to retreat, but it might not succeed. (Why this might happen will be explained later on in the rules.) When your Active Pokémon goes to your Bench (whether it retreated or got there some other way), it keeps any Energy cards, any Evolution cards, and any damage counters it might already have. All other things about the Pokémon go away-Sleep, Confusion, Paralysis, Poison, or anything else that might be the result of an attack some Pokémon made earlier. All of these things go away. If you retreat, you can still attack that turn with the new Active Pokémon. Use a Pokémon Power Some Pokémon have a special "Pokémon Power" that they can use when they're in play. (Remember, Benched Pokémon are "in play," too.) Many of these Powers can be used before you attack. Each Pokémon Power is different, though, so you should read carefully to see how each Power works. A Pokémon Power isn't the same as a Pokémon's attack, so if you use the Pokémon Power, you can still attack! 3) ATTACK with your Active Pokémon If you wish, you may have your Active Pokémon attack your opponent's Active Pokémon (also called the "Defending Pokémon"). This is the last thing you can do during your turn-you can't do anything else afterward. You can only attack one time during your turn, and your Pokémon can only use one of its attacks each turn. To attack, just tell your opponent which one of your Pokémon's attacks you're using. You can only use an attack if you have at least the required amount of Energy attached to your Active Pokémon. The required amount is written to the left of the attack name. Energy Any kind of Energy can count toward Colorless Energy requirements. But only Energy of the appropriate kind counts toward Energy requirements of that kind. For example, you can use at attack with [FFC] next to it only if that Pokémon has at least 3 Energy attached to it, at least 2 of which are Energy. You have to have the required amount of Energy attached to a Pokémon to use its attack, but you don't have to discard those cards to attack. The cards stay attached to your Pokémon unless the card says otherwise! Damage When you attack, read the attack you're using and do what it says. For each 10 damage a Pokémon takes, put one damage counter on it. If a Pokémon ever has total damage at least equal to its Hit Points (for example, 4 or more damage counters on a Pokémon with 40 HP), it's immediately Knocked Out. Weakness and Resistance Some Pokémon have a Weakness or Resistance to Pokémon of certain other types. (For example, Charmander has a Weakness to Pokémon.) A Defending Pokémon takes double damage from a Pokémon that it has a Weakness to, and it takes 30 less damage from a Pokémon that it has Resistance to. Usually the attack won't depend on the order you do this in, but if it does, then this is how you'll figure it out! First, you pay any costs (discarding Energy cards, for example) before seeing what the attack does. Then damage comes before any other effects. Also, Weakness is applied before other things that might change the amount of damage. What happens when your Pokémon is Knocked Out? Whenever one of your Pokémon is Knocked Out, put its Basic Pokémon card and all cards attached to it (Evolution cards, Energy cards, etc.) in your discard pile. Your opponent then chooses one of his or her Prizes (even if you Knocked Out your Pokémon yourself!) and puts it into his or her hand. After that, you must replace your Active Pokémon with a Pokémon from your Bench. (If you can't do this because your Bench is empty, you lose.) If your Active Pokémon and your opponent's Active Pokémon are Knocked Out at the same time, the player whose turn it is replaces his or her Pokémon last. The player whose turn it is chooses his or her Prize last as well. 4) Your turn is OVER now Sometimes there are things to do after your turn is over but before your opponent's turn begins. After you've done those things, your opponent's turn begins. ------------------------------------------------------------------------------- What Happens after Each Player's Turn? After each player's turn, if either player's Active Pokémon is Poisoned, it'll take damage, and if it's Asleep or Paralyzed it might recover. Then the next player's turn begins. ------------------------------------------------------------------------------- How Do Sleep, Confusion, Paralysis, and Poison Work? Some attacks cause the Defending Pokémon to be Asleep, Confused, Paralyzed, or Poisoned. These things don't happen to a Benched Pokémon, only to an Active Pokémon-in fact, if a Pokémon goes to the Bench, these things are removed from it. And evolving a Pokémon also means it's no longer Asleep, Confused, Paralyzed, or Poisoned. Asleep If a Pokémon is Asleep, it can't attack or retreat. As soon as a Pokémon is Asleep, turn it sideways to show that it's Asleep. After each player's turn, flip a coin. On a heads, the Pokémon wakes up (turn the card back right-side up), but on a tails it's still Asleep, and you'll have to wait until after the next turn to try to wake it up again. Confused If a Pokémon is Confused, you have to flip a coin whenever you try to attack with it or whenever you try to make it retreat. Turn a Confused Pokémon with its head pointed toward you to show it's Confused. When you try to make a Confused Pokémon retreat, you first have to pay the Retreat Cost by discarding Energy cards. Then flip a coin. On heads, you retreat the Pokémon as normal. On tails, the retreat fails, and that Pokémon can't try to retreat again that turn. When you attack with a Confused Pokémon, you flip a coin. On heads, the attack works normally, but on tails your Pokémon attacks itself with an attack that does 20 damage. (If your Pokémon has a Weakness or Resistance to its own type, or if there's some other effect that would alter the attack, apply these things as usual.) On tails, the Active Pokémon does 20 damage to itself even if its attack normally doesn't do damage (like Squirtle's Withdraw attack). Paralyzed If a Pokémon is Paralyzed, it can't attack or retreat. Turn the Pokémon sideways to show it's Paralyzed. If an Active Pokémon is Paralyzed, it recovers after its player's next turn. Turn the card right-side up again. What this means is that if your Pokémon gets Paralyzed, it will be out of action on your next turn, and then it will be okay again. Poisoned If a Pokémon is Poisoned, place a "poison marker" on it to show that it's Poisoned. As long as it's still Poisoned, the Pokémon takes 10 damage after each player's turn, ignoring Weakness and Resistance. If an attack would Poison a Pokémon that's already Poisoned, it doesn't get doubly Poisoned; instead, the new Poison condition replaces the old one. Make sure whatever you use for a poison marker looks different from a damage counter. ------------------------------------------------------------------------------- Can Your Pokémon Be Asleep and Confused at the Same Time? If a Pokémon is Asleep, Confused, or Paralyzed, and a new attack is made against it that causes it to become Asleep, Confused, or Paralyzed, the old condition is erased and only the new one counts. But these three conditions are the only attack effects that erase each other. For example, a Pokémon can be confused and Poisoned at the same time. STOP READING NOW! You know enough to start playing, so play a few games before you go on to the Expert Rules! ------------------------------------------------------------------------------- Why Are There So Many Different Cards? One of the things that makes Pokémon different from other card games is that it's a trading card game. This means that there are lots of different cards that you can collect and trade with your friends. Also, you aren't limited to just playing the decks you buy-you can use all the different cards you have to create totally new decks! A lot of the fun of a trading card game comes from making different decks that use different strategies. ------------------------------------------------------------------------------- How Do You Make a New Deck? Your deck has to have exactly 60 cards, and you can't have more than 4 of any one card other than basic Energy cards in your deck. A card counts as the same as another card if it has the same name-it doesn't matter whether the cards have different art or come from different sets. To make a new deck, first notice that all the cards other than the Trainers have different Energy types on them. Your deck should probably include one or two of the basic Energy types, and you can choose to add some Colorless Pokémon if you like. If you just choose one Energy type, you will always have the right kind of Energy for your Pokémon, but not as much variety. If you have several Energy types, you'll have more Pokémon to choose from, but you'll run the risk of sometimes not drawing the right type of Energy for your Pokémon. And be sure your deck has enough Energy cards (most decks need 25 to 30). Once you've chosen your Energy types, pick Pokémon and Trainer cards that work well together. Do you want to build up big Pokémon to crush your opponent? Then put in a lot of Evolution cards and some Trainers like Pokédex that help you find those Evolution cards. Do you want to do a lot of damage to your opponent's Pokémon very quickly? Then pick Pokémon that don't need to be evolved and cards like PlusPower that do extra damage. After you've made your deck, play it as often as you can against as many other decks as you can. See what works and what doesn't, and then make changes. If you keep working at it, you'll have a deck that will show everyone you're the greatest Pokémon Master of all time! =============================================================================== Pokemon TCG Expert Rules =============================================================================== In What Order Do You Do Your Attack? The exact steps to go through when attacking are listed here. For most attacks, it won't matter what order you do things in, but if you have to work your way through a really complicated attack, follow these steps in order and you should be fine. Announce which attack your Active Pokémon is using. Make sure your Pokémon has enough Energy cards attached to it to use the attack. If necessary, make any choices the attack requires you to make. (For example, Poliwhirl's Amnesia attack says "Choose 1 of the Defending Pokémon's attacks." So you choose now.) If necessary, do anything the attack requires you to do in order to use it. (For example, discard Energy cards, as in Charmander's Ember attack, which makes you discard one (R) Energy card in order to use it.) If necessary, apply any effects that might alter or cancel the attack. (For example, if your Pokémon was hit last turn by Sandshrew's Sand-attack, that attack said that if you tried to attack with that Pokémon during your next turn, you should flip a coin. If tails, your Pokémon's attack does nothing.) If your Active Pokémon is Confused, check now to see if the attack fails. Do whatever the attack says. Do any damage first, then do any other effects, and finally, Knock Out any Pokémon that have damage greater than or equal to their Hit Points. ------------------------------------------------------------------------------- How Do You Figure Out the Damage? Usually the amount of damage an attack does won't depend on the order in which you do things. But if you have to figure out an attack in which a lot of different things might change the damage, follow these steps in order (skip any steps that don't apply to that attack). Start with the base damage. This is the number written to the right of the attack, or, if that number has an x, -, +, or ? sign next to it, it's the amount of damage the attack text tells you to do. Apply any effects the Active Pokémon has that will affect the base damage dealt (for example, Scyther's Swords Dance). Then if the base damage is 0 (or if the attack doesn't do any damage at all), just stop figuring the damage. You're done now. Otherwise, keep going. Double the damage if the Defending Pokémon has a Weakness to the attacking Pokémon's type. Subtract 30 damage if the Defending Pokémon has Resistance to the attacking Pokémon's type. Figure out effects of Trainer cards attached to the attacking Pokémon. Figure out effects of Trainer cards attached to the Defending Pokémon. Apply any relevant effects resulting from the Defending Pokémon's last attack (for example, Onix's Harden) or any relevant Pokémon Powers. For each 10 damage the attack ends up doing, put one damage counter on the Defending Pokémon. (If at this point the damage done turns out to be less than 0, don't do anything.) Now that damage has been done, if the attack does anything other than damage, do all of that. ------------------------------------------------------------------------------- How Do You Retreat Using Double Energy Cards? Paying Retreat Costs can get confusing with Double Energy cards. Here's the way it works: Discard Energy cards one at a time until you've paid the Retreat Cost (or maybe more). Once you've paid the cost, you can't discard any more cards. For example, suppose your Pokémon has a Retreat Cost of (2) and it has two (R) Energy cards and a Double Colorless Energy card attached. You can pay the Retreat Cost in several ways-by discarding DC, by discarding 2 (R), or by discarding (R) first and then. You can't discard all 3 cards, though. ------------------------------------------------------------------------------- What Happens if a Card Tells You to Draw More Cards than You Have Left? Sometimes a card will tell you to draw more cards than you have in your deck or to search for cards that you don't have in your deck. If this happens, do as much as you can (draw as many cards as you have left or get those cards that are in your deck) and continue play as normal. Remember, you lose if you can't draw a card at the beginning of your turn, not if you can't draw one because a card told you to. ------------------------------------------------------------------------------- What Happens if Neither Player Gets a Basic Pokémon in His or Her First 7 Cards? Sometimes neither you nor your opponent will get any Basic Pokémon in your first hands of 7 cards. If this happens, both players shuffle and draw 7 new cards. In this case, neither player gets to draw the extra 2 cards. Repeat this process until at least one of the players has a Basic Pokémon card in his or her hand of 7 cards. If the other player still doesn't have a Basic Pokémon card in his or her hand, that player can shuffle and draw 7 new cards, but the player who already has a Basic Pokémon can draw up to 2 extra cards as usual. Continue this process until both players have a Basic Pokémon in their first hand of 7 cards. ------------------------------------------------------------------------------- What Happens if Both Players Win at the Same Time? You win if you take your last Prize or if your opponent can't replace his or her Knocked Out Pokémon with one from his or her Bench. But it might happen that both players "win" in one of these ways at the same time. If this happens, play Sudden Death. But if you win in both ways and your opponent wins in only one way, you win! ------------------------------------------------------------------------------- What's Sudden Death? If Sudden Death occurs, play a new game of Pokémon, but have each player use only 1 Prize instead of the usual 6. Except for the number of Prizes, treat the Sudden Death game like a whole new game of Pokémon: Set everything up again, including flipping a coin to see who goes first. The winner of this game is the overall winner. It may happen that the Sudden Death game also ends in Sudden Death; if that happens, just keep playing Sudden Death games until somebody wins. ------------------------------------------------------------------------------ Glossary Active Pokémon: Your Pokémon that's in front of all your other Pokémon. Only the Active Pokémon can attack. Attach: To take a card from your hand and put it on one of your Pokémon in play. Attack: 1) When your Active Pokémon fights your opponent's Defending Pokémon. 2) The text written on each Pokémon that shows what it does when it attacks (a Pokémon can have one or two attacks on it). Basic Energy card: A Grass, Fire, Water, Lightning, Psychic, or Fighting Energy card. Basic Pokémon card: A card that you can play directly from your hand on your turn to put a Pokémon into play. See Evolution card. Bench: Your Pokémon that are in play but aren't actively fighting sit here. They're ready to come out and fight if the Active Pokémon retreats or is Knocked Out. Damage: When one Pokémon attacks another, it will usually cause damage. If a Pokémon has total damage greater than or equal to its Hit Points, it is Knocked Out. Defending Pokémon: Your opponent's Active Pokémon during your attack. Discard pile: The pile of cards you've discarded. These cards are always face-up. Anyone can look at these cards at any time. Energy card: The cards that power your Pokémon and make them able to attack. See Basic Energy card. Evolution card: A card you can play on top of a Basic Pokémon card (or sometimes on top of another Evolution card) to make it stronger. Hit Points: A number every Pokémon has, telling you how much damage it can take before it's Knocked Out. In play: Your cards on the table are considered to be in play. Basic Pokémon, Evolution cards, and Energy cards can't be used unless they are in play. (The cards in your deck, your discard pile, and your Prizes are not considered to be in play, but your Benched Pokémon are.) Knocked Out: If a Pokémon has damage greater than or equal to its Hit Points, it's Knocked Out. That Pokémon goes to the discard pile, along with any cards attached to it. When one of your opponent's Pokémon is Knocked Out, you take one of your Prizes. Pokémon: The colorful creatures that fight for you in the Pokémon trading card game. They are represented in the game by Basic Pokémon and Evolution cards. Pokémon Power: The special abilities some Pokémon have. These are written in the same place attacks are, but they always have the words "Pokémon Power" in front of them so that you can tell they're not attacks. Prizes: The 6 cards you put face-down at the start of the game. Every time one of your opponent's Pokémon is Knocked Out, you take 1 of your Prizes into your hand. When you take your last Prize, you win! Resistance: If a Pokémon has Resistance, it takes 30 less damage whenever attacked by Pokémon of a certain other type. Resistance is indicated in the lower middle of the card. Retreat: The act of taking your Active Pokémon and switching it with one of your Benched Pokémon. To retreat, you must discard from the retreating Pokémon Energy equal to the Retreat Cost of that Pokémon. This cost is written in the lower right-hand corner of the card. Sudden Death: Sometimes both players will win at the same time. In this case, you play a shorter version of the Pokémon game called "Sudden Death" (using only 1 Prize each instead of 6). Trainer card: These are cards that you play during your turn by following the instructions on the card and then discarding it. Weakness: If a Pokémon has Weakness, it takes double damage when attacked by Pokémon of a certain other type. Weakness is indicated in the lower left-hand corner of the card. ------------------------------------------------------------------------------- =============================================================================== *************************************** IV. The Cards *************************************** =============================================================================== This (fairly gargantuan by my standards) section will simply list all of the cards in the game. This cards, with the exception of a few promotional and GB exclusive cards, all come from the Base, Jungle, or Fossil sets in the real Pokemon TCG sets. All attacks, HP, Pokemon Powers, etc., were all copied directly from the cards and should read exactly as the cards do. I have also given my personal rating of the card as a whole, factoring in its evolution and strategy within particular decks. It is under the 'My Rating' category, and it is out of 5 *'s, 5 being the best. -------------- Ratings Guide ***** - A must have card. A solid card either for any deck, or because of its ability to have an entire successful deck revolve around it. **** - A really good card. Used often in decks, although possibly not overused like some of the ***** cards. *** - A decent card. A card that given the right situation and deck set up, could possibly shine. Has the advantage of being a little unexpected because of its lesser use than top tier cards. ** - A limited card. Very limited uses, best to stay away unless apart of a evolutionary line or for a theme deck. * - A bad card. Would not recommend using it unless for fun. -------------- Energy Abbreviations (Number) = Colorless G = Grass R = Fire L = Lightning W = Water F = Fighting P = Psychic --------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1. Base Set =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Alakazam Evolution: Stage 2 - evolves from Kadabra 1/102 Rarity: Rare Type: Psychic HP: 80 Weakness: P Resistance: N/A Retreat: 3 My Rating: **** 1/2 Pokemon Power: "Damage Swap" As often as you like during your turn (before you attack), you may move 1 damage counter from one of your Pokemon to another as long as you don't Knock Out that Pokemon. This power can't be used if Alakazam is Asleep, Confused, or Paralyzed. Attack: {PPP} Confuse Ray (30) Flip a coin. If heads, the defending Pokemon is now Confused. -------------- Blastoise Evolution: Stage 2 - evolves from Wartortle 2/102 Rarity: Rare Type: Water HP: 100 Weakness: L Resistance: N/A Retreat: 3 My Rating: **** 1/2 Pokemon Power: "Rain Dance" As often as you like during your turn (before your attack), you may attach 1 Water Energy Card to 1 of your Water Pokemon. (This doesn't use up your 1 Energy Card attachment for the turn.) This power can't be used if Blastoise is Asleep, Confused, or Paralyzed. Attack: {WWW} Hydro Pump (40+) Does 40 damage plus 10 damage for each Water Energy attached to this Pokemon but not used to pay for this attack. (You cannot add more than 20 damage this way.) -------------- Chansey Evolution: Basic Pokemon 3/102 Rarity: Rare Type: Colorless HP: 120 Weakness: F Resistance: P Retreat: 1 My Rating: **** Attack: {2} Scrunch Flip a coin. If heads, prevent all damage done to Chansey during your opponent's next turn. (Any other effects of attacks still happen.) Attack: {4} Double-Edge (80) Chansey does 80 damage to itself. -------------- Charizard Evolution: Stage 2 - evolves from Charmeleon 4/102 Rarity: Rare Type: Fire HP: 120 Weakness: W Resistance: F Retreat: 3 My Rating: *** Pokemon Power: "Energy Burn" As often as you like during your turn (before your attack), you may turn all Energy attached to Charizard into Fire Energy for the rest of the turn. This power can't be used if Charizard is Asleep, Confused, or Paralyzed. Attack: {RRRR} Fire Spin (100) Discard 2 Fire Energy Cards to use this attack. -------------- Clefairy Evolution: Basic Pokemon 5/102 Rarity: Rare Type: Colorless HP: 40 Weakness: F Resistance: P Retreat: 1 My Rating: ** 1/2 Attack: {1} Sing Flip a coin. If heads, the defending Pokemon is now Asleep. Attack: {3} Metronome Choose one of the defending Pokemon's attacks. Metronome copies that attack except for its Energy costs and anything else required in order to use that attack, such as discarding Energy Cards. (No matter what type the the defending Pokemon is, Clefairy's type is still colorless) -------------- Gyarados Evolution: Stage 1 - evolves from Magikarp 6/102 Rarity: Rare Type: Water HP: 100 Weakness: G Resistance: F Retreat: 3 My Rating: *** 1/2 Attack: {WWW} Dragon Rage (50) Attack: {WWWW} Bubblebeam (40) Flip a coin. If heads, the defending Pokemon is now Paralyzed. -------------- Hitmonchan Evolution: Basic Pokemon 7/102 Rarity: Rare Type: Fighting HP: 70 Weakness: P Resistance: N/A Retreat: 2 My Rating: **** 1/2 Attack: {F} Jab (20) Attack: {1FF} Special Punch (40) -------------- Machamp Evolution: Stage 2 - evolves from Machoke 8/102 Rarity: Rare Type: Fighting HP: 100 Weakness: P Resistance: N/A Retreat: 3 My Rating: ** 1/2 Pokemon Power: "Strikes Back" Whenever opponent damages Machamp (even if it knocks out Machamp), this power does 10 damage to attacker (no weakness or resistance.) This power cannot be used if Machamp is already Asleep, Confused, or Paralyzed when opponent attacks. Attack: {1FFF} Seismic Toss (60) -------------- Magneton Evolution: Stage 1 - evolves from Magnemite 9/102 Rarity: Rare Type: Lightning HP: 60 Weakness: F Resistance: N/A Retreat: 1 My Rating: ** Attack: {1LL} Thunder Wave (30) Flip a coin. If heads, the defending Pokemon is now paralyzed. Attack: {2LL} Selfdestruct (80) Does 20 damage to each Pokemon on each bench. (Do not apply Weakness or Resistance for benched Pokemon.) Magneton does 80 damage to itself. -------------- Mewtwo Evolution: Basic Pokemon 10/102 Rarity: Rare Type: Psychic HP: 60 Weakness: P Resistance: N/A Retreat: 3 My Rating: ** 1/2 Attack: {1P} Psychic (10+) Does 10 damage plus 10 more damage for each Energy Card attached to the defending Pokemon. Attack: {PP} Barrier Discard 1 Psychic Energy Card in order to prevent all effects of attacks, including damage, done to Mewtwo during opponent's next turn. -------------- Nidoking Evolution: Stage 2 - evolves from Nidorino 11/102 Rarity: Rare Type: Grass HP: 90 Weakness: P Resistance: N/A Retreat: 3 My Rating: *** Attack: {2G} Thrash (30+) Flip a coin. If heads, this attack does 30 damage plus 10 more damage; If tails, this attack does 30 damage plus Nidoking does 10 damage to itself. Attack: {GGG} Toxic (20) The defending Pokemon is now Poisoned. It now takes 20 Poison damage instead of 10 after each player's turn (even if it was already Poisoned). -------------- Ninetails Evolution: Stage 1 - evolves from Vulpix 12/102 Rarity: Rare Type: Fire HP: 80 Weakness: W Resistance: N/A Retreat: 1 My Rating: **** Attack: {2} Lure If your opponent has any Benched Pokemon, choose 1 and switch it with his or her active Pokemon. Attack: {RRRR} Fire Blast (80) Discard 1 Fire Energy Card to use this attack. -------------- Poliwrath Evolution: Stage 2 - evolves from Poliwhirl 13/102 Rarity: Rare Type: Water HP: 90 Weakness: G Resistance: N/A Retreat: 3 My Rating: ** 1/2 Attack: {1WW} Water Gun (30+) Does 30 damage plus 10 damage for each Water Energy attached to Poliwrath but not used to pay for this attack. (You may not add more than 20 damage this way.) Attack: {2WW} Whirlpool (40) If the defending Pokemon has Energy Cards attached, choose 1 and discard. -------------- Raichu Evolution: Stage 1 - evolves from Pikachu 14/102 Rarity: Rare Type: Lightning HP: 80 Weakness: F Resistance: N/A Retreat: 1 My Rating: ** 1/2 Attack: {2L} Agility (20) Flip a coin. If heads, during opponent's next turn, prevent all effects of attacks, including damage, done to Raichu. Attack: {1LLL} Thunder (60) Flip a coin. If tails, Raichu does 30 damage to itself. -------------- Venusaur Evolution: Stage 2 - evolves from Ivysaur 15/102 Rarity: Rare Type: Grass HP: 100 Weakness: R Resistance: N/A Retreat: 2 My Rating: **** Pokemon Power: "Energy Trans" As often as you like during your turn (before attack), you may take 1 Grass Energy Card attached to 1 of your Pokemon and attach it to a different one. This power can't be used if Venusaur is Asleep, Confused, or Paralyzed. Attack: {GGGG} Solarbeam (60) -------------- Zapdos Evolution: Basic Pokemon 16/102 Rarity: Rare Type: Lightning HP: 90 Weakness: N/A Resistance: F Retreat: 3 My Rating: ** Attack: {1LLL} Thunder (60) Flip a coin. If tails, Zapdos does 30 damage to itself. Attack: {LLLL} Thunderbolt (100) Discard all Energy Cards attached to Zapdos to use this attack. -------------- Beedrill Evolution: Stage 2 - evolves from Kakuna 17/102 Rarity: Rare Type: Grass HP: 80 Weakness: R Resistance: F Retreat: N/A My Rating: *** Attack: {3} Twineedle (30×) Flip 2 coins. This attack does 30 times number of heads. Attack: {GGG} Poison Sting (40) Flip a coin. If heads, the defending Pokemon is now poisoned. -------------- Dragonair Evolution: Stage 1 - evolves from Dratini 18/102 Rarity: Rare Type: Colorless HP: 80 Weakness: N/A Resistance: P Retreat: 2 My Rating: *** 1/2 Attack: {3} Slam (30×) Flip 2 coins. This attack does 30 times number of heads. Attack: {4} Hyper Beam (20) If the defending Pokemon has Energy Cards attached, choose 1 and discard. -------------- Dugtrio Evolution: Stage 1 - evolves from Diglett 19/102 Rarity: Rare Type: Fighting HP: 70 Weakness: G Resistance: L Retreat: 2 My Rating: ** 1/2 Attack: {1FF} Slash (40) Attack: {FFFF} Earthquake (70) Does 10 damage to each of your own Benched Pokemon. (Don't apply Weakness or Resistance for Benched Pokemon.) -------------- Electabuzz Evolution: Basic Pokemon 20/102 Rarity: Rare Type: Lightning HP: 70 Weakness: F Resistance: N/A Retreat: 2 My Rating: ***** Attack: {L} Thundershock (10) Flip a coin. If heads, the defending Pokemon is now paralyzed. Attack: {1L} Thunderpunch (30+) Flip a coin. If heads, this attack does an additional 10 damage to the defending Pokemon. If tails, Electabuzz does 10 damage to itself. -------------- Electrode Evolution: Stage 1 - evolves from Voltorb 21/102 Rarity: Rare Type: Lightning HP: 80 Weakness: F Resistance: N/A Retreat: 1 My Rating: ** 1/2 Pokemon Power: "Buzzap" At any time during your turn (before attack) you may Knock Out Electrode and attach it to 1 of your other Pokemon. Electrode becomes an Energy Card of choice providing 2 Energy of that type. You can't use this power if Electrode is Asleep, Confused or Paralyzed. Attack: {LLL} Electric Shock (50) Flip a coin. If tails, Electrode does 10 damage to itself. -------------- Pidgeotto Evolution: Stage 1 - evolves from Pidgey 22/102 Rarity: Rare Type: Colorless HP: 60 Weakness: L Resistance: F Retreat: 1 My Rating: ** 1/2 Attack: {2} Whirlwind (20) If opponent has Benched Pokemon, he or she chooses 1 of them and switches it with the defending Pokemon. (do damage dealing before switching Pokemon.) Attack: {3} Mirror Move If Pidgeotto was attacked last turn, do the final result of that attack on Pidgeotto to the defending Pokemon. -------------- Arcanine Evolution: Stage 1 - evolves from Growlithe 23/102 Rarity: Uncommon Type: Fire HP: 100 Weakness: W Resistance: N/A Retreat: 3 My Rating: *** Attack: {1RR} Flamethrower (50) Discard 1 Fire Energy Card to use this attack. Attack: {2RR} Take Down (80) Arcanine does 30 damage to itself. -------------- Charmeleon Evolution: Stage 1 - evolves from Charmander 24/102 Rarity: Uncommon Type: Fire HP: 80 Weakness: W Resistance: N/A Retreat: 1 My Rating: *** Attack: {3} Slash (30) Attack: {1RR} Flamethrower (50) Discard 1 Fire Energy Card to use this attack. -------------- Dewgong Evolution: Stage 1 - evolves from Seel 25/102 Rarity: Uncommon Type: Water HP: 80 Weakness: L Resistance: N/A Retreat: 3 My Rating: *** 1/2 Attack: {1WW} Aurora Beam (50) Attack: {2WW} Ice Beam (30) Flip a coin. If heads, the defending Pokemon is now Paralyzed. -------------- Dratini Evolution: Basic Pokemon 26/102 Rarity: Uncommon Type: Colorless HP: 40 Weakness: N/A Resistance: P Retreat: 1 My Rating: ** Attack: {1} Pound (10) -------------- Farfetch'd Evolution: Basic Pokemon 27/102 Rarity: Uncommon Type: Colorless HP: 50 Weakness: L Resistance: F Retreat: 1 My Rating: *** Attack: {1} Leek Slap (30) Flip a coin. If tails, this attack does nothing. Either way, you can't use this attack again as long as Farfetch'd stays in play (even after benching Farfetch'd). Attack: {3} Pot Smash (30) -------------- Growlithe Evolution: Basic Pokemon 28/102 Rarity: Uncommon Type: Fire HP: 60 Weakness: W Resistance: N/A Retreat: 1 My Rating: *** Attack: {1R} Flare (20) -------------- Haunter Evolution: Stage 1 - evolves from Gastly 29/102 Rarity: Uncommon Type: Psychic HP: 60 Weakness: N/A Resistance: F Retreat: 1 My Rating: ** 1/2 Attack: {P} Hypnosis The defending Pokemon is now Asleep. Attack: {PP} Dream Eater (50) Can't use unless the defending Pokemon is Asleep. -------------- Ivysaur Evolution: Stage 1 - evolves from Bulbasaur 30/102 Rarity: Uncommon Type: Grass HP: 60 Weakness: R Resistance: N/A Retreat: 1 My Rating: *** Attack: {2G} Vine Whip (30) Attack: {GGG} Poisonpowder (20) The defending Pokemon is now Poisoned. -------------- Jynx Evolution: Basic Pokemon 31/102 Rarity: Uncommon Type: Psychic HP: 70 Weakness: P Resistance: N/A Retreat: 2 My Rating: *** Attack: {P} Doubleslap (10×) Flip 2 coins. Attack does 10 damage times the number of heads Attack: {1PP} Meditate (20+) Does 20 damage plus 10 more damage for each damage counter on the defending Pokemon. -------------- Kadabra Evolution: Stage 1 - evolves from Abra 32/102 Rarity: Uncommon Type: Psychic HP: 60 Weakness: P Resistance: N/A Retreat: 3 My Rating: *** Attack: {PP} Recover Discard 1 Energy Card to use this attack. Remove all damage counters from Kadabra. Attack: {1PP} Super Psy (50) -------------- Kakuna Evolution: Stage 1 - evolves from Weedle 33/102 Rarity: Uncommon Type: Grass HP: 80 Weakness: R Resistance: N/A Retreat: 2 My Rating: *** Attack: {2} Stiffen Flip a coin. If heads, prevent all damage done to Kakuna during opponent's next turn. (any other effects of attacks still happen.) Attack: {GG} Poisonpowder (20) Flip a coin. If heads, the defending Pokemon is now Poisoned. -------------- Machoke Evolution: Stage 1 - evolves from Machop 34/102 Rarity: Uncommon Type: Fighting HP: 80 Weakness: P Resistance: N/A Retreat: 3 My Rating: *** Attack: {1FF} Karate Chop (50-) Does 50 damage minus 10 for each damage counter on Machoke. Attack: {2FF} Submission (60) Does 20 damage to itself. -------------- Magikarp Evolution: Basic Pokemon 35/102 Rarity: Uncommon Type: Water HP: 30 Weakness: L Resistance: N/A Retreat: 1 My Rating: * Attack: {1} Tackle (10) Attack: {W} Flail (10×) Does 10 damage times number of damage counters on Magikarp. -------------- Magmar Evolution: Basic Pokemon 36/102 Rarity: Uncommon Type: Fire HP: 50 Weakness: W Resistance: N/A Retreat: 2 My Rating: ** 1/2 Attack: {RR} Fire Punch (30) Attack: {1RR} Flamethrower (50) Discard 1 Fire Energy Card card to use this attack. -------------- Nidorino Evolution: Stage 1 - evolves from Nidoran M 37/102 Rarity: Uncommon Type: Grass HP: 60 Weakness: P Resistance: N/A Retreat: 1 My Rating: ** 1/2 Attack: {2G} Double Kick (30×) Flip 2 coins. Does 30 damage times number of heads. Attack: {2GG} Horn Drill (50) -------------- Poliwhirl Evolution: Stage 1 - evolves from Poliwag 38/102 Rarity: Uncommon Type: Water HP: 60 Weakness: G Resistance: N/A Retreat: 1 My Rating: ** Attack: {WW} Amnesia Choose 1 of the defending Pokemons attacks. The defending Pokemon cannot use that attack next turn. Attack: {1WW} Doubleslap (30×) Flip 2 coins. Does 30 damage times number of heads. -------------- Porygon Evolution: Basic Pokemon 39/102 Rarity: Uncommon Type: Colorless HP: 30 Weakness: F Resistance: P Retreat: 1 My Rating: * 1/2 Attack: {1} Conversion 1 If the defending Pokemon has a weakness, change to a type of your choice other than Colorless. Attack: {2} Conversion 2 Change Porygon's Resistance to a type of your choice other than Colorless. -------------- Raticate Evolution: Stage 1 - evolves from Rattata 40/102 Rarity: Uncommon Type: Colorless HP: 60 Weakness: F Resistance: P Retreat: 1 My Rating: *** Attack: {1} Bite (20) Attack: {3} Super Fang (?) Does damage to the defending Pokemon equal to half the the defending Pokemon's remaining HP (rounded up to the nearest 10). -------------- Seel Evolution: Basic Pokemon 41/102 Rarity: Uncommon Type: Water HP: 60 Weakness: L Resistance: N/A Retreat: 1 My Rating: ** 1/2 Attack: {W} Headbutt (10) -------------- Wartortle Evolution: Stage 1 - evolves from Squirtle 42/102 Rarity: Uncommon Type: Water HP: 70 Weakness: L Resistance: N/A Retreat: 1 My Rating: *** Attack: {1W} Withdraw Flip a coin. If heads, prevent all damage done to Wartortle during your opponent's next turn. (Any other effects of attacks still happen.) Attack: {2W} Bite (40) -------------- Abra Evolution: Basic Pokemon 43/102 Rarity: Common Type: Psychic HP: 30 Weakness: P Resistance: N/A Retreat: N/A My Rating: * 1/2 Attack: {P} Psyshock (10) Flip a coin. If heads, the defending Pokemon is now Paralyzed. -------------- Bulbasaur Evolution: Basic Pokemon 44/102 Rarity: Common Type: Grass HP: 40 Weakness: R Resistance: N/A Retreat: 1 My Rating: ** Attack: {GG} Leech Seed (20) Unless all damage from this attack is prevented, you may remove 1 damage counter from Bulbasaur. -------------- Caterpie Evolution: Basic Pokemon 45/102 Rarity: Common Type: Grass HP: 40 Weakness: R Resistance: N/A Retreat: 1 My Rating: ** Attack: {G} String Shot (10) Flip a coin. If heads, the the defending Pokemon is now Paralyzed. -------------- Charmander Evolution: Basic Pokemon 46/102 Rarity: Common Type: Fire HP: 50 Weakness: W Resistance: N/A Retreat: 1 My Rating: ** 1/2 Attack: {1} Scratch (10) Attack: {1R} Ember (30) Discard 1 Fire Energy Card to use this attack. -------------- Diglett Evolution: Basic Pokemon 47/102 Rarity: Common Type: Fighting HP: 30 Weakness: G Resistance: L Retreat: N/A My Rating: * 1/2 Attack: {F} Dig (10) Attack: {FF} Mud Slap (30) -------------- Doduo Evolution: Basic Pokemon 48/102 Rarity: Common Type: Colorless HP: 50 Weakness: L Resistance: F Retreat: N/A My Rating: ** Attack: {1} Fury Attack (10×) Flip 2 coins. Does 10 damage times number of heads. -------------- Drowzee Evolution: Basic Pokemon 49/102 Rarity: Common Type: Psychic HP: 50 Weakness: P Resistance: N/A Retreat: 1 My Rating: ** Attack: {1} Pound (10) Attack: {PP} Confuse Ray (10) Flip a coin. If heads, the defending Pokemon is now Confused. -------------- Gastly Evolution: Basic Pokemon 50/102 Rarity: Common Type: Psychic HP: 30 Weakness: N/A Resistance: F Retreat: N/A My Rating: * Attack: {P} Sleeping Gas Flip a coin. If heads, the defending Pokemon is now Asleep. Attack: {1P} Destiny Bond Discard 1 Psychic Energy Card to use this attack. If a Pokemon Knocks Out Gastly on opponent's next turn, Knock Out that Pokemon. -------------- Koffing Evolution: Basic Pokemon 51/102 Rarity: Common Type: Grass HP: 50 Weakness: P Resistance: N/A Retreat: 1 My Rating: *** Attack: {GG} Foul Gas (10) Flip a coin. If heads, the defending Pokemon is now Poisoned; If tails, the defending Pokemon is now Confused. -------------- Machop Evolution: Basic Pokemon 52/102 Rarity: Common Type: Fighting HP: 50 Weakness: P Resistance: N/A Retreat: 1 My Rating: *** 1/2 Attack: {F} Low Kick (20) -------------- Magnemite Evolution: Basic Pokemon 53/102 Rarity: Common Type: Lightning HP: 40 Weakness: F Resistance: N/A Retreat: 1 My Rating: ** Attack: {L} Thunder Wave (10) Flip a coin. If heads, the defending Pokemon is now Paralyzed. Attack: {1L} Selfdestruct (40) Does 10 damage to each Pokemon on each Bench. (no weakness or Resistance for benched Pokemon.) Magnemite does 40 damage to itself. -------------- Metapod Evolution: Stage 1 - evolves from Caterpie 54/102 Rarity: Common Type: Grass HP: 70 Weakness: R Resistance: N/A Retreat: 2 My Rating: ** Attack: {2} Stiffen Flip a coin. If heads, prevent all damage done to Metapod on opponent's next turn. (any other effects of attacks still happen.) Attack: {GG} Stun Spore (20) Flip a coin. If heads, the defending Pokemon is now Paralyzed. -------------- Nidoran Male Evolution: Basic Pokemon 55/102 Rarity: Common Type: Grass HP: 40 Weakness: P Resistance: N/A Retreat: 1 My Rating: * 1/2 Attack: {G} Horn Hazard (30) Flip a coin. If tails, this attack does nothing. -------------- Onix Evolution: Basic Pokemon 56/102 Rarity: Common Type: Fighting HP: 90 Weakness: G Resistance: N/A Retreat: 3 My Rating: ** Attack: {F} Rock Throw (10) Attack: {FF} Harden During opponent's next turn, prevent 30 or less damage (after applying weakness and Resistance). (any other effects of attacks still happen.) -------------- Pidgey Evolution: Basic Pokemon 57/102 Rarity: Common Type: Colorless HP: 40 Weakness: L Resistance: F Retreat: 1 My Rating: * 1/2 Attack: {2} Whirlwind (10) After damage dealing, opponent chooses 1 benched Pokemon and switches it with defending Pokemon (only if opponent has benched Pokemon). -------------- Pikachu Evolution: Basic Pokemon 58/102 Rarity: Common Type: Lightning HP: 40 Weakness: F Resistance: N/A Retreat: 1 My Rating: * 1/2 Attack: {1} Gnaw (10) Attack: {1L} Thunder Jolt (30) Flip a coin. If tails, Pikachu does 10 damage to itself. -------------- Poliwag Evolution: Basic Pokemon 59/102 Rarity: Common Type: Water HP: 40 Weakness: G Resistance: N/A Retreat: 1 My Rating: ** Attack: {W} Water Gun (10+) Does 10 damage plus 10 damage for each W attached to Poliwag but not used to pay for this attack (max 2 extra). -------------- Ponyta Evolution: Basic Pokemon 60/102 Rarity: Common Type: Fire HP: 40 Weakness: W Resistance: N/A Retreat: 1 My Rating: ** Attack: {2} Smash Kick (20) Attack: {RR} Flame Tail (30) -------------- Rattata Evolution: Basic Pokemon 61/102 Rarity: Common Type: Colorless HP: 30 Weakness: F Resistance: P Retreat: N/A My Rating: ** Attack: {1} Bite (20) -------------- Sandshrew Evolution: Basic Pokemon 62/102 Rarity: Common Type: Fighting HP: 40 Weakness: G Resistance: L Retreat: 1 My Rating: * 1/2 Attack: {F} Sand-attack (10) If the Defending Pokemon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, that attack does nothing. -------------- Squirtle Evolution: Basic Pokemon 63/102 Rarity: Common Type: Water HP: 40 Weakness: L Resistance: N/A Retreat: 1 My Rating: ** Attack: {W} Bubble (10) Flip a coin. If heads, the defending Pokemon is now Paralyzed. Attack: {1W} Withdraw Flip a coin. If heads, prevent all damage done to Squirtle during opponent's next turn. (Any other effects of attacks still happen.) -------------- Starmie Evolution: Stage 1 - evolves from Staryu 64/102 Rarity: Common Type: Water HP: 60 Weakness: L Resistance: N/A Retreat: 1 My Rating: ** 1/2 Attack: {WW} Recover Discard 1 Energy Card to use this attack. Remove all damage counters from Starmie. Attack: {2W} Star Freeze (20) Flip a coin. If heads, the defending Pokemon is now Paralyzed. -------------- Staryu Evolution: Basic Pokemon 65/102 Rarity: Common Type: Water HP: 40 Weakness: L Resistance: N/A Retreat: 1 My Rating: ** 1/2 Attack: {W} Slap (20) -------------- Tangela Evolution: Basic Pokemon 66/102 Rarity: Common Type: Grass HP: 50 Weakness: R Resistance: N/A Retreat: 2 My Rating: ** 1/2 Attack: {1G} Bind (20) Flip a coin. If heads, the defending Pokemon is now Paralyzed. Attack: {GGG} Poisonpowder (20) The defending Pokemon is now Poisoned. -------------- Voltorb Evolution: Basic Pokemon 67/102 Rarity: Common Type: Lightning HP: 40 Weakness: F Resistance: N/A Retreat: 1 My Rating: ** Attack: {1} Tackle (10) -------------- Vulpix Evolution: Basic Pokemon 68/102 Rarity: Common Type: Fire HP: 50 Weakness: W Resistance: N/A Retreat: 1 My Rating: ** Attack: {RR} Confuse Ray (10) Flip a coin. If heads, the defending Pokemon is now Confused. -------------- Weedle Evolution: Basic Pokemon 69/102 Rarity: Common Type: Grass HP: 40 Weakness: R Resistance: N/A Retreat: 1 My Rating: ** Attack: {G} Poison Sting (10) Flip a coin. If heads, the defending Pokemon is now Poisoned. -------------- Clefairy Doll HP: 10 Type: Trainer 70/102 Rarity: Rare My Rating: ** Text: Play Clefairy Doll as if it were a Basic Pokemon. While in play, Clefairy Doll counts as a Pokemon (instead of a Trainer card.) Clefairy Doll has no attacks, can't retreat, and can't be Asleep, Confused, Paralyzed, or Poisoned. If Clefairy Doll is Knocked Out, it doesn't count as a Knock Out. At any time during your turn (before attack), you may discard Clefairy Doll. -------------- Computer Search Type: Trainer 71/102 Rarity: Rare My Rating: **** 1/2 Text: Discard 2 other cards from your hand in order to search your deck for any card and put it into your hand. Shuffle your deck afterward. -------------- Devolution Spray Type: Trainer 72/102 Rarity: Rare My Rating: * Text: Choose 1 of your own Pokemon in play and a Stage of Evolution. Discard all Evolution cards of that Stage or higher attached to that Pokemon. That Pokemon is no longer Asleep, Confused, Paralyzed, Poisoned, or anything else that might be the result of an attack (just as if you had evolved it). -------------- Impostor Professor Oak Type: Trainer 73/102 Rarity: Rare My Rating: ** Text: Your opponent shuffles his or her hand into his or her deck, then draws 7 cards. -------------- Item Finder Type: Trainer 74/102 Rarity: Rare My Rating: **** Text: Discard 2 other cards from your hand in order to put a Trainer Card from your discard pile into your hand. -------------- Lass Type: Trainer 75/102 Rarity: Rare My Rating: **** Text: You and your opponent show each other your hands, then shuffle all the Trainer cards from you hands into your decks. -------------- Pokemon Breeder Type: Trainer 76/102 Rarity: Rare My Rating: *** 1/2 Text: Put a Stage 2 Evolution card from your hand on the matching Basic Pokemon. You can only play this card when you would be allowed to evolve that Pokemon anyway. -------------- Pokemon Trader Type: Trainer 77/102 Rarity: Rare My Rating: *** Text: Trade 1 of the Basic Pokemon or Evolution cards in your hand for 1 of the Basic Pokemon or Evolution cards from your deck. Show both cards to your opponent. Shuffle your deck afterward. -------------- Scoop Up Type: Trainer 78/102 Rarity: Rare My Rating: **** Text: Choose 1 of your own Pokemon in play and return its Basic Pokemon card to your hand. (Discard all cards attached to that card.) -------------- Super Energy Removal Type: Trainer 79/102 Rarity: Rare My Rating: **** 1/2 Text: Discard 1 Energy Card attached to 1 of your own Pokemon in order to choose 1 of your opponent's Pokemon and up to 2 Energy Cards attached to it. Discard those Energy Cards. -------------- Defender Type: Trainer 80/102 Rarity: Uncommon My Rating: *** Text: Attach Defender to 1 of your Pokemon. At the end of your opponent's next turn, discard Defender. Damage done to that Pokemon by attacks is reduced by 20 (after applying Weakness and Resistance.) -------------- Energy Retrieval Type: Trainer 81/102 Rarity: Uncommon My Rating: *** 1/2 Text: Trade 1 of other cards in your hand for up to 2 basic Energy Cards from your discard pile. -------------- Full Heal Type: Trainer 82/102 Rarity: Uncommon My Rating: ** Text: Your Active Pokemon is no longer Asleep, Confused, Paralyzed, or Poisoned. -------------- Maintenance Type: Trainer 83/102 Rarity: Uncommon My Rating: ** Text: Shuffle 2 of the other cards from your hand into your deck in order to draw a card. -------------- Pluspower Type: Trainer 84/102 Rarity: Uncommon My Rating: **** Text: Attach Pluspower to your Active Pokemon. At the end of your turn, discard Pluspower. If this Pokemon's attack does damage to the defending Pokemon (after applying Weakness and Resistance), the attack does 10 more damage to the the defending Pokemon. -------------- Pokemon Center Type: Trainer 85/102 Rarity: Uncommon My Rating: *** 1/2 Text: Remove all damage counters from all of your own Pokemon with damage counters on them, then discard all Energy Cards attached to those Pokemon. -------------- Pokemon Flute Type: Trainer 86/102 Rarity: Uncommon My Rating: * 1/2 Text: Choose 1 basic Pokemon card from your opponent's discard pile and put it on his or her Bench. (You can't play Pokemon Flute if your opponent's Bench is full.) -------------- Pokédex Type: Trainer 87/102 Rarity: Uncommon My Rating: ** Text: Look at up to 5 cards from the top of your deck and rearrange them as you like. -------------- Professor Oak Type: Trainer 88/102 Rarity: Uncommon My Rating: ***** Text: Discard your hand, then draw 7 cards. -------------- Revive Type: Trainer 89/102 Rarity: Uncommon My Rating: ** Text: Put 1 Basic Pokemon card from your discard pile onto your Bench. Put damage counters on that Pokemon equal to half its HP (rounded down to the nearest 10). (You can't play Revive if your Bench is full.) -------------- Super Potion Type: Trainer 90/102 Rarity: Uncommon My Rating: *** Text: Discard 1 Energy Card attached to 1 of your own Pokemon in order to remove up to 4 damage counters from that Pokemon. -------------- Bill Type: Trainer 91/102 Rarity: Common My Rating: ***** Text: Draw 2 cards. -------------- Energy Removal Type: Trainer 92/102 Rarity: Common My Rating: **** Text: Choose 1 Energy Card attached to 1 of your opponent's Pokemon and discard it. -------------- Gust of Wind Type: Trainer 93/102 Rarity: Common My Rating: **** Text: Choose 1 of your opponent's Benched Pokemon and switch it with his/her Active Pokemon. -------------- Potion Type: Trainer 94/102 Rarity: Common My Rating: *** Text: Remove up to 2 damage counters from 1 of your Pokemon. -------------- Switch Type: Trainer 95/102 Rarity: Common My Rating: *** Text: Switch 1 of your own Benched Pokemon with your Active Pokemon. -------------- Double Colorless Energy Type: Energy 96/102 Rarity: Uncommon My Rating: **** 1/2 Text: Provides 2 Colorless Energys. Doesn't count as a Basic Energy Card. -------------- Fighting Energy Type: Energy 97/102 Rarity: Common My Rating: ***** Text: Provides 1 Fighting Energy. -------------- Fire Energy Type: Energy 98/102 Rarity: Common My Rating: ***** Text: Provides 1 Fire Energy. -------------- Grass Energy Type: Energy 99/102 Rarity: Common My Rating: ***** Text: Provides 1 Grass Energy. -------------- Lightning Energy Type: Energy 100/102 Rarity: Common My Rating: ***** Text: Provides 1 Lightning Energy. -------------- Psychic Energy Type: Energy 101/102 Rarity: Common My Rating: ***** Text: Provides 1 Psychic Energy. -------------- Water Energy Type: Energy 102/102 Rarity: Common My Rating: ***** Text: Provides 1 Water Energy. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2. Jungle Set =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Clefable Evolution: Stage 1 - evolves from Clefairy 1/64 Rarity: Rare Type: Colorless HP: 70 Weakness: F Resistance: P Retreat: 2 My Rating: *** 1/2 Attack: {1} Metronome Choose 1 of the Defending Pokemon's attacks. Metronome copies that attack except for its Energy costs and anything else required in order to use that attack, such as discarding Energy Cards. (No matter what type the Defending Pokemon is, Clefable's type is still Colorless.) Attack: {2} Minimize All damage done by attacks to Clefable during your opponent's next turn is reduced by 20 (after applying Weakness and Resistance). -------------- Electrode Evolution: Stage 1 - evolves from Voltorb 2/64 Rarity: Rare Type: Lightning HP: 90 Weakness: F Resistance: N/A Retreat: 1 My Rating: *** Attack: {2} Tackle (20) Attack: {LLL} Chain Lightning (20) If the Defending Pokemon isn't Colorless, this attack does 10 damage to each Benched Pokemon of the same type as the Defending Pokemon (including your own). -------------- Flareon Evolution: Stage 1 - evolves from Eevee 3/64 Rarity: Rare Type: Fire HP: 70 Weakness: W Resistance: N/A Retreat: 1 My Rating: *** Attack: {2} Quick Attack (10+) Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if tails, this attack does 10 damage. Attack: {2RR} Flamethrower (60) Discard 1 Fire Energy Card attached to Flareon in order to use this attack. -------------- Jolteon Evolution: Stage 1 - evolves from Eevee 4/64 Rarity: Rare Type: Lightning HP: 70 Weakness: F Resistance: N/A Retreat: 1 My Rating: *** Attack: {2} Quick Attack (10+) Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if tails, this attack does 10 damage. Attack: {1LL} Pin Missile (20x) Flip 4 coins. This attack does 20 damage times the number of heads. -------------- Kangaskhan Evolution: Basic Pokemon 5/64 Rarity: Rare Type: Colorless HP: 90 Weakness: F Resistance: P Retreat: 3 My Rating: **** Attack: {1} Fetch Draw a card. Attack: {4} Comet Punch (20x) Flip 4 coins. This attack does 20 damage times the number of heads. -------------- Mr. Mime Evolution: Basic Pokemon 6/64 Rarity: Rare Type: Psychic HP: 40 Weakness: P Resistance: N/A Retreat: 1 My Rating: **** Pokemon Power: "Invisible Wall" Whenever an attack (including your own) does 30 or more damage to Mr. Mime (after applying Weakness and Resistance), prevent that damage. (Any other effects of attacks still happen.) This power can't be used if Mr. Mime is Asleep, Confused, or Paralyzed. Attack: {1P} Meditate (10+) Does 10 damage plus 10 more damage for each damage counter On the Defending Pokemon. -------------- Nidoqueen Evolution: Stage 2 - evolves from Nidorina 7/64 Rarity: Rare Type: Grass HP: 90 Weakness: P Resistance: N/A Retreat: 3 My Rating: ** 1/2 Attack: {1G} Boyfriends (20+) Does 20 damage plus 20 more damage for each Nidoking you have in play. Attack: {2GG} Mega Punch (50) -------------- Pidgeot Evolution: Stage 2 - evolves from Pidgeotto 8/64 Rarity: Rare Type: Colorless HP: 80 Weakness: L Resistance: F Retreat: N/A My Rating: ** Attack: {2} Wing Attack (20) Attack: {3} Hurricane (30) Unless this attack Knocks Out the Defending Pokemon, return the Defending Pokemon and all cards attached to it to your opponent's hand. -------------- Pinsir Evolution: Basic Pokemon 9/64 Rarity: Rare Type: Grass HP: 60 Weakness: R Resistance: N/A Retreat: 1 My Rating: *** 1/2 Attack: {GG} Irongrip (20) Flip a coin. If heads, the Defending Pokemon is now Paralyzed. Attack: {2GG} Guillotine (50) -------------- Scyther Evolution: Basic Pokemon 10/64 Rarity: Rare Type: Grass HP: 70 Weakness: R Resistance: F Retreat: N/A My Rating: ***** Attack: {G} Swords Dance During your next turn, Scyther's Slash attack's base damage is 60 instead of 30. Attack: {3} Slash (30) -------------- Snorlax Evolution: Basic Pokemon 11/64 Rarity: Rare Type: Colorless HP: 90 Weakness: F Resistance: P Retreat: 4 My Rating: ** Pokemon Power: "Thick Skinned" Snorlax can't become Asleep, Confused, Paralyzed, or Poisoned. This power can't be used if Snorlax is already Asleep, Confused, or Paralyzed. Attack: {4} Body Slam (30) Flip a coin. If heads, the Defending Pokemon is now Paralyzed. -------------- Vaporeon Evolution: Stage 1 - evolves from Eevee 12/64 Rarity: Rare Type: Water HP: 80 Weakness: L Resistance: N/A Retreat: 1 My Rating: ** 1/2 Attack: {2} Quick Attack (10+) Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if tails, this attack does 10 damage. Attack: {1WW} Water Gun (30+) Does 30 damage plus 10 more damage for each Water Energy attached to Vaporeon but not used to pay for this attack's Energy cost. Extra Water Energy after the 2nd doesn't count. -------------- Venomoth Evolution: Stage 1 - evolves from Venonat 13/64 Rarity: Rare Type: Grass HP: 70 Weakness: R Resistance: F Retreat: N/A My Rating: *** 1/2 Pokemon Power: "Shift" Once during your turn (before your attack), you may change the type of Venomoth to the type of any other Pokemon in play other than Colorless. This power can't be used if Venomoth is Asleep, Confused, or Paralyzed. Attack: {GG} Venom Powder (10) Flip a coin. If heads, the Defending Pokemon is now Confused and Poisoned. -------------- Victreebel Evolution: Stage 2 - evolves from Weepinbell 14/64 Rarity: Rare Type: Grass HP: 80 Weakness: R Resistance: N/A Retreat: 2 My Rating: ** Attack: {G} Lure If your opponent has any Benched Pokemon, choose 1 of them and switch it with his or her Active Pokemon. Attack: {GG} Acid (20) Flip a coin. If heads, the Defending Pokemon can't retreat during your opponent's next turn. -------------- Vileplume Evolution: Stage 2 - evolves from Gloom 15/64 Rarity: Rare Type: Grass HP: 80 Weakness: R Resistance: N/A Retreat: 2 My Rating: *** Pokemon Power: "Heal" Once during your turn (before your attack), you may flip a coin. If heads, remove 1 damage counter from 1 of your Pokemon. This power can't be used if Vileplume is Asleep, Confused, or Paralyzed. Attack: {GGG} Petal Dance (40x) Flip 3 coins. This attack does 40 damage times the number of heads. Vileplume is now Confused (after doing damage). -------------- Wigglytuff Evolution: Stage 1 - evolves from Jigglypuff 16/64 Rarity: Rare Type: Colorless HP: 80 Weakness: F Resistance: P Retreat: 2 My Rating: ***** Attack: {1} Lullaby The Defending Pokemon is now Asleep. Attack: {3} Do the Wave (10+) Does 10 damage plus 10 more damage for each of your Benched Pokemon. -------------- Butterfree Evolution: Stage 2 - evolves from Metapod 33/64 Rarity: Uncommon Type: Grass HP: 70 Weakness: R Resistance: F Retreat: N/A My Rating: ** 1/2 Attack: {2} Whirlwind (20) If your opponent has any Benched Pokemon, he or she chooses 1 of them and switches it with the Defending Pokemon. (Do the damage before switching the Pokemon.) Attack: {GGGG} Mega Drain (40) Remove a number of damage counters from Butterfree equal to half the damage done to the Defending Pokemon (after applying Weakness and Resistance) (rounded up to the nearest 10). -------------- Dodrio Evolution: Stage 1 - evolves from Doduo 34/64 Rarity: Uncommon Type: Colorless HP: 70 Weakness: L Resistance: F Retreat: N/A My Rating: *** 1/2 Pokemon Power: "Retreat Aid" As long as Dodrio is Benched, pay 1 Energy less to retreat your Active Pokemon. Attack: {3} Rage (10+) Does 10 damage plus 10 more damage for each damage counter on Dodrio. -------------- Exeggutor Evolution: Stage 1 - evolves from Exeggcute 35/64 Rarity: Uncommon Type: Grass HP: 80 Weakness: R Resistance: N/A Retreat: 3 My Rating: *** Attack: {P} Teleport Switch Exeggutor with 1 of your Benched Pokemon. Attack: {1} Big Eggsplosion (20x) Flip a number of coins equal to the number of Energy attached to Exeggutor. This attack does 20 damage times the number of heads. -------------- Fearow Evolution: Stage 1 - evolves from Spearow 36/64 Rarity: Uncommon Type: Colorless HP: 70 Weakness: L Resistance: F Retreat: N/A My Rating: ** Attack: {3} Agility (20) Flip a coin. If heads, during your opponent's next turn, prevent all effects of attacks, including damage, done to Fearow. Attack: {4} Drill Peck (40) -------------- Gloom Evolution: Stage 1 - evolves from Oddish 37/64 Rarity: Uncommon Type: Grass HP: 60 Weakness: R Resistance: N/A Retreat: 1 My Rating: *** Attack: {G} Poisonpowder The Defending Pokemon is now Poisoned. Attack: {GG} Foul Odor (20) Both the Defending Pokemon and Gloom are now Confused (after doing damage). -------------- Lickitung Evolution: Basic Pokemon 38/64 Rarity: Uncommon Type: Colorless HP: 90 Weakness: F Resistance: P Retreat: 3 My Rating: *** Attack: {1} Tongue Wrap (10) Flip a coin. If heads, the Defending Pokemon is now Paralyzed. Attack: {2} Supersonic Flip a coin. If heads, the Defending Pokemon is now Confused. -------------- Marowak Evolution: Stage 1 - evolves from Cubone 39/64 Rarity: Uncommon Type: Fighting HP: 60 Weakness: G Resistance: L Retreat: 1 My Rating: ** 1/2 Attack: {FF} Bonemerang (30x) Flip 2 coins. This attack does 30 damage times the number of heads. Attack: {1FF} Call for Friend Search your deck for a Fighting Basic Pokemon card and put it onto your Bench. Shuffle your deck afterward. (You can't use this attack if your Bench is full.) -------------- Nidorina Evolution: Stage 1 - evolves from Nidoran (F) 40/64 Rarity: Uncommon Type: Grass HP: 70 Weakness: P Resistance: N/A Retreat: 1 My Rating: ** Attack: {G} Supersonic Flip a coin. If heads, the Defending Pokemon is now Confused. Attack: {2G} Double Kick (30x) Flip 2 coins. This attack does 30 damage times the number of heads. -------------- Parasect Evolution: Stage 1 - evolves from Paras 41/64 Rarity: Uncommon Type: Grass HP: 60 Weakness: R Resistance: N/A Retreat: 1 My Rating: ** 1/2 Attack: {GG} Spore The Defending Pokemon is now Asleep. Attack: {3} Slash (30) -------------- Persian Evolution: Stage 1 - evolves from Meowth 42/64 Rarity: Uncommon Type: Colorless HP: 70 Weakness: F Resistance: P Retreat: N/A My Rating: **** Attack: {2} Scratch (20) Attack: {3} Pounce (30) If the Defending Pokemon attacks Persian during your opponent's next turn, any damage done by the attack is reduced by 10 (after applying Weakness and Resistance). (Benching either Pokemon ends this effect.) -------------- Primeape Evolution: Stage 1 - evolves from Mankey 43/64 Rarity: Uncommon Type: Fighting HP: 70 Weakness: P Resistance: N/A Retreat: 1 My Rating: ** 1/2 Attack: {FF} Fury Swipes (20x) Flip 3 coins. This attack does 20 damage times the number of heads. Attack: {1FF} Tantrum (50) Flip a coin. If tails, Primeape is now Confused (after doing damage). -------------- Rapidash Evolution: Stage 1 - evolves from Ponyta 44/64 Rarity: Uncommon Type: Fire HP: 70 Weakness: W Resistance: N/A Retreat: N/A My Rating: *** Attack: {2} Stomp (20+) Flip a coin. If heads, this attack does 20 damage plus 10 more damage; if tails, this attack does 20 damage. Attack: {1RR} Agility (30) Flip a coin. If heads, during your opponent's next turn, prevent all effects of attacks, including damage, done to Rapidash. -------------- Rhydon Evolution: Stage 1 - evolves from Rhyhorn 45/64 Rarity: Uncommon Type: Fighting HP: 100 Weakness: G Resistance: L Retreat: 3 My Rating: *** Attack: {2F} Horn Attack (30) Attack: {FFFF} Ram (50) Rhydon does 20 damage to itself. If your opponent has any Benched Pokemon, he or she chooses 1 of them and switches it with the Defending Pokemon. (Do the damage before switching the Pokemon. Switch the Pokemon even if Rhydon is knocked out.) -------------- Seaking Evolution: Stage 1 - evolves from Goldeen 46/64 Rarity: Uncommon Type: Water HP: 70 Weakness: L Resistance: N/A Retreat: 1 My Rating: ** Attack: {W} Horn Attack (10) Attack: {1W} Waterfall (30) -------------- Tauros Evolution: Basic Pokemon 47/64 Rarity: Uncommon Type: Colorless HP: 60 Weakness: F Resistance: P Retreat: 2 My Rating: **** Attack: {2} Stomp (20+) Flip a coin. If heads, this attack does 20 damage plus 10 more damage; if tails, this attack does 20 damage. Attack: {3} Rampage (20+) Does 20 damage plus 10 more damage for each damage counter on Tauros. Flip a coin. If tails, Tauros is now Confused (after doing damage). -------------- Weepinbell Evolution: Stage 1 - evolves from Bellsprout 48/64 Rarity: Uncommon Type: Grass HP: 70 Weakness: R Resistance: N/A Retreat: 1 My Rating: *** Attack: {G} Poisonpowder (10) Flip a coin. If heads, the Defending Pokemon is now Poisoned. Attack: {GG} Razor Leaf (30) -------------- Bellsprout Evolution: Basic Pokemon 49/64 Rarity: Common Type: Grass HP: 40 Weakness: R Resistance: N/A Retreat: 1 My Rating: ** 1/2 Attack: {G} Vine Whip (10) Attack: {G} Call for Family Search your deck for a Basic Pokemon named Bellsprout and put it onto your Bench. Shuffle your deck afterward. (You can't use this attack if your Bench is full.) -------------- Cubone Evolution: Basic Pokemon 50/64 Rarity: Common Type: Fighting HP: 40 Weakness: G Resistance: L Retreat: 1 My Rating: ** Attack: {1} Snivel If the Defending Pokemon attacks Cubone during your opponent's next turn, any damage done by the attack is reduced by 20 (after applying Weakness and Resistance). (Benching either Pokemon ends this effect.) Attack: {FF} Rage (10+) Does 10 damage plus 10 more damage for each damage counter on Cubone. -------------- Eevee Evolution: Basic Pokemon 51/64 Rarity: Common Type: Colorless HP: 50 Weakness: F Resistance: P Retreat: 1 My Rating: ** Attack: {1} Tail Wag Flip a coin. If heads, the Defending Pokemon can't attack Eevee during your opponent's next turn. (Benching either Pokemon ends this effect.) Attack: {2} Quick Attack (10+) Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if tails, this attack does 10 damage. -------------- Exeggcute Evolution: Basic Pokemon 52/64 Rarity: Common Type: Grass HP: 50 Weakness: R Resistance: N/A Retreat: 1 My Rating: ** Attack: {P} Hypnosis The Defending Pokemon is now Asleep. Attack: {GG} Leech Seed (20) Unless all damage from this attack is prevented, you may remove 1 damage counter from Exeggcute. -------------- Goldeen Evolution: Basic Pokemon 53/64 Rarity: Common Type: Water HP: 40 Weakness: L Resistance: N/A Retreat: N/A My Rating: * Attack: {W} Horn Attack (10) -------------- Jigglypuff Evolution: Basic Pokemon 54/64 Rarity: Common Type: Colorless HP: 60 Weakness: F Resistance: P Retreat: 1 My Rating: ** 1/2 Attack: {1} Lullaby The Defending Pokemon is now Asleep. Attack: {2} Pound (20) -------------- Mankey Evolution: Basic Pokemon 55/64 Rarity: Common Type: Fighting HP: 30 Weakness: P Resistance: N/A Retreat: N/A My Rating: * 1/2 Pokemon Power: "Peek" Once during your turn (before your attack), you may look at one of the following: the top card of either player's deck, a random card from your opponent's hand, or one of either player's Prizes. This power can't be used if Mankey is Asleep, Confused, or Paralyzed. Attack: {1} Scratch (10) -------------- Meowth Evolution: Basic Pokemon 56/64 Rarity: Common Type: Colorless HP: 50 Weakness: F Resistance: P Retreat: 1 My Rating: * 1/2 Attack: {2} Pay Day (10) Flip a coin. If heads, draw a card. -------------- Nidoran Female Evolution: Basic Pokemon 57/64 Rarity: Common Type: Grass HP: 60 Weakness: P Resistance: N/A Retreat: 1 My Rating: ** Attack: {G} Fury Swipes (10x) Flip 3 coins. This attack does 10 damage times the number of heads. Attack: {GG} Call for Family Search your deck for a Basic Pokemon named Nidoran M or Nidoran F and put it onto your Bench. Shuffle your deck afterward. (You can't use this attack if your Bench is full.) -------------- Oddish Evolution: Basic Pokemon 58/64 Rarity: Common Type: Grass HP: 50 Weakness: R Resistance: N/A Retreat: 1 My Rating: ** Attack: {G} Stun Spore (10) Flip a coin. If heads, the Defending Pokemon is now Paralyzed. Attack: {GG} Sprout Search your deck for a Basic Pokemon named Oddish and put it onto your Bench. Shuffle your deck afterward. (You can't use this attack if your Bench is full.) -------------- Paras Evolution: Basic Pokemon 59/64 Rarity: Common Type: Grass HP: 40 Weakness: R Resistance: N/A Retreat: 1 My Rating: ** Attack: {2} Scrach (20) Attack: {GG} Spore The Defending Pokemon is now Asleep. -------------- Pikachu Evolution: Basic Pokemon 60/64 Rarity: Common Type: Lightning HP: 50 Weakness: F Resistance: N/A Retreat: 1 My Rating: ** Attack: {LL} Spark (20) If your opponent has any Benched Pokemon, choose 1 of them and this attack does 10 damage to it. (Don't apply Weakness and Resistance for Benched Pokemon.) -------------- Rhyhorn Evolution: Basic Pokemon 61/64 Rarity: Common Type: Fighting HP: 70 Weakness: G Resistance: L Retreat: 3 My Rating: ** Attack: {1} Leer Flip a coin. If heads, the Defending Pokemon can't attack Rhyhorn during your opponent's next turn. (Benching either Pokemon ends this effect.) Attack: {2F} Horn Attack (30) -------------- Spearow Evolution: Basic Pokemon 62/64 Rarity: Common Type: Colorless HP: 50 Weakness: L Resistance: F Retreat: N/A My Rating: ** Attack: {1} Peck (10) Attack: {3} Mirror Move If Spearow was attacked last turn, do the final result of that attack on Spearow to the Defending Pokemon. -------------- Venonat Evolution: Basic Pokemon 63/64 Rarity: Common Type: Grass HP: 40 Weakness: R Resistance: N/A Retreat: 1 My Rating: ** Attack: {G} Stun Spore (10) Flip a coin. If heads, the Defending Pokemon is now Paralyzed. Attack: {1G} Leech Life (10) Remove a number of damage counters from Venonat equal to the damage done to the Defending Pokemon (after applying Weakness and Resistance). -------------- Poke Ball Type: Trainer 64/64 Rarity: Common My Rating: * Text: Flip a coin. If heads, you may search your deck for any Basic Pokemon or Evolution card. Show that card to your opponent, then put it into your hand. Shuffle your deck afterward. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3. Fossil Set =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Aerodactyl Evolution: Stage 1 - evolves from Mysterious Fossil 1/62 Rarity: Rare Type: Fighting HP: 60 Weakness: G Resistance: F Retreat: 2 My Rating: *** 1/2 Pokemon Power: "Prehistoric Power" No more Evolution cards can be played. This power stops working while Aerodactyl is Asleep, Confused, or Paralyzed. Attack: {3} Wing Attack (30) -------------- Articuno Evolution: Basic Pokemon 2/62 Rarity: Rare Type: Water HP: 70 Weakness: N/A Resistance: F Retreat: 2 My Rating: **** Attack: {WWW} Freeze Dry (30) Flip a coin. If heads, the Defending Pokemon is now Paralyzed. Attack: {WWWW} Blizzard (50) Flip a coin. If heads, this attack does 10 damage to each of your opponent's Benched Pokemon. If tails, this attack does 10 damage to each of your own Benched Pokemon. (Don't apply Weakness and Resistance for Benched Pokemon.) -------------- Ditto Evolution: Basic Pokemon 3/62 Rarity: Rare Type: Colorless HP: 50 Weakness: F Resistance: P Retreat: 1 My Rating: **** Pokemon Power: "Transform" If Ditto is your Active Pokemon, treat it as if it were the same card as the Defending Pokemon, including type, Hit Points, Weakness, and so on, except Ditto can't evolve, always has this Pokemon Power, and you may treat any Energy attached to Ditto as Energy of any type. Ditto isn't a copy of any other Pokemon while Ditto is Asleep, Confused, or Paralyzed. -------------- Dragonite Evolution: Stage 2 - evolves from Dragonair 4/62 Rarity: Rare Type: Colorless HP: 100 Weakness: N/A Resistance: F Retreat: 1 My Rating: *** 1/2 Pokemon Power: "Step In" Once during your turn (before you attack) if Dragonite is on your Bench, you may switch it with your Active Pokemon. Attack: {4} Slam (40×) Flip 2 coins. This attack does 40 damage times the number of heads. -------------- Gengar Evolution: Stage 2 - evolves from Haunter 5/62 Rarity: Rare Type: Psychic HP: 80 Weakness: N/A Resistance: F Retreat: 1 My Rating: **** 1/2 Pokemon Power: "Curse" Once during your turn (before your attack), you may move 1 damage counter from 1 of your opponent's Pokemon to another (even if it would Knock Out the other Pokemon). This power can't be used if Gengar is Asleep, Confused, or Paralyzed. Attack: {PPP} Dark Mind (30) If your opponent has any Benched Pokemon, choose 1 of them and this attack does 10 damage to it. (Don't apply Weakness and Resistance for Benched Pokemon.) -------------- Haunter Evolution: Stage 1 - evolves from Gastly 6/62 Rarity: Rare Type: Psychic HP: 50 Weakness: N/A Resistance: F Retreat: N/A My Rating: **** Pokemon Power: "Transparency" Whenever an attack does anything to Haunter, flip a coin. If heads, prevent all effects of that attack, including damage, done to Haunter. This power stops working while Haunter is Asleep. Attack: {1P} Nightmare (10) The Defending Pokemon is now Asleep. -------------- Hitmonlee Evolution: Basic Pokemon 7/62 Rarity: Rare Type: Fighting HP: 60 Weakness: P Resistance: N/A Retreat: 1 My Rating: *** Attack: {FF} Stretch Kick If your opponent has any Benched Pokemon, choose 1 of them and this attack does 20 damage to it. (Don't apply Weakness and Resistance for Benched Pokemon.) Attack: {FFF} High Jump Kick (50) -------------- Hypno Evolution: Stage 1 - evolves from Drowzee 8/62 Rarity: Rare Type: Psychic HP: 90 Weakness: P Resistance: N/A Retreat: 2 My Rating: *** Attack: {P} Prophecy Look at up to 3 cards from the top of either player's deck and rearrange them as you like. Attack: {PPP} Dark Mind (30) If your opponent has any Benched Pokemon, choose 1 of them and this attack does 10 damage to it. (Don't apply Weakness and Resistance for Benched Pokemon.) -------------- Kabutops Evolution: Stage 2 - evolves from Kabuto 9/62 Rarity: Rare Type: Fighting HP: 60 Weakness: G Resistance: N/A Retreat: 1 My Rating: ** 1/2 Attack: {FF} Sharp Sickle (30) Attack: {FFFF} Absorb (40) Remove a number of damage counters from Kabutops equal to half the damage done to Defending Pokemon (after applying Weakness and Resistance) (rounded up to the nearest 10). If Kabutops has fewer damage counters than that, remove all of them. -------------- Lapras Evolution: Basic Pokemon 10/62 Rarity: Rare Type: Water HP: 80 Weakness: L Resistance: N/A Retreat: 2 My Rating: **** Attack: {W} Water Gun (10+) Does 10 damage plus 10 more damage for each W Energy attached to Lapras but not used to pay for this attack's Energy cost. You can't add more than 20 damage this way. Attack: {WW} Confuse Ray (10) Flip a coin. If heads, the Defending Pokemon is now Confused. -------------- Mangeton Evolution: Stage 1 - evolves from Magnemite 11/62 Rarity: Rare Type: Lightning HP: 80 Weakness: F Resistance: N/A Retreat: 2 My Rating: ** 1/2 Attack: {1L} Sonicboom (20) Don't apply Weakness and Resistance for this attack. (Any other effects that would happen after applying Weakness and Resistance still happen.) Attack: {LLLL} Selfdestruct (100) Does 20 damage to each Pokemon on each player's Bench. (Don't apply Weakness and Resistance for Benched Pokemon.) Magneton does 100 damage to itself. -------------- Moltres Evolution: Basic Pokemon 12/62 Rarity: Rare Type: Fire HP: 70 Weakness: N/A Resistance: F Retreat: 2 My Rating: **** Attack: {R} Wildfire You may discard any number of Energy cards attached to Moltres when you use this attack. If you do, discard that many cards from the top of your opponent's deck. Attack: {RRRR} Dive Bomb (80) Flip a coin. If tails, this attack does nothing. -------------- Muk Evolution: Stage 1 - evolves from Grimer 13/62 Rarity: Rare Type: Grass HP: 70 Weakness: P Resistance: N/A Retreat: 2 My Rating: **** Pokemon Power: "Toxic Gas" Ignore all Pokemon Powers other than Toxic Gases. This power stops working while Muk is Asleep, Confused, or Paralyzed. Attack: {GGG} Sludge (30) Flip a coin. If heads, the Defending Pokemon is now Poisoned. -------------- Raichu Evolution: Stage 1 - evolves from Pikachu 14/62 Rarity: Rare Type: Lightning HP: 90 Weakness: F Resistance: N/A Retreat: 1 My Rating: *** Attack: {LLLL} Gigashock (30) Choose 3 of your opponent's Benched Pokemon and this attack does 10 damage to each of them. (Don't apply Weakness and Resistance for Benched Pokemon.) If your opponent has fewer than 3 Benched Pokemon, do the damage to each of them. -------------- Zapdos Evolution: Basic Pokemon 15/62 Rarity: Rare Type: Lightning HP: 80 Weakness: N/A Resistance: F Retreat: 2 My Rating: *** Attack: {LLLL} Thunderstorm (40) For each of your opponent's Benched Pokemon, flip a coin. If heads, this attack does 20 damage to that Pokemon. (Don't apply Weakness and Resistance for Benched Pokemon.) Then, Zapdos does 10 damage times the number of tails to itself. -------------- Arbok Evolution: Stage 1 - evolves from Ekans 31/62 Rarity: Uncommon Type: Grass HP: 60 Weakness: P Resistance: N/A Retreat: 2 My Rating: ** 1/2 Attack: {G} Terror Strike (10) Flip a coin. If heads and if your opponent has any Benched Pokemon, he or she chooses 1 of them and switches it with the Defending Pokemon. (Do the damage before switching the Pokemon.) Attack: {1GG} Poison Fang (20) The Defending Pokemon is now Poisoned. -------------- Cloyster Evolution: Stage 1 - evolves from Shelder 32/62 Rarity: Uncommon Type: Water HP: 50 Weakness: L Resistance: N/A Retreat: 2 My Rating: ** 1/2 Attack: {WW} Clamp (30) Flip a coin. If heads, the Defending Pokemon is now Paralyzed. If tails, this attack does nothing (not even damage). Attack: {WW} Spike Cannon (30×) Flip 2 coins. This attack does 30 damage times the number of heads. -------------- Gastly Evolution: Basic Pokemon 33/62 Rarity: Uncommon Type: Psychic HP: 50 Weakness: N/A Resistance: F Retreat: N/A My Rating: *** Attack: {P} Lick (10) Flip a coin. If heads, the Defending Pokemon is now Paralyzed. Attack: {PP} Energy Conversion Put up to 2 Energy cards from your discard pile into your hand. Gastly does 10 damage to itself. -------------- Golbat Evolution: Stage 1 - evolves from Zubat 34/62 Rarity: Uncommon Type: Grass HP: 60 Weakness: P Resistance: F Retreat: N/A My Rating: ** 1/2 Attack: {3} Wing Attack (30) Attack: {1GG} Leech Life (20) Remove a number of damage counters from Golbat equal to the damage done to the Defending Pokemon (after applying Weakness and Resistance). If Golbat has fewer damage counters than that, remove all of them. -------------- Golduck Evolution: Stage 1 - evolves from Psyduck 35/62 Rarity: Uncommon Type: Water HP: 70 Weakness: L Resistance: N/A Retreat: 1 My Rating: *** Attack: {P} Psyshock (10) Flip a coin. If heads, the Defending Pokemon is now Paralyzed. Attack: {1WW} Hyper Beam (20) If the Defending Pokemon has any Energy cards attached to it, choose 1 of them and discard it. -------------- Golem Evolution: Stage 2 - evolves from Graveler 36/62 Rarity: Uncommon Type: Fighting HP: 80 Weakness: G Resistance: N/A Retreat: 4 My Rating: *** Attack: {1FFF} Avalanche (60) Attack: {FFFF} Selfdestruct (100) Does 20 damage to each Pokemon on each player's Bench. (Don't apply Weakness and Resistance for Benched Pokemon.) Golem does 100 damage to itself. -------------- Graveler Evolution: Stage 1 - evolves from Geodude 37/62 Rarity: Uncommon Type: Fighting HP: 60 Weakness: G Resistance: N/A Retreat: 2 My Rating: ** 1/2 Attack: {FF} Harden During your opponent's next turn, whenever 30 or less damage is done to Graveler (after applying Weakness and Resistance), prevent that damage. (Any other effects of attacks still happen.) Attack: {1FF} Rock Throw (40) -------------- Kingler Evolution: Stage 1 - evolves from Krabby 38/62 Rarity: Uncommon Type: Water HP: 60 Weakness: L Resistance: N/A Retreat: 3 My Rating: ** 1/2 Attack: {W} Flail (10×) Does 10 damage times the number of damage counters on Kingler. Attack: {1WW} Crabhammer (40) -------------- Magmar Evolution: Basic Pokemon 39/62 Rarity: Uncommon Type: Fire HP: 70 Weakness: W Resistance: N/A Retreat: 1 My Rating: **** 1/2 Attack: {R} Smokescreen (10) If the Defending Pokemon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, that attack does nothing. Attack: {RR} Smog (20) Flip a coin. If heads, the Defending Pokemon is now Poisoned. -------------- Omastar Evolution: Stage 2 - evolves from Omanyte 40/62 Rarity: Uncommon Type: Water HP: 70 Weakness: G Resistance: N/A Retreat: 1 My Rating: ** 1/2 Attack: {1W} Water Gun (20+) Does 20 damage plus 10 more damage for each Energy attached to Omastar but not used to pay for this attack's Energy cost. You can't add more than 20 damage in this way. Attack: {WW} Spike Cannon (30x) Flip 2 coins. This attack does 30 damage times the number of heads. -------------- Sandslash Evolution: Stage 1 - evolves from Sandshrew 41/62 Rarity: Uncommon Type: Fighting HP: 70 Weakness: G Resistance: L Retreat: 1 My Rating: *** Attack: {2} Slash (20) Attack: {FF} Fury Swipes (20×) Flip 3 coins. This attack does 20 damage times the number of heads. -------------- Seadra Evolution: Stage 1 - evolves from Horsea 42/62 Rarity: Uncommon Type: Water HP: 60 Weakness: L Resistance: N/A Retreat: 1 My Rating: ** 1/2 Attack: {1W} Water Gun (20+) Does 20 damage plus 10 more damage for each Energy attached to Seadra but not used to pay for this attack's Energy cost. You can't add more than 20 damage in this way. Attack: {2W} Agility (20) Flip a coin. If heads, during your opponent's next turn, prevent all effects of attacks, including damage, done to Seadra. -------------- D30: Slowbro Evolution: Stage 1 - evolves from Slowpoke 43/62 Rarity: Uncommon Type: Psychic HP: 60 Weakness: P Resistance: N/A Retreat: 1 My Rating: ** Pokemon Power: "Strange Behavior" As often as you like during your turn (before your attack), you may move 1 damage counter from 1 of your Pokemon to Slowbro as long as you don't Knock Out Slowbro. This power can't be used if Slowbro is Asleep, Confused, or Paralyzed. Attack: {PP} Psyshock (20) Flip a coin. If heads, the Defending Pokemon is now Paralyzed. -------------- Tentacruel Evolution: Stage 1 - evolves from Tentacool 44/62 Rarity: Uncommon Type: Water HP: 60 Weakness: L Resistance: N/A Retreat: N/A My Rating: ** Attack: {W} Supersonic Flip a coin. If heads, the Defending Pokemon is now Confused. Attack: {WW} Jellyfish Sting (10) The Defending Pokemon is now Poisoned. -------------- Weezing Evolution: Stage 1 - evolves from Koffing 45/62 Rarity: Uncommon Type: Grass HP: 60 Weakness: P Resistance: N/A Retreat: 1 My Rating: ** 1/2 Attack: {GG} Smog (20) Flip a coin. If heads, the Defending Pokemon is now Poisoned. Attack: {1GG} Selfdestruct (60) Does 10 damage to each Pokemon on each player's Bench. (Don't apply Weakness and Resistance for Benched Pokemon.) Weezing does 60 damage to itself. -------------- Ekans Evolution: Basic Pokemon 46/62 Rarity: Common Type: Grass HP: 40 Weakness: P Resistance: N/A Retreat: 1 My Rating: ** Attack: {G} Spit Poison Flip a coin. If heads, the Defending Pokemon is now Poisoned. Attack: {1G} Wrap (20) Flip a coin. If heads, the Defending Pokemon is now Paralyzed. -------------- Geodude Evolution: Basic Pokemon 47/62 Rarity: Common Type: Fighting HP: 50 Weakness: G Resistance: N/A Retreat: 1 My Rating: ** 1/2 Attack: {1F} Stone Barrage (10×) Flip a coin until you get tails. This attack does 10 damage times the number of heads. -------------- Grimer Evolution: Basic Pokemon 48/62 Rarity: Common Type: Grass HP: 50 Weakness: P Resistance: N/A Retreat: 1 My Rating: *** Attack: {1} Nasty Goo (10) Flip a coin. If heads, the Defending Pokemon is now Paralyzed. Attack: {G} Minimize All damage done by attacks to Grimer during your opponent's next turn is reduced by 20 (after applying Weakness and Resistance). -------------- Horsea Evolution: Basic Pokemon 49/62 Rarity: Common Type: Water HP: 40 Weakness: L Resistance: N/A Retreat: N/A My Rating: ** Attack: {W} Smokescreen (10) If the Defending Pokemon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, that attack does nothing. -------------- C32: Kabuto Evolution: Stage 1 - evolves from Fossil 50/62 Rarity: Common Type: Fighting HP: 30 Weakness: G Resistance: N/A Retreat: 1 My Rating: * Pokemon Power: "Kabuto Armor" Whenever an attack (even your own) does damage to Kabuto (after applying Weakness and Resistance), that attack only does half the damage to Kabuto (rounded down to nearest 10). (Any other effects of attacks still happen.) This power stops working while Kabuto is Asleep, Confused, or Paralyzed. Attack: {1} Scratch (10) -------------- Krabby Evolution: Basic Pokemon 51/62 Rarity: Common Type: Water HP: 50 Weakness: L Resistance: N/A Retreat: 2 My Rating: ** Attack: {W} Call for Family Search your deck for a Basic Pokemon named Krabby and put it onto your Bench. Shuffle your deck afterward. (You can't use this attack if your Bench is full.) Attack: {1W} Irongrip (20) -------------- Omanyte Evolution: Stage 1 - evolves from Fossil 52/62 Rarity: Common Type: Water HP: 40 Weakness: G Resistance: N/A Retreat: 1 My Rating: ** 1/2 Pokemon Power: "Clairvoyance" Your opponent plays with his or her hand face up. This power stops working while Omanyte is Asleep, Confused, or Paralyzed. Attack: {W} Water Gun (10+) Does 10 damage plus 10 more damage for each Energy attached to Omanyte but not used to pay for this attack's Energy cost. You can't add more than 20 damage in this way. -------------- Psyduck Evolution: Basic Pokemon 53/62 Rarity: Common Type: Water HP: 50 Weakness: L Resistance: N/A Retreat: 1 My Rating: ** Attack: {P} Headache Your opponent can't play Trainer cards during his or her next turn. Attack: {W} Fury Swipes (10×) Flip 3 coins. This attack does 10 damage times the number of heads. -------------- Shellder Evolution: Basic Pokemon 54/62 Rarity: Common Type: Water HP: 30 Weakness: L Resistance: N/A Retreat: 1 My Rating: * Attack: {W} Supersonic Flip a coin. If heads, the Defending Pokemon is now Confused. Attack: {W} Hide in Shell Flip a coin. If heads, prevent all damage done to Shellder during your oponent's next turn. (Any other effects of attacks still happen.) -------------- Slowpoke Evolution: Basic Pokemon 55/62 Rarity: Common Type: Psychic HP: 50 Weakness: P Resistance: N/A Retreat: 1 My Rating: * 1/2 Attack: {1} Spacing Out Flip a coin. If heads, remove a damage counter from Slowpoke. This attack can't be used if Slowpoke has no damage counters on it. Attack: {PP} Scavenge Discard 1 Energy card attached to Slowpoke in order to use this attack. Put a Trainer card from your discard pile into your hand. -------------- Tentacool Evolution: Basic Pokemon 56/62 Rarity: Common Type: Water HP: 30 Weakness: L Resistance: N/A Retreat: N/A My Rating: * Pokemon Power: "Cowardice" At any time during your turn (before your attack), you may return Tentacool to your hand. (Discard all cards attached to Tentacool.) This power can't be used the turn you put Tentacool into play or if Tentacool is Asleep, Confused, or Paralyzed. Attack: {W} Acid (10) -------------- Zubat Evolution: Basic Pokemon 57/62 Rarity: Common Type: Grass HP: 40 Weakness: P Resistance: F Retreat: N/A My Rating: * 1/2 Attack: {2} Supersonic Flip a coin. If heads, the Defending Pokemon is now Confused. Attack: {1G} Leech Life (10) Remove a number of damage counters from Zubat equal to the damage done to the Defending Pokemon (after applying Weakness and Resistance). If Zubat has fewer damage counters than that, remove all of them. -------------- Mr. Fuji Type: Trainer 58/62 Rarity: Uncommon My Rating: *** 1/2 Text: Choose a Pokemon on your Bench. Shuffle it and any cards attached to it into your deck. -------------- Energy Search Type: Trainer 59/62 Rarity: Common My Rating: *** Text: Search your deck for a basic Energy card and put it into your hand. Shuffle your deck afterward. -------------- Gambler Type: Trainer 60/62 Rarity: Common My Rating: ** Text: Shuffle your hand into your deck. Flip a coin. If heads, draw 8 cards. If tails, draw 1 card. -------------- Recycle Type: Trainer 61/62 Rarity: Common My Rating: ** Text: Flip a coin. If heads, put a card in your discard pile on top of your deck. -------------- Mysterious Fossil Type: Trainer 62/62 Rarity: Common My Rating: ** 1/2 Text: Play Mysterious Fossil as if it were a Basic Pokemon. While in play, Mysterious Fossil counts as a Pokemon (instead of a Trainer card). Mysterious Fossil has no attacks, can't retreat, and can't be Asleep, Confused, Paralyzed, or Poisoned. If Mysterious Fossil is Knocked Out, it doesn't count as a Knocked Out Pokemon. (Discard it anyway.) At any time during your turn before your attack, you may discard Mysterious Fossil from play. -------------- **NOTE** The game decided to include this card, a promo in the real Pokemon TCG, to be included in the Fossil Set. Thus I will list it here. Mew Evolution: Basic Pokemon 0/62 Rarity: Rare Type: Psychic HP: 50 Weakness: P Resistance: N/A Retreat: 1 My Rating: *** Attack: {P} Psywave (10x) Does 10 damage times the number of energy cards attahced to the Defending Pokemon. Attack: {PP} Devolution Beam Choose an Evolved Pokemon (your own or your opponent's), return the highest stage Evolution Card on that Pokemon to it's player's hand.) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4. GameBoy Exclusive =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= These cards are only available in the GameBoy and are not apart of the real life Pokemon TCG sets. -------------- Tangela Evolution: Basic Pokemon 1/12 Rarity: Common Type: Grass HP: 50 Weakness: R Resistance: N/A Retreat: 2 My Rating: ** 1/2 Attack: {G} Stun Spore (10) Flip a coin. If heads, the Defending Pokemon is now Paralyzed. Attack: {1GG} Poison Whip (10) The Defending Pokemon is now Poisoned. -------------- Meowth Evolution: Basic Pokemon 2/12 Rarity: Common Type: Colorless HP: 50 Weakness: F Resistance: P Retreat: 1 My Rating: ** Attack: {2} Cat Punch (20) Does 20 damage to 1 of your opponent's Pokemon chosen at random. Don't apply Weakness or Resistance for this attack. (Any other effects that would happen after applying Weakness and Resistance still happen.) -------------- Marowak Evolution: Stage 1 - evolves from Cubone 3/12 Rarity: Uncommon Type: Fighting HP: 70 Weakness: G Resistance: L Retreat: 2 My Rating: ** Attack: {1F} Bone Attack (10) Flip a coin. If heads, the Defending Pokemon can't attack during your opponent's next turn. Attack: {FFF} Wail Each player fills his or her bench with Basic Pokemon chosen at random from his or her deck. If a player has fewer Basic Pokemon than that in his or her deck, he or she chooses all of them. Each player shuffles his or her deck afterward. -------------- Jigglypuff Evolution: Basic Pokemon 4/12 Rarity: Common Type: Colorless HP: 50 Weakness: F Resistance: P Retreat: 1 My Rating: ** Attack: {1} Friendship Song Flip a coin. If heads, put a Basic Pokemon card chosen at random from your deck onto your bench. (You can't use this attack if your bench is full.) Attack: {2} Expand (10) All damage done to Jigglypuff during your opponent's next turn is reduced by 10 (after applying Weakness and Resistance). -------------- Flareon Evolution: Stage 1 - evolves from Eevee 5/12 Rarity: Uncommon Type: Fire HP: 60 Weakness: W Resistance: N/A Retreat: 1 My Rating: ** Attack: {3} Bite (30) Attack: {3} Rage (10+) Does 10 damage plus 10 more damage for each damage counter on Flareon. -------------- Vaporeon Evolution: Stage 1 - evolves from Eevee 6/12 Rarity: Uncommon Type: Water HP: 60 Weakness: L Resistance: N/A Retreat: 1 My Rating: ** Attack: {1} Focus Energy During your next turn, Vaporeon's Bite attack's base damage is doubled. Attack: {3} Bite (30) -------------- Jolteon Evolution: Stage 1 - evolves from Eevee 7/12 Rarity: Uncommon Type: Lightning HP: 60 Weakness: F Resistance: N/A Retreat: 1 My Rating: ** Attack: {2} Double Kick (20x) Flip 2 coins. This attack does 20 damage times the number of heads. Attack: {4} Stun Needle (30) Flip a coin. If heads, the Defending Pokemon is now Paralyzed. -------------- Ninetails Evolution: Stage 1 - evolves from Vulpix 8/12 Rarity: Rare Type: Fire HP: 80 Weakness: W Resistance: N/A Retreat: 1 My Rating: *** Attack: {RR} Mix-Up If your opponent has any Basic Pokemon or Evolution Cards in his or her hand, your opponent shuffles them into his or her deck. Then, your opponent puts an equal number of Basic Pokemon or Evolution Cards chosen at random from his or her deck into his or her hand. Your opponent shuffles his or her deck afterward. Attack: {RRR} Dancing Embers (10x) Flip 8 coins. This attack does 10 damage times the number of heads. -------------- Magnemite Evolution: Basic Pokemon 9/12 Rarity: Common Type: Lightning HP: 40 Weakness: F Resistance: N/A Retreat: 1 My Rating: * 1/2 Attack: {1} Tackle (10) Attack: {1L} Magnetic Storm Remove all Energy Cards attached to all of your Pokemon. Then randomly reattach each of them. -------------- Electrode Evolution: Stage 1 - evolves from Voltorb 10/12 Rarity: Rare Type: Lightning HP: 70 Weakness: F Resistance: N/A Retreat: 1 My Rating: *** Attack: {LL} Sonicboom (30) Don't apply Weakness and Resistance for this attack. (Any other effects that would happen after applying Weakness and Resistance still happen.) Attack: {LLL} Energy Spike Search your deck for a Basic Energy Card and attach it to 1 of your Pokemon. Shuffle your deck afterward. -------------- Pidgeot Evolution: Stage 2 - evolves from Pidgeotto 11/12 Rarity: Rare Type: Colorless HP: 80 Weakness: L Resistance: F Retreat: 1 My Rating: ** 1/2 Attack: {3} Slicing Wind (30) Does 30 damage to 1 of your opponent's Pokemon chosen at random. Don't apply Weakness and Resistance for this attack. (Any other effects that would happen after applying Weakness and Resistance still happen.) Attack: {4} Gale (20) Switch Pidgeot with 1 of your Benched Pokemon chosen at random. If your opponent has any Benched Pokemon, switch the Defending Pokemon with 1 of them chosen at random. (Do the damage before switching the Pokemon.) -------------- Ditto Evolution: Basic Pokemon 12/12 Rarity: Rare Type: Colorless HP: 50 Weakness: F Resistance: P Retreat: 1 My Rating: ** 1/2 Attack: {1} Pound (10) Attack: {3} Morph Remove all damage counters from Ditto. For the rest of the game, replace Ditto with a copy of a Basic Pokemon Card (other than Ditto) chosen at random from your deck. Ditto is no longer Asleep, Confused, Paralyzed, Poisoned, or anything else that might be the result of an attack (just as if you had evolved it). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5. Promotional Cards =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= These cards can only be gotten at certain key points in the game or through a coliseum battle. -------------- P01: Arcanine Evolution: Stage 1 - Evolves from Growlithe 1/18 Rarity: Promo Type: Fire HP: 70 Weakness: W Resistance: N/A Retreat: 1 My Rating: *** 1/2 Attack: {2} Quick Attack (10+) Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if tails, this attack does 10 damage. Attack: {RR} Flames of Rage (40+) Discard 2 Fire Energy Cards attached to Arcanine in order to use this attack. This attack does 40 damage plus 10 more damage for each damage counter on Arcanine. -------------- Legendary Moltres Evolution: Basic Pokemon 2/18 Rarity: Promo Type: Fire HP: 100 Weakness: N/A Resistance: F Retreat: 2 My Rating: *** Pokemon Power: "Firegiver" When you put Moltres into play during your turn (not during set-up), put from 1 to 4 (chosen at random) R energy cards from your deck into your hand. Shuffle your deck afterward. Attack: {RRR} Dive Bomb (70) Flip a coin. If tails, this attack does nothing. -------------- Legendary Articuno Evolution: Basic Pokemon 3/18 Rarity: Promo Type: Water HP: 100 Weakness: N/A Resistance: F Retreat: 2 My Rating: *** Pokemon Power: "Quickfreeze" When you put Articuno into play during your turn (not during set-up), flip a coin. If heads, the Defending Pokemon is now Paralyzed. Attack: {WWW} Ice Breath (40) Does 40 damage to 1 of your opponent's Pokemon chosen at random. Don't apply Weakness and Resistance for this attack. (Any other effects that would happen after applying Weakness and Resistance still happen.) -------------- Pikachu Evolution: Basic Pokemon 4/18 Rarity: Promo Type: Lightning HP: 60 Weakness: F Resistance: N/A Retreat: 1 My Rating: ** Attack: {1} Growl If the Defending Pokemon attacks Pikachu during your opponent's next turn, any damage dome by the attack is reduced by 10 (after applying Weakness and Resistance). (Benching or evolving either Pokemon ends this effect.) Attack: {LL} Thundershock (20) Flip a coin. If heads, the Defending Pokemon is now Paralyzed. -------------- Pikachu Evolution: Basic Pokemon 5/18 Rarity: Promo Type: Lightning HP: 60 Weakness: F Resistance: N/A Retreat: 1 My Rating: ** Attack: {1} Growl If the Defending Pokemon attacks Pikachu during your opponent's next turn, any damage dome by the attack is reduced by 10 (after applying Weakness and Resistance). (Benching or evolving either Pokemon ends this effect.) Attack: {LL} Thundershock (20) Flip a coin. If heads, the Defending Pokemon is now Paralyzed. -------------- Flying Pikachu Evolution: Basic Pokemon 5/18 Rarity: Promo Type: Lightning HP: 40 Weakness: N/A Resistance: F Retreat: 1 My Rating: ** Attack: {L} Thundershock (10) Flip a coin. If heads, the Defending Pokemon is now Paralyzed. Attack: {3} Fly (30) Flip a coin. If heads, during your opponent's next turn, prevent all effects of attacks, including damage, done to Flying Pikachu. If tails, this attack does nothing (not even damage). -------------- Surfing Pikachu Evolution: Basic Pokemon 7/18 Rarity: Promo Type: Lightning HP: 50 Weakness: F Resistance: N/A Retreat: 1 My Rating: ** 1/2 Attack: {WW} Surf (30) -------------- Surfing Pikachu Evolution: Basic Pokemon 8/18 Rarity: Promo Type: Lightning HP: 50 Weakness: F Resistance: N/A Retreat: 1 My Rating: ** 1/2 Attack: {WW} Surf (30) -------------- Electabuzz Evolution: Basic Pokemon 9/18 Rarity: Promo Type: Lightning HP: 60 Weakness: F Resistance: N/A Retreat: 2 My Rating: ** Attack: {L} Light Screen Whenever an attack does damage to Electabuzz (after applying Weakness and Resistance) during your opponent's next turn, that attack only does half the damage to Electabuzz (rounded down to the nearest 10). (Any other effects of attacks still happen.) Attack: {2} Quick Attack (10+) Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if tails, this attack does 10 damage. -------------- Legendary Zapdos Evolution: Basic Pokemon 10/18 Rarity: Promo Type: Lightning HP: 100 Weakness: N/A Resistance: F Retreat: 2 My Rating: *** Pokemon Power: "Peal of Thunder" When you put Zapdos into play during your turn (not during set-up), do 30 damage to a Pokemon other than Zapdos chosen at random. (Don't apply Weakness and Resistance.) Attack: {LLL} Big Thunder Choose a Pokemon other than Zapdos at random. This attack does 70 damage to that Pokemon. Don't apply Weakness or Resistance for this attack. (Any other effects that would happen after applying Weakness and Resistance still happen.) -------------- Slowpoke Evolution: Basic Pokemon 11/18 Rarity: Promo Type: Psychic HP: 40 Weakness: P Resistance: N/A Retreat: 1 My Rating: ** Attack: {C} Headbutt (10) Attack: {PP} Amnesia Choose 1 of the Defending Pokemon's attacks. That Pokemon can't use that attack during your opponent's next turn. -------------- Mewtwo Evolution: Basic Pokemon 12/18 Rarity: Promo Type: Psychic HP: 70 Weakness: P Resistance: N/A Retreat: 2 My Rating: **** 1/2 Attack: {P} Energy Absorption Choose up to 2 Energy Cards from your Discard Pile and attach them to Mewtwo. Attack: {PPC} Psyburn (40) -------------- Mewtwo Evolution: Basic Pokemon 13/18 Rarity: Promo Type: Psychic HP: 70 Weakness: P Resistance: N/A Retreat: 2 My Rating: **** 1/2 Attack: {P} Energy Absorption Choose up to 2 Energy Cards from your Discard Pile and attach them to Mewtwo. Attack: {PPC} Psyburn (40) -------------- Mew Evolution: Basic Pokemon 14/18 Rarity: Promo Type: Psychic HP: 40 Weakness: P Resistance: N/A Retreat: 1 My Rating: ** Pokemon Power: "Neutralizing Shield" Prevent all effects of attacks, including damage, done to Mew by evolved Pokemon (excluding your own). This power stops working while Mew is Asleep, Confused, or Paralyzed. Attack: {P} Psyshock (10) Flip a coin. If heads, the Defending Pokemon is now Paralyzed. -------------- Jigglypuff Evolution: Basic Pokemon 15/18 Rarity: Promo Type: Colorless HP: 50 Weakness: F Resistance: P Retreat: 1 My Rating: ** 1/2 Attack: {1} First Aid Remove 1 damage counter from Jigglypuff. Attack: {3} Double-Edge (40) Jigglypuff does 20 damage to itself. -------------- Legendary Dragonite Evolution: Stage 2 - evolves from Dragonair 16/18 Rarity: Promo Type: Colorless HP: 100 Weakness: N/A Resistance: F Retreat: 2 My Rating: *** 1/2 Pokemon Power: "Healing Wind" When you put Dragonite into play, remove 2 damage counters from each of your Pokemon. If a Pokemon has fewer damage counter than that, remove all of them from that Pokemon. Attack: {3} Slam (30x) Flip 2 coins. This attack does 30 damage times the number of heads. -------------- Imakuni? Type: Trainer 17/18 Rarity: Promo My Rating: * Text: Your Active Pokemon is now Confused. Imakuni wants you to play him as a Basic Pokemon, but you can't. A mysterious creature not listed in the Pokedex, he asks kids around the world, "Who is cuter - Pikachu or me?" -------------- P18: Super Energy Retrieval Type: Trainer 18/18 Rarity: Promo My Rating: *** 1/2 Text: Trade 2 of the other cards in your hand for up to 4 basic energy cards from your discard pile. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 6. Card Pop!/Mystery Cards =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= These two EXTREMELY rare cards can only be gotten through a lucky Card Pop! or by GameShark. There are no alternatives. -------------- Venusaur Evolution: Stage 2 - evolves from Ivysaur 1/2 Rarity: Promo Type: Grass HP: 100 Weakness: R Resistance: N/A Retreat: 2 My Rating: *** Pokemon Power: "Solar Power" Once during your turn (before you attack), you may use this power. Your Active Pokemon and the Defending Pokemon are no longer Asleep, Confused, Paralyzed, or Poisoned. This power can't be used if Venusaur is Asleep, Confused, or Paralyzed. Attack: {GGGG} Mega Drain (40) Remove a number of damage counters from Venusaur equal to half the damage done to the Defending Pokemon (after applying Weakness and Resistance) (rounded up to the nearest 10). If Venusaur has fewer damage counters than that, remove all of them. -------------- Mew Evolution: Basic Pokemon 2/2 Rarity: Promo Type: Psychic HP: 50 Weakness: P Resistance: N/A Retreat: N/A My Rating: *** Attack: {1P} Mystery Attack (?) Does a random amount of damage to the Defending Pokemon and may cause a random effect to the Defending Pokemon. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 7. Other Promos (Not In The Game) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= These are other Promotional cards not featured in the GameBoy game. -------------- Movie Pikachu Evolution: Basic Pokemon 1/6 Rarity: Promo Type: Electric HP: 50 Weakness: F Resistance: N/A Retreat: 1 My Rating: * 1/2 Attack: {L} Recharge Search your deck for a (L) Energy card and attach it to Pikachu. Shuffle your deck afterward. Attack: {LLL} Thunderbolt (50) Discard all Energy cards attached to Pikachu in order to use this attack. -------------- Movie Dragonite Evolution: Stage 2 - evolves from Dragonite 2/6 Rarity: Promo Type: Colorless HP: 90 Weakness: N/A Resistance: F Retreat: 2 My Rating: *** Pokemon Power: "Special Delivery" Once during your turn (before you attack), you may draw a card. If you do, choose a card from your hand and put it on the top of your deck. This power can't be used if Dragonite is Asleep, Confused, or Paralyzed. Attack: {3} Supersonic Flight (60) Flip a coin. If tails, this attack does nothing. -------------- Promo Meowth Evolution: Basic Pokemon 3/6 Rarity: Promo Type: Colorless HP: 50 Weakness: F Resistance: P Retreat: 1 My Rating: ** 1/2 Attack: {2} Cat Punch (?) Flip a coin. If heads, this attack does 20 damage. If tails and if your opponent has any benched Pokemon, he or she chooses 1 of them and this attack does 20 damage to it. (Don't apply Weakness and Resistance for Benched Pokemon.) -------------- Promo Mewtwo Evolution: Basic Pokemon 4/6 Rarity: Promo Type: Psychic HP: 60 Weakness: P Resistance: N/A Retreat: 1 My Rating: ** 1/2 Attack: {P} Energy Control Flip a coin. If Heads, choose a basic Energy card attached to 1 of your opponent's Pokemon and attach it to another of your opponent's Pokemon of your choice. Attack: {PPP} Telekinesis (?) Choose 1 of your opponents's Pokemon. This attack does 30 damage to that Pokemon . -------------- Dark Persian Evolution: Stage 1 - evolves from Meowth 5/6 Rarity: Promo Type: Colorless HP: 60 Weakness: F Resistance: P Retreat: N/A My Rating: ** 1/2 Attack: {1} Tempt If your opponent has any Benched Pokemon, flip a coin. If heads, choose 1 of your opponent's Benched Pokemon and switch it with the Defending Pokemon. Attack: {2} Poison Claws (10) Flip a coin. If heads, the Defending Pokemon is now Poisoned. -------------- Ancient Mew Evolution: Basic Pokemon 6/6 Rarity: Promo Type: Psychic HP: 40 Weakness: P Resistance: N/A Retreat: 2 My Rating: ** 1/2 Attack: {PP} Ancient Attack (40) =============================================================================== *************************************** V. Meta-Game *************************************** =============================================================================== Meta-game is essentially the game(s) outside of the actual game itself. This can include the mental game when developing a deck: should you pick efficient, more popular cards, or do with some surprise cards that aren't always as consistent. The basic definition: the strategic analysis of a single deck, or the most commonly played decks in any given region of the country, in the hopes of building a deck that will be more likely to beat decks of the original type when played in a tournament environment. Pretty much, this means in order to win, you need to take a close look at the decks that people you're playing against are playing. Remember what types of Pokémon, Trainers, Status Effect they are using, and build decks that take advantages of their weaknesses. That's the long and the short of "the metagame." Adjusting to the current metagame of popular decks can also lead to great results. For example, if in your area, everyone is running a RainMaker, play a lightning/grass heavy deck. Its all about adjusting to the larger span of what competitive strategies are popular, and trying to find something to come up with those strategies. The best deck example of this is probably the Potpourri, so I will use it as an example here. MORE ANALYSIS COMING SOON. =============================================================================== *************************************** VI. GameShark Codes *************************************** =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1. Why Use Them =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= For those of us without unlimited free time, it would take forever to amass a collection where one would have 4 of every card and be capable of making any sort of deck to play around with. Use these codes only to help further your experience so that you may play around with a variety of decks without taking forever to amass the card collection required to do so. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2. The Codes =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ================= Infinite Booster Packs in the Mail: 01811ED1 01851FD1 018420D1 018221D1 This will allow you to re-read the first four booster packs sent by the good Dr. All four types are available, and you can gain as many as you like. ================= Change 1st Card in Booster Pack: 01??00C4 This code changes the first card in any booster pack you receive to the card that you desire. Just insert one of the below numbers corresponding with its card into the ??. Grass Energy: 01 Fire Energy: 02 Water Energy: 03 Lightning Energy: 04 Fighting Energy: 05 Psychic Energy: 06 Double Colorless Energy: 07 Bulbasaur: 08 Ivysaur: 09 Venusaur (Card Pop! Promo): 0A Venusaur: 0B Caterpie: 0C Metapod: 0D Butterfree: 0E Weedle: 0F Kakuna: 10 Beedrill: 11 Ekans: 12 Arbok: 13 Nidoran Female: 14 Nidorina: 15 Nidoqueen: 16 Nidoran Male: 17 Nidorino: 18 Nidoking: 19 Zubat: 1A Golbat: 1B Oddish: 1C Gloom: 1D Vileplume: 1E Paras: 1F Parasect: 20 Venonat: 21 Venomoth: 22 Bellsprout: 23 Weepinbell: 24 Victreebell: 25 Grimer: 26 Muk: 27 Exeggcute: 28 Exeggutor: 29 Koffing: 2A Wheezing: 2B Tangela (GB): 2C Tangela: 2D Scyther: 2E Pinsir: 2F Charrmander: 30 Charmelion: 31 Charizard: 32 Vulpix: 33 Ninetales: 34 Ninetales (GB): 35 Growlithe: 36 Arcanine (Promo): 37 Arcanine: 38 Ponyta: 39 Rapidash: 3A Magmar: 3B Magmar (Fossil): 3C Flareon (GB): 3D Flareon (Jungle): 3E Moltres: 3F Legendary Moltres: 40 Squirtle: 41 Wartortle: 42 Blastoise: 43 Psyduck: 44 Golduck: 45 Poliwag: 46 Poliwhirl: 47 Poliwrath: 48 Tentacool: 49 Tentacruel: 4A Seel: 4B Dewgong: 4C Shellder: 4D Cloister: 4E Krabby: 4F Kingler: 50 Horsea: 51 Seadra: 52 Goldeen: 53 Seaking: 54 Staryu: 55 Starmie: 56 Magikarp: 57 Gyarados: 58 Lapras: 59 Vaporeon (GB): 5A Vaporeon (Jungle): 5B Omanyte: 5C Omastar: 5D Articuno: 5E Legendary Articuno: 5F Pikachu: 60 Pikachu (Jungle): 61 Pikachu (Promo 1): 62 Pikachu (Promo 2): 63 Flying Pikachu: 64 Surfing Pikachu: 65 Surfing Pikachu: 66 Raichu: 67 Raichu (Fossil): 68 Magnemite: 69 Magnemite (GB): 6A Magneton: 6B Magneton (Fossil): 6C Voltorb: 6D Electrode (GB): 6E Electrode (Jungle): 6F Electabuzz (Movie Promo): 70 Electabuzz: 71 Jolteon (GB): 72 Jolteon: 73 Zapdos: 74 Zapdos (Fossil): 75 Legendary Zapdos: 76 Sandshrew: 77 Sandslash: 78 Diglett: 79 Dugtrio: 7A Mankey: 7B Primeape: 7C Machop: 7D Machoke: 7E Machamp: 7F Geodude: 80 Graveler: 81 Golem: 82 Onix: 83 Cubone: 84 Marowak (Jungle): 85 Marowak (GB): 86 Hitmonlee: 87 Hitmonchan: 88 Rhyhorn: 89 Rhydon: 8A Kabuto: 8B Kabutops: 8C Aerodactlyl: 8D Abra: 8E Kadabra: 8F Alakazam: 90 Slowpoke (Promo): 91 Slowpoke (Fossil): 92 Slowbro: 93 Gastly: 94 Gastly (Fossil): 95 Haunter (Fossil): 96 Haunter: 97 Gengar: 98 Drowzee: 99 Hypno: 9A Mr. Mime: 9B Jynx: 9C Mewtwo: 9D Mewtwo (Movie Promo 1): 9E Mewtwo (Movie Promo 2): 9F Mew (Promo): A0 Mew (Card Pop! Promo): A1 Mew: A2 Pidgey: A3 Pidgeotto: A4 Pidgeot (GB): A5 Pidgeot (Jungle): A6 Rattata: A7 Raticate: A8 Spearow: A9 Fearow: AA Clefairy: AB Clefable: AC Jigglypuff (Promo): AD Jigglypuff (GB): AE Jigglypuff (Jungle): AF Wigglytuff: B0 Meowth (GB): B1 Meowth (Jungle): B2 Persian: B3 Farfetch'd: B4 Doduo: B5 Dodrio: B6 Lickitung: B7 Chansey: B8 Kangaskhan: B9 Tauros: BA Ditto: BB Eevee: BC Porygon: BD Snorlax: BE Dratini: BF Dragonair: C0 Legendary Dragonite: C1 Dragonite: C2 Professor Oak: C3 Imposter Professor Oak: C4 Bill: C5 Mr. Fuji: C6 Lass: C7 Imakuni?: C8 Pokemon Trader: C9 Pokemon Breeder: CA Clefairy Doll: CB Mysterious Fossil: CC Energy Retrieval: CD Super Energy Retrieval (Promo): CE Energy Search: CF Energy Removal: D0 Super Energy Removal: D1 Switch: D2 Pokemon Center: D3 Pokeball: D4 Scoop Up: D5 Computer Search: D6 Pokedex: D7 Pluspower: D8 Defender: D9 Item Finder: DA Gust of Wind: DB Devolution Spray: DC Potion: DD Super Potion: DE Full Heal: DF Revive: E0 Maintenance: E1 Pokemon Flute: E2 E2 Gambler: E3 E3 Recycle: E4 =============================================================================== *************************************** VII. FAQ *************************************** =============================================================================== Standard Game Rules ------------------- Q: When my opponent draws no basic Pokemon, why don't I get to draw 2 cards like in the real card game? A: This was one of the few rules from the actual card game that wasn't included in the Gameboy TCG, use it to your advantage to run low basics in your deck! --- Q: Do you need to have 60 cards or is 60 just the maximum? A: You are required to play with EXACTLY 60 cards --- Q: Can you use any Pokemon powers from your hand? A: The cards that have a Pokemon Power that is "played from your hand" means that when you bring the card into play from your hand. This does NOT mean that you can use the Pokemon Power while the card is in your hand. --- Q: When does Confusion end? A: Flipping heads will allow that attack to successfully work, but will not end that Pokemon's confusion. Once confused, they stay so until they faint, evolve, are benched, or are Full Healed. In-Game Questions ----------------- Q: Are there any cards missing from the GameBoy version. A: Yes. The two missing cards seem to be Fossil Ditto, and Base Set Electrode. They have seemingly been "semi-replaced" with GB exclusive cards. --- Q: How do I get multiple copies of the four Legendary cards? A: After beating the game once and receiving your copy of one of each legendary card, go back and challegene the masters again, and for every win thereafter, you will receive one legendary card at random. However, after you have 2 copies of each of the cards, when you try to receive another one, the ledgendary cards 'speak to you' but this time they say, 'We have no more cards to give you'. (Thanks Simon Thunder) ================== Cheap In-Game Tips ================== -Whenever Dr. Mason e-mails you a booster pack, save your game before opening the e-mail. Once opened, if you do not want the cards in the booster pack, shut the game off immediately and start over. This time, the cards in the booster will be different. Repeat until you find the cards you want. -If you want to give all of your cards to the man in order to get your MP Pikachu a faster way to do this instead of waiting for him to ask for one is to do this: When he asks you for a card give it to him, write in the diary, and shut off the gameboy. Turn it back on and talk to the same man. He will ask for it immediatley. Repeat in order to get the MP Pikachu way faster! -The game auto-saves in a battle... abuse it! -First you must understand how the game saves. The game automatically saves after each input command that you do. It does not save after your opponent attacks, only after you input. Use this to your advantage. If you get a result you don't like, just turn off the game, then turn it back on. Now you can try something else. -See all of your prizes After you beat an opponent, select a prize. Once you see what it is do Tip 1. When you turn it back on you will be back to just before the attack. Attack again and select a different prize. Repeat this with all prizes and you can select the one you want/need. -Beat the coin flip Coin flips in the game are NOT random. They are on some type of predetermined routine that you can take advantage of. If you have a Pokemon that has a damage attack and a coin flip attack (like Lapras) then always try the status attack first. For example, if you have 2 Water energies on Lapras. You can do a 20 pt Water Gun or a 10 Confuse Ray attack. Try the Confuse Ray attack. If it's heads then you get the 10 pts damage and your opponent is confused. If you get tails, simply turn off the game as soon as the coin shows tails and start it again. Now do Water Gun. Don't bother with Confuse Ray because once it's tails it will ALWAYS be tails. This can also be used with trainer cards. Once you know what the coin flip will be you can decide if you want to use cards like Gambler or Recycle. =============================================================================== *************************************** Special Thanks *************************************** =============================================================================== Deck Submissions ---------------- -roboshark -Boozman --=Nethervoid=- -Eirik -Noah -Scott FAQ Suggestions/Error Fixes --------------------------- -Simon Thunder --=Nethervoid=- If I missed anyone I am sorry, please let me know and I will give you proper credit. =============================================================================== This document is available for any and all non-profit use. Pokemon is (c) to Nintendo, Inc. The Nintendo GameBoy is (c) to Nintendo, Inc. ===============================================================================