_____ _____ __ __ _____ __ __ _____ __ _ | ___ \ | _ | | |/ | | ___ | | \/ | | _ | | \| | --------- | ___/ | |_| | | < | ___| | | | |_| | | | T C G |_| |_____| |__|\__| |_____| |_|\/|_| |_____| |_|\__| --------- POKEMON TRADING CARD GAME--GAMEBOY COLOR Pokemon TCG FAQ/Walkthrough by Kevin Zhu (nucleargamer12) Visit my site for more walkthroughs and guides: http://www.g-cubed.co.nr ------------------------------------------------------------------------------- =============================================================================== *** 0: Contents *** =============================================================================== ------------------------------------------------------------------------------- 0) Contents 0.1) Notes on the FAQ 1) Introduction--About Me 2) Version History 3) Legal Information 4) Dr. Mason's Surprise 4.1) Knowing the controls 4.2) Rules of the Game 4.3) Dueling Procedures 4.4) Building a Deck 4.5) Common Deck Archetypes 5) Walkthrough 5.1) World Map 5.2) Mason Laboratory 5.3) Rock Club 5.4) Grass Club 5.5) Fire Club 5.6) Lightning Club 5.7) Science Club 5.8) Psychic Club 5.9) Fighting Club 5.10) Water Club 5.11) Pokemon Dome 5.12) Challenge Hall 5.13) Ishihara 5.14) Ronald 5.15) Imakuni? 6) Card Lists 6.1) Gameboy Order 6.2) Real World Order 6.3) Pokedex Order 7) Card Ratings 8) Auto Deck Machines 8.1) Auto Machine 5.2) Rock Machine 5.3) Grass Machine 5.4) Fire Machine 5.5) Lightning Machine 5.6) Science Machine 5.7) Psychic Machine 5.8) Fighting Machine 5.9) Water Machine 5.10) Legendary Machine 9) FAQ--Frequently Asked Questions 9.1) Tips and Tricks 9.2) Gameshark Help 9.3) Linking Up 10) Credits 11) End ------------------------------------------------------------------------------- 0.1: Notes on the FAQ ------------------------------------------------------------------------------- ~ Printing: You should print only important parts of this FAQ as it is 12912+ lines long. ~ Searching: Type Ctrl+F to find what you're looking for in this FAQ. ~ Finding a Pokemon: Type the Pokemon's Pokedex # (including the # sign) when finding to bring up the Pokemon instantly. ~ Finding a section: Copy and Paste the whole name of the section/subsection onto the Find Bar. ~ About the game: The Pokemon Trading Card Game is copyrighted by Nindendo, Wizards, and Hudson. ~ Contacting the author: Suggestions, questions, or comments should be sent to nucleargamer12@gmail.com. Please read the guide before mailing me! ------------------------------------------------------------------------------- =============================================================================== *** 1: Introduction--About Me *** =============================================================================== ------------------------------------------------------------------------------- This FAQ has been written by me, nucleargamer12, to help the many players of the Pokemon Trading Card Game. My Email address is nucleargamer12@gmail.com, and my AOL screen name is nucleargamer12. Please send feedback, questions, and anything else related to this FAQ. Suggestions and/or contributions would be very much appreciated to make this guide a better one. The Gameboy Color version of this once hugely popular card game is perhaps the last port in the United States. Due to the game's somewhat low sales, this game's sequel (released in Japan) never made it across the ocean. My guide is designed to help you through this addictive game. Enjoy this FAQ! What unique and additional features does this huge walkthrough include? For one, I have a Ratings section, discussing my ratings about the various cards. Also, my card lists are in Pokedex, Card #, and Real World orders. That way, you can use the lists not only as refrences to the Gameboy game, but to the real game as well. ------------------------------------------------------------------------------- =============================================================================== *** 2: Version History *** =============================================================================== ------------------------------------------------------------------------------- V. 1.8 8/23/06 Additions: Some user-submitted tactics added. Keep those e-mails coming, I'll still read 'em! V. 1.7b (unreleased) Changes: I made the section dividers more prominent. The new layout should look nicer. V. 1.7 9/3/04 Additions: Added to FAQ, corrected minor accuracy problems in walkthrough and such. V. 1.5 8/19/04 Changes: Continued Ratings, changed Legal Information. V. 1.2 5/27/04 Additions: Added Legendary deck and progressed on ratings. V. 1.0 9/16/03 Initial release: Walkthrough completely finished. Ratings in progress. Please email suggestions or comments so this FAQ can become better. ------------------------------------------------------------------------------- =============================================================================== *** 3: Legal Information *** =============================================================================== ------------------------------------------------------------------------------- The text you're reading is my own work. Therefore, it is copyrighted 2004-2005 by nucleargamer12. It may not be reproduced in any way without my permission. This FAQ is designed for personal use only. However... The FAQ may appear on the following sites, because permission was granted: ~ www.gamefaqs.com ~ www.freewebs.com/gameguidegalaxy ~ www.g-cubed.co.nr If, for some reason, you'd like to put my FAQ on your site, please send an Email to me regarding the use of this document. Please include the URL of your site so that I can view it. Consent will be given at my leisure. If permission is given, do not make any changes to my FAQ; paste it onto your site as it is, WITH the legal information included. Failure to use any of the above procedures may result in legal action. If you wish to print these pages, please do so, but only for your private enjoyment and leisure. Please note that I should not be held responsible to any problems of your own resulting in the reading, following, or downloading of this guide. Thank you in advance. Now that the Legal stuff is taken care of, it's time for the FUN!!! ------------------------------------------------------------------------------- =============================================================================== *** 4: Dr. Mason's Surprise *** =============================================================================== ------------------------------------------------------------------------------- Well, this part is the story of the game. The story in the instruction booklet comes first, followed by my version of the story. ******************************* It was just another typical day of Pokemon card trading with Ronald, a kid from your neighborhood. As always, you were trying to complete your collection of Pokemon Trading Cards when you overheard an ear-catching rumor... The Legendary Pokemon Cards...mysterious and extremely rare cards held by the four greatest Pokemon card players of all time - the Grand Masters! Rumor has it, the Grand Masters are looking for one player to inherit the legend...a player who can defeat all four of the Grand Masters...one player worthy of the Legendary Cards and worthy of carrying on the legend! "I wish I could have those cards," you say to yourself. "I will be the one! I will be the player who defeats the Grand Masters and inherits the Legendary Pokemon Cards!" But by the look on Ronald's face, you can tell he has the exact same idea! "I know," you think to yourself, "I'll enlist the help of Dr. Mason - the Pokemon Trading Card Game researcher!* He knows all there is to know about Pokemon Trading Cards! He'll teach me how to play the Trading Card Game. Then, I'll collect all the cards - including those of the Grand Masters themselves!!!" "Why the rush, Mark?" Dr. Mason asks as you race into his lab. "THE LEGENDARY POKEMON CARDS!" He cries, after hearing your plan. Thinking out loud, Dr. Mason mutters, "clearly, playing the card game is much more fun than just collecting the cards...I know this day would come...but if this truly is your dream... Perhaps, with my help..." Suddenly he turns to you and warns, "you'll never get those cards if you aren't dedicated." "I am ready to do whatever it takes to defeat the Grand Masters," you assure him. "Very well, then! You must not simply learn the card game - you must master it! Start with this deck! Your deck is the set of cards you will use in duels. One deck consists of 60 cards. Your first opponent will be my assistant, Sam. First, we'll tell you the basics of the game. Then, I'll help you through your first duel!" * Research pieces of paper? Dr. Mason needs to get a life... ******************************* One day, you learn about the ultra-rare Legendary Cards of the Grand Masters of Pokemon and the powers they possess. Being a rookie Pokemon Trading Card Game player, you head to Dr. Mason's laboratory. Your friend Dr. Mason, a respected authority on Trading Card Game information, hears about your goal to inherit the Legendary Cards. After a brief tutorial about the game's rules and guidelines, Dr. Mason gives you your very first deck of cards. And so, your journey to become a Pokemon Trading Card master begins! ------------------------------------------------------------------------------- 4.1: Knowing the Controls ------------------------------------------------------------------------------- This section contains the basic controls you need to know. The Gameboy's buttons and functions are listed below. *Button* *Location on Gameboy* *Function* Start Bottom center (right) Starts game, Menu A Top right (right) Confirms choices, Scrolls text Select Bottom center (left) In-duel shortcuts B Top right (left) Cancels choices, Scrolls text D-pad Top left Moves cursor, Moves character Note: Pressing A, B, Start, and Select simultaneously will restart the game. ******************************* Using the B button, use the D-pad to view your own or your opponent's play area or discard pile. Push B + down to view your play area, B + left to view your discard pile, B + up to view your opponent's play area, and B + right to view your opponent's discard pile. Remember these handy functions! If you turned your Gameboy off when you were in the middle of a duel, you will have the option in the starting menu to continue the duel from your last turn (before you attacked). Press Select when viewing your Hand in a duel. It will let you arrange your hand as you like. Press Select in a duel to view your Play Area, the opponent's Play Area, or the entire dueling table. Press Select when your Pokemon is Knocked Out to view your hand or the Knocked Out card. ******************************* Here are the procedures taken in a regular Pokemon Duel. If some of the terms used appear unclear to you, read the next section (section 4.2) for information on the rules of the game. ~ First, both your deck and the opponent's deck are shuffled. ~ Each player draws seven cards. This is the Hand. If a player has no base Pokemon in his/her hand, he/she will shuffle his/her hand into her deck, re- shuffle the deck, and draw seven more cards. ~ Now, Set a Basic Pokemon on the Arena. This is your Active Pokemon, or the one you'll be attacking with at the start of the game. ~ Place up to 5 Pokemon on your Bench (if you drew more than one Pokemon in your hand). The Bench is where you charge up your Pokemon in case they are needed. ~ You will place Prize Cards, chosen randomly from your deck. The number of Prizes varies depending on who you're facing. A player will choose a Prize Card when he/she Knocks Out a Pokemon. ~ A coin will be tossed in the beginning of the game to decide which player goes first. In the Gameboy game, you go first if the coin lands heads. ~ The player going first will draw one card from his/her deck. From there, these actions can be done as many times as desired in the turn: Place Basic Pokemon on the Bench. You cannot place more than five. Retreat the Active Pokemon by paying the Retreat Cost. Evolve compatible Active/Bench Pokemon that was placed more than 1 turn ago. Attach an Energy Card on a Pokemon only once (barring Rain Dance). Use Trainer Cards. Discard them after being used. Some Pokemon Powers may be used depending on its description. ~ Attack with the Active Pokemon if you have enough Energy Cards attached to it to meet the cost of the attack. ~ End your turn. Attacking manually ends your turn, but you may choose to end it without attacking. Now, this procedure continues until someone wins using the methods listed in the next section. ------------------------------------------------------------------------------- 4.2: Rules of the Game ------------------------------------------------------------------------------- The rules of the Pokemon Trading Card Game are explained by Dr. Mason at the beginning of the game. However, here are some quick guidelines that I made for you: ~ The objective of the Trading Card Game is to defeat the opponent using one of three methods: to take all of your prizes that you placed at the beginning of the game, to make your opponent run out of Active Pokemon, or to make your opponent run out of cards. ~ In this game, you will be able to collect cards from the Base Set, Jungle Set, and Fossil Set. Use these to create decks! ~ A Basic Pokemon is the only kind of card that can be put into play at the beginning of a match. They are unevolved and usually are able to attack quickly. ~ Evolution Pokemon cards are placed on top of matching Basic Pokemon cards. These Pokemon are often stronger than their counterparts. ~ Trainer Cards are one-time use cards that have a special function. They are discarded after they are played. There are various functions of Trainers, so look at the card before playing it! ~ There are six types of Basic Energy in the game: Grass, Fire, Lightning, Water, Fighting, and Psychic. Basic Energys are attached to your Pokemon, once per turn, to make them attack or retreat. You can put as many of these energys as you want in your deck. ~ Double Colorless Energy is a Special Energy Card. It provides two energies, but they are both of the colorless type. Use these cards to quickly power up your Pokemon! ******************************* The Pokemon Trading Card game might still be foggy to you, so here are some terms that are used in the game: ~ Active Pokemon are the Pokemon that currently face each other. They're the only Pokemon that can attack or be attacked (with some exceptions), and they can be switched with Bench Pokemon for a cost. If a person runs out of Active Pokemon and is unable to send out another one, he or she loses the match. ~ Bench Pokemon are Pokemon that a person has in reserve. There can be up to five Bench Pokemon on a player's bench. Bench Pokemon cannot be attacked, unless the attack specifies so. ~ Prizes are placed in the beginning of the match. When you knock out an opponent's Pokemon, choose a prize. When all of the prizes are taken, a winner is decided. ~ Attacks are commands issued by the person. Attacks can damage either Pokemon, or give them a status alignment. They can also heal or defend certain Pokemon. Attacks can only be executed if there is as much energy attached to the attacker as required. ~ HP is a Pokemon's ability to take hits. The more HP a Pokemon has, the more damage it can take before it is knocked out. ~ Damage is what Pokemon recieve from attacks. It is represented by Damage counters, each one giving 10 damage. If a Pokemon has less or equal HP than Damage, it is knocked out. ~ "Knocked Out" happens to a Pokemon when its HP reaches zero (or below). When this happens, the Pokemon and all cards attached to it will be moved into the discard pile. ~ Discard Pile is where Knocked Out Pokemon, Energys attached to the Pokemon, and used-up Trainer Cards go. Certain cards will let you remove cards from the Discard Pile. ~ Your Hand is where you keep all of your drawn cards. There is no limit to how many cards you have in your hand. ~ Your Deck must contain 60 cards. See the next section for details. Each turn, you draw a card from your deck. Some Trainers and Attacks will let you draw more cards. If your deck's cards reach zero, you lose the game on the next time you have to draw a card. ~ Retreats are commands issued by the duelist. If the Pokemon has enough Energys to fulfill its Retreat Cost, it will have the option to switch with a Bench Pokemon. You will have to discard the same number of energies as the Retreat Cost in order to do this. ~ Retreat Costs vary from Pokemon to Pokemon. They represent the amount of Energy Cards you must discard in order to retreat. ~ Weaknesses of a Pokemon mean that it takes double damage from attacks from its weakness type. ~ Resistances of a Pokemon mean that it takes thirty less damage from attacks of its resistance type. Plan the weaknesses and resistances of your deck carefully! ~ The level of a Pokemon card has nothing to do with how good the card is. Don't be fooled into putting worthless high-level Pokemon in your deck! ~ Pokemon Powers are special effects a Pokemon may have. The usage of Pokemon Powers depends on what is written on the card. ~ Invincibility happens when a Pokemon uses a move, like Scrunch or Agility, that promises no damage to be taken on the following turn. Invincibility is gone on the next turn. ~ Stalling is when someone sends out a Pokemon that is very hard to take down because of its tremendous HP and/or invincibility potential. ******************************* The terms above are most of the basics involved in Pokemon Trading Card Game. However, your Pokemon may be affected with a Status Alignment. They are listed below: ~ Confusion: Your active Pokemon must flip a coin before attacking or retreating. If the coin turns heads, the action works normally. If the coin flips tails, the Pokemon will be unable to perform that action. If the coin lands tails when the infected Pokemon attempts to attack, the attacker will do 20 damage to itself while still being unable to attack. Cure confusion with: A successful retreat The Trainer "Full Heal" The Trainer "Scoop Up" The Trainer "Switch" The Trainer "Devolution Spray" An evolution card A successful attack (ignores it) ~ Paralyzation: Your active Pokemon cannot attack or retreat for the turn it is infected barring the help of a Trainer Card. Paralyzation wears off in one turn. Cure paralyzation with: The Trainer "Full Heal" The Trainer "Scoop Up" The Trainer "Switch" The Trainer "Devolution Spray" An evolution card Waiting until the next turn ~ Poison: This will slowly drain the energy of the Pokemon affected. After each player's turn, the Pokemon affected with Poison will take an additional 10 damage. Nidoking's Toxic attack is even more deadly; the affected Pokemon will take 20 damage a turn instead of 10. Cure poison with: The Trainer "Full Heal" The Trainer "Scoop Up" The Trainer "Switch" The Trainer "Devolution Spray" An evolution card ~ Sleep: Pokemon cannot attack or retreat when asleep. Between each turn, a coin is flipped. If the coin lands heads, the alignment is cured. If it turns tails, the Pokemon is still asleep. Cure sleep with: The Trainer "Full Heal" The Trainer "Scoop Up" The Trainer "Switch" The Trainer "Devolution Spray" An evolution card Getting heads on the coin toss between turns ******************************* All the information above and more can be found by looking at the bookshelves scattered around the game. These are the basics upon becoming a Pokemon Card Game master! ------------------------------------------------------------------------------- 4.3: Weaknesses/Resistances ------------------------------------------------------------------------------- There are seven types of Pokemon in the Pokemon Trading Card game. Each type of Pokemon has its own set of strengths and weaknesses. They are listed below. Fire Fighting Grass Lightning Water Psychic Colorless There are, however, certain subtypes of Pokemon that have slightly different traits than others of the type. These are listed here. Poison (Grass type) Rock (Fighting type) Ghost (Psychic type) Flying (Colorless type) Dragon (Colorless type) Legendary (various types) ******************************* These subtypes deal the same type of damage as thier basic types. For example, a Weezing (Poison) using Selfdestruct will be super effective against an Onix (Rock). For players of the RPG, this may be confusing to you, but bear along. Below is a list of all the types/subtypes' Weaknesses and Resistances: Fire weak to Water Fighting weak to Psychic Grass weak to Fire Lightning weak to Fighting Water weak to Lightning/Grass Psychic weak to Psychic Colorless weak to Fighting Poison weak to Psychic Rock weak to Grass Ghost weak to nothing Flying weak to Lightning Dragon weak to nothing Legendary weak to nothing Fire strong against nothing/Fighting Fighting strong against nothing Grass strong against nothing/Fighting Lightning strong against nothing Water strong against nothing Psychic strong against nothing Colorless strong against Psychic Poison strong against Fighting/nothing Rock strong against nothing/Lightning Ghost strong against Fighting Flying strong against Fighting Dragon strong against Psychic/Fighting Legendary strong against Fighting Hopefully this will give you an idea of which cards are strong and weak to which other cards. Read on to see how to build a deck! ------------------------------------------------------------------------------- 4.4: Building a Deck ------------------------------------------------------------------------------- Using the analysis above, you could tell apart the types of Pokemon. Now, to arrange the Pokemon you've chosen into a deck: Deck-building is one of the many fun parts of this game. All the cards that you own are organized by type, so it's easy to find where each card is. To start building a deck, Press the Start button to be taken to the menu. Select "Deck" from there, and pick the deck you want to modify. from there... ~ Select Deck: Select this deck as your dueling deck. ~ Change Name: Change the name of your deck. ~ Cancel: Return to the previous menu. ~ Modify Deck: Modify the deck. See below. ******************************* While modifying your deck, you can press these buttons: ~ The D-pad lets you choose a type of cards (the element). Press A when you've chosen. Now, you can use the D-pad to select the card, and the amount desired. Press B to return to the element menu. ~ Pressing Start in the element menu will let you view your current deck and its contents. Use the D-pad to scroll up and down, and the A button to check the card. ~ When selecting a card, press the A button to view its attacks, information, and evolution stage. ~ At the element menu, pressing B will result in another menu. Pressing Confirm is like pressing Start in the element menu (see above). Press Modify to continue modifying the deck. Select Name to rename the deck. Press save to save the deck configuration, and press Dismantle to delete the current deck. Select Cancel to return to the deck menu. ******************************* Now that you know the controls of deck-building, here are some tips on how to make a good, balanced deck (you need to play a little of the game to get what I mean). ~ Cover up your weaknesses. Do you notice that Aaron (a man in Dr. Mason's lab who is willing to duel you) has a Water and Fighting deck, a Grass and Psychic deck, and a Fire and Lightning deck? This is because he built his decks smartly, relying on one element's strengths to overlap another element's weaknesses. For example: Water types are weak to Lightning types, who are weak to Fighting types. Poison types (grass) are weak to Psychic types, who are weak to Psychic types. Fire types are weak to Water types, who are weak to Lightning types. ~ However, you may notice that Aaron never seems to get the right cards out in play at the right time, so he still loses to you. This is where good Trainer Cards come into the situation. Since Aaron has two types in his deck, he needs to have the right type of energy to successfully attack. For this, you need the Trainers Energy Search and Energy Retrieval. Use Energy Search to search in your deck for a certain kind of energy, and use Energy Retrieval to take them out of your discard pile. ~ A deck must have the right amount of energy to win. Depending on your situation, you might need more or less energys in your deck. In my opinion, you should have anywhere from 20 to 28 energy in your deck. Keep in mind that if you have more than one element in your deck, be sure to balance your energys accordingly. ~ The kinds of Pokemon in the deck need to be right. Your deck needs to have a strategy, not just to pray for a good card. ~ Be wary of the time your deck needs to set up. If your Pokmeon need lots of Energy to attack or retreat, be sure to include some Stall Pokemon in your deck to buy some time. ~ Take a look at some of the most common decks below! ------------------------------------------------------------------------------- 4.5: Common Deck Archetypes ------------------------------------------------------------------------------- Archetypes are common deck themes, they constitute most of the decks people use out there. No matter which you choose, archetypess can give you an edge over in-game opponents. These are the top archetypes in the Pokemon Trading Card game. Use these archetypes as you wish, but feel free to modify the samples I have created in your own decks: 1. Haymaker: An extremely fast attacking deck focused on winning on or before turn 10. Pokemon requiring only a few Energy to attack are often seen here. They include Scyther, Electabuzz (base), Magmar (fossil), and Hitmonchan. Here is a sample Haymaker deck. Note that there are no evolved Pokemon and lots of Trainer Cards: *Pokemon (13)* 4x Scyther L25 3x Magmar L31 3x Hitmonchan L33 3x Electabuzz L35 *Trainers (24)* 3x Bill 2x Professor Oak 4x Energy Search 3x Potion 3x Energy Removal 2x Energy Retrieval 2x Gust of Wind 3x Pluspower 2x Computer Search *Energy (23)* 7x Fire Energy 8x Fighting Energy 7x Lightning Energy 1x Double Colorless Energy 2. Rain Dance: This deck relies on Blastoise's Pokemon Power, Rain Dance. It lets you attach as many Water Energy as you like to your Pokemon, not just 1 per turn. This deck plans on getting a Squirtle to a Blastoise by turn 3. Water Pokemon, like Lapras and Dewgong, are commonly found in this deck. *Pokemon (18)* 4x Squirtle L8 2x Wartortle L22 4x Blastoise L52 3x Lapras L31 3x Seel L12 ^ 2x Dewgong L42 ^ *Trainers (19)* 4x Bill 2x Professor Oak 2x Potion 1x Super Potion 2x Energy Removal 1x Super Energy Removal 2x Pokemon Breeder 3x Pokemon Trader 1x Pluspower 1x Gust of Wind *Energy (23)* 23x Water Energy ^ Seel and Dewgong can be replaced with Magikarp and Gyarados if you're facing a Lightning-heavy foe. 3. Damage Swap: Using Alakazam's Pokemon Power Damage Swap and Chansey's great stalling potential, one is able to create a formidable deck. You can add Pokemon like Mr. Mime and Mew to improve your defense. Full Heal is good in this deck, since Damage Swap only works if Alakazam is healthy. When your stallers are about to get knocked out, use Pokemon Center or Scoop Up to recover them. This is sort of a Stall deck variation. *Pokemon (19)* 4x Abra L10 3x Kadabra L38 3x Alakazam L42 3x Chansey L55 2x Mew L8 2x Mr. Mime L28 2x Kangaskhan L40 *Trainers (20)* 3x Potion 1x Super Potion 4x Scoop Up 3x Pokemon Center 1x Computer Search 4x Energy Removal 2x Super Energy Removal 2x Full Heal *Energy (21)* 20x Psychic Energy 1x Double Colorless Energy 4. Stall: The point of this deck is to make CPU players run out of cards, and to make human opponents get so annoyed that they forfeit the match. The deck includes great stall Pokemon, like Chansey and Lickitung, plus many Trainer Cards that shuffle cards back into your deck. Beware, though: a match using this deck could take up to 60 turns! Very few Energys are in this deck. *Pokemon (16)* 4x Chansey L55 4x Lickitung L26 4x Kangaskhan L40 4x Snorlax L20 *Trainers (32)* 4x Pokemon Center 4x Scoop Up 4x Potion 4x Energy Removal 4x Item Finder 4x Maintenance 4x Gambler 4x Energy Retrieval *Energy (12)* 4x Fighting Energy ^ 4x Psychic Energy ^ 4x Double Colorless Energy ^ Doesn't matter which kinds of Energy you choose; just keep the colorless. 5. Do the Wave: Wigglytuff's Do the Wave attack does damage depending on the number of Pokemon you have on the bench. Putting 5 Pokemon on the bench means that you have a 60-power attack each turn. Plus, Lullaby isn't bad either. Using Trainers like Clefairy Doll and Mysterious Fossil in place of real Pokemon isn't a bad idea. Feel free to experiment! *Pokemon (15)* 2x Jigglypuff L13 2x Jigglypuff L14 4x Wigglytuff L36 4x Scyther L25 3x Chansey L55 *Trainers (22)* 4x Bill 2x Professor Oak 3x Clefairy Doll 1x Scoop Up 3x Potion 2x Poke Ball 4x Energy Removal 3x Pokemon Trader *Energy (23)* 19x Grass Energy 4x Double Colorless Energy 6. Energy Destruction: Without Energy Cards, your opponent won't be able to do much. Hyper Beam, Whirlpool, and Energy Removal will discard energys from the opponent at lightning speed. Seemingly foolproof plans can be demolished using this great strategy. Pluspower is added because Hyper Beam is somewhat weak. *Pokemon (19)* 3x Psyduck L15 2x Golduck L27 3x Dratini L10 2x Dragonair L33 4x Poliwag L13 3x Poliwhirl L28 2x Poliwrath L48 *Trainers (18)* 2x Bill 4x Energy Removal 3x Super Energy Removal 2x Pokemon Trader 1x Energy Search 3x Pluspower 2x Potion 1x Super Potion *Energy (23)* 18 Water Energy 3 Psychic Energy 2 Double Colorless Energy 7. Prehistoric Power: This deck is a slight variation of the Haymaker. There's one big difference: Aerodactyl's Pokemon Power will stop any and all evolutions, making decks like Rain Dance practically useless. Of course, do not try to use this against other Haymaker decks. You won't do very well. Here is a sample deck: *Pokemon (16)* 4x Aerodactyl L28 4x Scyther L25 4x Hitmonchan L33 4x Electabuzz L35 *Trainers (22)* 3x Bill 2x Professor Oak 2x Energy Removal 1x Super Energy Removal 3x Energy Search 4x Mysterious Fossil 2x Pokemon Trader 2x Potion 1x Super Potion 2x Pluspower *Energy (22)* 9x Lightning Energy 10x Fighting Energy 3x Double Colorless Energy 8. Energy Trans: Using Venusaur's Pokemon Power, Energy Trans, you have the ability to move Energys from one Pokemon to another as many times as you wish. Exeggutor's Big Eggsplosion takes a big advantage from this. Build up your other Pokemon with Energys, get out Venusaur and Exeggutor, and transfer all the Energy from other Pokemon onto yours. Then, Eggsplode! Pokemon Breeder is useful in here, too. *Pokemon (23)* 4x Bulbasaur L13 3x Ivysaur L20 4x Venusaur L67 2x Nidoran M L20 1x Nidorino L25 2x Nidoking L48 4x Exeggcute Lv.14 3x Exeggutor Lv.35 *Trainers (15)* 1x Professor Oak 3x Bill 2x Pokemon Breeder 1x Pokemon Trader 2x Energy Removal 1x Energy Search 1x Gust of Wind 1x Switch 3x Potion *Energy (22)* 19x Grass Energy 3x Psychic Energy ******************************* ~ Of course, you don't have to follow these Archetypes, although they can give you a good chance of victory. Follow my guidelines to make a good deck, and be creative! ~ Good deck-making tips can also be found in Ishihara's bookshelves. See section 5.13 for more information. ~ You can only carry 4 decks with you at a time. Save all the additional decks you have made in the Save Machine in Dr. Mason's Lab (more on saving in the walkthrough). ------------------------------------------------------------------------------- =============================================================================== *** 5: Walkthrough *** =============================================================================== ------------------------------------------------------------------------------- The walkthrough will cover every aspect of your quest. Your goal is to achieve the Legendary Cards through earning eight Master Medals in the game. If you defeat the four Grand Masters, guardians of the LegendaryCards, the Legendary Pokemon--Articuno, Zapdos, Moltres, and Dragonite--will be yours! The eight Master Medals are possessions of the leaders of the 8 Dueling Clubs (Grass, Fire, Lightning, Water, Fighting, Psychic, Rock, and Science). You will face a minimum of 30 duelists in the game: 1 Tech 14 Club Members 8 Club Masters 4 Grand Masters 3 Ronald You can face a maximum of 42 duelists in this game: 2 Techs 21 Club Members 8 Club Masters 4 Grand Masters 5 Ronald 1 Imakuni? Your other goal is to collect all the cards in the Pokemon Trading Card Game. You recieve cards from various Booster Packs that you earn from defeating your opponents. You can get Colosseum, Mystery, Evolution, or Laboratory packs. Each pack has different cards, so you must duel lots of people to get all the cards. Also, some cards can be traded for others, given to people in the game, or earned by winning contests. Let's get started on your journey! Note: If "!!!RONALD!!!" ever appears when you're reading this, it means that Ronald will be waiting to duel you either outside the club or in the Challenge Hall. Also, a "(+)" by anyone's name means you'll have to duel him/her in order to progress. Enjoy the Walkthrough! ------------------------------------------------------------------------------- 5.1: World Map ------------------------------------------------------------------------------- This is the world of Pokemon Trading Card Game. Your whole game takes place on this busy island. ____---__ _/ 5 \ The numbers on the map -_______ __ | | represent what section |13___ \ |12| / 7 | the place is talked about. | \__||__/ 8 | ___/ \ For example, there is a / | "9" where the Fighting | 3 4 | Club is. That means the | 11 | walkthrough for the \____ _____ / Fighting Club is section | 6 ___/ | | 5.9. (add a "5") _/ / __ | | --- _ | |10| | | You will start at "2", | 2 9 | \_ |____||___/ / Mason's Lab. Good luck! | / \____________/ ---------- ------------------------------------------------------------------------------- 5.2: Mason Laboratory ------------------------------------------------------------------------------- Start a new game and type in your name. You'll be arriving at Dr. Mason's lab. Dr.Mason, a Pokemon Trading Card Game researcher and top authority, will tell you all about the game. He will call his fellow researcher, Sam, to have a practice duel with you. Before that, though, you might want to ask Sam about the rules of the game...if you skipped section 4.2 of my guide. ******************************* Practice Duel: Tech Sam (+) Prizes: 2 Deck: Sam's Practice Deck Reward: Colosseum Booster This is your first duel in the game. Sam will explain everything to you, so you'll have no problem winning the game (in fact, you can't lose). If you don't do what Sam says, you won't be able to continue with the duel. After dueling him the first time, you may talk to Sam and select "Normal Duel". This duel will go just like the practice duel, but you won't be told what to do. You can stock up on Energys by winning against Sam, because the Booster Packs he gives you only contain Energys. ******************************* After winning the duel, Dr. Mason asks you to choose the deck you want to start off with in your journey. You may choose these decks: 1. Bulbasaur and Friends A Grass, Lightning, and Psychic deck: Bulbasaur, Pikachu, and Abra. *Pokemon* 2x Bulbasaur L13 1x Ivysaur L20 1x Venusaur L67 2x Nidoran F L13 2x Nidoran M L20 1x Nidorino L25 1x Tangela L12 2x Pikachu L12 1x Raichu L40 1x Magnemite L13 1x Electabuzz L35 2x Abra L10 1x Kadabra L38 2x Gastly L8 1x Haunter L22 1x Jynx L23 1x Jigglypuff L14 1x Meowth L14 1x Kangaskhan L40 *Trainers* 1x Professor Oak 1x Bill 1x Switch 1x Poke Ball 2x Pluspower 1x Defender 1x Gust of Wind 2x Potion 2x Full Heal *Energy* 9x Grass Energy 8x Lightning Energy 6x Psychic Energy 2. Charmander and Friends A Fire, Grass, and Water deck: Charmander, Pinsir, and Seel. *Pokemon* 2x Caterpie L13 1x Metapod L21 2x Nidoran F L13 1x Nidoran M L20 1x Pinsir L24 2x Charmander L10 1x Charmeleon L32 1x Charizard L76 2x Growlithe L18 1x Arcanine L45 2x Ponyta L10 1x Magmar L24 2x Seel L12 1x Dewgong L42 2x Goldeen L12 1x Seaking L28 2x Rattata L9 1x Raticate L41 1x Meowth L14 *Trainers* 1x Professor Oak 2x Bill 1x Switch 1x Computer Search 1x Pluspower 2x Potion 1x Full Heal *Energy* 8x Grass Energy 10x Fire Energy 6x Water Energy 3. Squirtle and Friends A Water, Fire, and Lightning deck: Squirtle, Charmander, and Pikachu. *Pokemon* 2x Charmander L10 1x Charmeleon L32 1x Growlithe L18 1x Arcanine L45 1x Magmar L25 2x Squirtle L8 1x Wartortle L22 1x Blastoise L52 2x Seel L12 1x Dewgong L42 1x Goldeen L12 1x Seaking L28 1x Staryu L15 1x Starmie L28 1x Lapras L31 2x Pikachu L12 1x Magnemite L13 1x Magenton L28 1x Electabuzz L35 2x Rattata L9 1x Raticate L41 1x Meowth L14 *Trainers* 1x Professor Oak 1x Bill 1x Switch 1x Poke Ball 1x Scoop Up 1x Item Finder 1x Potion 1x Full Heal *Energy* 11x Water Energy 8x Fire Energy 6x Lightning Energy Pick the deck that you like most. All of the decks have three types of Pokemon and very little Trainers. Dr. Mason will give you the cards you need and build the deck for you. If you talk to Sam again, you may review the rules of the game. The bookcases have good information, but those topics were already covered in Section 4. There is a PC in the lab (and everywhere else), and you can read the Mail that Dr. Mason has sent you. Check your mail often, as Dr. Mason often includes Booster Packs with his mail! Now, you can go right into the Deck Machine area. Only the Auto Deck Machine is working right now, since you have to insert Master Medals into the other machines to make them work. One of the Lab Techs, Aaron, will challenge you to a duel. Select Yes to accept. ******************************* Normal Duel: Tech Aaron Prizes: 4 Decks: Fire and Lightning Deck Water and Fighting Deck Grass and Psychic Deck Reward: Colosseum Booster Aaron lets you test your deck against his well-balanced decks. The weaknesses of some types in his deck are covered by some other types. Plan your deck carefully. Aaron tends to use lots of Pokemon and Energy in his three decks, but very little Trainer Cards. Use this flaw to your advantage, and try to overpower his deck. The Booster Pack he gives you if you win contains only Basic Energy Cards. ******************************* If you plan on making your own deck, duel Aaron and Sam to get lots of Energy. Depending on your starting deck, you can choose the Club that you want to head next. If you have Bulbasaur and Friends, head to the Rock Club. If you picked Charmander and Friends, go to the Grass Club. If you took Squirtle and Friends, make your way to the Fire Club. You can visit any of the Clubs whenever you like, so feel free to skip around in the walkthrough. For my guide, go to the Rock Club first, and meet Gene, a rock-hard duelist! ------------------------------------------------------------------------------- 5.3: Rock Club ------------------------------------------------------------------------------- Note: You will see Ronald, your rival, as you enter your first Club (whichever one it is). He will brag that defeating the first Club Leader was a piece of cake, and tell you some rules of the Club Leaders. It's kind of ironic if he tells you about defeating the Grass, Psychic, or Fighting leaders, since you normally can't duel them yet. Club Lounge: Every Club has a lounge where people, sometimes other duelists, hang out. The Rock Club members all focus on fast damage, minimal strategy. Get some of your best Grass Pokemon into your deck, like Venusaur and Scyther. After you talk to the Club Leader, check your Mail. Mason will have sent a Booster Pack! In this lounge, there is a woman who tells you when Ishihara wants to trade a card. Chris, a pupil of the Fighting Club Leader, is waiting to duel you by the Club Entrance. Also, you can duel Matthew, a Rock Club Member, for some easy Booster Packs. ******************************* Normal Duel: Rock Club Member Matthew Prizes: 4 Deck: Hard Pokemon Deck Reward: Mystery Booster Matthew uses many Geodudes, Gravelers, and Onixes. They will pose a big threat to your Lightning Pokemon, but hopefully you remembered to change your deck to Grass-types. If you did, you should have no problem with his boulders. Matthew likes to play defensive, so you'll have a couple of problems here and there. Onix's Rock Throw can only do 10 damage at a time, and Geodude isn't a problem until it evolves. It is good to have a Grass Pokemon with a Poison-inducing attack, so your victory will come sooner. ******************************* Club Center: Now, head inside the Club Center. This is where most of your opponents are. As you enter, three duelists will be awaiting your challenge. To the left of the area is Andrew. ******************************* Normal Duel: Rock Club Member Andrew Prizes: 4 Deck: Blistering Pokemon Deck Reward: Colosseum Booster Andrew uses mainly Rock Pokemon like Cubone, Onix and Rhyhorn, but there is a twist: he has Ponyta and Rapidash, which can mean a quick end to your Grasslings. Use a couple of Water Pokemon in your deck, like Lapras and Vaporeon, and you'll get rid of his Fire-types. He seems to draw few Fighting energy, so his Rocks won't get powered up very fast.From there, just use your Plants to finish him off! ******************************* Head right to face Ryan, who will play with only 3 Prize Cards. ******************************* Normal Duel: Rock Club Member Ryan Prizes: 3 Deck: Excavation Deck Reward: Evolution Booster Ryan is almost pathetically easy, I even defeated him with all Lightning Pokemon. He uses Sandshrew and Sandslash alot, along with Shellder, Omanyte, and Kabuto. Use good Grass Pokemon to easily win over this guy. He also uses Hitmonchan, but he has too many Water Energy in his deck for Hitmonchan to be effective. ******************************* Now, face the Club Leader, Gene! Notice that he looks like Professor Oak a little, and he appears to have a toothpick in his mouth. ******************************* Club Leader Duel: Rock Club Master Gene (+) Prizes: 6 Deck: Rock Crusher Deck Reward: Mystery Booster, Rock Medal The Club Master, Gene, has a deck full of powerful Rock Pokemon. He takes a long time to attach Energys to his Rhyhorns and Digletts, but when he adds enough, they become very powerful! Eliminate this problem by knocking out his stones before they pelt you back. His deck is made entirely out of Rock Pokemon. Here is Gene's deck: *Pokemon* 4x Diglett L8 2x Dugtrio L36 4x Geodude L16 3x Graveler L29 2x Golem L36 3x Onix L12 3x Rhyhorn L18 *Trainers* 2x Professor Oak 1x Pokemon Breeder 2x Energy Removal 2x Switch 1x Computer Search 2x Defender 2x Potion 1x Super Potion *Energy* 24x Fighting Energy 2x Double Colorless Energy Gene power ups his Geodudes into Golems on his bench, so try to Gust of Wind his Geodude in while it's still molting. He will add Defenders to his Golems before using Selfdestruct, and use Potion to get them back in healthy condition. All his Pokemon are weak to Grass types, especially Scyther (with a Fighting Resistance). ******************************* ******************************* Gene will give you two Booster Packs once he is defeated, along with the Rock Master Medal! Remember to insert it into the Rock Medal Deck Machine back at Mason Laboratory, and make new decks with it. Now, you can head to the Grass Club and face Nikki, queen of Grass Pokemon. ------------------------------------------------------------------------------- 5.4: Grass Club ------------------------------------------------------------------------------- Club Lounge: This Club's Pokemon can almost all be defeated with solid Fire Pokemon, like Magmar. A girl in the Grass Club wants to trade an Oddish for a Vileplume because of her obssession with the sprout Pokemon. It's a rip-off for her, really. Make the trade if you have the card. You may notice Michael from the Fighting Club hanging out here. Proceed to duel Brittany, who is by the card desk in the Lounge. She will tell you to beat three of the Members to be able to duel the Club Leader. ******************************* Normal Duel: Grass Club Member Brittany (+) Prizes: 4 Deck: Etcetera Deck Reward: Mystery Booster Although Brittany uses mostly Grass Pokemon, she has too many other types of Pokemon bunched in (hence her deck's name). She has too many excess Gastlys, Jynx, and Machops in her deck, with not enough correct Energy types to power them up. Since Colorless, non-flying Pokemon have a resistance to Ghost-types, you should add some Colorless-types (does that even make sense?) to your Fire army to make the duel go quicker. ******************************* Club Center: After you beat Brittany, head to the Club Center. Duel Heather, the first person you'll see. ******************************* Normal Duel: Grass Club Member Heather (+) Prizes: 4 Deck: Kaleidoscope Deck Reward: Colosseum Booster Along with using Grass Pokemon, like Oddish, Heather likes to mess things up a bit using Colorless Pokemon like Porygon and Ditto. Ditto isn't much of a threat, but Porygon may change its resistance to your type. Also, Porygon can change your weakness to Grass, then whip out a Grassling. Deal with Porygon and Ditto with strong Fighters, like Machop and Hitmonchan, and use Fire Pokemon and finish off the rest of her Pokemon. Also, she sometimes may whip out a Vaporeon, which can mean trouble for your Fire pals, so be prepared. ******************************* Now, head to Kristin. She is to your upper left. ******************************* Normal Duel: Grass Club Member Kristin (+) Prizes: 4 Deck: Flower Garden Deck Reward: Evolution Booster Kristin's deck focuses on the Oddish family (Oddish, Gloom, Vileplume) and the Bellsprout family (Bellsprout, Weepinbell, Victrebell). In these Pokemon, the first stage evolution is actually more powerful than the second stage, in terms of attacks. Be prepared for Gloom's and Weepinbell's Razor Leaf. Kristin uses a couple of Lickitung to stall while she powers up Oddish and Bellsprout on the bench. Use a couple of Gust of Winds to knock out these sprouts early in the game with Fire Pokemon. ******************************* After you defeat the last Club Member, she will tell you that Nikki, the Club Leader, is hanging out at Ishihara's house. Go there, and talk to her. she will come back to her Club and duel you. If you do not defeat the Grass Club members, Nikki won't appear. ******************************* Club Leader Duel: Grass Club Master Nikki (+) Prizes: 6 Deck: Flower Power Deck Reward: Laboratory Booster, Grass Medal Nikki has some awesome potential in her deck. She has two formidable Grass Pokemon, Venusaur and Exeggutor, and together, they may be able to defeat you. Venusaur, using its Pokemon Power of Energy Trans, can transfer Energys to Exeggutor, who can use Big Eggsplosion to cause tons of damage. Venusaur's Solarbeam isn't bad, either. Here is Nikki's deck: *Pokemon* 4x Bulbasaur L13 3x Ivysaur Lv.20 2x Venusaur Lv.67 4x Oddish Lv.8 3x Gloom Lv.22 2x Vileplume Lv.35 4x Exeggcute Lv.14 3x Exeggutor Lv.35 *Trainers* 2x Professor Oak 3x Bill 2x Pokemon Breeder 2x Energy Retrieval 2x Switch 2x Potion *Energy* 18x Grass Energy 4x Psychic Energy With some good Fire Pokemon, like Arcanine and Rapidash, and a bit of luck on your side (i.e. when the Big Eggsplosion coin flips tails), you should be able to come out victorious. Nikki also includes some other Grass types, like Oddish, in her deck. Burn them to a crisp. Watch out for her Pokemon Breeder, as her Vileplume/Venusaur can catch you off-guard. ******************************* You'll be awarded with the Grass Master Medal if you win, along with two Laboratory Booster Packs. Now, make your way over to the Fire Club for your showdown with the fiery foe, Ken! !!!RONALD!!! Your rival, Ronald, will appear after you get your second Master Medal, and he will challenge you to a duel that you can't refuse. If you win, you get a Promotional Card, Jigglypuff, which brings you a step closer to your goal of getting all the cards. Check section 5.14 for information on how to beat him. ------------------------------------------------------------------------------- 5.5: Fire Club ------------------------------------------------------------------------------- Club Lounge: Water-Types are a neccessity to defeat this Club's opponents. In this lounge, a Lad wants you to give him all of your Energy Cards that are not in your decks. It may seem rediculous at first, but if you do give the Energys to the guy, he'll tell you about a rare card hidden in the picture beside the bookcases. Here is a trick: put as many Energy Cards in your decks (all four of them) and just add a Basic Pokemon to make the game think it's a deck. Now, give the Lad your extra Energy only, and you won't lose so much! But, if you empty ALL of your Energys in your decks, he will leave and not give you the card. This is a one-time offer, so don't miss out! You'll get a Promotional Slowpoke for your kindness. Also, someone in the club tells you that Ishihara wants to trade a rare card! It's in your best interest to go. Finally, Jessica from the Fighting Club is training here. Club Center: When you're finished, head towards the Club Center, where four duelists are lurking. John is the first duelist in line. ******************************* Normal Duel: Fire Club Member John Prizes: 4 Deck: Anger Deck Reward: Evolution Booster Although John mainly uses Fire Pokemon, he has a few Fighting Pokemon up his sleeve. Also, he likes playing Tauros excessively, and he has a lot of Double Colorless Energy to quickly power him up. Use Water and Fighting Pokemon to extinguish his Pokemon. You may have some trouble with Tauros' Rampage attack, since it can do 70 damage in a pinch if he's about to die. Just use some Energy Removals to do the job. ******************************* Now, head to the next duelist, Adam. ******************************* Normal Duel: Fire Club Member Adam Prizes: 4 Deck: Flamethrower Deck Reward: Colosseum Booster Adam's deck is made strictly of Fire Pokemon (with the exception of Eevee, who doesn't count because it evolves into a Fire Pokemon). Use this to your advantage, and build a deck solely out of Water Pokemon. You'll win the battle very easily. Be wary, though: once his heavy hitters, like Arcanine and Flareon, are powered up, they can rule the battlefield with thier Flamethrower (also the name of his deck) attacks. ******************************* After defeating Adam, go ahead and face Johnathan. Isn't his name the longer version of John's? ******************************* Normal Duel: Fire Club Member Johnathan Prizes: 4 Deck: Reshuffle Deck Reward: Colosseum Booster Johnathan has a lot of Colorless Pokemon in his deck, including Lickitung, Tauros, Kangaskhan, and Pidgey. He uses three families of Fire Pokemon: Growlithe/Arcanine, Ponyta/Rapidash, and Vulpix/Ninetails. Build a Water and Fighting deck, with quick hitters like Hitmonchan, Lapras, and Hitmonlee to counter Johnathan's deck. Add a couple Gust of Winds to switch his weak Pokemon in. You shouldn't have a real problem defeating him. ******************************* Head to the Fire Club Leader, Ken, and let the match begin! ******************************* Club Leader Duel: Fire Club Master Ken (+) Prizes: 6 Deck: Fire Charge Deck Reward: Mystery Booster, Fire Medal You have to collect over 130 cards in order to face the Fire Club Master, Ken. Ken uses a balance between Fire and Colorless Pokemon. He has many Chanseys, who post not a big threat, but are hard to take out. When you're working on his Chanseys, though, he'll power up his other Pokemon, like Arcanine and Jigglypuff. Here is Ken's deck: *Pokemon* 4x Growlithe L18 3x Arcanine L45 2x Magmar L24 1x Jigglypuff L14 3x Jigglypuff L12 1x Wigglytuff L36 2x Tauros L32 2x Chansey L55 *Trainers* 2x Bill 2x Energy Retrieval 1x Professor Oak 1x Poke Ball 1x Computer Search 2x Defender 3x Potion 1x Recycle 1x Gambler *Energy* 21x Fire Energy 4x Double Colorless Energy You may notice that many of his attacks do recoil damage back to his Pokemon. Use this to your advantage. When his Chansey/Arcanine are about to use their recoil moves, retreat to a weak Pokemon and absorb the damage. Now, switch to your heavy attackers and finish the weakened opponent off. Keep this strategy up, and you will eventually defeat Ken. ******************************* Ken will give you two Mystery Booster Packs when he is doused, along with the Fire Medal. You should be getting lots of cards by now, so try and build a deck resembling one of the archetypes I've listed in section 4.5. Dueling with archetypes will make your life easier. After you're done, head to the Lightning Club and face its electifying Club Leader, Issac! !!!RONALD!!! After winnig the third Master Medal, the Challenge Cup will be held in the Challenge Hall. Face three duelists, the final one being Ronald, to win a Promotional Card, Mewtwo. See section 5.12 for details. ------------------------------------------------------------------------------- 5.6: Lightning Club ------------------------------------------------------------------------------- Club Lounge: Chap is hanging around in this Club Lounge and is willing to exchange your L35 Electabuzz for his L20 Electabuzz. The L20 is a Promotional Card, so you might want to make the trade. However, the L35 one does much better in a duel. After trading, go the the Club Center The Club Leader, Issac, is fixing the lights on the stage, so you need to duel the other members first in order for him to finish. Use Fighting and Rock Pokemon like Hitmonchan, Machamp, Sandslash, and Rhydon to get rid of all the Lightning Club duelists. Club Center: Head to the Club Center, where you'll have to face three duelists. Jennifer will be the nearest person. ******************************* Normal Duel: Lightning Club Member Jennifer (+) Prizes: 4 Deck: Pikachu Deck Reward: Mystery Booster Pika-Pika-Pikachu! Jennifer uses only Pikachu in her deck. They all only have between 40-60 HP. That means a good blow from any type of attacker (expecially Fighting) will knock them out. With the exception of Flying Pikachu, all the Pikachus have a Weakness to Fighting. But, Flying Pikachu has a Fighting Resistance, so it might be good to pack a few Colorless Pokemon (not flying) along with your fighters. If you use only Lightning-Resistance Pokemon, you won't take any damage, since her Pikachus are unable to cause more than 30 damage per turn. ******************************* Head to your left, and face Nicholas, who likes to Self-Destruct his poor Lightning Pokemon. ******************************* Normal Duel: Lightning Club Member Nicholas (+) Prizes: 4 Deck: Boom Boom Self-Destruct Deck Reward: Colosseum Booster Nicholas uses a strange balance between Lightning Pokemon, Fighting Pokemon, and Grass Pokemon of the poison variety. Most of his Pokemon know the Selfdestruct attack, which deals lots of damage to both his Pokemon and yours. Selfdestruct can attack your/his Bench Pokemon, too, so don't think your Bench is safe! Many Magnetons, Golems and Weezings are found in his deck, so use Psychic, Grass, and Fighting Pokemon to counter them. ******************************* Go to the last Club Member, Brandon. He'll tell you what Issac is doing. ******************************* Normal Duel: Lightning Club Member Brandon (+) Prizes: 4 Deck: Power Generator Deck Reward: Colosseum Booster Brandon's deck contains only Lightning Pokemon, like Voltorb, Pikachu, and Electabuzz. Use lots of Fighting Pokemon to capitalize on that. Unfortunately, Brandon has Zapdos in his deck that has a Resistance to Fighting and no Weakness. Moreso, it has two extremely powerful attacks that will harm your Pokemon, even if they have Lightning Resistance. Be sure to add some other types of Pokemon, like Tauros and Scyther, into your deck. ******************************* Now, face the Lightning Club Leader, Issac, who is finally done fixing the stage's lights. ******************************* Club Leader Duel: Lightning Club Master Issac (+) Prizes: 6 Deck: Zapping Self-destruct Deck Reward: Mystery Booster, Lightning Medal Like fellow Club Member, Nicholas, Issac's deck is built on the Selfdestruct attacks of his Pokemon. Kangaskhan and other Colorless Pokemon are ever-present in his deck along with his Lightning rods. All of his Pokemon are weak to Fighting Pokemon, so Build an all-Fighting deck to counter his electrical onslaught. Here is Issac's deck: *Pokemon* 4x Voltorb L10 2x Electrode L35 4x Magnemite L13 3x Magneton L28 4x Electabuzz L35 1x Tauros L32 2x Kangaskhan L40 *Trainers* 2x Switch 2x Bill 1x Professor Oak 4x Defender 4x Potion 1x Gust of Wind *Energy* 24x Lightning Energy 2x Double Colorless Energy Issac will attach Defender onto his Pokemon before using Selfdestruct, and use lots of Potions to get them back in healthy condition. Then, he'll try to repeat the strategy and do a lot of damage. Watch out for Electabuzz's quick Thunderpunch attack and Tauros' Rampage. You'll win soon enough with your Hitmonchan and Machamp. ******************************* The Lightning Master Medal will be yours after he is defeated, along with two Mystery Booster Packs. Make your way over to the Science Club to face Rick, the scientist wonder! ------------------------------------------------------------------------------- 5.7: Science Club ------------------------------------------------------------------------------- Club Lounge: There is a boy in the Club Lounge that is a good friend of Ishihara's. He will tell you about how Ishihara wants to trade a rare card. About Ishihara, see section 5.13 on what cards he wants to trade. Check your computer. You should have gotten lots of Booster Packs as gifts from Dr. Mason by now. This Club's members focus on Grass (poison), Colorless (flying), and Psychic Pokemon. A deck with Psychic and Colorless Pokemon will do you well in countering the club's duelists. Club Center: Head into the Club Center and face the four scientists there. Erik is first in line. ******************************* Normal Duel: Science Club Member Erik Prizes: 4 Deck: Poison Deck Reward: Evolution Booster As stated by his deck name, Erik likes to inflict the status effect Poison onto your Pokemon to gain the advantage. To do so, he has toxic pals like Arbok, Beedrill, and Weezing. Most of his Pokemon are weak to Psychic but strong against Fighting (rock), so make a Psychic deck and you'll do well. Don't forget some Full Heals and Switches! Oh, and always hope the Poison coin will land tails. ******************************* Head rightwards and upwards to face David, who is currently fixing a deck- making machine. ******************************* Normal Duel: Science Club Member David Prizes: 4 Deck: Lovely Nidoran Deck Reward: Mystery Booster David likes Nidoran and its evolutions. With Nidoqueen's Boyfriends, he can do 20 damage plus 20 more damage for each Nidoking. Be extremely careful about Nidoran F's Call for Family, as it can call for Nidoran M and evolve them into Nidoking. David has many Pokemon Breeders in his deck, making the evolution process faster. Nidoqueen's Mega Punch and Nidoking's Toxic are both things you should watch out for. Use a powerful Psychic deck for an easy win. ******************************* Go to the man who's blocking the Club Master. Joseph tells you that Rick is busy, and you must face him first. ******************************* Normal Duel: Science Club Member Joseph (+) Prizes: 4 Deck: Flyin' Pokemon Deck Reward: Laboratory Booster Take off! Joseph has Colorless (flying) and Grass (poison) Pokemon in his possession. To defeat these high-flyers, zap them with bolts of electricity or confuse them with ESP skills. In other words, use an Lightning and Psychic Pokemon deck to defeat his Pokemon. Watch out for Golbat's Mega Drain and Dodrio's Retreat Aid, though. ******************************* Joseph will arrogantly clear your path to Rick, who will challenge you. ******************************* Club Leader Duel: Science Club Master Rick (+) Prizes: 6 Deck: Wonders of Science Deck Reward: Laboratory Booster, Science Medal The deck Rick is dueling with focuses on Muk's Pokemon Power, Toxic Gas. This power will prevent other Pokemon Powers from being used. So, keep your Rain Dance and Energy Trans decks in the shoebox and try to overpower him with brute force. Rick also has Koffings and Weezings in his deck, but they take a long time to power up. Here is Rick's deck: *Pokemon* 2x Porygon L12 2x Mewtwo L53 1x Mewtwo L60 1x Mewtwo L60 (different illustration) 4x Grimer L17 4x Koffing L13 3x Muk L34 3x Weezing L27 *Trainers* 2x Professor Oak 1x Imposter Professor Oak 2x Bill 2x Energy Search 2x Switch 2x Computer Search 2x Maintenance 2x Pokedex 2x Full Heal *Energy* 15x Grass Energy 8x Psychic Energy Note that Rick has four Mewtwos. Mewtwo is weak to Psychic types, so put a lot of Gastlys (fossil), Haunters (fossil), and Gengars in your deck for best results. The ghosts have no weakness while Mewtwo has one, giving you the advantage. Just don't expect their Pokemon Powers Transparency and Curse to work when Muk is in play. You'll have little trouble defeating him otherwise. ******************************* Rick will hand over the Science Master Medal when you win over him and two Laboratory Booster Packs (I wonder why). Make your way to the Psychic Club and Murray, the Psychic Strategist! !!!RONALD!!! Well, your pal Ronald happens to meet you after you earn your fifth Medal. He wants to challenge you to a duel, just like before, with a Super Energy Retrieval at stake. But this time, his deck has improved significantly, and it takes some more strategy to take him out. Your rival is also waiting for you at the Challenge Hall, so be sure to check out the appropriate sections of the FAQ for hints! ------------------------------------------------------------------------------- 5.8: Psychic Club ------------------------------------------------------------------------------- Club Lounge: Pappy in the Psychic Club Lounge is tired about Murray's ever- constant boasting. Pappy hates people who think too highly of themselves, and wants you to beat Murray in a duel. He will willingly give you a promotional card, Mewtwo, if you successfully beat his Psychic Pokemon. Psychic Pokemon are weak to themselves. That means you'll also have to stay on the defensive side when attacking in a Psychic versus Psychic situation. Ghost- types are a variation of Psychics that aren't weak to anything. Robert, a guy hanging out by the bookshelves, boasts about his Ghost Pokemon and how strong they are because they have no weaknesses. ******************************* Normal Duel: Psychic Club Member Robert Prizes: 4 Deck: Ghost Deck Reward: Evolution Booster Like his deck's name implies, Robert uses Gastly, Haunter, and Gengar as the strongholds in his deck. He has also thrown in some Colorless Pokemon, like Ditto and Meowth. Finally, Robert has a bunch of Zubats. Build a strong deck of Colorless (non-flying) Pokemon, like Tauros and Raticate, since they are resistant to Psychic attacks. Robert likes to Recycle his Ghosts, but Recycle is not very reliable. Also, he has lots of Base Gastlys and Haunters, who are weak and should be used to your advantage. ******************************* Club Center: The Psychic Club Members will not want to challenge you if you aren't experienced enough. You must have 2 Master Medals before you can duel anyone. Go left to face Daniel. ******************************* Normal Duel: Psychic Club Member Daniel Prizes: 4 Deck: Nap Time Deck Reward: Evolution Booster Sleep is a side effect that relies on luck. If you don't get heads on the coin toss on your turn, it's like being paralyzed. So, for whatever reason, you keep getting tails on the coin tosses, you might want to add some Full Heals and Switches to your deck for insurance. Daniel uses the families of Paras, Gastly, Jigglypuff, and Exeggcute in his deck. One more thing, Snorlax owns Daniel's deck with its Thick Skinned Pokemon Power. ******************************* Over to your right is Stephanie. ******************************* Normal Duel: Psychic Club Member Stephanie Prizes: 4 Deck: Strange Power Deck Reward: Laboratory Booster Stephanie's deck focuses on having the Pokemon Powers of her different Psychic Pokemon to protect her from enemy assults. She has Mew, whose Neurtalizing Shield protects it from Evolution Pokemon, Mr. Mime, whose Invisible Wall absorbs heavy damage for it, and Snorlax, whose Thick Skinned keeps it from being Paralyzed, Confused, Asleep, or Poisoned. To defeat this deck, use a Haymaker archetype from section 4.5, as Haymaker Pokemon aren't affected by these Pokemon Powers. ******************************* Three down, one to go. Psychic Club Leader Murray and his Psychic deck make a formidable team! ******************************* Club Leader Duel: Psychic Club Leader Murray (+) Prizes: 6 Deck: Strange Psyshock Deck Reward: Laboratory Booster, Psychic Medal Murray unleashes the full potential of his Stall deck variation using Alakazam's Damage Swap and many Stallers. Along with the Abra family, Murray also has some annoying Pokemon to stall. Chansey has Scrunch and 120 HP, Snorlax has protection from status effects, Kangaskhan has Fetch to get more cards, and Mr. Mime provides extra defense. Use a Colorless Deck with Gengar and Sandslash to defeat Murray. Here is Murray's deck: *Pokemon* 2x Mr. Mime L28 4x Abra L10 3x Kadabra L38 2x Alakazam L42 2x Snorlax L20 3x Chansey L55 3x Kanghaskhan L40 *Trainers* 2x Professor Oak 3x Energy Removal 4x Switch 2x Pokemon Center 4x Scoop Up 3x Gust of Wind 1x Gambler *Energy* 22x Psychic Energy The thing that'll really freak you out is when Murray uses Scoop Up or Pokemon Center on his Chansey when it has 10 HP left. This is when Gust of Wind and Pluspower come into play. Gust of Wind his Abras out to kill them early, and use Pluspower for some extra damage that just might knock Chansey out. Read section 4.5 for more information on how a Damage Swap deck works. Murray has a lot of Energy Removals to keep you uncharged, so you better retaliate with some Removals of your own. Here is a good strategy submitted by DonCorleone2002: >> Basically I used the same stall strategy he does. I built a deck made up of >> Psychic Pokemon and Colourless Pokemon that are hard to knock out. For >> example Porygon, which can become resistant to psychic Pokemon if you use >> one of its attacks, and Mr. Mime, which has a Pokemon power that blocks >> powerful attacks. Also the Mew that has "Neutralise Shield" is helpful. >> Additionally I put in cards like Super Potion to reduce damage even further >> to my Pokemon. Even if you don't have exactly the same cards Murray does, >> you can still use the same techniques against him. My deck worked. He ran >> out of cards he could draw from his deck whilst I still had cards left. So >> he lost. I beat him easily, without having to take any of his prizes. All I >> had to do was build the right kind of deck and wait for him to run out of >> cards. Even if you are the one who plays first, instead of him, you can >> still win using Mr. [Fuji] to put your own cards back in the deck (otherwise >> you'll run out of cards before he does.) ******************************* After the demise of Murray, you'll be rewarded with the Psychic Master Medal and two Laboratory Booster Packs. Well, now it's time to replace strategy with force and head to Mitch, the ferocious Fighting foe! ------------------------------------------------------------------------------- 5.9: Fighting Club ------------------------------------------------------------------------------- Club Lounge: There is a man in the Fighting Club Lounge who asks you for lots of rare cards. You may think this is an unfair deal, but when you give him the five cards he asks for, he'll give you a L16 Promotional Pikachu. I think it's a major rip-off, since you have to give a Golem, an Omastar, a Parasect, a Rapidash, and a Weezing. You do not give all these cards to him at once, since he only asks for one card at a time. The Fighting Club's main weakness is Psychic Pokemon, but I suggest only putting a couple of Psychics in your deck. Why? most the Club Members have Colorless Pokemon, who have Resistances to Psychic Pokemon. Many Pokemon, like Scyther, Pidgeot, and Golbat, have Fighting Resistances, which can be a real help against the quick Fighters. Plan your deck carefully... Club Center: The first time you enter the Fighting Club Center, you might notice there's only one guy here. Mitch, the Club Leader, will tell you about his pupils training in various different Gyms. He will only challenge you when you have defeated his pupils. Head to the Rock Club and face Chris, who is by the bookshelves. ******************************* Normal Duel: Fighting Club Member Chris (+) Prizes: 4 Deck: Muscles for Brains Deck Reward: Evolution Booster Chris uses many Hitmonlees and Hitmonchans in his deck, along with some Mankeys and Colorless Pokemon. Use a balance between Psychic and Fighting Pokemon to deal the most damage on this guy. Be sure to bring some Potions, as Chris tends to attack rather quickly. If you are using a Fighting-resistant deck, watch out for Hitmonlee's Stretch Kick, which ignores Weakness and Resistance. Scyther and Farfetch'd are good Pokemon with Fighting Resistance. ******************************* Go to the Fire Club and meet up with Jessica, who is sitting at the table in the Club. ******************************* Normal Duel: Fighting Club Member Jessica (+) Prizes: 4 Deck: Love to Battle Deck Reward: Colosseum Booster It appears that Jessica actually has more Colorless Pokemon than Fighting Pokemon. The only Fighters she seems to use are the Machop family and the Mankey family, who pose little threat until evolved. Jessica's Colorless Pokemon include Rattata, Tauros, and Doduo. Use a Fighting Pokemon deck to win against Jessica. Watch out when she gets a Machamp out, since it is very hard to take out! ******************************* Head for the Grass Club and duel with Michael, who is at the Club Entrance. ******************************* Normal Duel: Fighting Club Member Michael (+) Prizes: 4 Deck: Heated Battle Deck Reward: Colosseum Booster The deck Michael uses has a big weakness: too many types! Michael has Fire, Fighting, Lightning, and Colorless Pokemon in his deck, like Mankey, Magmar, Kangaskhan, and Electabuzz. He never seems to get the right type of Energys to attack, so use this to your advantage. His Magmar should be the biggest threat with its Fire Punch and Flamethrower. Build up a deck of Fighting and Water Pokemon to counter his team. ******************************* Go back to the Fighting Club. Mitch will be surprised that all his pupils have been defeated, and will agree to test your strength! ******************************* Club Leader Duel: Fighting Club Master Mitch (+) Prizes: 6 Deck: First-Strike Deck Reward: Laboratory Booster, Fighting Metal This deck is probably the closest the game ever comes to a Haymaker deck, and it's not very close to the real thing. Mitch only has Fighting Pokemon and no Colorless ones, making him a prime target for your Psychic Pokemon to defeat. Use the Gastly family for best results, since they have a Fighting Resistance, too. Gengar's Curse is good for Knocking Out Benched Pokemon. Here is Mitch's deck: *Pokemon* 4x Mankey L7 1x Primeape L35 4x Machop L20 3x Machoke L40 2x Machamp L67 2x Hitmonchan L33 4x Hitmonlee L30 *Trainers* 4x Bill 2x Switch 2x Pluspower 2x Defender 3x Gust of Wind 2x Potion *Energy* 25x Fighting Energy Mitch will Gust of Wind any of your weaker Pokemon into the Arena for a quick kill, so don't leave Pokemon on the Bench unaided. His Hitmonlee has two attacks that can actually do decent damage to your I recommend a deck with Abra, Gastly (fossil), Mewtwo (Promo), and Scyther (free Retreat). You should beat him quickly by following my guidelines. ******************************* After being defeated, Mitch will fork over your Fighting Medal and two Laboratory Booster Packs to add to your collection. You should be getting a lot of cards by now, so you might want to make some decks of your own; decks that follow a theme instead of a type. Afterwards, head for the Water Club and face Amy for the final Master Medal! ------------------------------------------------------------------------------- 5.10: Water Club ------------------------------------------------------------------------------- Club Lounge: In the Lounge of this Club, a girl wants to trade her Promotional Arcanine for your Lapras. Make the trade if you have a Lapras, but beware that the Promotional Arcanine isn't as good as the regular one. Someone else in the Club will make Imakuni? appear randomly in the Club Lounges. Imakuni?, a strange dancing duelist, is explained in section 5.15. The Water Pokemon used in this Club have a main weakness to Lightning Pokemon. However, two families of Water-types, Poliwag and Magikarp, are weak to Grass Pokemon. Use a couple of each type, like Scyther and Electabuzz, to defeat the Water Club Members. Head to the Club Center. Club Center: It's too bad you can't swim in the pool here... Go to the nearest duelist, Sara. She's to your left, by the chair. ******************************* Normal Duel: Water Club Member Sara (+) Prizes: 2 Deck: Waterfront Pokemon Deck Reward: Colosseum Booster Other than Sam, this is your only duel with two prizes. Use this easy duel to brush up on your skills. The battle should go very quickly not just because of the prizes, but because Sara has weak Pokemon, like Goldeen and Magikarp. Use Lightning Pokemon like Raichu and Electrode as a base to your deck, and add some Scythers to top it off. ******************************* Head to your right and face Sara's twin sister, Amanda. ******************************* Normal Duel: Water Club Member Amanda (+) Prizes: 3 Deck: Lovely Friends Deck Reward: Mystery Booster Amanda uses an archetype-based deck: using Wigglytuff's Do The Wave attack and a full Bench, she can do 60 HP per turn. Things can get ugly when it's set up. To counter her deck, use an archetype of your own, preferably the Haymaker. See section 4.5 for more information. Amanda uses Mysterious Fossils and Clefairy Dolls as Pokemon substitutes in her Bench. Watch out for her Scyther, as it is resistant against Fighters. ******************************* Go upwards to meet Joshua, the Club Leader's "bodyguard". He commands you to fight Sara and Amanda first, but since you've already done that (or are you not following my walkthrough?), he'll challenge you. Joshua won't let you duel Amy until you beat him first. ******************************* Normal Duel: Water Club Member Joshua (+) Prizes: 4 Deck: Sound of the Waves Deck Reward: Mystery Booster This is the only member in the Club that actually uses four prizes. Joshua likes to have Krabby and Kingler in his deck. He uses Krabby's Call For Family attack to bring more Krabbys into the Bench. Keep an eye out for Kingler's Crabhammer attack and the various Energy Removals he uses. Have Lightning-types like Electabuzz ready to dry out his team. ******************************* Joshua will let you through. After a short conversation with Amy, the Club Leader, you will be able to duel. ******************************* Club Leader Duel: Water Club Master Amy (+) Prizes: 6 Deck: Go Go Rain Dance Deck Reward: Laboratory Booster, Water Medal Amy is another duelist who uses an archetype in her deck. In case you haven't read section 4.5, Blastoise's Rain Dance Pokemon Power allows for the user to attach as many Energy as desired, on any turn. The power is very powerful! You have to get your Electabuzzes and Scythers out as soon as possible to gain the upper hand. Here is Amy's deck: *Pokemon* 4x Squirtle L8 3x Wartortle L22 2x Blastoise L52 2x Lapras L31 3x Horsea L19 2x Seadra L23 4x Goldeen L12 3x Seaking L28 *Trainers* 2x Professor Oak 1x Energy Retrieval 1x Gambler 1x Pokemon Breeder 1x Super Energy Retrieval 2x Energy Removal 1x Super Energy Removal 2x Potion 2x Switch *Energy* 24x Water Energy Make turtle soup from her Squirtles before they become more formidable, and Amy's strategy will be demolished. Watch out for Amy's Pokemon Breeder; it comes when you least expect it. Notice that the Pokemon Power will not work if Blastoise is infected with a status alignment, so try to Paralyze of Confuse Blastoise if it does get put in play. ******************************* Hopefully, you'll have thwarted Amy's Rain Dance plans and gotten your final Medal. Now, grab your Laboratory Booster Packs and head for the Pokemon Dome, where your final challenges await! ------------------------------------------------------------------------------- 5.11: Pokemon Dome ------------------------------------------------------------------------------- Dome Lounge: Be sure to read the books on the bookshelves to your left. They tell about the Grand Masters and the types of cards they're using. Modify your deck as you feel fit, check your computer for any new mail from Dr. Mason, and go to the Grand Hall! Below is a list of the stuff written on the bookshelves. ~ The first of the Legendary Pokemon Cards is Lv37 Moltres. With Firegiver, you can place Fire Energy Cards in your Hand! Also, Dive Bomb is a powerful attack! Grand Master Courtney, the Fire Queen, owns this card! ~ The second Legendary Pokemon Card is Lv68 Zapdos. With Peal of Thunder, just putting this card on the bench causes damage! Also, Big Thunder is a powerful attack! The Thunder Grand Master, Steve, owns this card! ~ The third Legendary Pokemon Card is Lv37 Articuno. Its Quickfreeze will paralyze opponents' Pokemon when the card is in play! Also, Ice Breath is a powerful attack! Grand Master Jack, the Ice-man, owns this card! ~ The fourth Legendary Pokemon Card is Lv41 Dragonite. Its Healing Wind will heal damage done to Pokemon when this card is played! Also, Slam is a powerful attack! Rod, Leader of the Grand Masters, owns this card! ~ Courtney, Steve, Jack and Rod - the 4 Grand Masters who defend the Legendary Pokemon Cards - are all master players of the Pokemon Trading Card Game! ~ There are a total of 8 Master Medals owned by the Club Masters. It is said that the secret of their Club's deck is encrypted in the Master Medals. Some say the Medals were a gift from the Grand Masters. Enter the Grand Hall, and face your first challenge, Courtney, the Fire Grand Master. Rod will be your host in the duels, and he gives you the option to prepare before each duel. Use that time to modify your deck and save the game. If you lose a match to someone and your game was saved before, simply restart and duel again. ******************************* Grand Master Duel: Grand Master Courtney (+) Prizes: 6 Deck: Legendary Moltres Deck Reward: Advance to Steve Finally, some different music in the duel... Courtney uses power Fire Pokemon in her deck like Arcanine, Ninetails, and Moltres. Firegiver, Moltres' Pokemon Power, will bring Energy Cards to her Hand and power up her Pokemon. Dive Bomb is powerful, but unreliable. All of her Pokemon require tremendous amounts of Energy to power up. Use this to your advantage. Here is Courtney's deck: *Pokemon* 4x Vulpix L11 3x Ninetailes L35 4x Growlithe L18 2x Arcanine L45 2x Moltres L35 2x Moltres L37 (Legendary) 2x Magmar L24 2x Magmar L31 *Trainers* 2x Lass 1x Energy Retrieval 1x Super Energy Retrieval 3x Bill 1x Pokemon Trader 2x Energy Removal 1x Potion 2x Switch 1x Super Potion *Energy* 25x Fire Energy This is your chance to use the Energy Destruction archetype listed in section 4.5. Since Courtney cannot attach more than one energy at a time, your Dragonair/Poliwrath/Golduck will make short work of her. Watch out for her Energy Removals, though. If you don't have the right cards for Energy Destruction (or you simply don't want to), you can make an all-Water Pokemon deck to defeat Courtney. ******************************* After defeating her, Courtney will step aside and Steve, the Lightning Grand Master, will take her place. Save your game before dueling him! ******************************* Grand Master Duel: Grand Master Steve (+) Prizes: 6 Deck: Legendary Zapdos Deck Reward: Advance to Jack The Lightning Grand Master, Steve, can be tricky to defeat. His Lightning deck's main weakness is Fighting, but he uses four Zapdos cards who have Fighting Resistances. To defeat the Zapdos, have some Scythers in your deck to do the trick. If a Zapdos appears and you don't have Scyther, have Pokemon Trader to find Scyther and Switch to make Scyther active. Scyther was chosen because it can take any type of Energy. Here is Steve's deck: *Pokemon* 4x Electabuzz L35 4x Voltorb L10 3x Electrode L35 3x Eevee L12 2x Jolteon L29 1x Zapdos L40 1x Zapdos L64 2x Zapdos L68 (Legendary) *Trainers* 4x Bill 1x Gambler 2x Energy Retrieval 2x Switch 3x Potion 3x Pluspower *Energy* 25x Lightning Energy If you don't have many Scyther in your deck yet, use some non-Flying Colorless Pokemon, like Tauros and Kangaskhan. Like Courtney, most of Steve's Pokemon take at least 3 turns to power up. He likes to attack quickly with Electabuzz active and power up Zapdos and Electrode on the Bench. Energy Removal and Gust of Wind are very good against him! Watch out for his Pluspower, and pack a couple of Potions just in case. ******************************* Steve, when defeated, will be replaced by the Ice Grand Master, Jack. Save your game and modify your deck before dueling. ******************************* Grand Master Duel: Grand Master Jack (+) Prizes: 6 Deck: Legendary Articuno Deck Reward: Advance to Rod If you hate Stall decks (and most people do), you will hate Jack's deck without a doubt. Jack's deck is a more aggressive Stall than Murray's deck from the Psychic Club, and its main focus is to power up heavy hitters on the Bench. Jack's Chanseys and Laprases will do the stalling and absorb HP, while Dewgong and Articuno are powered up. Watch Jack's Bench, and don't let it overpower yours! Here is Jack's deck: *Pokemon* 3x Chansey L55 4x Seel L12 3x Dewgong L42 2x Articuno L35 2x Articuno L37 (Legendary) 4x Lapras L31 2x Ditto L19 *Trainers* 2x Professor Oak 2x Pokemon Trader 3x Energy Retrieval 3x Switch 4x Gambler 4x Scoop Up *Energy* 25x Water Energy Once again, watch out for Jack's Scoop Up. Chansey will be fully healed in the blink of an eye the minute he uses it. When you think Jack has a Scoop Up and is about to use it, use the Trainer Lass to mess him up greatly. Lass will make both duelists shuffle their Trainers back into their decks. Use a Lightning and Fighting deck against Jack. I've found that the Haymaker archetype (section 4.5) works well. Base Articuno has powerful attacks! ******************************* If you manage to beat Jack, you're in for a duel with the Leader of the Grand Masters, Dragon Grand Master Rod! For the fourth time, save your game and modify your deck before you duel. ******************************* Grand Master Duel: Grand Master Rod (+) Prizes: 6 Deck: Legendary Dragonite Deck Reward: Advance to Ronald Rod seems easier than the other Grand Masters to defeat, but that's probably because his Legendary Card, Dragonite, is a Stage 2 Evolution instead of a Basic Pokemon. Use this to your advantage, and Knock Out Dratini as fast as possible. Do the same with Magikarp and Charmander, and Rod will be toast with no Basic Pokemon to evolve. Here is Rod's deck: *Pokemon* 3x Magikarp L8 2x Gyarados L41 3x Charmander L10 2x Charmeleon L32 2x Charizard L76 2x Kangaskhan L40 4x Dratini L10 3x Dragonair L33 2x Dragonite L41 (Legendary) 2x Lapras L31 *Trainers* 1x Energy Retrieval 1x Super Energy Retrieval 2x Professor Oak 2x Pokemon Breeder 2x Pokemon Trader 1x Gambler 2x Switch *Energy* 20x Water Energy 4x Double Colorless Energy Use a powerful Water-type deck to take out Rod and his Pokemon. I suggest using a Rain Dance archetype from section 4.5. Blastoise, with a potential 60-damage attack, will finish Rod's Legendary Pokemon very fast. The fact that Rod has no Potions/Defenders of any sort just makes your task a lot easier. As an irrelevent side note, Rod has only 24 Energys, while all the other Grand Masters have 25. ******************************* Phew... You've beaten the last Grand Master, and deserve congratulations for that feat. But if you've played Pokemon: Red/Blue/Yellow before, you already sense that your quest is not over... !!!RONALD!!! Well, it seems that Ronald was somehow one step ahead of you again. He has beaten the Grand Masters before you have, and therefore, he already has the Legendary Cards (but the Grand Masters still have them...). Duel him to see who truly is worthy of the title, "Pokemon Card Game Master"! Head over to section 5.14 for strategy on defeating Ronald. ******************************* Remember to save before dueling Ronald! When he is defeated, the Legendary Cards in his deck will float away. You will gain permission to go in the Legendary Chamber. The cards are on the podium in the center of the room. Before you take them, you should check out the Legendary Auto Deck Machine so you can build the decks of the Grand Masters themselves (section 8.10). When you're ready, talk to the Legendary Cards for a rather corny speech. The credits and ending will proceed. The four new cards you've recieved will help you complete your album, for your quest is not complete until doing so. Battle the duelists again for rare cards. Also, Dr. Mason, using his genious, has built a Challenge Machine. You will duel five random opponents using a single deck--no saving or deck modifying in between battles! Congratulations on beating the Pokemon Trading Card Game! ------------------------------------------------------------------------------- 5.12: Challenge Hall ------------------------------------------------------------------------------- The Challenge Hall is where Pokemon Trading Card touraments are held. Entrants of the Challenge Cup will duel three opponents consecutively. The winner will inherit a Promotional Card! Read on for information, rules, and strategies about the Challenge Cup. ******************************* ~ The Challenge Cup will be held for the first two times after you win your third and fifth Master Medals. ~ In the above occasions, your rival, Ronald, will always be your last opponent. Check out section 5.14 on how to beat him. Your first two opponents are randomly chosen. ~ The prizes for the first and second tournaments are Promotionals L60 Mewtwo and L8 Mew, respectively. ~ If you miss one of the tournaments mentioned above (by getting another Master Medal), Ronald will win the prize and smirk at you in the Lounge for missing the Cup. ~ After you beat the game, the Challenge Cup will be held randomly. The prize will be a random Promotional Card, even including the ones you haven't earned (or ones you missed). ~ The opponents in the tournaments after you beat the game are chosen randomly from the duelists you have beaten. ~ You will be given the option to prepare your deck each time you defeat an opponent. Use this time to save your game and modify your deck. ~ If you lose to an opponent and have saved beforehand, simply restart the game and duel him/her again. ~ If your second/third opponent seems impossible to beat, make sure you haven't saved before dueling him/her. Also, make sure you've saved before dueling the opponent before. You can now restart, duel the person before again, and your next opponent will be changed. ~ Save your game before facing the third guy in a tournament. If the prize you win is not the one you desire, restart the game and win again. You will get a different prize. This only works after you've beaten the game. ~ All matches in the tournament will have four Prizes (including Ronald's). ******************************* Since you don't know which duelists you may be facing, it is crucial that you save before each duel, and modify your deck according to the opponent's weakness. The strategies of the duelists you'll be facing are all listed in sections 5.2 through 5.11. Ronald's tips will be listed in section 5.14. Good luck with the tournament! ------------------------------------------------------------------------------- 5.13: Ishihara ------------------------------------------------------------------------------- Ishihara is a nice guy who can aid you on your quest by trading cards and giving you information. He is a master card collector. Here is a description, according to the woman in the Rock Club: "Oh, excuse me! Did you hear? Ishihara who lives on the cape to the northwest... He owns 10,000 cards! He probably even has rare cards!" ...Right. Well, Ishihara will trade with you three times during your journey. He will trade you Promotional Pikachus for some rare cards of yours. In order for him to trade the cards, you must talk to the woman in the Rock Club to see if there's any news of him wanting to trade. If so, you can head to his house and make the trade. Here is a list of the cards he'll be willing to trade: ~ Trade L34 Clefable for L13 Surfing Pikachu. ~ Trade L19 Ditto for L12 Flying Pikachu. ~ Trade L55 Chansey for L13 Surfing Pikachu. His two Surfing Pikachus are told apart only by the details on the upper right of the second Pikachu. After you beat the game, Ishihara will take his leave forever, in search of a rare card. Ronald will take his place in his house, building a deck that's better than yours. Also, Ishihara has some useful deck-making tips written on his bookshelves. Some Combos, Pokemon Powers, and other information is listed there. The stuff written on the shelves is listed below. ******************************* ~ You can create powerful Combos by combining the abilities of 2 cards. Pokemon Powers and Trainers are useful in creating Combos! Find card combinations that will create your own powerful Combos. ~ What if you place Exeggutor in the arena, but you don't have any Energy Cards? In this case, use Venusaur's Energy Trans to transfer Grass Energy and use Big Eggsplosion! If you attach 8 Energy Cards, you can give your opponent up to 160 damage. ~ Muk's Toxic Gas is very powerful! It can block all Pokemon Powers! But be careful because it also blocks your own Pokemon's Powers! ~ Blastoise's Pokemon Power, Rain Dance, is a great boon for your Water Pokemon! You can attach as many Water Energy Cards as you have to your Water Pokemon. Power up your Pokemon and attack! ~ It's a good idea to use Defender when attacking with Selfdestruct. That way, you'll be able t give major damage to your opponent's Active and Benched Pokemon without your Pokemon getting Knocked Out. ~ You can use Alakazam's Damage Swap to move Damage Counters off of a Pokemon that is almost Knocked Out, or you can create a Combo by combining it with Chansey and Scoop Up. Keep moving Damage Counters to Chansey and use Scoop Up to return Chansey to your Hand. Then put Chansey back in play. You will have lost all Damage Counters! ~ Hyper Beam is extremely powerful! You can remove the Energy Cards attached to your opponent's Pokemon! Without Energy, they won't be able to attack or retreat! ~ Use Aerodactyl's Prehistoric Power to block your opponent's Pokemon from evolving. Your own Pokemon can't evolve? In that case, use Devolution Spray on Aerodactyl and turn it back into a Mysterious Fossil. Then you'll be able to evolve your Pokemon! ~ It is rumored that there is a Phantom Card that can only be gotten by using Card Pop! It is believed that there are 2 such cards, but no one knows what kind of cards they are. I'm off to search for someone who will give me these cards! -Ishihara ~ If a Pokemon has a Weakness, it takes double damage when attacked by Pokemon of a certain type! If a water Pokemon attacks a Fire Pokemon, the Fire Pokemon will recieve double damage! If a Pokemon has a Resistance, it takes 30 less damage when attacked by Pokemon of a certain type. If an attack gives a damage of 30, the Pokemon will not recieve damage! Beware of the Weaknesses and Resistances of your Pokemon! ~ The Trainer Card, Computer Search, is useful when you want to draw a certain card! Item Finder and Poke Ball will also help! ~ Retreating your Active Pokemon to the Bench is a good strategy in certain situations! Retreating a Pokemon requires Energy Cards. Dodrio's Retreat Aid decreases the number Energy Cards required to retreat. If you retreat right away, your Pokemon won't get Knocked Out! ******************************* Use these strategies (and mine, of course) to build great decks! You can read these books even when Ishihara has left. ------------------------------------------------------------------------------- 5.14: Ronald ------------------------------------------------------------------------------- Ronald is your arch-rival in the Pokemon Trading Card Game. As long as you can remember, you've always competed with Ronald in just about everything - especially Pokemon Card Collecting. Now that you've both heard the rumor about the Legendary Cards, you're determined to get the Legendary Cards and put Ronald in his place. You will duel Ronald 5 times throughout the game, and he becomes harder to beat as you progress. Your rival helps you in the game by giving you Promotional Cards that you cannot get anywhere else before you beat the game. Of course, he only gives these to you if you beat him in a duel! You'll see Ronald after you've won two Master Medals, five Master Medals, in the first two Challenge Cups, and after you've defeated all four Grand Masters. After you beat the game, there is a small chance (1:33 ratio) that you'll duel him. I personally have never dueled him in the above situation, but if you have any information, please let me know (section 1). ******************************* Rival Duel: Ronald (+) Requirement: 2 Master Medals Prizes: 6 Reward: Jigglypuff L12 Your rival will stop you at the Club Entrance of the Club where you earned your second Master Medal and challenge you to a duel. Ronald's deck is like one of the beginning decks that Dr. Mason gives you. Your rival has many Basic Pokemon, very little evolution cards, and not enough Trainers. He also has three types of Pokemon and never seems to get the right types of Energys to power them up. Sounds pretty easy, huh? Ronald's Pokemon include the families of: Seel Charmander Squirtle Growlithe Machop The Pokemon you should use: Kadabra Farfetch'd Scyther Electabuzz ******************************* Rival Duel: Ronald 2 Requirement: 3 Master Medals Prizes: 4 Reward: Mewtwo L60 Ronald will be your last opponent during the first Challenge Cup tournament, held only after you recieve your third Master Medal. Your rival has taken somewhat of a Stall/Haymaker archetype deck, with many Pokemon to Paralyze yours. He focuses on Grass types and Poison types. Use good Fire Pokemon to take him out. Ronald still doesn't have enough Trainer Cards, so use that as your main advantage. Ronald's Pokemon include the families of: Chansey Grimer Scyther Tangela The Pokemon you should use: Hitmonchan Ninetails Arcanine Gengar Scyther ******************************* Rival Duel: Ronald 3 (+) Requirement: 5 Master Medals Prizes: 6 Reward: Super Energy Retrieval After you earn five Master Medals, Ronald will stop you at the Club Entrance as soon as you exit the Club Center. This time, he has a fast deck focusing on Electabuzz's Thunderpunch and Dodrio's Retreat Aid. The types of Pokemon he is using are Lightning, Colorless, and Psychic. Use fast Pokemon to counter Ronald's, and you will be fine. Watch out for his Double Colorless Energys; Comet Punch might come sooner than you think. Ronald's Pokemon include the families of: Electabuzz Jynx Mewtwo Doduo Kanghaskhan Hitmonlee The Pokemon you should use: Scyther Gengar Aerodactyl Electabuzz ******************************* Rival Duel: Ronald 4 Requirement: 5 Master Medals Prizes: 6 Reward: L8 Mew In the second Challenge Cup after you've won five Master Medals, Ronald will be your last opponent once again. This time, he still uses some of the same Pokemon, but he has some new types added in. Ronald now has Fighting, Grass, Fire, and Colorless Pokemon in his deck. Use the large amount of types to your advantage, and don't let him catch you off-guard with a powered-up Scyther! Kill the strong Pokemon first, and you'll win. Ronald's Pokemon include the families of: Geodude Scyther Magmar Grimer Chansey The Pokemon you should use: Magmar Hitmonchan Golbat Fearow ******************************* Rival Duel: Ronald 5 Requirement: 8 Master Medals, Grand Masters Defeated Prizes: 6 Reward: L37 Articuno, L68 Zapdos, L37 Moltres, L41 Dragonite This is it, the final battle between you and Ronald! He has a quite formidable Legendary Ronald Deck, with the powers of all the Legendary Pokemon! Ronald uses three types of Pokemon (Fire, Water, Lightning), plus Colorless ones. He likes to play defense using Scoop Up and Switch, and power up using Firegiver and Energy Search. Attack using a Haymaker deck, since Haymaker Pokemon have much better speed than Ronald's. Consider replacing the Hitmonlee and Hitmonchan of a Haymaker Deck with Farfetch'd and Dragonair. You'll have one less type to worry about, and the Legendary Cards all have Fighting Resistance. Good Luck! When you are victorious against Ronald, check the bottom of section 5.11 for the conclusion of the game. Ronald's Pokemon include the families of: Articuno Moltres Zapdos Dratini Lapras Eevee The Pokemon you should use: Scyther Magmar Electabuzz ******************************* Rival Duel: Ronald? Requirement: Game Beaten Prizes: 4 Reward: Random Promotional Card If you have any information about Ronald's deck in the Challenge Hall after you've beaten the game, please contact me. You will recieve credit in section ten. ******************************* Now that you know of Ronald's strategies, why not check out the section below on Imakuni?? ------------------------------------------------------------------------------- 5.15: Imakuni? ------------------------------------------------------------------------------- What can I say about this duelist? He's a weird dancing guy that lurks randomly in the Lounges of Clubs. First, though, you need to activate his presence by talking to the girl in the Water Club Lounge. She will tell you what a strange guy Imakuni is, and that he may have rare cards. Now, if you go to a Club Lounge, there is a chance that Imakuni? is here. The reason you want to activate Imakuni? is that he will challenge you to a duel. If you win, you'll get FOUR Booster Packs, instead of just one or two from normal duelists. You'll get one of each type of Booster Pack: Colosseum, Mystery, Laboratory, and Evolution. Dueling Imakuni? is a great way to build up your Album. Imakuni is insanely easy, and you'll have no trouble winning at all. Below are some tips: ******************************* Rival Duel: Strange Life-Form Imakuni Prizes: 6 Deck: Imakuni? Deck Reward: All Boosters, Imakuni? This guy uses Water, Psychic, and Colorless Pokemon in his deck. He uses Maintenance for no apparent reason, and the Imakuni? Trainer Card to confuse his Pokemon. His OWN Pokemon! Confusing. That's what makes him so easy to beat, especially when he confuses his Psychic Pokemon and does 40 damage to himself. Watch out for Farfetch'd, since this is his only reliable attacker. He also uses some evolutions, but that isn't likely to happen. Here is Imakuni?'s Deck: *Pokemon* 4x Psyduck L14 3x Golduck L27 4x Drowzee L12 3x Hypno L36 4x Farfetch'd L20 2x Slowpoke L18 2x Slowpoke L8 3x Slowbro L26 *Trainers* 2x Pokemon Flute 2x Maintenance 4x Imakuni? 1x Gambler *Energy* 10x Water Energy 16x Psychic Energy Here is some advice submitted by espio_draak: >> I got [a] good deck for beating imakumi? [and] i want to help [you] a >> little bit with your FAQ. >> >> 10 Fighting Energy >> 17 Lightning Energy >> 2 Double Colorless Energy >> 1 Pikachu lvl 14 >> 1 Pikachu lvl 16 >> 1 Raichu lvl 45 >> 1 Magnemite lvl 13 >> 1 Magneton lvl 28 >> 2 Manky lvl 7 >> 1 Cubone lvl 13 >> 1 Marowak lvl 26 >> 1 Hitmonlee lvl 30 >> 1 Hitmonchan lvl 33 >> 1 Ryhorn lvl 18 >> 3 Bill >> 1 Pokemon Trader >> 2 Energy Retrieval >> 2 Energy Search >> 2 Energy Removal >> 1 Switch >> 2 Gust Of Wind >> 2 Potion >> 1 Super Potion >> >> you will see that he has psychic pokemon and most of your fighting has >> psychic weakness but I put them into it because they can attack quick thats >> one point i wil say how you best can use some pokemon >> >> Hitmonlee: if you see that imakuni? plays an farfetch'd (on the bench) use >> your hitmonlee to knock him out on the bench (if you have hitmonlee in play) >> Raichu: i put him in here because his atack you may choose 3 pokemon on the >> bench and do 10 damage to it ([mostly] if you can use raichu you will win) >> Mankey: oh this is not easy you must play him and then use his pokemon power >> "peek" to look at your deck, prize, [or] Imakuni's? hand.... >> Cubone: use his snivel until he has 10 hp left then use rage you can do 40 >> damage to your [opponents]. >> >> There [is] much more but i dont put them all here. >> >> There are some things to to use [a] disadvantage to your advantage like >> slowbro: you defeat his slowpoke to but if he wil play slowbro (on the >> bench) you can do this if you attack his active pokemon he wil put 1 damage >> counter to slowbro power up a hitmonlee to use stretch kick and wait until >> he has 20 hp left then switch hitmonlee as your active pokemon and make a >> grave for his slowbro (other words use your stretch kick on slowbro) >> >> I hope this will help and if you dont have some cards put other cards >> in like gust of winds or pluspowers. ******************************* If you beat him three times, you'll receive the four booster packs, plus his signature Imakuni? card. Beat him six times to win another. Read the text on the card for a good laugh, and make sure your friends don't sneak this card into your deck! Hehe. Note: Imakuni? is a real Japanese singer. He has a guest appearance in this game. He is even listed in the credits! Imakuni?'s singing can be heard in the Pokemon Soundtracks. By the way, the ? at the end of the name is how it's supposed to be. ------------------------------------------------------------------------------- =============================================================================== *** 6: Card Lists *** =============================================================================== ------------------------------------------------------------------------------- This is a Pokedex of the Pokemon Cards, or so to speak. This section contains many arrangements of the Pokemon Cards and details about them, for quick reference. This is probably the part of the FAQ you don't want to print, as you'll use up your paper very fast. ------------------------------------------------------------------------------- 6.1: Gameboy Order ------------------------------------------------------------------------------- This section contains minimal info on all the cards of the game, listing their level, card number, and evolution. It's useful if you want to know which cards you're missing from your album. This arrangement is the same as the game's arrangement for listing the cards. ******************************* Key NXX: Pokemon Level, Stage N = Letter representing Booster Pack (A-D) XX = 2-digit Pokemon Number Pokemon = Name of Pokemon Level = Level of Pokemon Stage = Pokemon's evolution stage (Basic, Stage 1, Stage 2) Trainer Cards and Energys will be listed only by their name, followed by (T) for Trainer and (E) for Energy. ******************************* Colosseum Cards: 56 A01: Nidoran M L20, Basic A02: Nidorino L25, Stage 1 A03: Tangela L12, Basic A04: Scyther L25, Basic A05: Pinsir L24, Basic A06: Charmander L10, Basic A07: Charmeleon L32, Stage 1 A08: Growlithe L18, Basic A09: Arcanine L45, Stage 1 A10: Ponyta L10, Basic A11: Magmar L24, Basic A12: Seel L12, Basic A13: Dewgong L42, Stage 1 A14: Goldeen L12, Basic A15: Seaking L28, Stage 1 A16: Staryu L15, Basic A17: Magikarp L8, Basic A18: Gyarados L41, Stage 1 A19: Pikachu L12, Basic A20: Raichu L40, Stage 1 A21: Magnemite L13, Basic A22: Magneton L28, Stage 1 A23: Electabuzz L35, Basic A24: Zapdos L64, Basic A25: Diglett L8, Basic A26: Dugtrio L36, Stage 1 A27: Machop L20, Basic A28: Hitmonchan L33, Basic A29: Abra L10, Basic A30: Kadabra L38, Stage 1 A31: Rattata L9, Basic A32: Raticate L41, Stage 1 A33: Jigglypuff L14, Basic A34: Wigglytuff L36, Stage 1 A35: Meowth L14, Basic A36: Chansey L55, Basic A37: Kangaskhan L40, Basic A38: Snorlax L20, Basic A39: Professor Oak (T) A40: Bill (T) A41: Switch (T) A42: Poke Ball (T) A43: Scoop Up (T) A44: Computer Search (T) A45: Pluspower (T) A46: Defender (T) A47: Item Finder (T) A48: Potion (T) A49: Full Heal (T) A50: Revive (T) A51 (E01): Grass Energy (E) A52 (E02): Fire Energy (E) A53 (E03): Water Energy (E) A54 (E04): Lightning Energy (E) A55 (E05): Fighting Energy (E) A56 (E06): Psychic Energy (E) ******************************* Evolution Cards: 50 B01: Bulbasaur L13, Basic B02: Ivysaur L20, Stage 1 B03: Venusaur L67, Stage 2 B04: Caterpie L13, Basic B05: Metapod L21, Stage 1 B06: Butterfree L28, Stage 2 B07: Weedle L12, Basic B08: Kakuna L23, Stage 1 B09: Beedril L32, Stage 2 B10: Nidoking L48, Stage 2 B11: Bellsprout L11, Basic B12: Weepinbell L28, Stage 1 B13: Victreebell L42, Stage 2 B14: Charizard L76, Stage 2 B15: Rapidash L33, Stage 1 B16: Flareon L28, Stage 1 B17: Squirtle L8, Basic B18: Wartortle L22, Stage 1 B19: Blastoise L52, Stage 2 B20: Krabby L20, Basic B21: Kingler L27, Stage 1 B22: Starmie L28, Stage 1 B23: Vaporeon L42, Stage 1 B24: Jolteon L29, Stage 1 B25: Sandshrew L12, Basic B26: Sandslash L33, Stage 1 B27: Machoke L40, Stage 1 B28: Machamp L67, Stage 2 B29: Geodude L16, Basic B30: Graveler L29, Stage 1 B31: Golem L36, Stage 2 B32: Cubone L13, Basic B33: Marowak L32, Stage 1 B34: Gastly L8, Basic B35: Haunter L22, Stage 1 B36: Gengar L38, Stage 2 B37: Jynx L23, Basic B38: Pidgey L8, Basic B39: Pidgeotto L36, Stage 1 B40: Pidgeot L40, Stage 2 B41: Jigglypuff L13, Basic B42: Eevee L12, Basic B43: Pokemon Trader (T) B44: Pokemon Breeder (T) B45: Clefairy Doll (T) B46: Energy Retrieval (T) B47: Energy Search (T) B48: Gust of Wind (T) B49: Super Potion (T) B50: Pokemon Flute (T) ******************************* Mystery Cards: 51 C01: Nidoran F L13, Basic C02: Nidorina L24, Stage 1 C03: Nidoqueen L43, Stage 2 C04: Oddish L8, Basic C05: Gloom L22, Stage 1 C06: Vileplume L35, Stage 2 C07: Paras L8, Basic C08: Parasect L28, Stage 1 C09: Exeggcute L14, Basic C10: Exeggutor L35, Stage 1 C11: Vulpix L11, Basic C12: Ninetails L32, Stage 1 C13: Flareon L22, Stage 1 C14: Moltres L35, Basic C15: Shellder L8, Basic C16: Cloyster L25, Stage 1 C17: Lapras L31, Basic C18: Vaporeon L29, Stage 1 C19: Omanyte L19, Stage 1 C20: Omastar L32, Stage 2 C21: Articuno L35, Basic C22: Pikachu L14, Basic C23: Raichu L45, Stage 1 C24: Voltorb L10, Basic C25: Electrode L42, Stage 1 C26: Jolteon L24, Stage 1 C27: Zapdos L40, Basic C28: Mankey L7, Basic C29: Primeape L35, Stage 1 C30: Rhyhorn L18, Basic C31: Rhydon L48, Stage 1 C32: Kabuto L9, Stage 1 C33: Kabutops L30, Stage 2 C34: Aerodactyl L28, Stage 1 C35: Alakazam L42, Stage 2 C36: Drowzee L12, Basic C37: Mew L23, Basic C38: Clefairy L14, Basic C39: Meowth L15, Basic C40: Persian L25, Stage 1 C41: Farfetch'd L20, Basic C42: Lickitung L26, Basic C43: Tauros L32, Basic C44: Dratini L10, Basic C45: Dragonair L33, Stage 1 C46: Dragonite L45, Stage 2 C47: Mr. Fuji (T) C48: Mysterious Fossil (T) C49: Energy Removal (T) C50: Pokemon Center (T) C51 (E07): Double Colorless Energy (E) ******************************* Laboratory Cards: 51 D01: Ekans L10, Basic D02: Arbok L27, Stage 1 D03: Zubat L10, Basic D04: Golbat L29, Stage 1 D05: Venonat L12, Basic D06: Venomoth L28, Stage 1 D07: Grimer L17, Basic D08: Muk L34, Stage 1 D09: Koffing L13, Basic D10: Weezing L27, Stage 1 D11: Tangela L8, Basic D12: Ninetails L35, Stage 1 D13: Magmar L31, Basic D14: Psyduck L15, Basic D15: Golduck L27, Stage 1 D16: Poliwag L13, Basic D17: Poliwhirl L28, Stage 1 D18: Poliwrath L48, Stage 2 D19: Tentacool L10, Basic D20: Tentacruel L21, Stage 1 D21: Horsea L19, Basic D22: Seadra L23, Stage 1 D23: Magnemite L15, Basic D24: Magneton L35, Stage 1 D25: Electrode L35, Stage 1 D26: Onix L12, Basic D27: Marowak L26, Stage 1 D28: Hitmonlee L30, Basic D29: Slowpoke L18, Basic D30: Slowbro L26, Stage 1 D31: Gastly L17, Basic D32: Haunter L17, Stage 1 D33: Hypno L36, Stage 1 D34: Mr. Mime L28, Basic D35: Mewtwo L53, Basic D36: Pidgeot L38, Stage 2 D37: Spearow L13, Basic D38: Fearow L27, Stage 1 D39: Clefable L34, Stage 1 D40: Doduo L10, Basic D41: Dodrio L28, Stage 1 D42: Ditto L19, Basic D43: Porygon L12, Basic D44: Imposter Professor Oak (T) D45: Lass (T) D46: Super Energy Removal (T) D47: Pokedex (T) D48: Devolution Spray (T) D49: Maintenance (T) D50: Gambler (T) D51: Recycle (T) ******************************* Promotional Card Cards: 18 (20 with Phantom Cards) P01: Arcanine L34, Stage 1 P02: Moltres L37, Basic P03: Articuno L37, Basic P04: Pikachu L16, Basic P05: Pikachu L16, Basic P06: Flying Pikachu L12, Basic P07: Surfing Pikachu L13, Basic P08: Surfing Pikachu L13, Basic P09: Electabuzz L20, Basic P10: Zapdos L68, Basic P11: Slowpoke L9, Basic P12: Mewtwo L60, Basic P13: Mewtwo L60, Basic P14: Mew L8, Basic P15: Jigglypuff L12, Basic P16: Dragonite L41, Stage 2 P17: Imakuni? (T) P18: Super Energy Retrieval (T) PXX: Venusaur L64, Stage 2 PXX: Mew L15, Basic ------------------------------------------------------------------------------- 6.2: Real World Order ------------------------------------------------------------------------------- The Pokemon Cards are listed in the order of the real set they came from. Base Set, Fossil, Jungle, Game Boy Exclusive, and Promotional Cards are included. Use this and the list below as in-depth Card Lists if you're looking forward to building a deck. ******************************* Key Pokemon Cards are arranged like in the samples below: Pokemon Evolution, Card # Rarity, Type, HP Weakness, Resistance, Retreat Species, Level, Pokemon # Pokemon Power Attack(s) Trainer Type, Card # Rarity Text Energy Type, Card # Rarity Text ******************************* The color abbreviations used in the Card List: *number* = Colorless G = Grass R = Fire L = Lightning W = Water F = Fighting P = Psychic So, if the Energy Cost of an attack is [2W], it means you need two Colorless Energys (Energys of any type) and one Water Energy to use the attack. ******************************* Base Set Cards: 102 ******************************* C35: Alakazam Evolution: Stage 2 - evolves from Kadabra 1/102 Rarity: Holo Type: Psychic HP: 80 Weakness: P Resistance: -- Retreat: 3 Species: Psi L42 #65 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. ******************************* B19: Blastoise Evolution: Stage 2 - evolves from Wartortle 2/102 Rarity: Holo Type: Water HP: 100 Weakness: L Resistance: -- Retreat: 3 Species: Shellfish L52 #9 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.) ******************************* A36: Chansey Evolution: Basic Pokemon 3/102 Rarity: Holo Type: Colorless HP: 120 Weakness: F Resistance: P -30 Retreat: 1 Species: Egg L55 #113 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. ******************************* B14: Charizard Evolution: Stage 2 - evolves from Charmeleon 4/102 Rarity: Holo Type: Fire HP: 120 Weakness: W Resistance: F -30 Retreat: 3 Species: Flame L76 #6 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. ******************************* C38: Clefairy Evolution: Basic Pokemon 5/102 Rarity: Holo Type: Colorless HP: 40 Weakness: F Resistance: P -30 Retreat: 1 Species: Fairy L14 #35 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) ******************************* A18: Gyarados Evolution: Stage 1 - evolves from Magikarp 6/102 Rarity: Holo Type: Water HP: 100 Weakness: G Resistance: F -30 Retreat: 3 Species: Atrocious L41 #130 Attack: [WWW] Dragon Rage (50) Attack: [WWWW] Bubblebeam (40) Flip a coin. If heads, the defending Pokemon is now Paralyzed. ******************************* A28: Hitmonchan Evolution: Basic Pokemon 7/102 Rarity: Holo Type: Fighting HP: 70 Weakness: P Resistance: -- Retreat: 2 Species: Punching L33 #107 Attack: [F] Jab (20) Attack: [1FF] Special Punch (40) ******************************* B28: Machamp Evolution: Stage 2 - evolves from Machoke 8/102 Rarity: Holo Type: Fighting HP: 100 Weakness: P Resistance: -- Retreat: 3 Species: Superpower L67 #68 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) ******************************* A22: Magneton Evolution: Stage 1 - evolves from Magnemite 9/102 Rarity: Holo Type: Lightning HP: 60 Weakness: F Resistance: -- Retreat: 1 Species: Magnet L28 #82 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. ******************************* D35: Mewtwo Evolution: Basic Pokemon 10/102 Rarity: Holo Type: Psychic HP: 60 Weakness: P Resistance: -- Retreat: 3 Species: Genetic L53 #150 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. ******************************* B10: Nidoking Evolution: Stage 2 - evolves from Nidorino 11/102 Rarity: Holo Type: Grass HP: 90 Weakness: P Resistance: -- Retreat: 3 Species: Drill L48 #34 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). ******************************* C12: Ninetails Evolution: Stage 1 - evolves from Vulpix 12/102 Rarity: Holo Type: Fire HP: 80 Weakness: W Resistance: -- Retreat: 1 Species: Fox L32 #38 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. ******************************* D18: Poliwrath Evolution: Stage 2 - evolves from Poliwhirl 13/102 Rarity: Holo Type: Water HP: 90 Weakness: G Resistance: -- Retreat: 3 Species: Tadpole L48 #62 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. ******************************* A20: Raichu Evolution: Stage 1 - evolves from Pikachu 14/102 Rarity: Holo Type: Lightning HP: 80 Weakness: F Resistance: -- Retreat: 1 Species: Mouse L40 #26 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. ******************************* B03: Venusaur Evolution: Stage 2 - evolves from Ivysaur 15/102 Rarity: Holo Type: Grass HP: 100 Weakness: R Resistance: -- Retreat: 2 Species: Seed L67 #3 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) ******************************* A24: Zapdos Evolution: Basic Pokemon 16/102 Rarity: Holo Type: Lightning HP: 90 Weakness: -- Resistance: F -30 Retreat: 3 Species: Lightning L64 #145 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. ******************************* B09: Beedrill Evolution: Stage 2 - evolves from Kakuna 17/102 Rarity: Rare Type: Grass HP: 80 Weakness: R Resistance: F -30 Retreat: -- Species: Poison Bee L32 #15 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. ******************************* C45: Dragonair Evolution: Stage 1 - evolves from Dratini 18/102 Rarity: Rare Type: Colorless HP: 80 Weakness: -- Resistance: P -30 Retreat: 2 Species: Dragon L33 #148 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. ******************************* A26: Dugtrio Evolution: Stage 1 - evolves from Diglett 19/102 Rarity: Rare Type: Fighting HP: 70 Weakness: G Resistance: L -30 Retreat: 2 Species: Mole L36 #51 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.) ******************************* A23: Electabuzz Evolution: Basic Pokemon 20/102 Rarity: Rare Type: Lightning HP: 70 Weakness: F Resistance: -- Retreat: 2 Species: Electric L35 #125 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. ******************************* (Note: This card is not in the actual game. It is just part of the Base Set, and that is why I chose to add it.) X00: Electrode Evolution: Stage 1 - evolves from Voltorb 21/102 Rarity: Rare Type: Lightning HP: 80 Weakness: F Resistance: -- Retreat: 1 Species: Ball L40 #101 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. ******************************* B39: Pidgeotto Evolution: Stage 1 - evolves from Pidgey 22/102 Rarity: Rare Type: Colorless HP: 60 Weakness: L Resistance: F -30 Retreat: 1 Species: Bird L36 #17 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. ******************************* A09: Arcanine Evolution: Stage 1 - evolves from Growlithe 23/102 Rarity: Uncommon Type: Fire HP: 100 Weakness: W Resistance: -- Retreat: 3 Species: Legendary L45 #59 Attack: [1RR] Flamethrower (50) Discard 1 Fire Energy Card to use this attack. Attack: [2RR] Take Down (80) Arcanine does 30 damage to itself. ******************************* A07: Charmeleon Evolution: Stage 1 - evolves from Charmander 24/102 Rarity: Uncommon Type: Fire HP: 80 Weakness: W Resistance: -- Retreat: 1 Species: Flame L32 #5 Attack: [3] Slash (30) Attack: [1RR] Flamethrower (50) Discard 1 Fire Energy Card to use this attack. ******************************* A13: Dewgong Evolution: Stage 1 - evolves from Seel 25/102 Rarity: Uncommon Type: Water HP: 80 Weakness: L Resistance: -- Retreat: 3 Species: Sea Lion L42 #87 Attack: [1WW] Aurora Beam (50) Attack: [2WW] Ice Beam (30) Flip a coin. If heads, the defending Pokemon is now Paralyzed. ******************************* C44: Dratini Evolution: Basic Pokemon 26/102 Rarity: Uncommon Type: Colorless HP: 40 Weakness: -- Resistance: P -30 Retreat: 1 Species: Dragon L10 #147 Attack: [1] Pound (10) ******************************* C41: Farfetch'd Evolution: Basic Pokemon 27/102 Rarity: Uncommon Type: Colorless HP: 50 Weakness: L Resistance: F -30 Retreat: 1 Species: Wild Duck L20 #83 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) ******************************* A08: Growlithe Evolution: Basic Pokemon 28/102 Rarity: Uncommon Type: Fire HP: 60 Weakness: W Resistance: -- Retreat: 1 Species: Puppy L18 #58 Attack: [1R] Flare (20) ******************************* B35: Haunter Evolution: Stage 1 - evolves from Gastly 29/102 Rarity: Uncommon Type: Psychic HP: 60 Weakness: -- Resistance: F -30 Retreat: 1 Species: Gas L22 #93 Attack: [P] Hypnosis The defending Pokemon is now Asleep. Attack: [PP] Dream Eater (50) Can't use unless the defending Pokemon is Asleep. ******************************* B02: Ivysaur Evolution: Stage 1 - evolves from Bulbasaur 30/102 Rarity: Uncommon Type: Grass HP: 60 Weakness: R Resistance: -- Retreat: 1 Species: Seed L20 #2 Attack: [2G] Vine Whip (30) Attack: [GGG] Poisonpowder (20) The defending Pokemon is now Poisoned. ******************************* B37: Jynx Evolution: Basic Pokemon 31/102 Rarity: Uncommon Type: Psychic HP: 70 Weakness: P Resistance: -- Retreat: 2 Species: Human Shape L23 #124 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. ******************************* A30: Kadabra Evolution: Stage 1 - evolves from Abra 32/102 Rarity: Uncommon Type: Psychic HP: 60 Weakness: P Resistance: -- Retreat: 3 Species: Psi L38 #64 Attack: [PP] Recover Discard 1 Energy Card to use this attack. Remove all damage counters from Kadabra. Attack: [1PP] Super Psy (50) ******************************* B08: Kakuna Evolution: Stage 1 - evolves from Weedle 33/102 Rarity: Uncommon Type: Grass HP: 80 Weakness: R Resistance: -- Retreat: 2 Species: Cocoon L23 #14 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. ******************************* B27: Machoke Evolution: Stage 1 - evolves from Machop 34/102 Rarity: Uncommon Type: Fighting HP: 80 Weakness: P Resistance: -- Retreat: 3 Species: Superpower L40 #67 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. ******************************* A17: Magikarp Evolution: Basic Pokemon 35/102 Rarity: Uncommon Type: Water HP: 30 Weakness: L Resistance: -- Retreat: 1 Species: Fish L8 #129 Attack: [1] Tackle (10) Attack: [W] Flail (10×) Does 10 damage times number of damage counters on Magikarp. ******************************* A11: Magmar Evolution: Basic Pokemon 36/102 Rarity: Uncommon Type: Fire HP: 50 Weakness: W Resistance: -- Retreat: 2 Species: Spitfire L24 #126 Attack: [RR] Fire Punch (30) Attack: [1RR] Flamethrower (50) Discard 1 Fire Energy Card card to use this attack. ******************************* A02: Nidorino Evolution: Stage 1 - evolves from Nidoran M 37/102 Rarity: Uncommon Type: Grass HP: 60 Weakness: P Resistance: -- Retreat: 1 Species: Poison Pin L25 #33 Attack: [2G] Double Kick (30×) Flip 2 coins. Does 30 damage times number of heads. Attack: [2GG] Horn Drill (50) ******************************* D17: Poliwhirl Evolution: Stage 1 - evolves from Poliwag 38/102 Rarity: Uncommon Type: Water HP: 60 Weakness: G Resistance: -- Retreat: 1 Species: Tadpole L28 #61 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. ******************************* D43: Porygon Evolution: Basic Pokemon 39/102 Rarity: Uncommon Type: Colorless HP: 30 Weakness: F Resistance: P -30 Retreat: 1 Species: Virtual L12 #137 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. ******************************* A32: Raticate Evolution: Stage 1 - evolves from Rattata 40/102 Rarity: Uncommon Type: Colorless HP: 60 Weakness: F Resistance: P -30 Retreat: 1 Species: Rat L41 #20 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). ******************************* A12: Seel Evolution: Basic Pokemon 41/102 Rarity: Uncommon Type: Water HP: 60 Weakness: L Resistance: -- Retreat: 1 Species: Sea Lion L12 #86 Attack: [W] Headbutt (10) ******************************* B18: Wartortle Evolution: Stage 1 - evolves from Squirtle 42/102 Rarity: Uncommon Type: Water HP: 70 Weakness: L Resistance: -- Retreat: 1 Species: Turtle L22 #8 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) ******************************* A29: Abra Evolution: Basic Pokemon 43/102 Rarity: Common Type: Psychic HP: 30 Weakness: P Resistance: -- Retreat: -- Species: Psi L10 #63 Attack: [P] Psyshock (10) Flip a coin. If heads, the defending Pokemon is now Paralyzed. ******************************* B01: Bulbasaur Evolution: Basic Pokemon 44/102 Rarity: Common Type: Grass HP: 40 Weakness: R Resistance: -- Retreat: 1 Species: Seed L13 #1 Attack: [GG] Leech Seed (20) Unless all damage from this attack is prevented, you may remove 1 damage counter from Bulbasaur. ******************************* B04: Caterpie Evolution: Basic Pokemon 45/102 Rarity: Common Type: Grass HP: 40 Weakness: R Resistance: -- Retreat: 1 Species: Worm L13 #10 Attack: [G] String Shot (10) Flip a coin. If heads, the the defending Pokemon is now Paralyzed. ******************************* A06: Charmander Evolution: Basic Pokemon 46/102 Rarity: Common Type: Fire HP: 50 Weakness: W Resistance: -- Retreat: 1 Species: Lizard L10 #4 Attack: [1] Scratch (10) Attack: [1R] Ember (30) Discard 1 Fire Energy Card to use this attack. ******************************* A25: Diglett Evolution: Basic Pokemon 47/102 Rarity: Common Type: Fighting HP: 30 Weakness: G Resistance: L -30 Retreat: -- Species: Mole L8 #50 Attack: [F] Dig (10) Attack: [FF] Mud Slap (30) ******************************* D40: Doduo Evolution: Basic Pokemon 48/102 Rarity: Common Type: Colorless HP: 50 Weakness: L Resistance: F -30 Retreat: -- Species: Twin Bird L10 #84 Attack: [1] Fury Attack (10×) Flip 2 coins. Does 10 damage times number of heads. ******************************* C36: Drowzee Evolution: Basic Pokemon 49/102 Rarity: Common Type: Psychic HP: 50 Weakness: P Resistance: -- Retreat: 1 Species: Hypnosis L12 #96 Attack: [1] Pound (10) Attack: [PP] Confuse Ray (10) Flip a coin. If heads, the defending Pokemon is now Confused. ******************************* B34: Gastly Evolution: Basic Pokemon 50/102 Rarity: Common Type: Psychic HP: 30 Weakness: -- Resistance: F -30 Retreat: -- Species: Gas L8 #92 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. ******************************* D09: Koffing Evolution: Basic Pokemon 51/102 Rarity: Common Type: Grass HP: 50 Weakness: P Resistance: -- Retreat: 1 Species: Poison Gas L13 #109 Attack: [GG] Foul Gas (10) Flip a coin. If heads, the defending Pokemon is now Poisoned; If tails, the defending Pokemon is now Confused. ******************************* A27: Machop Evolution: Basic Pokemon 52/102 Rarity: Common Type: Fighting HP: 50 Weakness: P Resistance: -- Retreat: 1 Species: Superpower L20 #66 Attack: [F] Low Kick (20) ******************************* A21: Magnemite Evolution: Basic Pokemon 53/102 Rarity: Common Type: Lightning HP: 40 Weakness: F Resistance: -- Retreat: 1 Species: Magnet L13 #81 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. ******************************* B05: Metapod Evolution: Stage 1 - evolves from Caterpie 54/102 Rarity: Common Type: Grass HP: 70 Weakness: R Resistance: -- Retreat: 2 Species: Cocoon L21 #11 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. ******************************* A01: Nidoran M Evolution: Basic Pokemon 55/102 Rarity: Common Type: Grass HP: 40 Weakness: P Resistance: -- Retreat: 1 Species: Poison Pin L20 #32 Attack: [G] Horn Hazard (30) Flip a coin. If tails, this attack does nothing. ******************************* D26: Onix Evolution: Basic Pokemon 56/102 Rarity: Common Type: Fighting HP: 90 Weakness: G Resistance: -- Retreat: 3 Species: Rock Snake L12 #95 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.) ******************************* B38: Pidgey Evolution: Basic Pokemon 57/102 Rarity: Common Type: Colorless HP: 40 Weakness: L Resistance: F -30 Retreat: 1 Species: Tiny Bird L8 #16 Attack: [2] Whirlwind (10) After damage dealing, opponent chooses 1 benched Pokemon and switches it with defending Pokemon (only if opponent has benched Pokemon). ******************************* A19: Pikachu Evolution: Basic Pokemon 58/102 Rarity: Common Type: Lightning HP: 40 Weakness: F Resistance: -- Retreat: 1 Species: Mouse L12 #25 Attack: [1] Gnaw (10) Attack: [1L] Thunder Jolt (30) Flip a coin. If tails, Pikachu does 10 damage to itself. ******************************* D16: Poliwag Evolution: Basic Pokemon 59/102 Rarity: Common Type: Water HP: 40 Weakness: G Resistance: -- Retreat: 1 Species: Tadpole L13 #60 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). ******************************* A10: Ponyta Evolution: Basic Pokemon 60/102 Rarity: Common Type: Fire HP: 40 Weakness: W Resistance: -- Retreat: 1 Species: Fire Horse L10 #77 Attack: [2] Smash Kick (20) Attack: [RR] Flame Tail (30) ******************************* A31: Rattata Evolution: Basic Pokemon 61/102 Rarity: Common Type: Colorless HP: 30 Weakness: F Resistance: P -30 Retreat: -- Species: Rat L9 #19 Attack: [1] Bite (20) ******************************* B25: Sandshrew Evolution: Basic Pokemon 62/102 Rarity: Common Type: Fighting HP: 40 Weakness: G Resistance: L -30 Retreat: 1 Species: Mouse L12 #27 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. ******************************* B17: Squirtle Evolution: Basic Pokemon 63/102 Rarity: Common Type: Water HP: 40 Weakness: L Resistance: -- Retreat: 1 Species: Tiny Turtle L8 #7 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.) ******************************* B22: Starmie Evolution: Stage 1 - evolves from Staryu 64/102 Rarity: Common Type: Water HP: 60 Weakness: L Resistance: -- Retreat: 1 Species: Mysterious L28 #121 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. ******************************* A16: Staryu Evolution: Basic Pokemon 65/102 Rarity: Common Type: Water HP: 40 Weakness: L Resistance: -- Retreat: 1 Species: Starshape L15 #120 Attack: [W] Slap (20) ******************************* D11: Tangela Evolution: Basic Pokemon 66/102 Rarity: Common Type: Grass HP: 50 Weakness: R Resistance: -- Retreat: 2 Species: Vine L8 #114 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. ******************************* C24: Voltorb Evolution: Basic Pokemon 67/102 Rarity: Common Type: Lightning HP: 40 Weakness: F Resistance: -- Retreat: 1 Species: Ball L10 #100 Attack: [1] Tackle (10) ******************************* C11: Vulpix Evolution: Basic Pokemon 68/102 Rarity: Common Type: Fire HP: 50 Weakness: W Resistance: -- Retreat: 1 Species: Fox L11 #37 Attack: [RR] Confuse Ray (10) Flip a coin. If heads, the defending Pokemon is now Confused. ******************************* B07: Weedle Evolution: Basic Pokemon 69/102 Rarity: Common Type: Grass HP: 40 Weakness: R Resistance: -- Retreat: 1 Species: Hairy Bug L12 #13 Attack: [G] Poison Sting (10) Flip a coin. If heads, the defending Pokemon is now Poisoned. ******************************* B45: Clefairy Doll (10 HP) Type: Trainer 70/102 Rarity: Rare 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. ******************************* A44: Computer Search Type: Trainer 71/102 Rarity: Rare 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. ******************************* D48: Devolution Spray Type: Trainer 72/102 Rarity: Rare 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). ******************************* D44: Impostor Professor Oak Type: Trainer 73/102 Rarity: Rare Text: Your opponent shuffles his or her hand into his or her deck, then draws 7 cards. ******************************* A47: Item Finder Type: Trainer 74/102 Rarity: Rare Text: Discard 2 other cards from your hand in order to put a Trainer Card from your discard pile into your hand. ******************************* D45: Lass Type: Trainer 75/102 Rarity: Rare Text: You and your opponent show each other your hands, then shuffle all the Trainer cards from you hands into your decks. ******************************* B44: Pokemon Breeder Type: Trainer 76/102 Rarity: Rare 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. ******************************* B43: Pokemon Trader Type: Trainer 77/102 Rarity: Rare 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. ******************************* A43: Scoop Up Type: Trainer 78/102 Rarity: Rare 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.) ******************************* D46: Super Energy Removal Type: Trainer 79/102 Rarity: Rare 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. ******************************* A46: Defender Type: Trainer 80/102 Rarity: Uncommon 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.) ******************************* B46: Energy Retrieval Type: Trainer 81/102 Rarity: Uncommon Text: Trade 1 of other cards in your hand for up to 2 basic Energy Cards from your discard pile. ******************************* A49: Full Heal Type: Trainer 82/102 Rarity: Uncommon Text: Your Active Pokemon is no longer Asleep, Confused, Paralyzed, or Poisoned. ******************************* D49: Maintenance Type: Trainer 83/102 Rarity: Uncommon Text: Shuffle 2 of the other cards from your hand into your deck in order to draw a card. ******************************* A45: Pluspower Type: Trainer 84/102 Rarity: Uncommon 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. ******************************* C50: Pokemon Center Type: Trainer 85/102 Rarity: Uncommon 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. ******************************* B50: Pokemon Flute Type: Trainer 86/102 Rarity: Uncommon 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.) ******************************* D47: Pokédex Type: Trainer 87/102 Rarity: Uncommon Text: Look at up to 5 cards from the top of your deck and rearrange them as you like. ******************************* A39: Professor Oak Type: Trainer 88/102 Rarity: Uncommon Text: Discard your hand, then draw 7 cards. ******************************* A50: Revive Type: Trainer 89/102 Rarity: Uncommon 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.) ******************************* B49: Super Potion Type: Trainer 90/102 Rarity: Uncommon Text: Discard 1 Energy Card attached to 1 of your own Pokemon in order to remove up to 4 damage counters from that Pokemon. ******************************* A40: Bill Type: Trainer 91/102 Rarity: Common Text: Draw 2 cards. ******************************* C49: Energy Removal Type: Trainer 92/102 Rarity: Common Text: Choose 1 Energy Card attached to 1 of your opponent's Pokemon and discard it. ******************************* B48: Gust of Wind Type: Trainer 93/102 Rarity: Common Text: Choose 1 of your opponent's Benched Pokemon and switch it with his/her Active Pokemon. ******************************* A48: Potion Type: Trainer 94/102 Rarity: Common Text: Remove up to 2 damage counters from 1 of your Pokemon. ******************************* A41: Switch Type: Trainer 95/102 Rarity: Common Text: Switch 1 of your own Benched Pokemon with your Active Pokemon. ******************************* E07 (C51): Double Colorless Energy Type: Energy 96/102 Rarity: Uncommon Text: Provides 2 Colorless Energys. Doesn't count as a Basic Energy Card. ******************************* Fighting Energy Type: Energy 97/102 Rarity: Common Text: Provides 1 Fighting Energy. ******************************* E02 (A52): Fire Energy Type: Energy 98/102 Rarity: Common Text: Provides 1 Fire Energy. ******************************* E01 (A51): Grass Energy Type: Energy 99/102 Rarity: Common Text: Provides 1 Grass Energy. ******************************* E04 (A54): Lightning Energy Type: Energy 100/102 Rarity: Common Text: Provides 1 Lightning Energy. ******************************* Psychic Energy Type: Energy 101/102 Rarity: Common Text: Provides 1 Psychic Energy. ******************************* E03 (A53): Water Energy Type: Energy 102/102 Rarity: Common Text: Provides 1 Water Energy. ******************************* Jungle Expansion Set Cards: 64 ******************************* D39: Clefable Evolution: Stage 1 - evolves from Clefairy 1/64 Rarity: Holo Type: Colorless HP: 70 Weakness: F Resistance: P -30 Retreat: 2 Species: Fairy L34 #36 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). ******************************* C25: Electrode Evolution: Stage 1 - evolves from Voltorb 2/64 Rarity: Holo Type: Lightning HP: 90 Weakness: F Resistance: -- Retreat: 1 Species: Ball L42 #101 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). ******************************* B16: Flareon Evolution: Stage 1 - evolves from Eevee 3/64 Rarity: Holo Type: Fire HP: 70 Weakness: W Resistance: -- Retreat: 1 Species: Flame L28 #136 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. ******************************* B24: Jolteon Evolution: Stage 1 - evolves from Eevee 4/64 Rarity: Holo Type: Lightning HP: 70 Weakness: F Resistance: -- Retreat: 1 Species: Lightning L29 #135 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. ******************************* A37: Kangaskhan Evolution: Basic Pokemon 5/64 Rarity: Holo Type: Colorless HP: 90 Weakness: F Resistance: P -30 Retreat: 3 Species: Parent L40 #115 Attack: [1] Fetch Draw a card. Attack: [4] Comet Punch (20x) Flip 4 coins. This attack does 20 damage times the number of heads. ******************************* D34: Mr. Mime Evolution: Basic Pokemon 6/64 Rarity: Holo Type: Psychic HP: 40 Weakness: P Resistance: -- Retreat: 1 Species: Barrier L28 #122 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. ******************************* C03: Nidoqueen Evolution: Stage 2 - evolves from Nidorina 7/64 Rarity: Holo Type: Grass HP: 90 Weakness: P Resistance: -- Retreat: 3 Species: Drill L43 #31 Attack: [1G] Boyfriends (20+) Does 20 damage plus 20 more damage for each Nidoking you have in play. Attack: [2GG] Mega Punch (50) ******************************* B40: Pidgeot Evolution: Stage 2 - evolves from Pidgeotto 8/64 Rarity: Holo Type: Colorless HP: 80 Weakness: L Resistance: F -30 Retreat: -- Species: Bird L40 #18 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. ******************************* A05: Pinsir Evolution: Basic Pokemon 9/64 Rarity: Holo Type: Grass HP: 60 Weakness: R Resistance: -- Retreat: 1 Species: Stagbeetle L24 #127 Attack: [GG] Irongrip (20) Flip a coin. If heads, the Defending Pokemon is now Paralyzed. Attack: [2GG] Guillotine (50) ******************************* A04: Scyther Evolution: Basic Pokemon 10/64 Rarity: Holo Type: Grass HP: 70 Weakness: R Resistance: F -30 Retreat: -- Species: Mantis L25 #123 Attack: [G] Swords Dance During your next turn, Scyther's Slash attack's base damage is 60 instead of 30. Attack: [3] Slash (30) ******************************* A38: Snorlax Evolution: Basic Pokemon 11/64 Rarity: Holo Type: Colorless HP: 90 Weakness: F Resistance: P -30 Retreat: 4 Species: Sleeping L20 #143 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. ******************************* B23: Vaporeon Evolution: Stage 1 - evolves from Eevee 12/64 Rarity: Holo Type: Water HP: 80 Weakness: L Resistance: -- Retreat: 1 Species: Bubble Jet L42 #134 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. ******************************* D06: Venomoth Evolution: Stage 1 - evolves from Venonat 13/64 Rarity: Holo Type: Grass HP: 70 Weakness: R Resistance: F -30 Retreat: -- Species: Poisonmoth L28 #49 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. ******************************* B13: Victreebel Evolution: Stage 2 - evolves from Weepinbell 14/64 Rarity: Holo Type: Grass HP: 80 Weakness: R Resistance: -- Retreat: 2 Species: Flycatcher L42 #71 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. ******************************* C06: Vileplume Evolution: Stage 2 - evolves from Gloom 15/64 Rarity: Holo Type: Grass HP: 80 Weakness: R Resistance: -- Retreat: 2 Species: Flower L35 #45 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). ******************************* A34: Wigglytuff Evolution: Stage 1 - evolves from Jigglypuff 16/64 Rarity: Holo Type: Colorless HP: 80 Weakness: F Resistance: P -30 Retreat: 2 Species: Balloon L36 #40 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. ******************************* (Note: These following Pokemon are the same as their Holographic counterparts. They are just listed to follow suit for the cards in the real set.) D39: Clefable Evolution: Stage 1 - evolves from Clefairy 17/64 Rarity: Rare Type: Colorless HP: 70 Same as Holo. ******************************* C25: Electrode Evolution: Stage 1 - evolves from Voltorb 18/64 Rarity: Rare Type: Lightning HP: 90 Same as Holo. ******************************* B16: Flareon Evolution: Stage 1 - evolves from Eevee 19/64 Rarity: Rare Type: Fire HP: 70 Same as Holo. ******************************* B24: Jolteon Evolution: Stage 1 - evolves from Eevee 20/64 Rarity: Rare Type: Lightning HP: 70 Same as Holo. ******************************* A37: Kangaskhan Evolution: Basic Pokemon 21/64 Rarity: Rare Type: Colorless HP: 90 Same as Holo. ******************************* D34: Mr. Mime Evolution: Basic Pokemon 22/64 Rarity: Rare Type: Psychic HP: 40 Same as Holo. ******************************* C03: Nidoqueen Evolution: Stage 2 - evolves from Nidorina 23/64 Rarity: Rare Type: Grass HP: 90 Same as Holo. ******************************* B40: Pidgeot Evolution: Stage 2 - evolves from Pidgeotto 24/64 Rarity: Rare Type: Colorless HP: 80 Same as Holo. ******************************* A05: Pinsir Evolution: Basic Pokemon 25/64 Rarity: Rare Type: Grass HP: 60 Same as Holo. ******************************* A04: Scyther Evolution: Basic Pokemon 26/64 Rarity: Rare Type: Grass HP: 70 Same as Holo. ******************************* A38: Snorlax Evolution: Basic Pokemon 27/64 Rarity: Rare Type: Colorless HP: 90 Same as Holo. ******************************* B23: Vaporeon Evolution: Stage 1 - evolves from Eevee 28/64 Rarity: Rare Type: Water HP: 80 Same as Holo. ******************************* D06: Venomoth Evolution: Stage 1 - evolves from Venonat 29/64 Rarity: Rare Type: Grass HP: 70 Same as Holo. ******************************* B13: Victreebel Evolution: Stage 2 - evolves from Weepinbell 30/64 Rarity: Rare Type: Grass HP: 80 Same as Holo. ******************************* C06: Vileplume Evolution: Stage 2 - evolves from Gloom 31/64 Rarity: Rare Type: Grass HP: 80 Same as Holo. ******************************* A24: Wigglytuff Evolution: Stage 1 - evolves from Jigglypuff 32/64 Rarity: Rare Type: Colorless HP: 80 Same as Holo. ******************************* B06: Butterfree Evolution: Stage 2 - evolves from Metapod 33/64 Rarity: Uncommon Type: Grass HP: 70 Weakness: R Resistance: F -30 Retreat: -- Species: Butterfly L28 #12 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). ******************************* D41: Dodrio Evolution: Stage 1 - evolves from Doduo 34/64 Rarity: Uncommon Type: Colorless HP: 70 Weakness: L Resistance: F -30 Retreat: -- Species: Triplebird L28 #85 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. ******************************* C10: Exeggutor Evolution: Stage 1 - evolves from Exeggcute 35/64 Rarity: Uncommon Type: Grass HP: 80 Weakness: R Resistance: -- Retreat: 3 Species: Coconut L35 #103 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. ******************************* D38: Fearow Evolution: Stage 1 - evolves from Spearow 36/64 Rarity: Uncommon Type: Colorless HP: 70 Weakness: L Resistance: F -30 Retreat: -- Species: Beak L27 #22 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) ******************************* C05: Gloom Evolution: Stage 1 - evolves from Oddish 37/64 Rarity: Uncommon Type: Grass HP: 60 Weakness: R Resistance: -- Retreat: 1 Species: Weed L22 #44 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). ******************************* C42: Lickitung Evolution: Basic Pokemon 38/64 Rarity: Uncommon Type: Colorless HP: 90 Weakness: F Resistance: P -30 Retreat: 3 Species: Licking L26 #108 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. ******************************* B33: Marowak Evolution: Stage 1 - evolves from Cubone 39/64 Rarity: Uncommon Type: Fighting HP: 60 Weakness: G Resistance: L -30 Retreat: 1 Species: Bonekeeper L26 #105 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.) ******************************* C02: Nidorina Evolution: Stage 1 - evolves from Nidoran (F) 40/64 Rarity: Uncommon Type: Grass HP: 70 Weakness: P Resistance: -- Retreat: 1 Species: Poison Pin L24 #30 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. ******************************* C08: Parasect Evolution: Stage 1 - evolves from Paras 41/64 Rarity: Uncommon Type: Grass HP: 60 Weakness: R Resistance: -- Retreat: 1 Species: Mushroom L28 #47 Attack: [GG] Spore The Defending Pokemon is now Asleep. Attack: [3] Slash (30) ******************************* C40: Persian Evolution: Stage 1 - evolves from Meowth 42/64 Rarity: Uncommon Type: Colorless HP: 70 Weakness: F Resistance: P -30 Retreat: -- Species: Classy Cat L25 #53 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.) ******************************* C29: Primeape Evolution: Stage 1 - evolves from Mankey 43/64 Rarity: Uncommon Type: Fighting HP: 70 Weakness: P Resistance: -- Retreat: 1 Species: Pig Monkey L35 #57 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). ******************************* B15: Rapidash Evolution: Stage 1 - evolves from Ponyta 44/64 Rarity: Uncommon Type: Fire HP: 70 Weakness: W Resistance: -- Retreat: -- Species: Fire Horse L33 #78 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. ******************************* C31: Rhydon Evolution: Stage 1 - evolves from Rhyhorn 45/64 Rarity: Uncommon Type: Fighting HP: 100 Weakness: G Resistance: L -30 Retreat: 3 Species: Drill L48 #112 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.) ******************************* A15: Seaking Evolution: Stage 1 - evolves from Goldeen 46/64 Rarity: Uncommon Type: Water HP: 70 Weakness: L Resistance: -- Retreat: 1 Species: Goldfish L28 #119 Attack: [W] Horn Attack (10) Attack: [1W] Waterfall (30) ******************************* C43: Tauros Evolution: Basic Pokemon 47/64 Rarity: Uncommon Type: Colorless HP: 60 Weakness: F Resistance: P -30 Retreat: 2 Species: Wild Bull L32 #128 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). ******************************* B12: Weepinbell Evolution: Stage 1 - evolves from Bellsprout 48/64 Rarity: Uncommon Type: Grass HP: 70 Weakness: R Resistance: -- Retreat: 1 Species: Flycatcher L28 #70 Attack: [G] Poisonpowder (10) Flip a coin. If heads, the Defending Pokemon is now Poisoned. Attack: [GG] Razor Leaf (30) ******************************* B11: Bellsprout Evolution: Basic Pokemon 49/64 Rarity: Common Type: Grass HP: 40 Weakness: R Resistance: -- Retreat: 1 Species: Flower L11 #69 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.) ******************************* B32: Cubone Evolution: Basic Pokemon 50/64 Rarity: Common Type: Fighting HP: 40 Weakness: G Resistance: L -30 Retreat: 1 Species: Lonely L13 #104 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. ******************************* B42: Eevee Evolution: Basic Pokemon 51/64 Rarity: Common Type: Colorless HP: 50 Weakness: F Resistance: P -30 Retreat: 1 Species: Evolution L12 #133 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. ******************************* C09: Exeggcute Evolution: Basic Pokemon 52/64 Rarity: Common Type: Grass HP: 50 Weakness: R Resistance: -- Retreat: 1 Species: Egg L14 #102 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. ******************************* A14: Goldeen Evolution: Basic Pokemon 53/64 Rarity: Common Type: Water HP: 40 Weakness: L Resistance: -- Retreat: -- Species: Goldfish L12 #118 Attack: [W] Horn Attack (10) ******************************* A33: Jigglypuff Evolution: Basic Pokemon 54/64 Rarity: Common Type: Colorless HP: 60 Weakness: F Resistance: P -30 Retreat: 1 Species: Balloon L14 #39 Attack: [1] Lullaby The Defending Pokemon is now Asleep. Attack: [2] Pound (20) ******************************* C28: Mankey Evolution: Basic Pokemon 55/64 Rarity: Common Type: Fighting HP: 30 Weakness: P Resistance: -- Retreat: -- Species: Pig Monkey L7 #56 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) ******************************* C39: Meowth Evolution: Basic Pokemon 56/64 Rarity: Common Type: Colorless HP: 50 Weakness: F Resistance: P -30 Retreat: 1 Species: Scratch Cat L15 #52 Attack: [2] Pay Day (10) Flip a coin. If heads, draw a card. ******************************* C01: Nidoran F Evolution: Basic Pokemon 57/64 Rarity: Common Type: Grass HP: 60 Weakness: P Resistance: -- Retreat: 1 Species: Poison Pin L13 #29 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.) ******************************* C04: Oddish Evolution: Basic Pokemon 58/64 Rarity: Common Type: Grass HP: 50 Weakness: R Resistance: -- Retreat: 1 Species: Weed L8 #43 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.) ******************************* C07: Paras Evolution: Basic Pokemon 59/64 Rarity: Common Type: Grass HP: 40 Weakness: R Resistance: -- Retreat: 1 Species: Mushroom L8 #46 Attack: [2] Scrach (20) Attack: [GG] Spore The Defending Pokemon is now Asleep. ******************************* C22: Pikachu Evolution: Basic Pokemon 60/64 Rarity: Common Type: Lightning HP: 50 Weakness: F Resistance: -- Retreat: 1 Species: Mouse L14 #25 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.) ******************************* C30: Rhyhorn Evolution: Basic Pokemon 61/64 Rarity: Common Type: Fighting HP: 70 Weakness: G Resistance: L -30 Retreat: 3 Species: Spikes L18 #111 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) ******************************* D37: Spearow Evolution: Basic Pokemon 62/64 Rarity: Common Type: Colorless HP: 50 Weakness: L Resistance: F -30 Retreat: -- Species: Tiny Bird L13 #21 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. ******************************* D05: Venonat Evolution: Basic Pokemon 63/64 Rarity: Common Type: Grass HP: 40 Weakness: R Resistance: -- Retreat: 1 Species: Insect L12 #48 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). ******************************* A42: Poke Ball Type: Trainer 64/64 Rarity: Common 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. ******************************* Fossil Expansion Set Cards: 62 ******************************* C37: Mew Evolution: Basic Pokemon 0/62 Rarity: Rare Type: Psychic HP: 50 Weakness: P Resistance: -- Retreat: 1 Species: New Species L23 #151 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.) ******************************* C34: Aerodactyl Evolution: Stage 1 - evolves from Mysterious Fossil 1/62 Rarity: Holo Type: Fighting HP: 60 Weakness: G Resistance: F -30 Retreat: 2 Species: Fossil L28 #142 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) ******************************* C21: Articuno Evolution: Basic Pokemon 2/62 Rarity: Holo Type: Water HP: 70 Weakness: -- Resistance: F -30 Retreat: 2 Species: Freeze L35 #144 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.) ******************************* (Note: This card is not in the actual game. It is just part of the Base Set, and that is why I chose to add it.) X00: Ditto Evolution: Basic Pokemon 3/62 Rarity: Holo Type: Colorless HP: 50 Weakness: F Resistance: P -30 Retreat: 1 Species: Transform L20 #132 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. ******************************* C46: Dragonite Evolution: Stage 2 - evolves from Dragonair 4/62 Rarity: Holo Type: Colorless HP: 100 Weakness: -- Resistance: F -30 Retreat: 1 Species: Dragon L45 #149 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. ******************************* B36: Gengar Evolution: Stage 2 - evolves from Haunter 5/62 Rarity: Holo Type: Psychic HP: 80 Weakness: -- Resistance: F -30 Retreat: 1 Species: Shadow L38 #94 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.) ******************************* D32: Haunter Evolution: Stage 1 - evolves from Gastly 6/62 Rarity: Holo Type: Psychic HP: 50 Weakness: -- Resistance: F -30 Retreat: -- Species: Gas L17 #93 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. ******************************* D28: Hitmonlee Evolution: Basic Pokemon 7/62 Rarity: Holo Type: Fighting HP: 60 Weakness: P Resistance: -- Retreat: 1 Species: Kicking L30 #106 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) ******************************* D33: Hypno Evolution: Stage 1 - evolves from Drowzee 8/62 Rarity: Holo Type: Psychic HP: 90 Weakness: P Resistance: -- Retreat: 2 Species: Hypnosis L36 #97 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.) ******************************* C33: Kabutops Evolution: Stage 2 - evolves from Kabuto 9/62 Rarity: Holo Type: Fighting HP: 60 Weakness: G Resistance: -- Retreat: 1 Species: Shellfish L30 #141 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. ******************************* C17: Lapras Evolution: Basic Pokemon 10/62 Rarity: Holo Type: Water HP: 80 Weakness: L Resistance: -- Retreat: 2 Species: Transport L31 #131 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. ******************************* D24: Mangeton Evolution: Stage 1 - evolves from Magnemite 11/62 Rarity: Holo Type: Lightning HP: 80 Weakness: F Resistance: -- Retreat: 2 Species: Magnet L35 #82 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. ******************************* C14: Moltres Evolution: Basic Pokemon 12/62 Rarity: Holo Type: Fire HP: 70 Weakness: -- Resistance: F -30 Retreat: 2 Species: Flame L35 #146 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. ******************************* D08: Muk Evolution: Stage 1 - evolves from Grimer 13/62 Rarity: Holo Type: Grass HP: 70 Weakness: P Resistance: -- Retreat: 2 Species: Sludge L34 #89 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. ******************************* C23: Raichu Evolution: Stage 1 - evolves from Pikachu 14/62 Rarity: Holo Type: Lightning HP: 90 Weakness: F Resistance: -- Retreat: 1 Species: Mouse L45 #26 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. ******************************* C27: Zapdos Evolution: Basic Pokemon 15/62 Rarity: Holo Type: Lightning HP: 80 Weakness: -- Resistance: F -30 Retreat: 2 Species: Lightning L40 #145 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. ******************************* (Note: These following Pokemon are the same as their Holographic counterparts. They are just listed to follow suit for the cards in the real set.) C34: Aerodactyl Evolution: Stage 1 - evolves from Fossil 16/62 Rarity: Rare Type: Fighting HP: 60 Same as Holo. ******************************* C21: Articuno Evolution: Basic Pokemon 17/62 Rarity: Rare Type: Water HP: 70 Same as Holo. ******************************* (Note: Again, this card is not in the game.) X00: Ditto Evolution: Basic Pokemon 18/62 Rarity: Rare Type: Colorless HP: 50 Same as Holo. ******************************* C46: Dragonite Evolution: Stage 2 - evolves from Dragonair 19/62 Rarity: Rare Type: Colorless HP: 100 Same as Holo. ******************************* B36: Gengar Evolution: Stage 2 - evolves from Haunter 20/62 Rarity: Rare Type: Psychic HP: 80 Same as Holo. ******************************* D32: Haunter Evolution: Stage 1 - evolves from Gastly 21/62 Rarity: Rare Type: Psychic HP: 50 Same as Holo. ******************************* D28: Hitmonlee Evolution: Basic Pokemon 22/62 Rarity: Rare Type: Fighting HP: 60 Same as Holo. ******************************* D33: Hypno Evolution: Stage 1 - evolves from Drowzee 23/62 Rarity: Rare Type: Psychic HP: 90 Same as Holo. ******************************* C33: Kabutops Evolution: Stage 2 - evolves from Kabuto 24/62 Rarity: Rare Type: Fighting HP: 60 Same as Holo. ******************************* C17: Lapras Evolution: Basic Pokemon 25/62 Rarity: Rare Type: Water HP: 80 Same as Holo. ******************************* D24: Mangeton Evolution: Stage 1 - evolves from Magnemite 26/62 Rarity: Rare Type: Lightning HP: 80 Same as Holo. ******************************* C14: Moltres Evolution: Basic Pokemon 27/62 Rarity: Rare Type: Fire HP: 70 Same as Holo. ******************************* D08: Muk Evolution: Stage 1 - evolves from Grimer 28/62 Rarity: Rare Type: Grass HP: 70 Same as Holo. ******************************* C23: Raichu Evolution: Stage 1 - evolves from Pikachu 29/62 Rarity: Rare Type: Lightning HP: 90 Same as Holo. ******************************* C27: Zapdos Evolution: Basic Pokemon 30/62 Rarity: Rare Type: Lightning HP: 80 Same as Holo. ******************************* D02: Arbok Evolution: Stage 1 - evolves from Ekans 31/62 Rarity: Uncommon Type: Grass HP: 60 Weakness: P Resistance: -- Retreat: 2 Species: Cobra L27 #24 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. ******************************* C16: Cloyster Evolution: Stage 1 - evolves from Shelder 32/62 Rarity: Uncommon Type: Water HP: 50 Weakness: L Resistance: -- Retreat: 2 Species: Bivalve L25 #91 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. ******************************* D31: Gastly Evolution: Basic Pokemon 33/62 Rarity: Uncommon Type: Psychic HP: 50 Weakness: -- Resistance: F -30 Retreat: -- Species: Gas L17 #92 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. ******************************* D04: Golbat Evolution: Stage 1 - evolves from Zubat 34/62 Rarity: Uncommon Type: Grass HP: 60 Weakness: P Resistance: F -30 Retreat: -- Species: Bat L29 #42 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. ******************************* D15: Golduck Evolution: Stage 1 - evolves from Psyduck 35/62 Rarity: Uncommon Type: Water HP: 70 Weakness: L Resistance: -- Retreat: 1 Species: Duck L27 #55 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. ******************************* B31: Golem Evolution: Stage 2 - evolves from Graveler 36/62 Rarity: Uncommon Type: Fighting HP: 80 Weakness: G Resistance: -- Retreat: 4 Species: Megaton L36 #76 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. ******************************* B30: Graveler Evolution: Stage 1 - evolves from Geodude 37/62 Rarity: Uncommon Type: Fighting HP: 60 Weakness: G Resistance: -- Retreat: 2 Species: Rock L29 #75 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.) ******************************* B21: Kingler Evolution: Stage 1 - evolves from Krabby 38/62 Rarity: Uncommon Type: Water HP: 60 Weakness: L Resistance: -- Retreat: 3 Species: Pincer L27 #99 Attack: [W] Flail (10×) Does 10 damage times the number of damage counters on Kingler. Attack: [1WW] Crabhammer (40) ******************************* D13: Magmar Evolution: Basic Pokemon 39/62 Rarity: Uncommon Type: Fire HP: 70 Weakness: W Resistance: -- Retreat: 1 Species: Spitfire L31 #126 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. ******************************* C20: Omastar Evolution: Stage 2 - evolves from Omanyte 40/62 Rarity: Uncommon Type: Water HP: 70 Weakness: G Resistance: -- Retreat: 1 Species: Spiral L32 #139 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. ******************************* B26: Sandslash Evolution: Stage 1 - evolves from Sandshrew 41/62 Rarity: Uncommon Type: Fighting HP: 70 Weakness: G Resistance: L -30 Retreat: 1 Species: Mouse L33 #28 Attack: [2] Slash (20) Attack: [FF] Fury Swipes (20×) Flip 3 coins. This attack does 20 damage times the number of heads. ******************************* D22: Seadra Evolution: Stage 1 - evolves from Horsea 42/62 Rarity: Uncommon Type: Water HP: 60 Weakness: L Resistance: -- Retreat: 1 Species: Dragon L23 #117 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: -- Retreat: 1 Species: Hermitcrab L26 #80 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. ******************************* D20: Tentacruel Evolution: Stage 1 - evolves from Tentacool 44/62 Rarity: Uncommon Type: Water HP: 60 Weakness: L Resistance: -- Retreat: -- Species: Jellyfish L21 #73 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. ******************************* D10: Weezing Evolution: Stage 1 - evolves from Koffing 45/62 Rarity: Uncommon Type: Grass HP: 60 Weakness: P Resistance: -- Retreat: 1 Species: Poison Gas L27 #110 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. ******************************* D01: Ekans Evolution: Basic Pokemon 46/62 Rarity: Common Type: Grass HP: 40 Weakness: P Resistance: -- Retreat: 1 Species: Snake L10 #23 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. ******************************* B29: Geodude Evolution: Basic Pokemon 47/62 Rarity: Common Type: Fighting HP: 50 Weakness: G Resistance: -- Retreat: 1 Species: Rock L16 #74 Attack: [1F] Stone Barrage (10×) Flip a coin until you get tails. This attack does 10 damage times the number of heads. ******************************* D07: Grimer Evolution: Basic Pokemon 48/62 Rarity: Common Type: Grass HP: 50 Weakness: P Resistance: -- Retreat: 1 Species: Sludge L17 #88 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). ******************************* D21: Horsea Evolution: Basic Pokemon 49/62 Rarity: Common Type: Water HP: 40 Weakness: L Resistance: -- Retreat: -- Species: Dragon L19 #116 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: -- Retreat: 1 Species: Shellfish L9 #140 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) ******************************* B20: Krabby Evolution: Basic Pokemon 51/62 Rarity: Common Type: Water HP: 50 Weakness: L Resistance: -- Retreat: 2 Species: River Crab L20 #98 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) ******************************* C19: Omanyte Evolution: Stage 1 - evolves from Fossil 52/62 Rarity: Common Type: Water HP: 40 Weakness: G Resistance: -- Retreat: 1 Species: Spiral L19 #138 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. ******************************* D14: Psyduck Evolution: Basic Pokemon 53/62 Rarity: Common Type: Water HP: 50 Weakness: L Resistance: -- Retreat: 1 Species: Duck L15 #54 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. ******************************* C15: Shellder Evolution: Basic Pokemon 54/62 Rarity: Common Type: Water HP: 30 Weakness: L Resistance: -- Retreat: 1 Species: Bivalve L8 #90 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.) ******************************* D29: Slowpoke Evolution: Basic Pokemon 55/62 Rarity: Common Type: Psychic HP: 50 Weakness: P Resistance: -- Retreat: 1 Species: Dopey L18 #79 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. ******************************* D19: Tentacool Evolution: Basic Pokemon 56/62 Rarity: Common Type: Water HP: 30 Weakness: L Resistance: -- Retreat: -- Species: Jellyfish L10 #72 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) ******************************* D03: Zubat Evolution: Basic Pokemon 57/62 Rarity: Common Type: Grass HP: 40 Weakness: P Resistance: F -30 Retreat: -- Species: Bat L10 #41 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. ******************************* C47: Mr. Fuji Type: Trainer 58/62 Rarity: Uncommon Text: Choose a Pokemon on your Bench. Shuffle it and any cards attached to it into your deck. ******************************* B47: Energy Search Type: Trainer 59/62 Rarity: Common Text: Search your deck for a basic Energy card and put it into your hand. Shuffle your deck afterward. ******************************* D50: Gambler Type: Trainer 60/62 Rarity: Common Text: Shuffle your hand into your deck. Flip a coin. If heads, draw 8 cards. If tails, draw 1 card. ******************************* D51: Recycle Type: Trainer 61/62 Rarity: Common Text: Flip a coin. If heads, put a card in your discard pile on top of your deck. ******************************* C48: Mysterious Fossil Type: Trainer 62/62 Rarity: Common 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. ******************************* Gameboy Exclusive/Promotional Cards: ******************************* A03: Tangela Evolution: Basic Pokemon 1/32 Rarity: Common Type: Grass HP: 50 Weakness: R Resistance: -- Retreat: 2 Species: Vine L12 #114 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. ******************************* A35: Meowth Evolution: Basic Pokemon 2/32 Rarity: Promo Type: Colorless HP: 50 Weakness: F Resistance: P Retreat: 1 Species: Scratch Cat L14 #52 Attack: [CC] 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.) ******************************* B33: Marowak Evolution: Stage 1 - evolves from Cubone 3/32 Rarity: Uncommon Type: Fighting HP: 70 Weakness: G Resistance: L -30 Retreat: 2 Species: Bonekeeper L32 #105 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. ******************************* B41: Jigglypuff Evolution: Basic Pokemon 4/32 Rarity: Common Type: Colorless HP: 50 Weakness: F Resistance: P -30 Retreat: 1 Species: Balloon L13 #39 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). ******************************* C13: Flareon Evolution: Stage 1 - evolves from Eevee 5/32 Rarity: Uncommon Type: Fire HP: 60 Weakness: W Resistance: -- Retreat: 1 Species: Flame L22 #136 Attack: [3] Bite (30) Attack: [3] Rage (10+) Does 10 damage plus 10 more damage for each damage counter on Flareon. ******************************* C18: Vaporeon Evolution: Stage 1 - evolves from Eevee 6/32 Rarity: Uncommon Type: Water HP: 60 Weakness: L Resistance: -- Retreat: 1 Species: Bubble Jet L29 #134 Attack: [1] Focus Energy During your next turn, Vaporeon's Bite attack's base damage is doubled. Attack: [1] Bite (30) ******************************* C26: Jolteon Evolution: Stage 1 - evolves from Eevee 7/32 Rarity: Uncommon Type: Lightning HP: 60 Weakness: F Resistance: -- Retreat: 1 Species: Lightning L24 #135 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. ******************************* D12: Ninetails Evolution: Stage 1 - evolves from Vulpix 8/32 Rarity: Rare Type: Fire HP: 80 Weakness: W Resistance: -- Retreat: 1 Species: Fox L35 #38 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. ******************************* D23: Magnemite Evolution: Basic Pokemon 9/32 Rarity: Common Type: Lightning HP: 40 Weakness: F Resistance: -- Retreat: 1 Species: Magnet L15 #81 Attack: [1] Tackle (10) Attack: [1L] Magnetic Storm Remove all Energy Cards attached to all of your Pokemon. Then randomly reattach each of them. ******************************* D25: Electrode Evolution: Stage 1 - evolves from Voltorb 10/32 Rarity: Rare Type: Lightning HP: 70 Weakness: F Resistance: -- Retreat: 1 Species: Ball L35 #101 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. ******************************* D36: Pidgeot Evolution: Stage 2 - evolves from Pidgeotto 11/32 Rarity: Rare Type: Colorless HP: 80 Weakness: L Resistance: F -30 Retreat: 1 Species: Bird L38 #18 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.) ******************************* D42: Ditto Evolution: Basic Pokemon 12/32 Rarity: Rare Type: Colorless HP: 50 Weakness: F Resistance: P -30 Retreat: 1 Species: Transform L19 #132 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). ******************************* P01: Arcanine Evolution: Stage 1 - Evolves from Growlithe 13/32 Rarity: Promo Type: Fire HP: 70 Weakness: W Resistance: -- Retreat: 1 Species: Legendary L34 #59 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. ******************************* P02: Moltres Evolution: Basic Pokemon 14/32 Rarity: Promo Type: Fire HP: 100 Weakness: -- Resistance: F -30 Retreat: 2 Species: Flame L37 #146 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. ******************************* P03: Articuno Evolution: Basic Pokemon 15/32 Rarity: Promo Type: Water HP: 100 Weakness: -- Resistance: F -30 Retreat: 2 Species: Freeze L37 #144 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.) ******************************* P04: Pikachu Evolution: Basic Pokemon 16/32 Rarity: Promo Type: Lightning HP: 60 Weakness: F Resistance: Retreat: 1 Species: Mouse L16 #25 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. ******************************* (Note: This card is the same as the above, only with a different illustration as compared to the other.) P05: Pikachu Evolution: Basic Pokemon 17/32 Rarity: Promo Type: Lightning HP: 60 Weakness: F Resistance: Retreat: 1 Species: Mouse L16 #25 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. ******************************* P06: Flying Pikachu Evolution: Basic Pokemon 18/32 Rarity: Promo Type: Lightning HP: 40 Weakness: -- Resistance: F -30 Retreat: 1 Species: Mouse L12 #25 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). ******************************* P07: Surfing Pikachu Evolution: Basic Pokemon 19/32 Rarity: Promo Type: Lightning HP: 50 Weakness: F Resistance: -- Retreat: 1 Species: Mouse L14 #25 Attack: [WW] Surf (30) ******************************* (Note: This card is the same as the above, only with a different illustration as compared to the other.) P08: Surfing Pikachu Evolution: Basic Pokemon 20/32 Rarity: Promo Type: Lightning HP: 50 Weakness: F Resistance: -- Retreat: 1 Species: Mouse L14 #25 Attack: [WW] Surf (30) ******************************* P09: Electabuzz Evolution: Basic Pokemon 21/32 Rarity: Promo Type: Lightning HP: 60 Weakness: F Resistance: -- Retreat: 2 Species: Electric L20 #125 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. ******************************* P10: Zapdos Evolution: Basic Pokemon 22/32 Rarity: Promo Type: Lightning HP: 100 Weakness: -- Resistance: F -30 Retreat: 2 Species: Lightning L68 #145 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.) ******************************* P11: Slowpoke Evolution: Basic Pokemon 23/32 Rarity: Promo Type: Psychic HP: 40 Weakness: P Resistance: -- Retreat: 1 Species: Dopey L9 #79 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. ******************************* P12: Mewtwo Evolution: Basic Pokemon 24/32 Rarity: Promo Type: Psychic HP: 70 Weakness: P Resistance: -- Retreat: 2 Species: Genetic L60 #150 Attack: [P] Energy Absorption Choose up to 2 Energy Cards from your Discard Pile and attach them to Mewtwo. Attack: [PPC] Psyburn (40) ******************************* (Note: This card is the same as the above, only with a different illustration as compared to the other.) P13: Mewtwo Evolution: Basic Pokemon 25/32 Rarity: Promo Type: Psychic HP: 70 Weakness: P Resistance: -- Retreat: 2 Species: Genetic L60 #150 Attack: [P] Energy Absorption Choose up to 2 Energy Cards from your Discard Pile and attach them to Mewtwo. Attack: [PPC] Psyburn (40) ******************************* P14: Mew Evolution: Basic Pokemon 26/32 Rarity: Promo Type: Psychic HP: 40 Weakness: P Resistance: -- Retreat: 1 Species: New Species L8 #151 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. ******************************* P15: Jigglypuff Evolution: Basic Pokemon 27/32 Rarity: Promo Type: Colorless HP: 50 Weakness: F Resistance: P -30 Retreat: 1 Species: Balloon L12 #39 Attack: [1] First Aid Remove 1 damage counter from Jigglypuff. Attack: [3] Double-Edge (40) Jigglypuff does 20 damage to itself. ******************************* P16: Dragonite Evolution: Stage 2 - evolves from Dragonair 28/32 Rarity: Promo Type: Colorless HP: 100 Weakness: -- Resistance: F Retreat: 2 Species: Dragon L41 #149 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. ******************************* P17: Imakuni? Type: Trainer 29/32 Rarity: Promo 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 30/32 Rarity: Promo Text: Trade 2 of the other cards in your hand for up to 4 basic energy cards from your discard pile. ******************************* PXX: Venusaur Evolution: Stage 2 - evolves from Ivysaur 31/32 Rarity: Promo Type: Grass HP: 100 Weakness: R Resistance: -- Retreat: 2 Species: Seed L67 #3 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. ******************************* PXX: Mew Evolution: Basic Pokemon 32/32 Rarity: Promo Type: Psychic Weakness: P Resistance: -- Retreat: -- Species: New Species L15 #151 Attack: [PC] Mystery Attack Does a random amount of damage to the Defending Pokemon and may cause a random effect to the Defending Pokemon. ------------------------------------------------------------------------------- 6.3: Pokedex Order ------------------------------------------------------------------------------- As I was once a hardcore fan of the Pokemon RPG series (Red/Blue/Yellow/Gold/ Silver/Crystal/Ruby/Sapphire) myself, I've decided to list the cards like the Pokedex lists Pokemon in the original games. Of course, Trainers and Energy Cards are not listed, as this list only deals with Pokemon. ******************************* Key Pokemon Cards are arranged like in the samples below: Pokemon Evolution, Card # Rarity, Type, HP Weakness, Resistance, Retreat Species, Level, Pokemon # Pokemon Power Attack(s) Trainer Type, Card # Rarity Text Energy Type, Card # Rarity Text ******************************* The color abbreviations used in the Card List: *number* = Colorless G = Grass R = Fire L = Lightning W = Water F = Fighting P = Psychic So, if the Energy Cost of an attack is [2W], it means you need two Colorless Energys (Energys of any type) and one Water Energy to use the attack. ******************************* POKEMON ******************************* B01: Bulbasaur Evolution: Basic Pokemon 44/102 Rarity: Common Type: Grass HP: 40 Weakness: R Resistance: -- Retreat: 1 Species: Seed L13 #1 Attack: [GG] Leech Seed (20) Unless all damage from this attack is prevented, you may remove 1 damage counter from Bulbasaur. ******************************* B02: Ivysaur Evolution: Stage 1 - evolves from Bulbasaur 30/102 Rarity: Uncommon Type: Grass HP: 60 Weakness: R Resistance: -- Retreat: 1 Species: Seed L20 #2 Attack: [2G] Vine Whip (30) Attack: [GGG] Poisonpowder (20) The defending Pokemon is now Poisoned. ******************************* B03: Venusaur Evolution: Stage 2 - evolves from Ivysaur 15/102 Rarity: Holo Type: Grass HP: 100 Weakness: R Resistance: -- Retreat: 2 Species: Seed L67 #3 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) ******************************* PXX: Venusaur Evolution: Stage 2 - evolves from Ivysaur 30/32 Rarity: Promo Type: Grass HP: 100 Weakness: R Resistance: -- Retreat: 2 Species: Seed L67 #3 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. ******************************* A06: Charmander Evolution: Basic Pokemon 46/102 Rarity: Common Type: Fire HP: 50 Weakness: W Resistance: -- Retreat: 1 Species: Lizard L10 #4 Attack: [1] Scratch (10) Attack: [1R] Ember (30) Discard 1 Fire Energy Card to use this attack. ******************************* A07: Charmeleon Evolution: Stage 1 - evolves from Charmander 24/102 Rarity: Uncommon Type: Fire HP: 80 Weakness: W Resistance: -- Retreat: 1 Species: Flame L32 #5 Attack: [3] Slash (30) Attack: [1RR] Flamethrower (50) Discard 1 Fire Energy Card to use this attack. ******************************* B14: Charizard Evolution: Stage 2 - evolves from Charmeleon 4/102 Rarity: Holo Type: Fire HP: 120 Weakness: W Resistance: F -30 Retreat: 3 Species: Flame L76 #6 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. ******************************* B17: Squirtle Evolution: Basic Pokemon 63/102 Rarity: Common Type: Water HP: 40 Weakness: L Resistance: -- Retreat: 1 Species: Tiny Turtle L8 #7 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.) ******************************* B18: Wartortle Evolution: Stage 1 - evolves from Squirtle 42/102 Rarity: Uncommon Type: Water HP: 70 Weakness: L Resistance: -- Retreat: 1 Species: Turtle L22 #8 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) ******************************* B19: Blastoise Evolution: Stage 2 - evolves from Wartortle 2/102 Rarity: Holo Type: Water HP: 100 Weakness: L Resistance: -- Retreat: 3 Species: Shellfish L52 #9 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.) ******************************* B04: Caterpie Evolution: Basic Pokemon 45/102 Rarity: Common Type: Grass HP: 40 Weakness: R Resistance: -- Retreat: 1 Species: Worm L13 #10 Attack: [G] String Shot (10) Flip a coin. If heads, the the defending Pokemon is now Paralyzed. ******************************* B05: Metapod Evolution: Stage 1 - evolves from Caterpie 54/102 Rarity: Common Type: Grass HP: 70 Weakness: R Resistance: -- Retreat: 2 Species: Cocoon L21 #11 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. ******************************* B06: Butterfree Evolution: Stage 2 - evolves from Metapod 33/64 Rarity: Uncommon Type: Grass HP: 70 Weakness: R Resistance: F -30 Retreat: -- Species: Butterfly L28 #12 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). ******************************* B07: Weedle Evolution: Basic Pokemon 69/102 Rarity: Common Type: Grass HP: 40 Weakness: R Resistance: -- Retreat: 1 Species: Hairy Bug L12 #13 Attack: [G] Poison Sting (10) Flip a coin. If heads, the defending Pokemon is now Poisoned. ******************************* B08: Kakuna Evolution: Stage 1 - evolves from Weedle 33/102 Rarity: Uncommon Type: Grass HP: 80 Weakness: R Resistance: -- Retreat: 2 Species: Cocoon L23 #14 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. ******************************* B09: Beedrill Evolution: Stage 2 - evolves from Kakuna 17/102 Rarity: Rare Type: Grass HP: 80 Weakness: R Resistance: F -30 Retreat: -- Species: Poison Bee L32 #15 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. ******************************* B38: Pidgey Evolution: Basic Pokemon 57/102 Rarity: Common Type: Colorless HP: 40 Weakness: L Resistance: F -30 Retreat: 1 Species: Tiny Bird L8 #16 Attack: [2] Whirlwind (10) 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.) ******************************* B39: Pidgeotto Evolution: Stage 1 - evolves from Pidgey 22/102 Rarity: Rare Type: Colorless HP: 60 Weakness: L Resistance: F -30 Retreat: 1 Species: Bird L36 #17 Attack: [2] Whirlwind 20 If your opponent has any Benched Pokemon, he or she chooses one of them and switches it with the Defending Pokemon. (Do the damage 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. ******************************* B40: Pidgeot Evolution: Stage 2 - evolves from Pidgeotto 8/64 Rarity: Holo Type: Colorless HP: 80 Weakness: L Resistance: F -30 Retreat: -- Species: Bird L40 #18 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. ******************************* D36: Pidgeot Evolution: Stage 2 - evolves from Pidgeotto 10/32 Rarity: Rare Type: Colorless HP: 80 Weakness: L Resistance: F -30 Retreat: 1 Species: Bird L38 #18 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.) ******************************* A32: Rattata Evolution: Basic Pokemon 61/102 Rarity: Common Type: Colorless HP: 30 Weakness: F Resistance: P -30 Retreat: -- Species: Rat L9 #19 Attack: [1] Bite (20) ******************************* A32: Raticate Evolution: Stage 1 - evolves from Rattata 40/102 Rarity: Uncommon Type: Colorless HP: 60 Weakness: F Resistance: P -30 Retreat: 1 Species: Rat L41 #20 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). ******************************* D37: Spearow Evolution: Basic Pokemon 62/64 Rarity: Common Type: Colorless HP: 50 Weakness: L Resistance: F -30 Retreat: -- Species: Tiny Bird L13 #21 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. ******************************* D38: Fearow Evolution: Stage 1 - evolves from Spearow 36/64 Rarity: Uncommon Type: Colorless HP: 70 Weakness: L Resistance: F -30 Retreat: -- Species: Beak L27 #22 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) ******************************* D01: Ekans Evolution: Basic Pokemon 46/62 Rarity: Common Type: Grass HP: 40 Weakness: P Resistance: -- Retreat: 1 Species: Snake L10 #23 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. ******************************* D02: Arbok Evolution: Stage 1 - evolves from Ekans 31/62 Rarity: Uncommon Type: Grass HP: 60 Weakness: P Resistance: -- Retreat: 2 Species: Cobra L27 #24 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. ******************************* A19: Pikachu Evolution: Basic Pokemon 58/102 Rarity: Common Type: Lightning HP: 40 Weakness: F Resistance: -- Retreat: 1 Species: Mouse L12 #25 Attack: [1] Gnaw (10) Attack: [1L] Thunder Jolt (30) Flip a coin. If tails, Pikachu does 10 damage to itself. ******************************* C22: Pikachu Evolution: Basic Pokemon 60/64 Rarity: Common Type: Lightning HP: 50 Weakness: F Resistance: -- Retreat: 1 Species: Mouse L14 #25 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.) ******************************* P04: Pikachu Evolution: Basic Pokemon 16/32 Rarity: Promo Type: Lightning HP: 60 Weakness: F Resistance: Retreat: 1 Species: Mouse L16 #25 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. ******************************* (Note: This card is the same as the above, only with a different illustration as compared to the other.) P05: Pikachu Evolution: Basic Pokemon 17/32 Rarity: Promo Type: Lightning HP: 60 Weakness: F Resistance: Retreat: 1 Species: Mouse L16 #25 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. ******************************* P06: Flying Pikachu Evolution: Basic Pokemon 18/32 Rarity: Promo Type: Lightning HP: 40 Weakness: -- Resistance: F -30 Retreat: 1 Species: Mouse L12 #25 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). ******************************* P07: Surfing Pikachu Evolution: Basic Pokemon 19/32 Rarity: Promo Type: Lightning HP: 50 Weakness: F Resistance: -- Retreat: 1 Species: Mouse L14 #25 Attack: [WW] Surf (30) ******************************* (Note: This card is the same as the above, only with a different illustration as compared to the other.) P08: Surfing Pikachu Evolution: Basic Pokemon 20/32 Rarity: Promo Type: Lightning HP: 50 Weakness: F Resistance: -- Retreat: 1 Species: Mouse L14 #25 Attack: [WW] Surf (30) ******************************* A20: Raichu Evolution: Stage 1 - evolves from Pikachu 14/102 Rarity: Holo Type: Lightning HP: 80 Weakness: F Resistance: -- Retreat: 1 Species: Mouse L40 #26 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. ******************************* C23: Raichu Evolution: Stage 1 - evolves from Pikachu 14/62 Rarity: Holo Type: Lightning HP: 90 Weakness: F Resistance: -- Retreat: 1 Species: Mouse L45 #26 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. ******************************* B25: Sandshrew Evolution: Basic Pokemon 62/102 Rarity: Common Type: Fighting HP: 40 Weakness: G Resistance: L -30 Retreat: 1 Species: Mouse L12 #27 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. ******************************* B26: Sandslash Evolution: Stage 1 - evolves from Sandshrew 41/62 Rarity: Uncommon Type: Fighting HP: 70 Weakness: G Resistance: L -30 Retreat: 1 Species: Mouse L33 #28 Attack: [2] Slash (20) Attack: [FF] Fury Swipes (20×) Flip 3 coins. This attack does 20 damage times the number of heads. ******************************* C01: Nidoran F Evolution: Basic Pokemon 57/64 Rarity: Common Type: Grass HP: 60 Weakness: P Resistance: -- Retreat: 1 Species: Poison Pin L13 #29 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.) ******************************* C02: Nidorina Evolution: Stage 1 - evolves from Nidoran F 40/64 Rarity: Uncommon Type: Grass HP: 70 Weakness: P Resistance: -- Retreat: 1 Species: Poison Pin L24 #30 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. ******************************* C03: Nidoqueen Evolution: Stage 2 - evolves from Nidorina 7/64 Rarity: Holo Type: Grass HP: 90 Weakness: P Resistance: -- Retreat: 3 Species: Drill L43 #31 Attack: [1G] Boyfriends (20+) Does 20 damage plus 20 more damage for each Nidoking you have in play. Attack: [2GG] Mega Punch (50) ******************************* A01: Nidoran M Evolution: Basic Pokemon 55/102 Rarity: Common Type: Grass HP: 40 Weakness: P Resistance: -- Retreat: 1 Species: Poison Pin L20 #32 Attack: [G] Horn Hazard (30) Flip a coin. If tails, this attack does nothing. ******************************* A02: Nidorino Evolution: Stage 1 - evolves from Nidoran M 37/102 Rarity: Uncommon Type: Grass HP: 60 Weakness: P Resistance: -- Retreat: 1 Species: Poison Pin L25 #33 Attack: [2G] Double Kick (30×) Flip 2 coins. Does 30 damage times number of heads. Attack: [2GG] Horn Drill (50) ******************************* B10: Nidoking Evolution: Stage 2 - evolves from Nidorino 11/102 Rarity: Holo Type: Grass HP: 90 Weakness: P Resistance: -- Retreat: 3 Species: Drill L48 #34 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). ******************************* C38: Clefairy Evolution: Basic Pokemon 5/102 Rarity: Holo Type: Colorless HP: 40 Weakness: F Resistance: P -30 Retreat: 1 Species: Fairy L14 #35 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) ******************************* D39: Clefable Evolution: Stage 1 - evolves from Clefairy 1/64 Rarity: Holo Type: Colorless HP: 70 Weakness: F Resistance: P -30 Retreat: 2 Species: Fairy L34 #36 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). ******************************* C11: Vulpix Evolution: Basic Pokemon 68/102 Rarity: Common Type: Fire HP: 50 Weakness: W Resistance: -- Retreat: 1 Species: Fox L11 #37 Attack: [RR] Confuse Ray (10) Flip a coin. If heads, the defending Pokemon is now Confused. ******************************* C12: Ninetails Evolution: Stage 1 - evolves from Vulpix 12/102 Rarity: Holo Type: Fire HP: 80 Weakness: W Resistance: -- Retreat: 1 Species: Fox L32 #38 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. ******************************* A33: Jigglypuff Evolution: Basic Pokemon 54/64 Rarity: Common Type: Colorless HP: 60 Weakness: F Resistance: P -30 Retreat: 1 Species: Balloon L14 #39 Attack: [1] Lullaby The Defending Pokemon is now Asleep. Attack: [2] Pound (20) ******************************* B41: Jigglypuff Evolution: Basic Pokemon 3/32 Rarity: Common Type: Colorless HP: 50 Weakness: F Resistance: P -30 Retreat: 1 Species: Balloon L13 #39 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). ******************************* P15: Jigglypuff Evolution: Basic Pokemon 26/32 Rarity: Promo Type: Colorless HP: 50 Weakness: F Resistance: P -30 Retreat: 1 Species: Balloon L12 #39 Attack: [1] First Aid Remove 1 damage counter from Jigglypuff. Attack: [3] Double-Edge (40) Jigglypuff does 20 damage to itself. ******************************* A34: Wigglytuff Evolution: Stage 1 - evolves from Jigglypuff 16/64 Rarity: Holo Type: Colorless HP: 80 Weakness: F Resistance: P -30 Retreat: 2 Species: Balloon L36 #40 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. ******************************* D03: Zubat Evolution: Basic Pokemon 57/62 Rarity: Common Type: Grass HP: 40 Weakness: P Resistance: F -30 Retreat: -- Species: Bat L10 #41 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. ******************************* D04: Golbat Evolution: Stage 1 - evolves from Zubat 34/62 Rarity: Uncommon Type: Grass HP: 60 Weakness: P Resistance: F -30 Retreat: -- Species: Bat L29 #42 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. ******************************* C04: Oddish Evolution: Basic Pokemon 58/64 Rarity: Common Type: Grass HP: 50 Weakness: R Resistance: -- Retreat: 1 Species: Weed L8 #43 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.) ******************************* C05: Gloom Evolution: Stage 1 - evolves from Oddish 37/64 Rarity: Uncommon Type: Grass HP: 60 Weakness: R Resistance: -- Retreat: 1 Species: Weed L22 #44 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). ******************************* C06: Vileplume Evolution: Stage 2 - evolves from Gloom 15/64 Rarity: Holo Type: Grass HP: 80 Weakness: R Resistance: -- Retreat: 2 Species: Flower L35 #45 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). ******************************* C07: Paras Evolution: Basic Pokemon 59/64 Rarity: Common Type: Grass HP: 40 Weakness: R Resistance: -- Retreat: 1 Species: Mushroom L8 #46 Attack: [2] Scrach (20) Attack: [GG] Spore The Defending Pokemon is now Asleep. ******************************* C08: Parasect Evolution: Stage 1 - evolves from Paras 41/64 Rarity: Uncommon Type: Grass HP: 60 Weakness: R Resistance: -- Retreat: 1 Species: Mushroom L28 #47 Attack: [GG] Spore The Defending Pokemon is now Asleep. Attack: [3] Slash (30) ******************************* D05: Venonat Evolution: Basic Pokemon 63/64 Rarity: Common Type: Grass HP: 40 Weakness: R Resistance: -- Retreat: 1 Species: Insect L12 #48 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). ******************************* D06: Venomoth Evolution: Stage 1 - evolves from Venonat 13/64 Rarity: Holo Type: Grass HP: 70 Weakness: R Resistance: F -30 Retreat: -- Species: Poisonmoth L28 #49 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. ******************************* A25: Diglett Evolution: Basic Pokemon 47/102 Rarity: Common Type: Fighting HP: 30 Weakness: G Resistance: L -30 Retreat: -- Species: Mole L8 #50 Attack: [F] Dig (10) Attack: [FF] Mud Slap (30) ******************************* A26: Dugtrio Evolution: Stage 1 - evolves from Diglett 19/102 Rarity: Rare Type: Fighting HP: 70 Weakness: G Resistance: L -30 Retreat: 2 Species: Mole L36 #51 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.) ******************************* A35: Meowth Evolution: Basic Pokemon 2/32 Rarity: Promo Type: Colorless HP: 50 Weakness: F Resistance: P Retreat: 1 Species: Scratch Cat L14 #52 Attack: [CC] 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.) ******************************* C39: Meowth Evolution: Basic Pokemon 56/64 Rarity: Common Type: Colorless HP: 50 Weakness: F Resistance: P -30 Retreat: 1 Species: Scratch Cat L15 #52 Attack: [2] Pay Day (10) Flip a coin. If heads, draw a card. ******************************* C40: Persian Evolution: Stage 1 - evolves from Meowth 42/64 Rarity: Uncommon Type: Colorless HP: 70 Weakness: F Resistance: P -30 Retreat: -- Species: Classy Cat L25 #53 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.) ******************************* D14: Psyduck Evolution: Basic Pokemon 53/62 Rarity: Common Type: Water HP: 50 Weakness: L Resistance: -- Retreat: 1 Species: Duck L15 #54 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. ******************************* D15: Golduck Evolution: Stage 1 - evolves from Psyduck 35/62 Rarity: Uncommon Type: Water HP: 70 Weakness: L Resistance: -- Retreat: 1 Species: Duck L27 #55 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. ******************************* C28: Mankey Evolution: Basic Pokemon 55/64 Rarity: Common Type: Fighting HP: 30 Weakness: P Resistance: -- Retreat: -- Species: Pig Monkey L7 #56 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) ******************************* C29: Primeape Evolution: Stage 1 - evolves from Mankey 43/64 Rarity: Uncommon Type: Fighting HP: 70 Weakness: P Resistance: -- Retreat: 1 Species: Pig Monkey L35 #57 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). ******************************* A08: Growlithe Evolution: Basic Pokemon 28/102 Rarity: Uncommon Type: Fire HP: 60 Weakness: W Resistance: -- Retreat: 1 Species: Puppy L18 #58 Attack: [1R] Flare (20) ******************************* A09: Arcanine Evolution: Stage 1 - evolves from Growlithe 23/102 Rarity: Uncommon Type: Fire HP: 100 Weakness: W Resistance: -- Retreat: 3 Species: Legendary L45 #59 Attack: [1RR] Flamethrower (50) Discard 1 Fire Energy Card to use this attack. Attack: [2RR] Take Down (80) Arcanine does 30 damage to itself. ******************************* D16: Poliwag Evolution: Basic Pokemon 59/102 Rarity: Common Type: Water HP: 40 Weakness: G Resistance: -- Retreat: 1 Species: Tadpole L13 #60 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). ******************************* D17: Poliwhirl Evolution: Stage 1 - evolves from Poliwag 38/102 Rarity: Uncommon Type: Water HP: 60 Weakness: G Resistance: -- Retreat: 1 Species: Tadpole L28 #61 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. ******************************* D18: Poliwrath Evolution: Stage 2 - evolves from Poliwhirl 13/102 Rarity: Holo Type: Water HP: 90 Weakness: G Resistance: -- Retreat: 3 Species: Tadpole L48 #62 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. ******************************* A29: Abra Evolution: Basic Pokemon 43/102 Rarity: Common Type: Psychic HP: 30 Weakness: P Resistance: -- Retreat: -- Species: Psi L10 #63 Attack: [P] Psyshock (10) Flip a coin. If heads, the defending Pokemon is now Paralyzed. ** A30: Kadabra Evolution: Stage 1 - evolves from Abra 32/102 Rarity: Uncommon Type: Psychic HP: 60 Weakness: P Resistance: -- Retreat: 3 Species: Psi L38 #64 Attack: [PP] Recover Discard 1 Energy Card to use this attack. Remove all damage counters from Kadabra. Attack: [1PP] Super Psy (50) ******************************* C35: Alakazam Evolution: Stage 2 - evolves from Kadabra 1/102 Rarity: Holo Type: Psychic HP: 80 Weakness: P Resistance: -- Retreat: 3 Species: Psi L42 #65 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. ******************************* A27: Machop Evolution: Basic Pokemon 52/102 Rarity: Common Type: Fighting HP: 50 Weakness: P Resistance: -- Retreat: 1 Species: Superpower L20 #66 Attack: [F] Low Kick (20) ******************************* B27: Machoke Evolution: Stage 1 - evolves from Machop 34/102 Rarity: Uncommon Type: Fighting HP: 80 Weakness: P Resistance: -- Retreat: 3 Species: Superpower L40 #67 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. ******************************* B28: Machamp Evolution: Stage 2 - evolves from Machoke 8/102 Rarity: Holo Type: Fighting HP: 100 Weakness: P Resistance: -- Retreat: 3 Species: Superpower L67 #68 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) ******************************* B11: Bellsprout Evolution: Basic Pokemon 49/64 Rarity: Common Type: Grass HP: 40 Weakness: R Resistance: -- Retreat: 1 Species: Flower L11 #69 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.) ******************************* B12: Weepinbell Evolution: Stage 1 - evolves from Bellsprout 48/64 Rarity: Uncommon Type: Grass HP: 70 Weakness: R Resistance: -- Retreat: 1 Species: Flycatcher L28 #70 Attack: [G] Poisonpowder (10) Flip a coin. If heads, the Defending Pokemon is now Poisoned. Attack: [GG] Razor Leaf (30) ******************************* B13: Victreebel Evolution: Stage 2 - evolves from Weepinbell 14/64 Rarity: Holo Type: Grass HP: 80 Weakness: R Resistance: -- Retreat: 2 Species: Flycatcher L42 #71 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. ******************************* D19: Tentacool Evolution: Basic Pokemon 56/62 Rarity: Common Type: Water HP: 30 Weakness: L Resistance: -- Retreat: -- Species: Jellyfish L10 #72 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) ******************************* D20: Tentacruel Evolution: Stage 1 - evolves from Tentacool 44/62 Rarity: Uncommon Type: Water HP: 60 Weakness: L Resistance: -- Retreat: -- Species: Jellyfish L21 #73 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. ******************************* B29: Geodude Evolution: Basic Pokemon 47/62 Rarity: Common Type: Fighting HP: 50 Weakness: G Resistance: -- Retreat: 1 Species: Rock L16 #74 Attack: [1F] Stone Barrage (10×) Flip a coin until you get tails. This attack does 10 damage times the number of heads. ******************************* B30: Graveler Evolution: Stage 1 - evolves from Geodude 37/62 Rarity: Uncommon Type: Fighting HP: 60 Weakness: G Resistance: -- Retreat: 2 Species: Rock L29 #75 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.) ******************************* B31: Golem Evolution: Stage 2 - evolves from Graveler 36/62 Rarity: Uncommon Type: Fighting HP: 80 Weakness: G Resistance: -- Retreat: 4 Species: Megaton L36 #76 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. ******************************* A10: Ponyta Evolution: Basic Pokemon 60/102 Rarity: Common Type: Fire HP: 40 Weakness: W Resistance: -- Retreat: 1 Species: Fire Horse L10 #77 Attack: [2] Smash Kick (20) Attack: [RR] Flame Tail (30) ******************************* B15: Rapidash Evolution: Stage 1 - evolves from Ponyta 44/64 Rarity: Uncommon Type: Fire HP: 70 Weakness: W Resistance: -- Retreat: -- Species: Fire Horse L33 #78 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. ******************************* D29: Slowpoke Evolution: Basic Pokemon 55/62 Rarity: Common Type: Psychic HP: 50 Weakness: P Resistance: -- Retreat: 1 Species: Dopey L18 #79 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. ******************************* P11: Slowpoke Evolution: Basic Pokemon 23/32 Rarity: Promo Type: Psychic HP: 40 Weakness: P Resistance: -- Retreat: 1 Species: Dopey L9 #79 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. ******************************* D30: Slowbro Evolution: Stage 1 - evolves from Slowpoke 43/62 Rarity: Uncommon Type: Psychic HP: 60 Weakness: P Resistance: -- Retreat: 1 Species: Hermitcrab L26 #80 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. ******************************* A21: Magnemite Evolution: Basic Pokemon 53/102 Rarity: Common Type: Lightning HP: 40 Weakness: F Resistance: -- Retreat: 1 Species: Magnet L13 #81 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. ******************************* D23: Magnemite Evolution: Basic Pokemon 9/32 Rarity: Common Type: Lightning HP: 40 Weakness: F Resistance: -- Retreat: 1 Species: Magnet L15 #81 Attack: [1] Tackle (10) Attack: [1L] Magnetic Storm Remove all Energy Cards attached to all of your Pokemon. Then randomly reattach each of them. ******************************* A22: Magneton Evolution: Stage 1 - evolves from Magnemite 9/102 Rarity: Holo Type: Lightning HP: 60 Weakness: F Resistance: -- Retreat: 1 Species: Magnet L28 #82 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. ******************************* D24: Mangeton Evolution: Stage 1 - evolves from Magnemite 11/62 Rarity: Holo Type: Lightning HP: 80 Weakness: F Resistance: -- Retreat: 2 Species: Magnet L35 #82 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. ******************************* C41: Farfetch'd Evolution: Basic Pokemon 27/102 Rarity: Uncommon Type: Colorless HP: 50 Weakness: L Resistance: F -30 Retreat: 1 Species: Wild Duck L20 #83 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) ******************************* D40: Doduo Evolution: Basic Pokemon 48/102 Rarity: Common Type: Colorless HP: 50 Weakness: L Resistance: F -30 Retreat: -- Species: Twin Bird L10 #84 Attack: [1] Fury Attack (10×) Flip 2 coins. Does 10 damage times number of heads. ******************************* D41: Dodrio Evolution: Stage 1 - evolves from Doduo 34/64 Rarity: Uncommon Type: Colorless HP: 70 Weakness: L Resistance: F -30 Retreat: -- Species: Triplebird L28 #85 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. ******************************* A12: Seel Evolution: Basic Pokemon 41/102 Rarity: Uncommon Type: Water HP: 60 Weakness: L Resistance: -- Retreat: 1 Species: Sea Lion L12 #86 Attack: [W] Headbutt (10) ******************************* A13: Dewgong Evolution: Stage 1 - evolves from Seel 25/102 Rarity: Uncommon Type: Water HP: 80 Weakness: L Resistance: -- Retreat: 3 Species: Sea Lion L42 #87 Attack: [1WW] Aurora Beam (50) Attack: [2WW] Ice Beam (30) Flip a coin. If heads, the defending Pokemon is now Paralyzed. ******************************* D07: Grimer Evolution: Basic Pokemon 48/62 Rarity: Common Type: Grass HP: 50 Weakness: P Resistance: -- Retreat: 1 Species: Sludge L17 #88 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). ******************************* D08: Muk Evolution: Stage 1 - evolves from Grimer 13/62 Rarity: Holo Type: Grass HP: 70 Weakness: P Resistance: -- Retreat: 2 Species: Sludge L34 #89 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. ******************************* C15: Shellder Evolution: Basic Pokemon 54/62 Rarity: Common Type: Water HP: 30 Weakness: L Resistance: -- Retreat: 1 Species: Bivalve L8 #90 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.) ******************************* C16: Cloyster Evolution: Stage 1 - evolves from Shelder 32/62 Rarity: Uncommon Type: Water HP: 50 Weakness: L Resistance: -- Retreat: 2 Species: Bivalve L25 #91 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. ******************************* B34: Gastly Evolution: Basic Pokemon 50/102 Rarity: Common Type: Psychic HP: 30 Weakness: -- Resistance: F -30 Retreat: -- Species: Gas L8 #92 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. ******************************* D31: Gastly Evolution: Basic Pokemon 33/62 Rarity: Uncommon Type: Psychic HP: 50 Weakness: -- Resistance: F -30 Retreat: -- Species: Gas L17 #92 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. ******************************* B35: Haunter Evolution: Stage 1 - evolves from Gastly 29/102 Rarity: Uncommon Type: Psychic HP: 60 Weakness: -- Resistance: F -30 Retreat: 1 Species: Gas L22 #93 Attack: [P] Hypnosis The defending Pokemon is now Asleep. Attack: [PP] Dream Eater (50) Can't use unless the defending Pokemon is Asleep. ******************************* D32: Haunter Evolution: Stage 1 - evolves from Gastly 6/62 Rarity: Holo Type: Psychic HP: 50 Weakness: -- Resistance: F -30 Retreat: -- Species: Gas L17 #93 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. ******************************* B36: Gengar Evolution: Stage 2 - evolves from Haunter 5/62 Rarity: Holo Type: Psychic HP: 80 Weakness: -- Resistance: F -30 Retreat: 1 Species: Shadow L38 #94 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.) ******************************* D26: Onix Evolution: Basic Pokemon 56/102 Rarity: Common Type: Fighting HP: 90 Weakness: G Resistance: -- Retreat: 3 Species: Rock Snake L12 #95 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.) ******************************* C36: Drowzee Evolution: Basic Pokemon 49/102 Rarity: Common Type: Psychic HP: 50 Weakness: P Resistance: -- Retreat: 1 Species: Hypnosis L12 #96 Attack: [1] Pound (10) Attack: [PP] Confuse Ray (10) Flip a coin. If heads, the defending Pokemon is now Confused. ******************************* D33: Hypno Evolution: Stage 1 - evolves from Drowzee 8/62 Rarity: Holo Type: Psychic HP: 90 Weakness: P Resistance: -- Retreat: 2 Species: Hypnosis L36 #97 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.) ******************************* B20: Krabby Evolution: Basic Pokemon 51/62 Rarity: Common Type: Water HP: 50 Weakness: L Resistance: -- Retreat: 2 Species: River Crab L20 #98 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) ******************************* B21: Kingler Evolution: Stage 1 - evolves from Krabby 38/62 Rarity: Uncommon Type: Water HP: 60 Weakness: L Resistance: -- Retreat: 3 Species: Pincer L27 #99 Attack: [W] Flail (10×) Does 10 damage times the number of damage counters on Kingler. Attack: [1WW] Crabhammer (40) ******************************* C24: Voltorb Evolution: Basic Pokemon 67/102 Rarity: Common Type: Lightning HP: 40 Weakness: F Resistance: -- Retreat: 1 Species: Ball L10 #100 Attack: [1] Tackle (10) ******************************* (Note: This card is not in the actual game. It is just part of the Base Set, and that is why I chose to add it.) X00: Electrode Evolution: Stage 1 - evolves from Voltorb 21/102 Rarity: Rare Type: Lightning HP: 80 Weakness: F Resistance: -- Retreat: 1 Species: Ball L40 #101 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. ******************************* C25: Electrode Evolution: Stage 1 - evolves from Voltorb 2/64 Rarity: Holo Type: Lightning HP: 90 Weakness: F Resistance: -- Retreat: 1 Species: Ball L42 #101 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). ******************************* D25: Electrode Evolution: Stage 1 - evolves from Voltorb 10/32 Rarity: Rare Type: Lightning HP: 70 Weakness: F Resistance: -- Retreat: 1 Species: Ball L35 #101 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. ******************************* C09: Exeggcute Evolution: Basic Pokemon 52/64 Rarity: Common Type: Grass HP: 50 Weakness: R Resistance: -- Retreat: 1 Species: Egg L14 #102 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. ******************************* C10: Exeggutor Evolution: Stage 1 - evolves from Exeggcute 35/64 Rarity: Uncommon Type: Grass HP: 80 Weakness: R Resistance: -- Retreat: 3 Species: Coconut L35 #103 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. ******************************* B32: Cubone Evolution: Basic Pokemon 50/64 Rarity: Common Type: Fighting HP: 40 Weakness: G Resistance: L -30 Retreat: 1 Species: Lonely L13 #104 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. ******************************* B33: Marowak Evolution: Stage 1 - evolves from Cubone 39/64 Rarity: Uncommon Type: Fighting HP: 60 Weakness: G Resistance: L -30 Retreat: 1 Species: Bonekeeper L26 #105 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.) ******************************* B33: Marowak Evolution: Stage 1 - evolves from Cubone 3/32 Rarity: Uncommon Type: Fighting HP: 70 Weakness: G Resistance: L -30 Retreat: 2 Species: Bonekeeper L32 #105 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. ******************************* D28: Hitmonlee Evolution: Basic Pokemon 7/62 Rarity: Holo Type: Fighting HP: 60 Weakness: P Resistance: -- Retreat: 1 Species: Kicking L30 #106 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) ******************************* A28: Hitmonchan Evolution: Basic Pokemon 7/102 Rarity: Holo Type: Fighting HP: 70 Weakness: P Resistance: -- Retreat: 2 Species: Punching L33 #107 Attack: [F] Jab (20) Attack: [1FF] Special Punch (40) ******************************* C42: Lickitung Evolution: Basic Pokemon 38/64 Rarity: Uncommon Type: Colorless HP: 90 Weakness: F Resistance: P -30 Retreat: 3 Species: Licking L26 #108 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. ******************************* D09: Koffing Evolution: Basic Pokemon 51/102 Rarity: Common Type: Grass HP: 50 Weakness: P Resistance: -- Retreat: 1 Species: Poison Gas L13 #109 Attack: [GG] Foul Gas (10) Flip a coin. If heads, the defending Pokemon is now Poisoned; If tails, the defending Pokemon is now Confused. ******************************* D10: Weezing Evolution: Stage 1 - evolves from Koffing 45/62 Rarity: Uncommon Type: Grass HP: 60 Weakness: P Resistance: -- Retreat: 1 Species: Poison Gas L27 #110 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. ******************************* C30: Rhyhorn Evolution: Basic Pokemon 61/64 Rarity: Common Type: Fighting HP: 70 Weakness: G Resistance: L -30 Retreat: 3 Species: Spikes L18 #111 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) ******************************* C31: Rhydon Evolution: Stage 1 - evolves from Rhyhorn 45/64 Rarity: Uncommon Type: Fighting HP: 100 Weakness: G Resistance: L -30 Retreat: 3 Species: Drill L48 #112 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.) ******************************* A36: Chansey Evolution: Basic Pokemon 3/102 Rarity: Holo Type: Colorless HP: 120 Weakness: F Resistance: P -30 Retreat: 1 Species: Egg L55 #113 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. ******************************* A03: Tangela Evolution: Basic Pokemon 1/32 Rarity: Common Type: Grass HP: 50 Weakness: R Resistance: -- Retreat: 2 Species: Vine L12 #114 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. ******************************* D11: Tangela Evolution: Basic Pokemon 66/102 Rarity: Common Type: Grass HP: 50 Weakness: R Resistance: -- Retreat: 2 Species: Vine L8 #114 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. ******************************* A37: Kangaskhan Evolution: Basic Pokemon 5/64 Rarity: Holo Type: Colorless HP: 90 Weakness: F Resistance: P -30 Retreat: 3 Species: Parent L40 #115 Attack: [1] Fetch Draw a card. Attack: [4] Comet Punch (20x) Flip 4 coins. This attack does 20 damage times the number of heads. ******************************* D21: Horsea Evolution: Basic Pokemon 49/62 Rarity: Common Type: Water HP: 40 Weakness: L Resistance: -- Retreat: -- Species: Dragon L19 #116 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. ******************************* D22: Seadra Evolution: Stage 1 - evolves from Horsea 42/62 Rarity: Uncommon Type: Water HP: 60 Weakness: L Resistance: -- Retreat: 1 Species: Dragon L23 #117 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. ******************************* A14: Goldeen Evolution: Basic Pokemon 53/64 Rarity: Common Type: Water HP: 40 Weakness: L Resistance: -- Retreat: -- Species: Goldfish L12 #118 Attack: [W] Horn Attack (10) ******************************* A15: Seaking Evolution: Stage 1 - evolves from Goldeen 46/64 Rarity: Uncommon Type: Water HP: 70 Weakness: L Resistance: -- Retreat: 1 Species: Goldfish L28 #119 Attack: [W] Horn Attack (10) Attack: [1W] Waterfall (30) ******************************* A16: Staryu Evolution: Basic Pokemon 65/102 Rarity: Common Type: Water HP: 40 Weakness: L Resistance: -- Retreat: 1 Species: Starshape L15 #120 Attack: [W] Slap (20) ******************************* B22: Starmie Evolution: Stage 1 - evolves from Staryu 64/102 Rarity: Common Type: Water HP: 60 Weakness: L Resistance: -- Retreat: 1 Species: Mysterious L28 #121 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. ******************************* D34: Mr. Mime Evolution: Basic Pokemon 6/64 Rarity: Holo Type: Psychic HP: 40 Weakness: P Resistance: -- Retreat: 1 Species: Barrier L28 #122 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. ******************************* A04: Scyther Evolution: Basic Pokemon 10/64 Rarity: Holo Type: Grass HP: 70 Weakness: R Resistance: F -30 Retreat: -- Species: Mantis L25 #123 Attack: [G] Swords Dance During your next turn, Scyther's Slash attack's base damage is 60 instead of 30. Attack: [3] Slash (30) ******************************* B37: Jynx Evolution: Basic Pokemon 31/102 Rarity: Uncommon Type: Psychic HP: 70 Weakness: P Resistance: -- Retreat: 2 Species: Human Shape L23 #124 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. ******************************* A23: Electabuzz Evolution: Basic Pokemon 20/102 Rarity: Rare Type: Lightning HP: 70 Weakness: F Resistance: -- Retreat: 2 Species: Electric L35 #125 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. ******************************* P09: Electabuzz Evolution: Basic Pokemon 21/32 Rarity: Promo Type: Lightning HP: 60 Weakness: F Resistance: -- Retreat: 2 Species: Electric L20 #125 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. ******************************* A11: Magmar Evolution: Basic Pokemon 36/102 Rarity: Uncommon Type: Fire HP: 50 Weakness: W Resistance: -- Retreat: 2 Species: Spitfire L24 #126 Attack: [RR] Fire Punch (30) Attack: [1RR] Flamethrower (50) Discard 1 Fire Energy Card card to use this attack. ******************************* D13: Magmar Evolution: Basic Pokemon 39/62 Rarity: Uncommon Type: Fire HP: 70 Weakness: W Resistance: -- Retreat: 1 Species: Spitfire L31 #126 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. ******************************* A05: Pinsir Evolution: Basic Pokemon 9/64 Rarity: Holo Type: Grass HP: 60 Weakness: R Resistance: -- Retreat: 1 Species: Stagbeetle L24 #127 Attack: [GG] Irongrip (20) Flip a coin. If heads, the Defending Pokemon is now Paralyzed. Attack: [2GG] Guillotine (50) ******************************* C43: Tauros Evolution: Basic Pokemon 47/64 Rarity: Uncommon Type: Colorless HP: 60 Weakness: F Resistance: P -30 Retreat: 2 Species: Wild Bull L32 #128 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). ******************************* A17: Magikarp Evolution: Basic Pokemon 35/102 Rarity: Uncommon Type: Water HP: 30 Weakness: L Resistance: -- Retreat: 1 Species: Fish L8 #129 Attack: [1] Tackle (10) Attack: [W] Flail (10×) Does 10 damage times number of damage counters on Magikarp. ******************************* A18: Gyarados Evolution: Stage 1 - evolves from Magikarp 6/102 Rarity: Holo Type: Water HP: 100 Weakness: G Resistance: F -30 Retreat: 3 Species: Atrocious L41 #130 Attack: [WWW] Dragon Rage (50) Attack: [WWWW] Bubblebeam (40) Flip a coin. If heads, the defending Pokemon is now Paralyzed. ******************************* C17: Lapras Evolution: Basic Pokemon 10/62 Rarity: Holo Type: Water HP: 80 Weakness: L Resistance: -- Retreat: 2 Species: Transport L31 #131 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. ******************************* (Note: This card is not in the actual game. It is just part of the Base Set, and that is why I chose to add it.) X00: Ditto Evolution: Basic Pokemon 3/62 Rarity: Holo Type: Colorless HP: 50 Weakness: F Resistance: P -30 Retreat: 1 Species: Transform L20 #132 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. ******************************* D42: Ditto Evolution: Basic Pokemon 12/32 Rarity: Rare Type: Colorless HP: 50 Weakness: F Resistance: P -30 Retreat: 1 Species: Transform L19 #132 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). ******************************* B42: Eevee Evolution: Basic Pokemon 51/64 Rarity: Common Type: Colorless HP: 50 Weakness: F Resistance: P -30 Retreat: 1 Species: Evolution L12 #133 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. ******************************* B23: Vaporeon Evolution: Stage 1 - evolves from Eevee 12/64 Rarity: Holo Type: Water HP: 80 Weakness: L Resistance: -- Retreat: 1 Species: Bubble Jet L42 #134 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. ******************************* C18: Vaporeon Evolution: Stage 1 - evolves from Eevee 6/32 Rarity: Uncommon Type: Water HP: 60 Weakness: L Resistance: -- Retreat: 1 Species: Bubble Jet L29 #134 Attack: [1] Focus Energy During your next turn, Vaporeon's Bite attack's base damage is doubled. Attack: [1] Bite (30) ******************************* B24: Jolteon Evolution: Stage 1 - evolves from Eevee 4/64 Rarity: Holo Type: Lightning HP: 70 Weakness: F Resistance: -- Retreat: 1 Species: Lightning L29 #135 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. ******************************* C26: Jolteon Evolution: Stage 1 - evolves from Eevee 7/32 Rarity: Uncommon Type: Lightning HP: 60 Weakness: F Resistance: -- Retreat: 1 Species: Lightning L24 #135 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. ******************************* B16: Flareon Evolution: Stage 1 - evolves from Eevee 3/64 Rarity: Holo Type: Fire HP: 70 Weakness: W Resistance: -- Retreat: 1 Species: Flame L28 #136 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. ******************************* C13: Flareon Evolution: Stage 1 - evolves from Eevee 5/32 Rarity: Uncommon Type: Fire HP: 60 Weakness: W Resistance: -- Retreat: 1 Species: Flame L22 #136 Attack: [3] Bite (30) Attack: [3] Rage (10+) Does 10 damage plus 10 more damage for each damage counter on Flareon. ******************************* D43: Porygon Evolution: Basic Pokemon 39/102 Rarity: Uncommon Type: Colorless HP: 30 Weakness: F Resistance: P -30 Retreat: 1 Species: Virtual L12 #137 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. ******************************* C19: Omanyte Evolution: Stage 1 - evolves from Fossil 52/62 Rarity: Common Type: Water HP: 40 Weakness: G Resistance: -- Retreat: 1 Species: Spiral L19 #138 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. ******************************* C20: Omastar Evolution: Stage 2 - evolves from Omanyte 40/62 Rarity: Uncommon Type: Water HP: 70 Weakness: G Resistance: -- Retreat: 1 Species: Spiral L32 #139 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. ******************************* C32: Kabuto Evolution: Stage 1 - evolves from Fossil 50/62 Rarity: Common Type: Fighting HP: 30 Weakness: G Resistance: -- Retreat: 1 Species: Shellfish L9 #140 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) ******************************* C33: Kabutops Evolution: Stage 2 - evolves from Kabuto 9/62 Rarity: Holo Type: Fighting HP: 60 Weakness: G Resistance: -- Retreat: 1 Species: Shellfish L30 #141 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. ******************************* C34: Aerodactyl Evolution: Stage 1 - evolves from Mysterious Fossil 1/62 Rarity: Holo Type: Fighting HP: 60 Weakness: G Resistance: F -30 Retreat: 2 Species: Fossil L28 #142 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) ******************************* A38: Snorlax Evolution: Basic Pokemon 11/64 Rarity: Holo Type: Colorless HP: 90 Weakness: F Resistance: P -30 Retreat: 4 Species: Sleeping L20 #143 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. ******************************* C21: Articuno Evolution: Basic Pokemon 2/62 Rarity: Holo Type: Water HP: 70 Weakness: -- Resistance: F -30 Retreat: 2 Species: Freeze L35 #144 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.) ******************************* P03: Articuno Evolution: Basic Pokemon 15/32 Rarity: Promo Type: Water HP: 100 Weakness: -- Resistance: F -30 Retreat: 2 Species: Freeze L37 #144 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.) ******************************* A24: Zapdos Evolution: Basic Pokemon 16/102 Rarity: Holo Type: Lightning HP: 90 Weakness: -- Resistance: F -30 Retreat: 3 Species: Lightning L64 #145 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. ******************************* C27: Zapdos Evolution: Basic Pokemon 15/62 Rarity: Holo Type: Lightning HP: 80 Weakness: -- Resistance: F -30 Retreat: 2 Species: Lightning L40 #145 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. ******************************* P10: Zapdos Evolution: Basic Pokemon 22/32 Rarity: Promo Type: Lightning HP: 100 Weakness: -- Resistance: F -30 Retreat: 2 Species: Lightning L68 #145 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.) ******************************* C14: Moltres Evolution: Basic Pokemon 12/62 Rarity: Holo Type: Fire HP: 70 Weakness: -- Resistance: F -30 Retreat: 2 Species: Flame L35 #146 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. ******************************* P02: Moltres Evolution: Basic Pokemon 14/32 Rarity: Promo Type: Fire HP: 100 Weakness: -- Resistance: F -30 Retreat: 2 Species: Flame L37 #146 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. ******************************* C44: Dratini Evolution: Basic Pokemon 26/102 Rarity: Uncommon Type: Colorless HP: 40 Weakness: -- Resistance: P -30 Retreat: 1 Species: Dragon L10 #147 Attack: [1] Pound (10) ******************************* C45: Dragonair Evolution: Stage 1 - evolves from Dratini 18/102 Rarity: Rare Type: Colorless HP: 80 Weakness: -- Resistance: P -30 Retreat: 2 Species: Dragon L33 #148 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. ******************************* C46: Dragonite Evolution: Stage 2 - evolves from Dragonair 4/62 Rarity: Holo Type: Colorless HP: 100 Weakness: -- Resistance: F -30 Retreat: 1 Species: Dragon L45 #149 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. ******************************* P16: Dragonite Evolution: Stage 2 - evolves from Dragonair 28/32 Rarity: Promo Type: Colorless HP: 100 Weakness: -- Resistance: F Retreat: 2 Species: Dragon L41 #149 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. ******************************* D35: Mewtwo Evolution: Basic Pokemon 10/102 Rarity: Holo Type: Psychic HP: 60 Weakness: P Resistance: -- Retreat: 3 Species: Genetic L53 #150 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. ******************************* P12: Mewtwo Evolution: Basic Pokemon 24/32 Rarity: Promo Type: Psychic HP: 70 Weakness: P Resistance: -- Retreat: 2 Species: Genetic L60 #150 Attack: [P] Energy Absorption Choose up to 2 Energy Cards from your Discard Pile and attach them to Mewtwo. Attack: [PPC] Psyburn (40) ******************************* (Note: This card is the same as the above, only with a different illustration as compared to the other.) P13: Mewtwo Evolution: Basic Pokemon 25/32 Rarity: Promo Type: Psychic HP: 70 Weakness: P Resistance: -- Retreat: 2 Species: Genetic L60 #150 Attack: [P] Energy Absorption Choose up to 2 Energy Cards from your Discard Pile and attach them to Mewtwo. Attack: [PPC] Psyburn (40) ******************************* C37: Mew Evolution: Basic Pokemon 0/62 Rarity: Rare Type: Psychic HP: 50 Weakness: P Resistance: -- Retreat: 1 Species: New Species L23 #151 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.) ******************************* P14: Mew Evolution: Basic Pokemon 26/32 Rarity: Promo Type: Psychic HP: 40 Weakness: P Resistance: -- Retreat: 1 Species: New Species L8 #151 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. ******************************* PXX: Mew Evolution: Basic Pokemon 32/32 Rarity: Promo Type: Psychic Weakness: P Resistance: -- Retreat: -- Species: New Species L15 #151 Attack: [PC] Mystery Attack Does a random amount of damage to the Defending Pokemon and may cause a random effect to the Defending Pokemon. ******************************* The above lists will hopefully give you a feeling of all the Pokemon Cards. If not, contact me (section 1) and specify your query. ------------------------------------------------------------------------------- =============================================================================== *** 7: Card Ratings *** =============================================================================== ------------------------------------------------------------------------------- I will give each card a complete, thorough rating based on my own experience with the card. These ratings are not biased in any way; if you have a different opinion of a card, or would like to add something, please feel free to send me an email. Each card will get a rating from 0-10, and their meanings are below. Also, x.5 on a card means it is better than the lower number (x), but worse than the higher one (x + 1). Also note that I will expect you to know about archetypes, basic rules of the game, and a couple other things in my ratings. Please read section 4 fully before proceeding. The Combos I have thought up are incomplete; please add anything you can to them by contacting me. And so, let the praising and/or bashing begin... ******************************* Rating Guidelines for Pokemon: 0: Useless. The plastic (or pixels, as the case is) that it's made of is worth more than the card itself. You'll worsen your deck by playing it. 1: Horrible. This card should never be played, unless insisted by a strategy or deck type. The attacks/effects of the card are just plain unworthwile. 2: Bad. The cards here should rarely be played, since they do little to improve your deck. Don't bother, unless you want to evolve it quickly. 3: Poor. Many unevolved forms fall into this category. These cards have little HP and bad attacks. Use them mainly to evolve. 4: Borderline. The card is playable under some conditions. Use it as a support card, not your leading offense. 5: Average. This is a so-so addition to your deck. Heck, it might even kill a thing or two, or at least weaken it for better Pokemon to kill. 6: Decent. Many Stage 1 Pokemon go here. The attacks and defense of the Pokemon Card are pretty good. Use some of these. 7: Good. It'll be worth your while to put these cards in your deck. Good cards will Knock Out some foes, and coupled with Trainers, they become even better! 8: Great. Use many of these cards! They're mostly Stage 2 Pokemon, specializing on a variety of good moves. 9: Wonderful. These cards are able to cover up weaknesses well while posing a big threat to your foe at the same time. Highly recommended for using in decks. 10: Perfect. These cards are the top of the pack. They can't be made better in practically any way. ******************************* A01: Nidoran M L20, Basic A decent Pokemon to use at the beginning of battle. Its Horn Hazard is risky, but it could mean a quick end to Magikarps and Geodudes on your first turn. 40 HP is low, and the Retreat is common for a Basic. Nidoran's weakness is not a huge one, as Psychics are not very abundant. Just wait until it evolves, and it will be quite formidable! Rating: 4/10 ******************************* A02: Nidorino L25, Stage 1 Very nice... If you started with Bulbasaur and Friends, you'll notice that Nidorino constantly becomes your main attacking force. Horn Drill is one of the best Grass moves, and Double Kick isn't bad for a second choice. Retreat and HP are both average, but with a couple of Potions, Nidorino can last a while! Go and evolve it if you want, but Nidorino's good as it is. Rating: 7/10 ******************************* A03: Tangela L12, Basic A 50 HP Pokemon that doesn't evolve and can deal only 10 damage at a time isn't my idea of "good". And Tangela's just that. Two Retreat means it's slow at getting out, and Stun Spore and Poison Whip are just too weak to cause decent damage. Plus, who's heard of 20 damage (10 from Poison) from 3 Energys? Tangela just doesn't have what it takes to be a good Grass type. Rating: 2/10 ******************************* A04: Scyther L25, Basic A great Pokemon for the Haymaker deck (section 4.5), the praying mantis with two cool scythes has it all... The potential to do 60 damage on Turn 2, ZERO Retreat Cost, Resistance to Fighting, 70 HP. This, folks, is the card that halved Hitmonchan/Farfetch'ds' popularities. It can fit into any deck, due to the use of Colorless Energys, and it was a great starting Pokemon because it can switch back any time. It's just that good. Rating: 9.5/10 ******************************* A05: Pinsir L24, Basic Another decent addition to your Grass deck, Pinsir uses powerful attacks to overwhelm his enemies. But, he has some setbacks. A long preparation time, 1 Retreat Cost (compared to Scyther's 0), and no Resistance. Many people use Pinsir in their decks to show off its true identity: a Fighting Pokemon of the Grass type. Rating: 6/10 ******************************* A06: Charmander L10, Basic Yay, good ol' Charmander. The unevolved form of the Energy-draining beasts is the weakest, but also the easiest to set up. 50 HP is decent for a Basic, and Ember is solid, assuming you don't run out of Energy. If you do, you'll have to go with the much less appealing Scratch. The problem with Charmander is its type: the large number of Rain Dance decks in the real world leaves it scampering away, trying to save its tail. Rating: 4/10 ******************************* A07: Charmeleon L32, Stage 1 Many decks stop their Char-velutions at Charmeleon, fearing Charizard will make their Energys burn like kindling. Charmeleon, with its trusty Flamethrower, can do wonders for your Fire deck. Couple it with a Fossil Magmar as backup, and you're set! You have to love the lizard's 80 HP, too. I suggest benching it if you want to go to Charizard. Rating: 6/10 ******************************* A08: Growlithe L18, Basic Players (me included) have disputed about whether to have Arcanine or Ninetails in their Fire decks. Granted, Growlithe is much better then its five-tailed counterpart, but it's essentially a toss-up between the Legendary Dog or the Mystical Fox. Fire Blast has Lured (no pun intended) duelists into Ninetails, but you have to think about one thing: is Vulpix likely to survive the turns before evolution? Growlithe is certainly better. Rating: 4.5/10 ******************************* A09: Arcanine L45, Stage 1 As mentioned in the previous story, Arcanine and Ninetails have been in war ever since the start of the TCG. The lupine has two solid moves, while the vulpine has one VERY good move. So, you should test them both out, and see which type fits you. Arcanine, despite its EVIL Retreat Cost, can take a lot of damage before perishing. Rating: 7.5/10 ******************************* A10: Ponyta L10, Basic Very fast to set up, but very fast to kill. That's Ponyta, the 40 HP horse who boasts two good attacks. Keep it on the Bench until needed, and retreat as soon as you're finished. Be aware, since two Stretch Kicks can kill it! Well, just wait for it to evolve into Rapidash... Rating: 3/10 ******************************* A11: Magmar L24, Basic Stick with the Fossil Magmar. Granted, both Magmar's attacks are more powerful than his counterpart's, but Smokescreen and Smog are just that much more annoying. Plus, 50 HP versus 70 HP makes it an easy decision. Flamethrower is good, but Arcanine can use the same attack and have twice the HP. Rating: 3.5/10 ******************************* A12: Seel L12, Basic Its HP is the only thing going for it. Everything else...sucks. It could take years for Seel to Headbutt its way past your foe, and that's its only attack! This is little more than a pseudo-staller and a stepping stone for the formidable Dewgong. Rating: 2.5/10 ******************************* A13: Dewgong L42, Stage 1 Without Rain Dance, it's slow as a pig to attack and retreat. With it, though, This sea lion becomes a killing machine. Get powered up in a single turn and attack for 50 damage. Yeah, I like that. Just don't get it electricuted! And make sure Blastoise doesn't die, since Dewgong pretty much relies on its help. Use Aroura Beam instead of Ice Beam, except on gamble situations. Rating: 7.5/10 ******************************* A14: Goldeen L12, Basic Well, both it and Seel evolve to be formidable Pokemon, but as it stands right now, their pre-evolved forms both suck. It's a good idea to put the same amount of Goldeens as Seakings, so you won't get stuck with a particular Pokemon. The thing good about Goldeen is its free Retreat, so pull it out in a tight spot. Rating: 2.5/10 ******************************* A15: Seaking L28, Stage 1 It's sort of like Electabuzz in attacks, without the side effects. Waterfall can do decent damage, and only Porygon can have Water Resistance. High HP and low Retreat Cost makes Seaking a good investment for your deck. It can even be used in non-Rain Dance decks, because its strongest attack only requires two Energys to execute. Rating: 7/10 ******************************* A16: Staryu L15, Basic Could this be? A Pokemon that's actually BETTER than its evolved form? Yes, the quick-attacking Staryu can attack for 20 damage for one Energy, while Starmie has to have three to do the same and possibly a side effect. Saying it's better than Starmie doesn't mean it's good, though. Staryu is very weak in terms of defense, and will be downed in 1-2 turns. Rating: 3.5/10 ******************************* A17: Magikarp L8, Basic Back in the days of Red, Blue, and Yellow, the King of the Karp was really screwed. Now, things have changed - now he sucks even more. Thirty HP means it can fall to a single blow, and Tackle and Flail can do only 20 damage maximum. Do everyone a favor and leave this fish back where it belongs, unless you're attempting to evolve it. But tough luck for you if you get only a Magikarp in the beginning of the game! Rating: 0.5/10 ******************************* A18: Gyarados L41, Stage 1 Don't take me wrong, Gyarados is a great Pokemon, on par with Dewgong. The one major setback: Magikarp has just about 1 turn to evolve. With that, I will proceed and recommend the Sea Lion to your Water deck. the atrocious dragon, ruined by a fish... If you do get it powered, though, it is quite good and a Grass weakness (instead of Lightning) will come in handy. Rating: 8/10 (not taking evolution into account) ******************************* A19: Pikachu L12, Basic It's basically a majorly downgraded Electabuzz that can evolve. Everyone's favorite electric rat has a good attack, but the 40 HP won't last very long. stick with Jungle Pikachu, as it has more HP and can attack the opponent's Bench without hurting itself. Even better, replace all the Pikachus with Electabuzz and Jolteon, since they do the job better. Rating: 3.5/10 ******************************* A20: Raichu L40, Stage 1 A powerhouse of sorts, this is the better out of the two Raichus in the game. Agility is kinda expensive for 20 damage and perhaps invincibility. Thunder is great on doing damage, but the risk of recoil tampers the attack. Very good HP and good Retreat Cost both help to make Raichu a pretty good addition to many Lightning decks. Rating: 7/10 ******************************* A21: Magnemite L13, Basic Thundershock is annoying but unreliable, and Selfdestruct should be used only in emergencies, as it damages your own Bench. While Magnemite is easy to win early in the game, it should be replaced with better Pokemon, like Electabuzz and Raichu, after some progress. Rating: 3/10 ******************************* A22: Magneton L28, Stage 1 It's just a magnified version of Magnemite, with a significant increase of HP and attack power. But for what? Thunder Wave now needs many more Energys, and Selfdestruct will still make the magnet kill itself. Sixty HP is pretty low, too. Magneton can be powerful when powered up. But hey, so can Exeggutor. And the coconut-head can do so much more. Rating: 4/10 ******************************* A23: Electabuzz L35, Basic One of the Haymaker's foundations, Electabuzz is probably one of the most versatile Lightning Pokemon. It's extremely quick to set up, and 70 HP means it can go for a while. There are two minor setbacks: a Fighting Weakness and a semi-high Retreat Cost. Those two factors probably stop Electabuzz from being extremely broken. Rating: 8.5/10 ******************************* A24: Zapdos L64, Basic You take one look at this card, and see attacks doing 60 and 100 damage. You take another look, and you see 3 Retreat Cost, 4 Energys needed for attacking, and two NASTY side-effects. If the opponent has just 10 HP left, Zapdos will have to risk 30 HP or have all its Energys taken in order to do that 10 damage. Zapdos' weaknesses greatly outweigh its strengths, and it is rendered nearly unplayable. And it doesn't even have a nifty Pokemon Power like Charizard. Rating: 2/10 ******************************* A25: Diglett L8, Basic If this guy had just 20 more HP, it would've almost earned a part in the Haymaker. But it doesn't, and now it serves mainly as a Basic Pokemon to evolve. Mud Slap is decet and fast to execute, and Free Retreat is always good. However, it is tied for lowest HP, and that is its one major flaw. Some people like to annoy others by repeatedly flinging Digletts at the opponent. Rating: 3.5/10 ******************************* A26: Dugtrio L36, Stage 1 Slash is very good, and a Lightning Resistance is always welcome. Dugtrio's Hit Points have greatly improved from its predecessor, making it more versatile. Earthquake is risky since it only does damage to your own Bench, and it still can't survive a good Grass attack. Put this in your Rock deck if you wish, but keep in mind that there are better choices. Rating: 5.5/10 ******************************* A27: Machop L20, Basic It's one of two Fighting Pokemon that can do 20 damage on the first turn, and some consider it better than its Stage 1 Evolution. Everything else is pretty much standard for a Basic Pokemon. It can kill Magnemites and Pikachus in one hit, so that's a plus. Rating: 4/10 ******************************* A28: Hitmonchan L33, Basic Another superb Haymaker Pokemon, Hitmonchan is extremely fast in executing its two attacks, Jab and Special Punch. 70 HP is good for a Basic attacker, but don't try this Pokemon against Ghosts, Flyers, or Poison, since you'll have a hard time doing damage to them. Before the Base Expansions were introduced, Hitmonchan was basking in glory. Now that Fossil and Jungle are existant, Scyther (and maybe Magmar) have competed for this position. Rating: 8.5/10 ******************************* A29: Abra L10, Basic It's just a card made to evolve, and nothing else. Since Kadabra and Alakazam are both very good, Abra was made very weak so opponents could take it out early. Very bad in terms of attacks, and even worse when it comes to defense, Abra should be left in the Bench in the wait for evolution. Rating: 1.5/10 ******************************* A30: Kadabra L38, Stage 1 One of the few Psychic powerhouses, Kadabra boasts a very damaging attack, especially for a Psychic type. Its Recover can be helpful in tight situations, and many people use this instead of Alakazam as a final Abra evolution, since Alakazam's Confuse Ray is far inferior. This is a neccessity in any Psychic deck, the real choice lies in whether to evolve it or not. Rating: 6.5/10 ******************************* A31: Rattata L9, Basic Rattata's Bite attack is effective and fast, and it has no Retreat Cost. But, it has only 30 HP, and also a Fighting Weakness. A very common card at the game's beginning, Rattata should be replaced with a better Pokemon as soon as you find one. Rating: 2/10 ******************************* A32: Raticate L41, Stage 1 Super Fang can put a huge dent in a Chansey, but it's useless against Magikarp and other low HP Pokemon. Bite is still the same from its pre-evolved form. Does the increased Hit Points and attack potential make Raticate worthwhile in a deck? In most cases, no, since there are better monsters out there. Rating: 4/10 ******************************* A33: Jigglypuff L14, Basic This is the best Jigglypuff of the many variations existant in the Pokemon Trading Card Game. Lullaby is a decent sleep-inducer, and Pound is a good attack. 60 HP is pretty good for a Basic Pokemon, and there is always Psychic Resistance as an extra bonus. For a Wigglytuff Do The Wave deck, this is the Jigglypuff of choice to evolve. Rating: 4.5/10 ******************************* A34: Wigglytuff L36, Stage 1 Do The Wave is Wigglytuff's main (and perhaps only) selling point, and is the base of a major archetype (see section 4.5). With a full Bench, you are able to do 60 damage per turn off of 3 Colorless Energys, and no drawbacks. Lullaby is a half-decent stall, and 80 HP is good. If you can accompany Wigglytuff with the right amount of Pokemon and Trainers, you will become very formidable. Rating: 8/10 ******************************* A35: Meowth L14, Basic Cat Punch is very unpredictable, but it may Knock Out your opponent's damaged Pokemon on the Bench. Apart from that, Meowth doesn't really have any unique traits. 50 HP is average, and the Weakness/Resistance are both standard for Colorless Pokemon. Use this Meowth if you want to evolve it, but the fact that this is better than the other one doesn't say much... Rating: 3/10 ******************************* A36: Chansey L55, Basic The huge, popular, formidable Staller, what Chansey lacks in offense is more than made up for in its monstrous defense. 120 HP for a Basic Pokemon is unmatched in the whole game, and Scrunch simply improves it even more. Double- Edge is very risky, as your Chansey gets very hurt in the recoil. It's good for Damage Swap (section 4.5) and other stall decks. The Psychic Resistance and a single Retreat Cost makes Chansey a tough egg to crack. Rating: 8.5/10 ******************************* A37: Kangaskhan L40, Basic Like Chansey, this kangaroo Pokemon's main purpose is Stalling. With 30 less Hit Points compared to the egg Pokemon, Kangaskhan makes up for this with its highly useful Fetch attack, which is like a Bill that can be used infinitely and counts as an attack. Unfortunately, Comet Punch and 3 Retreat Cost makes Kangaskhan inferior to Chansey, albeit not by much. Use this as a Staller if you need more than four. Rating: 7/10 ******************************* A38: Snorlax L20, Basic With the two great Stallers listed above, one must wonder what help Snorlax can add to a Stall deck. The answer lies hugely in its Pokemon Power, which will prevent this big blob from any status effects. This can be majorly useful, especially against Paralyzation. Other than that, Snorlax is plagued with a mediocre attack and FOUR Retreat. Use the Stallers above instead. Rating: 5/10 ******************************* A39: Professor Oak (T) How can a non-Stall deck not have one of these? Getting a brand new start is simply wonderful, as it can reveal new cards and open up new options. The drawback? Overuse of Oak will cause one to run out of cards and lose the game. Don't put too many, but a couple of Professors will greatly help out your strategy. Preferred over Bill because it can bail you out of problems, like running out of Basic Pokemon to play. Rating: 9/10 ******************************* A40: Bill (T) A very common sight in any deck, Bill will give you two additional cards at the expense of it being discarded. Is this helpful? Yes and No. Bill can be a great opportunity to get some more cards, but using it too much will cause the user to deck out faster. Furthermore, if Bill is drawn at the start of a turn, no additional cards will be gained. Why? At the beginning of the turn, you get Bill. Bill doesn't count as a card since it does nothing except give you more cards. So, you've wasted a card. If you play Bill and get two cards, you waste Bill by discarding it. That's wasting two cards and getting two cards. So, although very helpful when played right, Bill has its disadvantages and could be replaced with other cards that actually have an effect. Rating: 7.5/10 ******************************* A41: Switch (T) Switch isn't as good as many beginners think it is. At the cost of using a card, you are able to exchange your Active Pokemon without paying its Retreat Cost or any status effects. This may be good on high Retreat Pokemon, like Snorlax and Golem, but who uses lots of those anyway? So, Switch essentially becomes a Full Heal that switches Pokemon, and Full Heal is better. Rating: 2.5/10 ******************************* A42: Poke Ball (T) The major downside of this card is the coin-flip usage. If you flip tails, you have wasted a card in your precious space and that card has done nothing. So, Poke Ball is unreliable and unworth your time. Plus, you can only search for Basic Pokemon, not evolutions. Pokemon Trader is much better, since not only do you get a Pokemon you want, you also get rid of one that you don't want. Rating: 2.5/10 ******************************* A43: Scoop Up (T) At the expense of giving up all cards attached to a Pokemon, one may return it to his/her hand. Why is this good? All damage counters attached to the Pokemon are removed, and you can play it again, fresh, from your hand. This is a great strategy in Stall Decks (section 4.5), where Stallers are Scooped Up so they can take more damage. Pokemon Center is better than this, though, because you don't have to discard Evolution Cards/Pluspowers, etc. Rating: 5/10 ******************************* A44: Computer Search (T) A great search card, Computer Search is the only card that lets you choose any card from your deck. This is very good when you're looking for a particular card, but it does have drawbacks, like having to discard 3 cards to draw one. Use this in certain fast decks when you're looking for Pokemon Breeder, etc. Other alternatives include Pokemon Trader and Energy Search. Rating: 6/10 ******************************* A45: Pluspower (T) Perhaps Pluspower is the sneakiest card in the whole Pokemon Trading Card game, since it can instantly ruin your opponents' strategies. The key to Pluspower is never to let your opponent see it coming. It should be used to Knock Out the defender the same round you use it. Very effective in many decks, Pluspower certainly is worth the seemingly trivial 10 extra damage it provides. Rating: 9/10 ******************************* A46: Defender (T) Similar to its above relative, Defender brushes up on a Pokemon's defense, allowing it to take 20 more damage. This is worse than it sounds: If you use Defender, your opponent might just not attack, and you've wasted the card plus are vulnerable to a next-turn attack. The good thing about it is you can use a self-damaging attack with it equipped and take less damage, and it will still be effective on your opponent's turn. Rating: 4/10 ******************************* A47: Item Finder (T) Being the only Trainer that lets you bring back other Trainers from your Discard Pile, Item Finder deserves some merit. But, there are two drawbacks: you may not have anything good in your Discard Pile, and the three cards it requires to discard could be filled in with THREE additional Trainers; that's much better than the ONE Trainer Item Finder retrieves. Rating: 3/10 ******************************* A48: Potion (T) Removing 20 damage to a Pokemon might not seem like a lot, but your opponent will have to go through more turns for it to destroy your Pokemon. Potion is quick, effective, and annoying when used right, plus it gives you several extra turns to power up your Pokemon. It doesn't hurt to put 2-4 of these in ANY deck, especially Stalls. Rating: 7.5/10 ******************************* A49: Full Heal (T) Full Heal is an iffy card. It will restore your Pokemon to good health, and that is useful when your Pokemon is both Poisoned and Confused. But, consider the other methods that do the same thing: Scoop Up, Switch, and Retreating your Pokemon. The third option is usually better than Full Heal, but you *could* put just one in case you get paralyzed... Rating: 4/10 ******************************* A50: Revive (T) Well, it's better than Recycle because of the Coin Flip and the fact that you can't use the Recycled Pokemon on the same turn. But, it's not really that good. Having to put damage counters on the Pokemon right when it's played is a bummer, and the Revived Pokemon is a big Stretch Kick/Spark target. Play it if you want more Eeveelutions than Eevees, but nothing else. Rating: 2.5/10 ******************************* A51 (E01): Grass Energy (E) Basic Energys are the bases of the Pokemon Card Game (kinda like Land in Magic and Money in Monopoly). You can rarely win a game without Energys. Add lots of these to your deck. Always. Rating: 10/10 ******************************* A52 (E02): Fire Energy (E) Basic Energys are the bases of the Pokemon Card Game (kinda like Land in Magic and Money in Monopoly). You can rarely win a game without Energys. Add lots of these to your deck. Always. Rating: 10/10 ******************************* A53 (E03): Water Energy (E) Basic Energys are the bases of the Pokemon Card Game (kinda like Land in Magic and Money in Monopoly). You can rarely win a game without Energys. Add lots of these to your deck. Always. Rating: 10/10 ******************************* A54 (E04): Lightning Energy (E) Basic Energys are the bases of the Pokemon Card Game (kinda like Land in Magic and Money in Monopoly). You can rarely win a game without Energys. Add lots of these to your deck. Always. Rating: 10/10 ******************************* A55 (E05): Fighting Energy (E) Basic Energys are the bases of the Pokemon Card Game (kinda like Land in Magic and Money in Monopoly). You can rarely win a game without Energys. Add lots of these to your deck. Always. Rating: 10/10 ******************************* A56 (E06): Psychic Energy (E) Basic Energys are the bases of the Pokemon Card Game (kinda like Land in Magic and Money in Monopoly). You can rarely win a game without Energys. Add lots of these to your deck. Always. Rating: 10/10 ******************************* B01: Bulbasaur L13, Basic Just like Squirtle and Charmander, the third of the "starters" is also weak. Its attack does fair damage and has a pleasant side effect, but two Grass Energys mean it will have to survive at least one hit. And with 40 HP, taking the chance is risky. It's better to power this up and evolve it on the Bench, and send it out once ready. Rating: 3/10 ******************************* B02: Ivysaur L20, Stage 1 It's a great step up from Bulbasaur, really. Its attacking potential has increased quite a bit, and so has its Hit Points. But, the attack cost is fairly high, and it may take some time for Ivysaur to power up. But work on energizing it on the Bench with Scyther to stall, and you'll have a great attacking force once the time comes. Rating: 5.5/10 ******************************* B03: Venusaur L67, Stage 2 If an entire archetype revolves around a single card, that specific card is bound to be good. This is the case with the Energy Trans Venusaur, whose Pokemon Power sparked many ideas. 100 HP, Solarbeam, and 2 Retreat (instead of three) are always good to have. And when you've stashed lots of Energy on a Pokemon and want to give the Energy to a better Pokemon, Energy Trans lets you do so, without drawbacks. Rating: 8.5/10 ******************************* B04: Caterpie L13, Basic One of the most annoying, common Pokemon in the RPG series returns in the Trading Card Game with no special statistics or unique attacks. Caterpie is a mundane, weak creature with a very low 40 HP, a single attack that takes ages to deal damage, and a poor evolution line. Caterpie is just not worth the time in any deck; Weedle or Nidoran M are almost always better choices. Rating: 2/10 ******************************* B05: Metapod L21, Stage 1 If this cocoon Pokemon weren't plagued with a rotten predessor, it would be much more used. Metapod is pretty good in terms of stats: a big bunch of HP, a decent defensive move, and a good attack. Stiffen is to frustrate any Pokemon that needs to attack fast and furious. Stun Spore does reasonable damage and Paralyzes effectively. Many players keep this as the last stage of this evolution chain. Rating: 5/10 ******************************* B06: Butterfree L28, Stage 2 Whirlwind simply prolongs the time it takes for you to Knock Out the defender, as it switches back and forth between Pokemon. Mega Drain is very costly, and has a mediocre effect of a Potion for four Energys. Its HP is not bad, and Fighting Resistance is good, but the time it takes for this butterfly to get powered up really degrades its ranking. Rating: 4.5/10 ******************************* B07: Weedle L12, Basic The counterpart to Caterpie, this caterpillar packs more of a punch with its single attack, with Poison instead of Paralyzation. The only thing is, Poison only needs to be cast once for an ongoing effect, so further coin flips are useless after the first Heads. Poison Sting is what makes Weedle better than its green "clone". Rating: 3/10 ******************************* B08: Kakuna L23, Stage 1 Just like Metapod, Kakuna represents the second stage of the insect growing process. Its HP, attacks, and Retreat are comparable to Metapods; the only difference is the evolution chain: Butterfree is just not good enough compared to Beedril, making this Pokemon more apt to do well in your deck. Evolve it as soon as possible. Rating: 5.5/10 ******************************* B09: Beedril L32, Stage 2 Very good... Beedril's Poison Sting is the main selling point, though; not many Pokemon can survive a 40 damage poisoning attack. Other than this attack, Twineedle isn't very good. But, Fighting Resistance and no Retreat cost make this Pokemon better than its butterfly companion. 80 HP is also not bad for a final evolution. Rating: 7/10 ******************************* B10: Nidoking L48, Stage 2 Nidoking was once on the height of popularity when players found this was the only Pokemon that could kill Mr. Mime in one hit. It's pretty good in its own right, with two solid attacks. Thrash is like Thunderpunch or something, but needs one more Energy to execute. Toxic's unique poison is great for rapidly consuming the opponent's health. Retreat and Weakness are not good, though. Rating: 7.5/10 ******************************* B11: Bellsprout L11, Basic So you see the stats and it's pretty normal and bland for a Basic Grass type Pokemon. Your eyes aren't decieving you. This Pokemon is just another one of many, and with its terrible evolution line (mainly Victreebell), it's not going to get anywhere fast. Rating: 2/10 ******************************* B12: Weepinbell L28, Stage 1 Hey, what a surprise! A bland Basic Pokemon evolves into a bland Stage 1 Pokemon! It's very simple, but, unlike its predessor, can actually produce some probable results in its two attacks. It's kind of like Ivysaur or Gloom, but those Pokemon go into better Stage 2 Pokemon. Weepinbell gets a joke of a Stage 2, and so you should try using an alternative. Rating: 5.5/10 ******************************* B13: Victreebell L42, Stage 2 Why did they waste the paper (or in this case, pixels) to make this thing? A large step DOWN from its predessor, Victreebell has almost nothing going for it. Lure is basically a Gust of Wind that wastes a turn (instead of being a Pokemon Power or something) and Acid is too weak for a Stage 2. Rating: 2.5/10 ******************************* B14: Charizard L76, Stage 2 The key to Charizard is to power up everything before sending it to play. That includes powering up the Bench Pokemon. This is because when Charizard is active, you're not going to be able to worry about your bench, since you're busy attaching Energy to it. What makes the Charizard line so versitile is that all its pre-evolutions can use attacks without even attaching a Fire Energy. So capitalize on this and put Charizard in a Venasaur or Blastoise deck. You'll be happy at the results. In other notes, 120 HP is great and 3 retreat isn't. Rating: 8/10 ******************************* B15: Rapidash L33, Stage 1 Considering Rapidash comes from a decent Basic Pokemon, and is a pretty good Pokemon itself, I'd recommend it to your fire deck. Stomp is regular and a reliable attack to use while you're powering up for Agility, which is a great but costly evasive maneuver. Zero Retreat is very good, and the other stats go average. A good Active Pokemon to have when powering up Charizard or Moltres. Rating: 7/10 ******************************* B16: Flareon L28, Stage 1 This Flareon is the Jungle type, and it is arguably better than the GB-only Flareon. Quick Attack is a staple for all Eevee-lutions, and is moderately good with the coin bonus. Flamethrower does good damage, and you only have to use one Energy per turn to use it. If you don't have the Energy this turn, just Quick Attack and wait for your next. HP is good, and everything else is standard for a fire-type. Rating: 7.5/10 ******************************* B17: Squirtle L8, Basic A must in all Rain Dance decks, Squirtle serves little purpose other than to become Blastoise in later turns. It can't attack particularly well unless you get the Paralyze bonus for Bubble, and its 40 HP means it should often be raised on the bench. Withdraw is a good protection maneuver, but the coin flip makes it risky. Rating: 2.5/10 ******************************* B18: Wartortle L22, Stage 1 Some people simply skip Wartortle in their Rain Dance evolution, using Pokemon Breeder for a quick Blastoise. However, Wartortle is a decent water-type that can cause some damage, especially if you've powered it up. Rating: 5/10 ******************************* B19: Blastoise L52, Stage 2 The staple card in most water type decks, Blastoise's Pokemon Power makes it possible to attach as many water Energy as you want in a turn, turning those heavy-hitters (Dewgong, Gyarados) into killing machines. Hydro Pump is also makes use of the incredible Pokemon Power, and Blastoise should be hitting for 60 HP per turn in no time. 100 HP doesn't hurt either. Rating: 9.5/10 ******************************* B20: Krabby L20, Basic Some use this card as a stand-alone, quick damage Pokemon. There is not much other use for it. HP is average, retreat high, and the evolution sucks. Use it if you must, but there are much better water types out there. Rating: 2.5/10 ******************************* B21: Kingler L27, Stage 1 Not much use evolving from a Krabby. only 10 extra HP, an attack that requires a lot of damage on Kingler to work, and another basic attack in Crabhammer. 3 retreat cost also sucks big time. Use Seel and Dewgong, the Squirtle series, or Gyarados. Rating: 4/10 ******************************* B22: Starmie L28, Stage 1 Recover's usage is very limited due to Starmie's low HP. The other attack isn't good either, and you were better off using Slap. Although it will help you in earlier stages of the game, Starmie doesn't really help in a Rain Dance or water-type deck. You'd be better off pelting Staryus at your opponent than trying to evolve them. Rating: 3/10 ******************************* B23: Vaporeon L42, Stage 1 Vaporeon's upside is its versitality; it fits well in many deck types, even including some decks that don't have Water Energys. Get a quick possible 30 damage with a Double Colorless Energy, or charge up the Water Gun. Great support in any Rain Dance deck. Good HP and retreat for a water Pokemon, and a solid attacker. Rating: 7.5/10 ******************************* B24: Jolteon L29, Stage 1 Although inferior to Vaporeon in terms of reliability, Jolteon has its pros. Quick Attack is okay at dealing fast damage, but Pin Missile is inconsistent. Jolteon is fast to evolve and okay in terms of retreat and HP. Put it in a Lightning deck. Rating: 6/10 ******************************* B25: Sandshrew L12, Basic Probably one of the first cards you will get, Sandshrew will be an asset to an early fighting deck. Sand-attack really protects it well for only 1 Energy. Lightning resistance is good, and retreat is average. HP is on the low side, but you will most likely be evolving it soon. Rating: 3.5/10 ******************************* B26: Sandslash L33, Stage 1 Like Sandshrew, Sandslash is a quick hitter, capable of dealing good damage. Slash is pretty standard, and Fury Swipes will hurt if you get lucky. 70 HP is decent, and Resistance and Retreat are both good. Overall, a nice evolution line for fighting decks. Interesting to try in a haymaker. Rating: 7/10 ******************************* B27: Machoke L40, Stage 1 There are several downsides to this powerful hitter. One is the large amount of Fighting Energy it needs to get its attacks off, and another is that its two attacks cannot co-exist. You see, Karate Chop can only do good damage when Machoke is not damaged, but Submission does 20 self-damage. This is one of the worst attack combinations in the game, offsetting Machoke's high HP and large damage potential. Rating: 5/10 ******************************* B28: Machamp L67, Stage 2 The Pokemon Power is a decent counter move, but 10 damage is quite low. There are much better Powers out there. Seismic Toss is a bit on the expensive side, but the damage is respectable. HP is quite good, but Retreat and weakness bring it down. Use Machamp for what the Machop line was intended to be used for: heavy hitting. Rating: 7/10 ******************************* B29: Geodude L16, Basic The upside? If you're really lucky, you can do like 80 damage off two Energy. But realistically, you're going to get many more times where it does no damage at all. The resistance and HP are okay for a Basic, but the one attack sucks. Geodude is another of the bench-warmers that wait for evolution. Rating: 2.5/10 ******************************* B30: Graveler L29, Stage 1 I think Graveler should've gotten a lot more HP, but it only gets 10 extra. Harden does a good job of protecting it from weaker attacks, and Rock Throw is a standard upper-level attack. Overall, does decent damage, but pretty average evolution line. Rating: 4.5/10 ******************************* B31: Golem L36, Stage 2 In terms of attacks, Avalanche is solid and deals heavy damage, but Selfdestruct is quite risky. Not only does it Knock Out Golem, but it may also Knock Out your benched Pokemon. If you want Golem to last, be prepared to use a lot of Defenders. Good finisher for a rock based deck, but that 4 retreat means it's not going anywhere fast. Rating: 5.5/10 ******************************* B32: Cubone L13, Basic This evolution line is inferior to the Sandshrew line, mainly because there isn't a good way for either Cubone or Marowak to deal respectable damage, which is very important with Fighting types. Snivel is a good defensive tactic, and Rage can do up to 40 damage. Other stats are okay, but not that good. Rating: 3/10 ******************************* B33: Marowak L32, Stage 1 I've never actually played this card. Hypothetically, if you can fill up your Bench with Wail, then Wigglytuff's Do The Wave would do a lot of damage. But, I'm not sure whether you discard the current Bench or shuffle it back or what. So if anyone has information on Marowak, please tell me. As of now, I'm going to go ahead and recommend the other Marowak if you use one. Rating: 4/10 ******************************* B34: Gastly L8, Basic Essentially, making this Gastly your active Pokemon is giving your opponent an easy Prize Card. Sleeping Gas only works half the time, and the opponent gets another flip after your turn even if it was successful. Destiny Bond won't work with anyone if your opponent doesn't attack the next turn, and it also wastes Energy. 30 HP sucks, and the only redeeming value is the weakness, resistance, and no Retreat Cost. ALWAYS use the other Gastly! Rating: 1/10 ******************************* B35: Haunter L22, Stage 1 Haunter doesn't fare a lot better that Gastly, although it is a big step up. Hypnosis is good at inducing sleep, but don't get fooled with Dream Eater. By requiring that the opponent be asleep, Dream Eater only works 25% of the time due to the 2 flips your opponent gets between turns. Retreat and Resistance are good, and so is no weakness. Use over the other Haunter only if you're interested in the 10 extra HP, otherwise the other is much better. Rating: 4/10 ******************************* B36: Gengar L38, Stage 2 The absolute best card for depleting an opponent's Bench, Gengar can slowly pick off weak Pokemon on the Bench with its Pokemon Power combined with Dark Mind. With the Fossil Gastly and Haunter, this is a great and annoying evolution line. Dark Mind may be costly, but the damage to the bench is invaluable. Low Retreat, no weakness, and Fighting resistance are all awesome. Rating: 8.5/10 ******************************* B37: Jynx L23, Basic The major plus in Jynx is Meditate, whose damage increases as the opponent gets weaker. Whenever a foe with high HP is down to about half health, bring in Jynx and get an easy kill. Doubleslap is cheap to use but not so reliable. It's too bad so many Pokemon have Psychic Resistance, or else Jynx would be a sort of Psychic powerhouse. Rating: 7/10 ******************************* B38: Pidgey L8, Basic What the heck is Whirlwind for? You don't get to Knock Out anybody, and you don't even get to choose what Pokemon your opponent switches to. Use the other birds, like Spearow or Doduo, if you're really inclined. Just like in the RPG, Pidgey and its evolution line suck. Rating: 2/10 ******************************* B39: Pidgeotto L36, Stage 1 Whirlwind sucks just as much as before (10 more damage? Meh). Mirror Move, though, makes Pidgeotto somewhat of a wildcard. Sometimes you may be able to do heavy damage to the opponent who just attacked you, and other times you may get to poison or confuse the foe. However, those possibilities are quite small, and Pidgeotto is quite useless. Rating: 3/10 ******************************* B40: Pidgeot L40, Stage 2 The only good Pidgeot can do is when the opponent has a full-blown Charizard with 8 Energy attached and you Hurricane it back. Then you get to gloat. That single possibility gives reason to raise a Pidgey, but if you do so, use Pokemon Breeder. Weakness and Retreat are pretty much the usual. Rating: 5/10 ******************************* B41: Jigglypuff L13, Basic This Jigglypuff is no good. Compared to the other one, it gets less HP and a less damaging attack. Friendship Song isn't useful either, since you don't get to choose the Basic Pokemon you get. If you want to have a Wigglytuff deck, be sure to use the other Jigglypuff. Rating: 2.5/10 ******************************* B42: Eevee L12, Basic There might be six evolution cards, but there's only one Eevee! Be sure not to have too many of the evolutions, or else you will run out of Eevees. Quick Attack is standard and useful, and Tail Wag is okay for protection. Other stats are average, so be sure to evolve it soon. Rating: 3.5/10 ******************************* B43: Pokemon Trader (T) A great card for finding that Basic or Evolution Pokemon you need, and all you need to pay is a Pokemon you don't want. I put this in any Evolution-extensive deck, and you should too. Rating: 7.5/10 ******************************* B44: Pokemon Breeder (T) There are many instances where you want a Stage 2 evolution as fast as possible. Why not skip a step in the evolution process and use this card to bring up the ultimate evolution in one turn? Pokemon Breeder is very handy in many situations like these, so use them in the right decks. Rating: 8/10 ******************************* B45: Clefairy Doll (T) This is a weird card, because it is only a placeholder on the Bench. Therefore, it is only useful in decks where you need to bring as many Bench Pokemon as possible, namely, the Wigglytuff deck. So use it in those decks, since it isn't of any value anywhere else. Rating: 2/10 ******************************* B46: Energy Retrieval (T) Energy Retrieval works very well in decks where you discard Energy to perform attacks, like a Charmander evolution deck. It helps to effectively recycle your Energy in those situations. In other decks, it's not as useful. Rating: 3/10 ******************************* B47: Energy Search (T) Use Energy Search in decks that have more than one type of Energy. You can quickly find an Energy of the type you want this way. Otherwise, it's the same as a regular Energy card. The second use for the Energy Search is to look at the contents of your deck and see how many of a certain Pokemon or Energy you have remaining, so use it if you want. Rating: 4.5/10 ******************************* B48: Gust of Wind (T) Very good if used right, the Gust of Wind lets you "choose your opponent" from the other Bench. It's perfect for Knocking Out the Abras and Magikarps before they evolve, and that means you get more prizes. Rating: 7/10 ******************************* B49: Super Potion (T) Potion was good, but is Super Potion better? It depends on the Pokemon you're trying to heal. If the Pokemon needs lots of Energy to attack, or if each attack depletes the Energy source, Potions are better off. Otherwise, use this to heal double the amount! Rating: 8/10 ******************************* B50: Pokemon Flute (T) Strategy submitted by TheLegendofME. >> I saw at one point, "WHAT IS [the] POINT OF THE POKEMON FLUTE?". >> This may have been a retoricle question, but I think I have the answer. For >> the price of two cards, you can use Pokemon Flute to put a weak pokemon >> (porygon, magicarp) on your oponent's bench and Gust of Wind to switch it >> with their active pokemon. If you have another Pokemon Flute and Gust of >> Wind, you can repeat this tactic on the same weak pokemon. Rating: 3/10 ******************************* C01: Nidoran F L13, Basic As a Basic Pokemon you get early in the game, Nidoran F will serve her purpose. 60 HP is high, and Fury Swipes is okay (better than Doubleslap or Fury Attack). Call For Family is good in Wigglytuff decks, but more Nidoran isn't necessarily a good thing. Rating: 4/10 ******************************* C02: Nidorina L24, Stage 1 Nidorina's not much of a step up from its pre-evolved form. It still has an unreliable coin flip attack, and Supersonic is another coin-flip. So if you're feeling lucky, go ahead and evolve Nidoran F. If not, go with Pokemon Breeder or don't put any Nidoran F in the first place. Rating: 4.5/10 ******************************* C03: Nidoqueen L43, Stage 2 I don't know how many Nidoking you'll have on your Bench, but the more the merrier, in Nidoqueen's case. Mega Punch is quite expensive but gets the job done for a Grass type. Overall, a solid Stage 2 Pokemon, but I would've liked better attacks. 90 HP is good, but the Retreat Cost is high and Psychic weakness isn't that good. Rating: 6/10 ******************************* C04: Oddish L8, Basic These grass-type Basic Pokemon are all very similar. If you are going Grass, I'd recommend the Bulbasaur, Weedle, Scyther, and Nidoran M evolution lines. The Oddish line has its perks, but the aforementioned are better. Stun Spore and Sprout are all too standard for Grass types. Rating: 2.5/10 ******************************* C05: Gloom L22, Stage 1 Gloom's attacks seem to clash with each other, because the status effects cancel each other if you use the corresponding attacks. Also, I don't like how Foul Odor confuses Gloom itself. HP and other stats are all average for Grass Pokemon, so I'm going to go ahead and not recommend Gloom. Rating: 4/10 ******************************* C06: Vileplume L35, Stage 2 Again, the confusion from Petal Dance really makes it hard for me to recommend Vileplume in a Grass deck. Heal is good for removing damage from Vileplume or your Bench, but you can't use it if you are confused, and that's just what Petal Dance does! Don't you hate contradicting attacks? Vileplume's HP, retreat and weakness are nothing special for a Grass type. Rating: 5/10 ******************************* C07: Paras L8, Basic Remember how useful Spore was in the RPG version? Now, sleep stautus is the worst one in the bunch, and Spore is no longer as useful. Scratch is not too special either, so there are much better Grass Pokemon out there. Rating: 2/10 ******************************* C08: Parasect L28, Stage 1 Again, Spore is no good, and Slash is just an upgrade of Paras' attack. The only surprise with Parasect was its low Retreat Cost for a slow mushroom type creature. But nevertheless, the Paras evolution line is not worth putting into any deck. Rating: 3.5/10 ******************************* C09: Exeggcute L14, Basic In terms of attacks, I don't like how the Energy types don't match, so you'll have to decide which attack to use and stick with it. Hypnosis is the standard sleep-inducer, and Leech Seed is effective but costly. Evolve it soon, because Exeggutor is quite good when played right. Rating: 3/10 ******************************* C10: Exeggutor L35, Stage 1 The strategy most people like to use with Exeggutor is the Energy Trans with Venasaur to give Exeggutor lots of Energy, and then Big Eggsplosion for lots of potential damage. The only thing is to have luck on your side, and you'll be dishing out tons of damage. Teleport also makes the high Retreat Cost not such a problem. Rating: 7.5/10 ******************************* C11: Vulpix L11, Basic Vulpix is another of those Pokemon which are just there to be evolved. Confuse Ray is quite expensive for dealing 10 damage and possibly a status. Granted, Vulpix pales to Growlithe, but it's the evolved form that counts, and it's the evolved form you should make your decision upon. Water weakness and 1 retreat are common for basic Fire Pokemon. Rating: 3/10 ******************************* C12: Ninetails L32, Stage 1 Quite a powerhouse, Ninetails can, in a way, choose its target using Lure and Fire Blast it to smithereens. The downside is that the Pokemon Lured from the Bench can retreat on the next turn, and that Fire Blast requires discarding Energy. Actually, I prefer this Fire Blast to Charizards Fire Spin, because Ninetails can do tremendous damage turn after turn. On a side note, the Retreat Cost is very low. Use it over Arcanine if you wish, it's really a coin-flip deal to me. Rating: 7.5/10 ******************************* C13: Flareon L22, Stage 1 To use this or the Fossil Flareon is completely your choice, as I think they equally powerful. For 3 colorless Energy, you get to choose between 2 solid attacks. This makes Flareon quite fast to set up, especially if you've got the Double Colorless Energy. The best part: Flareon doesn't even need Fire Energy, so it will fit in ANY deck. Rating: 7/10 ******************************* C14: Moltres L35, Basic Believe it or not, Wildfire is actually more useful than Dive Bomb. Don't get fooled by the 80 damage of Dive Bomb; you just may power up Moltres for 4 turns for no effect. Wildfire makes Moltres of use in decks where you make the opponent run out of cards (see Deck Archetypes). You might be able to add Moltres into one of those decks. Otherwise, it's pretty useless. Rating: 3/10 ******************************* C15: Shellder L8, Basic Another of those 30 HP Pokemon, Shellder can do little but coin-flip attacks that do no direct damage. And, because coin-flip attacks are so unreliable, Shellder is especially vulnerable when the flip doesn't work. As Cloyster isn't that good either, don't bother with this evolution. Rating: 1.5/10 ******************************* C16: Cloyster L25, Stage 1 It was either intentional or really weird that all the attacks of the whole evolution line rely on coin flips. Clamp looks good until you see it has a half chance of missing altogether, and Spike Cannon is another one of those inconsistent attacks. And the worst part is the HP is is as low as many Basic Pokemon! Stay away from these Pokemon. Rating: 3/10 ******************************* C17: Lapras L31, Basic One of my personal favorites, Lapras has 80 HP, making it the perfect staller to have as my Squirtle is raised on the Bench in a Rain Dance deck. Lapras is almost as neccessary in Rain Dance decks as Blastoise itself. Water Gun and Confuse Ray are great ways to keep your opponent at bay as you look for that Pokemon Breeder. Also, Lapras can fit in some Stall decks due to its large endurance and HP. Rating: 8.5/10 ******************************* C18: Vaporeon L29, Stage 1 This Vaporeon is a close-to-exact copy of Scyther, and if you know how I rated Scyther, then you know that's a good thing. However, much of the quickness that made Scyther such a force is lost due to the evolution and higher Retreat Cost. Nevertheless, Vaporeon can do 60 damage in 2 turns, and that's more than could be said about a ton of other stage 1 evolutions. Use it in any deck you like, since it doesn't need Water Energy. Rating: 7/10 ******************************* C19: Omanyte L19, Stage 1 What a shame that Omanyte had to be a Stage 1... Its Pokemon Power would've been very nice for a Basic, as it revealed the opponent's hand and his or her secrets. Evolving it from the 10 HP Mysterious Fossil is a quite a pain, and it's not exactly strong like a normal Stage 1 would be. Rating: 2.5/10 ******************************* C20: Omastar L32, Stage 2 Well, Water Gun is the run-of-the-mill water attack, so it's nothing special. Spike Cannon is exactly like Doubleslap, potentially damaging but unreliable. I would keep the Omanyte line out of your deck. For that matter, the entire fossil lineup isn't that appealing due to its long evolution time. Rating: 3.5/10 ******************************* C21: Articuno L35, Basic Articuno has the problem a lot of Water type cards share: lots of energy required for not enought return. Both its attacks require at least three Water energy, and one can do damage to your own Bench, something you never want to do. Being a legendary Pokemon, though, you can't ignore it's lack of weakness and Fighting resistance. I think there are better, cheaper alternatives for your Water type deck. Rating: 5/10 ******************************* C22: Pikachu L14, Basic I like this Pikachu, and I usually couple it with some L16 Pikachus since they have 60 HP compared to 50 for this one. You get to attack the opponent's bench, albeit for just a minor hit, but it's still a plus. Like I said before, if you want a good Lightning deck, stick with Electabuzz or Jolteon. Toss one of these in only if you want to. Rating: 4/10 ******************************* C23: Raichu L45, Stage 1 I really would prefer the other Raichu purely due to the huge cost of this one's only attack, Gigashock. This one's got HP to last, though, so choosing it over the other has its merits. I would go with the other one simply because it hits harder. Rating: 6/10 ******************************* C24: Voltorb L10, Basic There could not be a simpler Basic Pokemon than Voltorb: the simplest of attacks, nothing that stands out. Have it only to evolve to Jungle Electrode, and you'll want to sit this on the bench and evolve it as quickly as possible. Rating: 1.5/10 ******************************* C25: Electrode L42, Stage 1 A very nice addition to your Lightning deck, Electrode has very nice HP (espcecially for a Lightning type) and two solid attacks. Chain Lightning is quite situational, but it's good for in-game duels where many of your opponents' decks are mostly single-type oriented. I really like the low retreat cost also. Rating: 8/10 ******************************* C26: Jolteon L24, Stage 1 The plus about most of the Eevee evolutions is their versatility. You can stick them in almost any deck, and a smart reason would be to counter some type weaknesses the deck may have. Jolteon is no slouch with its attacks, and the cost is okay for a Lightning Pokemon. Your best bet would be to put it in a deck weak to water, and maybe put the other Jolteon in there too. Rating: 6.5/10 ******************************* C27: Zapdos L40, Basic Unless you can easily power it up from the bench with lots of Lightning Energy, don't use this Zapdos. It's main asset is its ability to damage weak Pokemon in the opponent's bench, but that comes at an unreliable coin flip. Just stick with the Peal of Thunder Zapdos, if any at all. Rating: 3/10 ******************************* C28: Mankey L7, Basic Mankey's main advantage is its Pokemon Power, which lets you peek at any prize in play, the top card in a deck, or a random card in the opponent's hand. To offset Mankey's terrible HP, you will have to have it Peek, then quickly take it out with the advantage of zero retreat cost. A fun card to experiment with, I guess, since knowing your prizes gives you an advantage. Rating: 3/10 ******************************* C29: Primeape L35, Stage 1 Primeape resembles a weaker Machoke and is a typical Stage 1 Fighting Pokemon. I don't like the idea of doing damage to yourself from Tantrum, and Fury Swipes isn't too reliable. Play it only if you want to invest the Mankey strategy; otherwise, leave it in your collection. Rating: 4.5/10 ******************************* C30: Rhyhorn L18, Basic It's always nice to have high HP in a Basic Pokemon, if for nothing else than to absorb damage counters. Unfortunately, Rhyhorn's mobility is completely severed by its triple Retreat Cost. Horn Attack is not much consolation. Rating: 3/10 ******************************* C31: Rhydon L48, Stage 1 Horn Attack is still there, and Ram is not much of an improvement. I never like the idea of doing damage to yourself, but switching the Defending Pokemon could work out nicely for you, especially if your foe has a Snorlax or another high-retreat, Fighting weakness Pokemon on the bench. Retreat is still a problem, and be cautious when putting Rhydon in your deck. Rating: 4.5/10 ******************************* C32: Kabuto L9, Stage 1 Kabuto's Pokemon Power reduces all damage done by half, effectively doubling its HP to a 60, which is still considered somewhat low for a Stage 1. And don't expect to Knock anyone out with Scratch. Overall, just like all the prehistoric Pokemon, Kabuto's usefulness is very limited. Rating: 3/10 ******************************* C33: Kabutops L30, Stage 2 Kabutops is unique in that its moveset and characteristics liken it to a Grass type rather than a Fighting type. Its attacks are also quite costly, but Absorb is great if you can afford it. Too bad the measly 60 HP (for a stage 2) will keep me from recommending this Pokemon to your deck. Rating: 4/10 ******************************* C34: Aerodactyl L28, Stage 1 The only reason I'd use a Mysterious Fossil in the first place, Aerodactyl has a unique and quite useful Pokemon Power, especially if you can bring it out early in the duel when your opponent is trying to evolve his or her Basic Pokemon. Beware, since disallowing evolutions also holds for your Pokemon. I would best put it in a deck with few or no evolution cards, perhaps a Haymaker or Stall deck. Rating: 6.5/10 ******************************* C35: Alakazam L42, Stage 2 C36: Drowzee L12, Basic C37: Mew L23, Basic C38: Clefairy L14, Basic C39: Meowth L15, Basic C40: Persian L25, Stage 1 C41: Farfetch'd L20, Basic C42: Lickitung L26, Basic C43: Tauros L32, Basic C44: Dratini L10, Basic C45: Dragonair L33, Stage 1 C46: Dragonite L45, Stage 2 C47: Mr. Fuji (T) C48: Mysterious Fossil (T) C49: Energy Removal (T) C50: Pokemon Center (T) C51 (E07): Double Colorless Energy (E) ******************************* D01: Ekans L10, Basic D02: Arbok L27, Stage 1 D03: Zubat L10, Basic D04: Golbat L29, Stage 1 D05: Venonat L12, Basic D06: Venomoth L28, Stage 1 D07: Grimer L17, Basic D08: Muk L34, Stage 1 D09: Koffing L13, Basic D10: Weezing L27, Stage 1 D11: Tangela L8, Basic D12: Ninetails L35, Stage 1 D13: Magmar L31, Basic D14: Psyduck L15, Basic D15: Golduck L27, Stage 1 D16: Poliwag L13, Basic D17: Poliwhirl L28, Stage 1 D18: Poliwrath L48, Stage 2 D19: Tentacool L10, Basic D20: Tentacruel L21, Stage 1 D21: Horsea L19, Basic D22: Seadra L23, Stage 1 D23: Magnemite L15, Basic D24: Magneton L35, Stage 1 D25: Electrode L35, Stage 1 D26: Onix L12, Basic D27: Marowak L26, Stage 1 D28: Hitmonlee L30, Basic D29: Slowpoke L18, Basic D30: Slowbro L26, Stage 1 D31: Gastly L17, Basic D32: Haunter L17, Stage 1 D33: Hypno L36, Stage 1 D34: Mr. Mime L28, Basic D35: Mewtwo L53, Basic D36: Pidgeot L38, Stage 2 D37: Spearow L13, Basic D38: Fearow L27, Stage 1 D39: Clefable L34, Stage 1 D40: Doduo L10, Basic D41: Dodrio L28, Stage 1 D42: Ditto L19, Basic D43: Porygon L12, Basic D44: Imposter Professor Oak (T) D45: Lass (T) D46: Super Energy Removal (T) D47: Pokedex (T) D48: Devolution Spray (T) D49: Maintenance (T) D50: Gambler (T) D51: Recycle (T) ******************************* P01: Arcanine L34, Stage 1 P02: Moltres L37, Basic P03: Articuno L37, Basic P04: Pikachu L16, Basic P05: Pikachu L16, Basic P06: Flying Pikachu L12, Basic P07: Surfing Pikachu L13, Basic P08: Surfing Pikachu L13, Basic P09: Electabuzz L20, Basic P10: Zapdos L68, Basic P11: Slowpoke L9, Basic P12: Mewtwo L60, Basic P13: Mewtwo L60, Basic P14: Mew L8, Basic P15: Jigglypuff L12, Basic P16: Dragonite L41, Stage 2 P17: Imakuni? (T) I've got a winning strategy right here...for the opponent's team! Seriously, why would anyone want to confuse their own Pokemon and use up a card space only because of that? Some duelists use this to erase more hazardous effects, like Sleep and Paralysis. But isn't that what Switch and Full Heal are for? With Full Heal, you don't have to risk taking damage every turn. Think, people. Combos: Umm...use it as an extra Full Heal? But who runs out of those, anyway? Rating: 0.5/10 P18: Super Energy Retrieval (T) PXX: Venusaur L64, Stage 2 PXX: Mew L15, Basic ------------------------------------------------------------------------------- =============================================================================== *** 8: Auto Deck Machines *** =============================================================================== ------------------------------------------------------------------------------- There are 45 pre-constructed decks in the game. You can activate them by inserting the appropriate Master Medal in the machine. Test and play around with these decks; you may come up with a winning strategy, or tips on building your own deck. Also, ratings will be given for each deck and its effectiveness, based on my experience with it. A short comment will also be given. ------------------------------------------------------------------------------- 8.1: Auto Machine ------------------------------------------------------------------------------- Charmander & Friends Deck Description: A Fire, Grass, and Water deck: Charmander, Pinsir, and Seel. *Energy* 8x Grass Energy 10x Fire Energy 6x Water Energy *Pokemon* 2x Caterpie L13 1x Metapod L21 2x Nidoran F L13 1x Nidoran M L20 1x Pinsir L24 2x Charmander L10 1x Charmeleon L32 1x Charizard L76 2x Growlithe L18 1x Arcanine L45 2x Ponyta L10 1x Magmar L24 2x Seel L12 1x Dewgong L42 2x Goldeen L12 1x Seaking L28 2x Rattata L9 1x Raticate L41 1x Meowth L14 *Trainers* 1x Professor Oak 2x Bill 1x Switch 1x Computer Search 1x Pluspower 2x Potion 1x Full Heal Rating: 2.5/10 There are too many Pokemon types, but this, in my opinion, is the best starting deck you can get. ******************************* Squirtle & Friends Deck Description: A Water, Fire, and Lightning deck: Squirtle, Charmander, and Pikachu. *Energy* 8x Fire Energy 11x Water Energy 6x Lightning Energy *Pokemon* 2x Charmander L10 1x Charmeleon L32 1x Growlithe L18 1x Arcanine L45 1x Magmar L25 2x Squirtle L8 1x Wartortle L22 1x Blastoise L52 2x Seel L12 1x Dewgong L42 1x Goldeen L12 1x Seaking L28 1x Staryu L15 1x Starmie L28 1x Lapras L31 2x Pikachu L12 1x Magnemite L13 1x Magenton L28 1x Electabuzz L35 2x Rattata L9 1x Raticate L41 1x Meowth L14 *Trainers* 1x Professor Oak 1x Bill 1x Switch 1x Poke Ball 1x Scoop Up 1x Item Finder 1x Potion 1x Full Heal Rating: 2/10 It's very hard to get the heavy attackers set-up. Too many Pokemon, and the lack of any search cards. ******************************* Bulbasaur & Friends Deck Description: A Grass, Lightning, and Psychic deck: Bulbasaur, Pikachu, and Abra. *Energy* 9x Grass Energy 8x Lightning Energy 6x Psychic Energy *Pokemon* 2x Bulbasaur L13 1x Ivysaur L20 1x Venusaur L67 2x Nidoran F L13 2x Nidoran M L20 1x Nidorino L25 1x Tangela L12 2x Pikachu L12 1x Raichu L40 1x Magnemite L13 1x Electabuzz L35 2x Abra L10 1x Kadabra L38 2x Gastly L8 1x Haunter L22 1x Jynx L23 1x Jigglypuff L14 1x Meowth L14 1x Kangaskhan L40 *Trainers* 1x Professor Oak 1x Bill 1x Switch 1x Poke Ball 2x Pluspower 1x Defender 1x Gust of Wind 2x Potion 2x Full Heal Rating: 2.5/10 Nidorino, Kadabra, and Electabuzz are good attackers, but the chances of drawing them are slim. ******************************* Psychic Machamp Deck Description: Machamp, Hitmonlee, Hitmonchan, Gengar, and Alakazam are furious! *Energy* 12x Fighting Energy 12x Psychic Energy *Pokemon* 2x Diglett L8 1x Dugtrio L36 2x Machop L20 1x Machoke L40 1x Machamp L67 1x Onix L12 1x Hitmonlee L30 1x Hitmonchan L33 2x Abra L10 1x Kadabra L38 1x Alakazam L42 2x Gastly L8 1x Haunter L22 1x Gengar L38 1x Mr. Mime L28 1x Jynx L23 1x Mew L23 2x Pidgey L8 1x Pidgeotto L36 1x Pidgeot L40 2x Rattata L9 1x Raticate L41 *Trainers* 1x Professor Oak 2x Bill 1x Switch 1x Gust of Wind 2x Potion 1x Full Heal Rating: 3/10 There are way too many Pokemon, and 2-1-1 evolution is not recommended. Try making this a Fighting-only deck. ******************************* Water Beetle Deck Description: An evolution deck with Weedle, Nidoran M, and Bellsprout. *Energy* 14x Grass Energy 10x Water Energy *Pokemon* 2x Weedle L12 1x Kakuna L23 1x Beedrill L32 2x Nidoran - M L20 1x Nidorino L25 1x Nidoking L48 2x Bellsprout L11 1x Weepinbell L28 1x Victreebel L42 1x Scyther L25 2x Poliwag L13 1x Poliwhirl L28 1x Poliwrath L48 2x Krabby L20 1x Kingler L27 2x Magikarp L8 1x Gyarados L41 1x Lapras L31 1x Articuno L35 1x Lickitung L26 1x Kangaskhan L40 1x Tauros L32 *Trainers* 1x Professor Oak 2x Bill 1x Energy Retrieval 1x Energy Search 1x Switch 1x Pluspower 1x Full Heal Rating: 3.5/10 It's a deck concentrated mainly on evolving Pokemon. Add more Trainers in place of some of the Pokemon. ------------------------------------------------------------------------------- 8.2: Rock Machine ------------------------------------------------------------------------------- Squeaking Mouse Deck Description: A deck made of mouse Pokemon, uses Pluspower to power up! *Energy* 8x Lightning Energy 15x Fighting Energy 2x Double Colorless Energy *Pokemon* 2x Pikachu L12 2x Pikachu L14 1x Raichu L40 1x Raichu L45 4x Sandshrew L12 3x Sandslash L33 4x Rattata L9 3x Raticate L41 *Trainers* 1x Professor Oak 2x Bill 1x Pokemon Trader 2x Energy Retrieval 1x Computer Search 3x Pluspower 2x Defender 2x Potion 1x Super Potion Rating: 4/10 The idea was unique, but mice and shrews don't do much damage until late in the game. Add some Energy Search for best results. ******************************* Great Quake Deck Description: Use Dugtrio's Earthquake to cause great damage. *Energy* 25x Fighting Energy *Pokemon* 4x Diglett L8 3x Dugtrio L36 4x Onix L12 3x Rhyhorn L18 2x Rhydon L48 2x Kangaskhan L40 1x Tauros L32 1x Snorlax L20 *Trainers* 1x Professor Oak 2x Bill 2x Pokemon Trader 3x Switch 4x Defender 3x Potion Rating: 3.5/10 Onix, Snorlax, and Defender are useless. The fact that Dugtrio's Earthquake damages your own Bench is a major annoyance. ******************************* Bone Attack Deck Description: A deck of Cubone and Marowak - a call for help. *Energy* 24x Fighting Energy *Pokemon* 3x Sandshrew L12 2x Sandslash L33 3x Geodude L16 2x Graveler L29 1x Golem L36 4x Onix L12 4x Cubone L13 1x Marowak L26 2x Marowak L32 2x Rhyhorn L18 1x Rhydon L48 *Trainers* 2x Bill 1x Mr. Fuji 2x Poke Ball 1x Pokedex 3x Defender 2x Pokemon Flute Rating: 3/10 The Geodude and Onix don't have Resistances, so they should be eliminated. Also, most of the Trainers aren't much help. ******************************* Excavation Deck Description: A deck which creates Pokemon by evolving Mysterious Fossils. *Energy* 8x Water Energy 15x Fighting Energy *Pokemon* 3x Shellder L8 1x Cloyster L25 3x Omanyte L19 2x Omastar L32 4x Sandshrew L12 2x Sandslash L33 3x Cubone L13 1x Marowak L32 3x Hitmonchan L33 2x Kabuto L9 1x Kabutops L30 2x Aerodactyl L28 *Trainers* 2x Professor Oak 2x Bill 2x Pokemon Breeder 4x Mysterious Fossil Rating: 3/10 Aerodactyl is the only worthwile Pokemon you can get from evolving the Mysterious Fossil, and there are only 4 fossils for the 7 evolutions. ******************************* Rock Crusher Deck Description: A deck of Rock Pokemon. It's strong against Lightning Pokemon. *Energy* 24x Fighting Energy 2x Double Colorless Energy *Pokemon* 4x Diglett L8 2x Dugtrio L36 4x Geodude L16 3x Graveler L29 2x Golem L36 3x Onix L12 3x Rhyhorn L18 *Trainers* 2x Professor Oak 1x Pokemon Breeder 2x Energy Removal 2x Switch 1x Computer Search 2x Defender 2x Potion 1x Super Potion Rating: 4/10 Try switching some of the cards around, and maybe add a couple Fire Pokemon to cover the Rocks' Grass weakness. ------------------------------------------------------------------------------- 8.3: Grass Machine ------------------------------------------------------------------------------- Insect Collection Deck Description: A deck made of insect Pokemon. Go bug power! *Energy* 24x Grass Energy *Pokemon* 3x Caterpie L13 2x Metapod L21 1x Butterfree L28 3x Weedle L12 2x Kakuna L23 1x Beedrill L32 4x Paras L8 3x Parasect L28 2x Venonat L12 1x Venomoth L28 1x Scyther L25 1x Pinsir L24 *Trainers* 2x Bill 2x Pokemon Breeder 2x Switch 2x Poke Ball 2x Pokedex 2x Potion Rating: 3.5/10 Too many Paras and Parasect. Add more Scythers and Beedrills to substitute for them. ******************************* Jungle Deck Description: A deck of Grass Pokemon: There are many dangers in the jungle. *Energy* 25x Grass Energy 1x Double Colorless Energy *Pokemon* 2x Ekans L10 1x Arbok L27 2x Zubat L10 1x Golbat L29 2x Oddish L8 1x Gloom L22 1x Vileplume L35 2x Paras L8 1x Parasect L28 2x Venonat L12 1x Venomoth L28 2x Bellsprout L11 1x Weepinbell L28 1x Victreebel L42 1x Pinsir L24 1x Lickitung L26 1x Kangaskhan L40 *Trainers* 2x Bill 1x Switch 1x Poke Ball 2x Pluspower 2x Defender 2x Potion 1x Full Heal Rating: 3/10 With all the Pokemon in this deck, it's very hard to predict what card you'll draw, and thus, very hard to come up with a strategy. ******************************* Flower Garden Deck Description: A deck of flower Pokemon: Beautiful but dangerous. *Energy* 24x Grass Energy 2x Double Colorless Energy *Pokemon* 3x Bulbasaur L13 2x Ivysaur L20 2x Venusaur L67 3x Oddish L8 2x Gloom L22 2x Vileplume L35 2x Bellsprout L11 1x Weepinbell L28 1x Victreebel L42 2x Tangela L8 1x Tangela L12 2x Lickitung L26 *Trainers* 2x Pokemon Trader 3x Pokemon Breeder 1x Energy Search 2x Switch 2x Potion 1x Full Heal Rating: 4/10 Delete the Tangela, Victreebell, and Full Heal for more worthwile Grass Pokemon, like Nidoran M and Scyther. ******************************* Kaleidoscope Deck Description: Uses Venomoth's Pokemon Power to change the opponent's weakness. *Energy* 10x Grass Energy 4x Fire Energy 4x Water Energy 4x Lightning Energy 3x Double Colorless Energy *Pokemon* 3x Venonat L12 2x Venomoth L28 1x Flareon L22 1x Flareon L28 1x Vaporeon L29 1x Vaporeon L42 1x Jolteon L24 1x Jolteon L29 4x Ditto L19 4x Eevee L12 4x Porygon L12 *Trainers* 2x Bill 2x Mr. Fuji 2x Energy Search 4x Switch 2x Gust of Wind Rating: 3/10 Way too many types of Energy, and 6 Eeveelutions for 4 Eevees. Ditto and Porygon both suck. ******************************* Flower Power Deck Description: A powerful Big Eggsplosion and Energy Transfer combo! *Energy* 18x Grass Energy 4x Psychic Energy *Pokemon* 4x Bulbasaur L13 3x Ivysaur L20 2x Venusaur L67 4x Oddish L8 3x Gloom L22 2x Vileplume L35 4x Exeggcute L14 3x Exeggutor L35 *Trainers* 2x Professor Oak 3x Bill 2x Pokemon Breeder 2x Energy Retrieval 2x Switch 2x Potion Rating: 7/10 Powerful indeed. It's fun to get 22 Energy on Exeggutor and Big Eggsplode. Use Scythers and maybe Chansey to stall. ------------------------------------------------------------------------------- 8.4: Fire Machine ------------------------------------------------------------------------------- Replace 'em All Deck Description: A deck that shuffles the opponent's cards. *Energy* 24x Fire Energy *Pokemon* 4x Vulpix L11 2x Ninetales L32 1x Ninetales L35 4x Growlithe L18 1x Arcanine L34 1x Arcanine L45 4x Pidgey L8 3x Pidgeotto L36 1x Pidgeot L38 1x Pidgeot L40 3x Doduo L10 2x Dodrio L28 *Trainers* 2x Professor Oak 2x Imposter Professor Oak 2x Lass 3x Gust of Wind Rating: 2/10 Why do you want to potentially lengthen your opponent's deck life? This deck is just pointless. Dodrio and Arcanine are good, though. ******************************* Chari-Saur Deck Description: Attack with Charizard - with just a few Fire Energy cards! *Energy* 12x Grass Energy 10x Fire Energy *Pokemon* 4x Bulbasaur L13 3x Ivysaur L20 2x Venusaur L67 4x Charmander L10 3x Charmeleon L32 2x Charizard L76 3x Flareon L22 4x Eevee L12 *Trainers* 2x Bill 3x Pokemon Trader 3x Pokemon Breeder 2x Energy Retrieval 1x Energy Removal 2x Potion Rating: 5/10 The premise is nice, and there are the right amounts of Pokemon and Trainers. You can get rid of the Bulbasaurs for Squirtles if you wish. ******************************* Traffic Light Deck Description: Pokemon that can attack with Fire, Water, or Lighting Energy! *Energy* 10x Fire Energy 8x Water Energy 8x Lightning Energy *Pokemon* 3x Charmander L10 2x Charmeleon L32 3x Ponyta L10 2x Rapidash L33 2x Flareon L22 2x Vaporeon L29 2x Pikachu L12 3x Voltorb L10 2x Electrode L42 2x Jolteon L24 4x Eevee L12 *Trainers* 2x Energy Search 2x Switch 3x Pluspower Rating: 2.5/10 A very easy deck to build, Traffic Light contains almost no Trainer Cards and too many Pokemon, and thus is weak to many opponents. ******************************* Fire Pokemon Deck Description: With fire Pokemon like Charizard, Rapidash, and Magmar, it's hot! *Energy* 24x Fire Energy 2x Double Colorless Energy *Pokemon* 3x Charmander L10 2x Charmeleon L32 1x Charizard L76 3x Vulpix L11 1x Ninetales L32 1x Ninetales L35 2x Growlithe L18 1x Arcanine L45 2x Ponyta L10 1x Rapidash L33 1x Magmar L24 1x Magmar L31 1x Flareon L22 1x Flareon L28 1x Moltres L35 3x Eevee L12 *Trainers* 1x Professor Oak 2x Bill 1x Pokemon Trader 1x Pokemon Breeder 1x Energy Retrieval 1x Super Energy Retrieval 1x Switch 1x Gust of Wind Rating: 3.5/10 A standard Fire deck, but it has too little Trainers and too many Pokemon to be effective. ******************************* Fire Charge Deck Description: Desperate attacks damage your opponent and you! *Energy* 21x Fire Energy 4x Double Colorless Energy *Pokemon* 4x Growlithe L18 3x Arcanine L45 2x Magmar L24 3x Jigglypuff L12 1x Jigglypuff L14 1x Wigglytuff L36 2x Chansey L55 2x Tauros L32 *Trainers* 1x Professor Oak 2x Bill 2x Energy Retrieval 1x Poke Ball 1x Computer Search 2x Defender 3x Potion 1x Full Heal 1x Gambler 3x Recycle Rating: 5/10 I like this deck because of the damage it can cause fast. Replace the Magmars and Recycle for Fossil Magmars, Defenders, and Super Potions. ------------------------------------------------------------------------------- 8.5: Lightning Machine ------------------------------------------------------------------------------- Cute Pokemon Deck Description: A deck of cute Pokemon such as Pikachu and Eevee. *Energy* 4x Fire Energy 6x Water Energy 8x Lightning Energy 2x Double Colorless Energy *Pokemon* 1x Flareon L28 1x Vaporeon L42 1x Pikachu L12 1x Pikachu L14 1x Pikachu L16 1x Pikachu L16 1x Flying Pikachu L12 1x Surfing Pikachu L13 1x Surfing Pikachu L13 1x Raichu L40 1x Raichu L45 1x Jolteon L29 2x Clefairy L14 1x Clefable L34 1x Jigglypuff L12 2x Jigglypuff L13 1x Jigglypuff L14 2x Wigglytuff L36 4x Eevee L12 *Trainers* 2x Professor Oak 3x Bill 2x Clefairy Doll 2x Scoop Up 1x Computer Search 1x Pluspower 1x Defender 3x Potion Rating: 2/10 Rrgh... Too many Pikachu and no Raichu means the demise of this deck. Also, try using the GB Exclusive Eeveelutions that can use any Energy. ******************************* Pokemon Flute Deck Description: Use the Pokemon Flute to revive opponents' Pokemon and attack! *Energy* 9x Water Energy 12x Lightning Energy *Pokemon* 2x Staryu L15 2x Lapras L31 3x Pikachu L12 1x Raichu L40 2x Magnemite L13 3x Electabuzz L35 2x Rattata L9 1x Raticate L41 *Trainers* 2x Professor Oak 4x Bill 3x Energy Removal 1x Computer Search 3x Pluspower 2x Item Finder 4x Gust of Wind 4x Pokemon Flute Rating: 1/10 WHAT IS THE POINT OF POKEMON FLUTE? It revives your OPPONENT'S Pokemon, for heaven's sake. He might run out of Bench space, but it's unlikely. ******************************* Yellow Flash Deck Description: A deck of Pokemon that use Lightning Energy to zap opponents. *Energy* 26x Lightning Energy *Pokemon* 2x Pikachu L12 1x Pikachu L14 1x Raichu L40 1x Raichu L45 2x Magnemite L13 1x Magnemite L15 1x Magneton L28 1x Magneton L35 3x Voltorb L10 1x Electrode L35 1x Electrode L42 1x Electabuzz L20 1x Electabuzz L35 1x Jolteon L24 1x Jolteon L29 1x Zapdos L40 1x Zapdos L64 3x Eevee L12 *Trainers* 1x Energy Retrieval 2x Energy Removal 2x Poke Ball 2x Pluspower 2x Defender 1x Gust Wind Rating: 3/10 Well, there are a lot of Pokemon, but the overall weakness to Fighting and no ways to counter it makes the deck poor. ******************************* Electric Shock Deck Description: A deck which shocks and paralyzes opponents with its attacks. *Energy* 24x Lightning Energy 1x Double Colorless Energy *Pokemon* 2x Pikachu L14 1x Pikachu L16 1x Pikachu L16 2x Raichu L40 2x Magnemite L13 2x Magnemite L15 2x Magneton L28 4x Voltorb L10 3x Electrode L42 1x Zapdos L64 3x Porygon L12 *Trainers* 2x Energy Retrieval 2x Pluspower 3x Defender 2x Item Finder 3x Gust of Wind Rating: 2.5/10 This is interesting, but again, the Fighting weakness will kill it eventually. Try adding some Scythers for some counter against Fighters. ******************************* Zapping Selfdestruct Deck Description: Selfdestruct causes great damage - even to the opponent's Bench. *Energy* 24x Lightning Energy 2x Double Colorless Energy *Pokemon* 4x Magnemite L13 3x Magneton L28 4x Voltorb L10 2x Electrode L35 4x Electabuzz L35 2x Kangaskhan L40 1x Tauros L32 *Trainers* 1x Professor Oak 2x Bill 2x Switch 4x Defender 1x Gust of Wind 4x Potion Rating: 5.5/10 A nice deck, but Magneton and Defender should be replaced with Scyther and Pokemon Trader/Gust of Wind. Add some Jolteon, if desired. ------------------------------------------------------------------------------- 8.6: Science Machine ------------------------------------------------------------------------------- Lovely Nidoran Deck Description: Uses Nidoqueen's Boyfriends to cause great damage to the opponent. *Energy* 20x Grass Energy *Pokemon* 4x Nidoran F L13 3x Nidorina L24 2x Nidoqueen L43 4x Nidoran M L20 4x Nidorino L25 4x Nidoking L48 3x Lickitung L26 *Trainers* 2x Professor Oak 3x Pokemon Trader 3x Pokemon Breeder 2x Energy Retrieval 3x Switch 1x Computer Search 2x Item Finder Rating: 6/10 The premise of the deck is nice, and there are many cards that will help you get Nidoran. Replace Item Finder and Switch with Potion and Bill. ******************************* Science Corps Deck Description: The march of the Science Corps! Attack with the power of science! *Energy* 26x Grass Energy *Pokemon* 2x Ekans L10 1x Arbok L27 2x Nidoran F L13 1x Nidorina L24 1x Nidoqueen L43 3x Nidoran M L20 2x Nidorino L25 1x Nidoking L28 2x Zubat L10 1x Golbat L29 2x Grimer L17 1x Muk L34 2x Koffing L13 1x Weezing L27 2x Meowth L15 1x Persian L25 *Trainers* 1x Professor Oak 1x Bill 1x Pokemon Trader 1x Pokemon Breeder 1x Potion 1x Full Heal 1x Maintenance 1x Gambler 1x Recycle Rating: 3/10 Not a special deck in any way, and Nidorina isn't very good. Try adding some more Trainers. ******************************* Flyin' Pokemon Deck Description: Pokemon with feathers flock together! Retreating is easy! *Energy* 13x Grass Energy 10x Lightning Energy 2x Double Colorless Energy *Pokemon* 4x Zubat L10 3x Golbat L29 2x Flying Pikachu L12 4x Pidgey L8 3x Pidgeotto L36 1x Pidgeot L38 1x Pidgeot L40 4x Spearow L13 3x Fearow L27 *Trainers* 2x Imposter Professor Oak 2x Bill 2x Lass 4x Potion Rating: 3/10 Retreating IS easy, but attacking is not. Flying Pikachu and the Pidgey line both are bad. They, along with Lightning Energy, must be replaced. ******************************* Poison Deck Description: A deck that uses Poison to slowly knock out the opponent. *Energy* 24x Grass Energy *Pokemon* 3x Weedle L12 2x Kakuna L23 1x Beedrill L32 4x Ekans L10 3x Arbok L27 4x Nidoran M L20 3x Nidorino L25 2x Nidoking L48 3x Koffing L12 2x Weezing L27 *Trainers* 1x Professor Oak 2x Imposter Professor Oak 1x Pokemon Breeder 2x Potion 2x Full Heal 1x Gambler Rating: 4/10 Poison is nice, but the Koffing and Ekans line and Imposter Professor Oak should be switched with Zubat and Golbat, and perhaps Scyther. ******************************* Wonders of Science Deck Description: Block Pokemon Powers with Muk and attack with Mewtwo! *Energy* 15x Grass Energy 8x Psychic Energy *Pokemon* 4x Grimer L17 3x Muk L34 4x Koffing L13 3x Weezing L27 2x Mewtwo L53 1x Mewtwo L60 1x Mewtwo L60 2x Porygon L12 *Trainers* 2x Professor Oak 1x Imposter Professor Oak 2x Bill 2x Energy Search 2x Switch 2x Computer Search 2x Pokedex 2x Full Heal 2x Maintenance Rating: 4/10 The small number of Psychic Energy is a bummer to Mewtwo, who needs them. Porygon and Koffing suck, and Maintenance should be thrown out. ------------------------------------------------------------------------------- 8.7: Psychic Machine ------------------------------------------------------------------------------- Psychic Power Deck Description: Use the psychic power of the Psychic Pokemon to attack! *Energy* 25x Psychic Energy *Pokemon* 3x Abra L10 2x Kadabra L38 1x Alakazam L42 2x Slowpoke L18 1x Slowbro L26 1x Gastly L8 2x Gastly L17 1x Haunter L17 1x Haunter L22 1x Gengar L38 2x Drowzee L12 1x Hypno L36 1x Mr. Mime L28 1x Jynx L23 1x Mewtwo L53 1x Mew L23 1x Clefairy L14 1x Clefable L34 1x Snorlax L20 *Trainers* 2x Professor Oak 1x Pokemon Trader 1x Pokemon Breeder 2x Switch 1x Pokemon Center 2x Pluspower 1x Devolution Spray Rating: 2.5/10 Another mundane deck with tons of Pokemon and too little Trainers. Just about every Psychic Pokemon is used in here... ******************************* Dream Eater Haunter Deck Description: Uses Haunter's Dream Eater to cause great damage! *Energy* 7x Grass Energy 17x Psychic Energy *Pokemon* 3x Zubat L10 2x Golbat L29 4x Gastly L8 1x Haunter L17 2x Haunter L22 2x Gengar L38 3x Drowzee L12 2x Hypno L36 2x Jigglypuff L14 2x Meowth L15 *Trainers* 2x Professor Oak 2x Bill 2x Energy Retrieval 1x Super Energy Retrieval 2x Switch 1x Computer Search 3x Revive Rating: 3/10 Dream Eater has only a 25% chance of working, so Base Haunter is not needed. Get rid of the Zubat, since this deck is meant to be all-Psychic. ******************************* Scavenging Slowbro Deck Description: Continually draw Trainer Cards from the discard pile! *Energy* 23x Psychic Energy *Pokemon* 4x Slowpoke L18 3x Slowbro L26 3x Jynx L23 2x Mewtwo L53 2x Mew L23 2x Jigglypuff L13 2x Jigglypuff L14 2x Eevee L12 *Trainers* 2x Energy Retrieval 3x Energy Removal 2x Pluspower 3x Defender 3x Potion 4x Recycle Rating: 2.5/10 The premise of the deck is unique, but what good Trainer Cards are there to draw? A lot of the deck needs replaceing. ******************************* Strange Power Deck Description: Confuse opponents with mysterious power! *Energy* 25x Psychic Energy 1x Double Colorless Energy *Pokemon* 3x Slowpoke L9 2x Slowbro L26 4x Drowzee L12 3x Hypno L36 2x Mr. Mime L28 2x Jynx L23 1x Mew L8 2x Mew L23 2x Lickitung L26 1x Snorlax L20 *Trainers* 2x Pokemon Trader 2x Energy Retrieval 2x Energy Removal 1x Super Energy Removal 2x Pluspower 1x Item Finder 1x Gust of Wind 1x Full Heal Rating: 3/10 Another boring deck with weak Pokemon. This should be made into a Damage Swap deck as soon as possible. ******************************* Strange Psyshock Deck Description: Use Alakazam's Damage Swap to move damage counters! *Energy* 22x Psychic Energy *Pokemon* 4x Abra L10 3x Kadabra L38 2x Alakazam L42 2x Mr. Mime L28 3x Chansey L55 3x Kangaskhan L40 2x Snorlax L20 *Trainers* 2x Professor Oak 3x Energy Removal 4x Switch 2x Pokemon Center 4x Scoop Up 3x Gust of Wind 1x Gambler Rating: 7.5/10 Very standard and VERY effective as a Stall deck, but with too many Switch. Maybe edit it using the deck that I made in section 4.5? ------------------------------------------------------------------------------- 8.8: Fighting Machine ------------------------------------------------------------------------------- All Fighting Pokemon Deck Description: A deck of Fighting Pokemon. Feel their fighting power! *Energy* 26x Fighting Energy *Pokemon* 2x Sandshrew L12 1x Sandslash L33 2x Diglett L8 1x Dugtrio L36 2x Mankey L7 1x Primeape L35 3x Machop L20 2x Machoke L40 1x Machamp L67 2x Geodude L16 1x Graveler L29 1x Golem L36 1x Onix L12 2x Cubone L13 1x Marowak L26 1x Hitmonlee L30 1x Hitmonchan L33 2x Rhyhorn L18 1x Rhydon L48 *Trainers* 1x Professor Oak 2x Bill 1x Switch 2x Potion Rating: 1.5/10 This deck does little other than show off your collection of Fighting Pokemon, but what good does that do against computer players? ******************************* Bench Attack Deck Description: A deck of Pokemon that can attack the Bench. *Energy* 12x Lightning Energy 14x Fighting Energy *Pokemon* 4x Voltorb L10 2x Electrode L42 2x Zapdos L40 4x Hitmonlee L30 2x Hitmonchan L33 4x Meowth L14 *Trainers* 1x Professor Oak 2x Bill 1x Mr. Fuji 2x Energy Retrieval 2x Switch 1x Scoop Up 2x Pluspower 2x Defender 1x Item Finder 1x Gust of Wind 1x Maintenance Rating: 4/10 There are actually more Lightning Pokemon than Fighting, but the premise is nice. On a side note, Pluspower does not increase Bench damage. ******************************* Battle Contest Deck Description: A deck which uses fighting attacks such as slash and punch. *Energy* 24x Fighting Energy 2x Double Colorless Energy *Pokemon* 3x Mankey L7 4x Machop L20 3x Machoke L40 2x Hitmonlee L30 2x Hitmonchan L33 3x Meowth L14 2x Persian L25 3x Dratini L10 2x Dragonair L33 1x Dragonite L45 *Trainers* 1x Professor Oak 3x Pluspower 3x Defender 2x Potion Rating: 4/10 What are the Mankey for? Replace them and some Fighting Energy for some more Trainers and Machamp. ******************************* Heated Battle Deck Description: A powerful deck with both fire and fighting Pokemon. *Energy* 8x Fire Energy 4x Lightning Energy 15x Fighting Energy *Pokemon* 4x Magmar L24 2x Electabuzz L35 3x Mankey L7 2x Primeape L35 3x Hitmonlee L30 3x Hitmonchan L33 2x Kangaskhan L40 *Trainers* 2x Energy Search 2x Scoop Up 3x Pluspower 2x Defender 3x Potion 2x Full Heal Rating: 5.5/10 Get the Fossil Magmar instead, add some Scyther for the Mankeys, and put in some Bill and Professor Oak. And there's a Haymaker for you! ******************************* First-Strike Deck Description: A deck for fast and furious attacks. *Energy* 25x Fighting Energy *Pokemon* 4x Mankey L7 1x Primeape L35 4x Machop L20 3x Machoke L40 2x Machamp L67 4x Hitmonlee L30 2x Hitmonchan L33 *Trainers* 4x Bill 2x Switch 2x Pluspower 2x Defender 3x Gust of wind 2x Potion Rating: 5/10 For using a Haymaker archetype, Either use this deck or the above one. You should edit the deck with the sample Haymaker I have in section 4.5. ------------------------------------------------------------------------------- 8.9: Water Machine ------------------------------------------------------------------------------- Blue Water Deck Description: A deck of water Pokemon: Their blue horror washes over enemies. *Energy* 25x Water Energy *Pokemon* 2x Psyduck L15 1x Golduck L27 2x Poliwag L13 1x Poliwhirl L28 1x Poliwrath L48 2x Seel L12 1x Dewgong L42 2x Shellder L8 1x Cloyster L25 2x Krabby L20 1x Kingler L27 2x Horsea L19 1x Seadra L23 1x Magikarp L8 1x Gyarados L41 1x Lapras L31 1x Omanyte L19 1x Omastar L32 1x Articuno L35 *Trainers* 1x Professor Oak 2x Bill 1x Pokemon Trader 2x Mysterious Fossil 1x Energy Search 1x Poke Ball 1x Potion 1x Super Potion Rating: 2/10 Bad. You can do a lot more with Water Pokemon than simply cluster them up in the fish market. ******************************* On the Beach Deck Description: A well balanced deck of Sandshrew and water Pokemon! *Energy* 16x Water Energy 10x Fighting Energy *Pokemon* 2x Seel L12 1x Dewgong L42 3x Shellder L8 2x Cloyster L25 3x Krabby L20 2x Kingler L27 3x Staryu L15 2x Starmie L28 3x Sandshrew L12 2x Sandslash L33 *Trainers* 2x Bill 2x Energy Retrieval 2x Energy Removal 2x Gust of Wind 3x Potion Rating: 3/10 Not really well balanced in my standards, since Dewgong is nothing without Blastoise, Cloyster is really bad, and more Trainers are needed. ******************************* Paralyze! Deck Description: Paralyze the opponent's Pokemon: Stop 'em and drop 'em! *Energy* 8x Grass Energy 14x Water Energy 4x Double Colorless Energy *Pokemon* 3x Caterpie L13 2x Metapod L21 3x Squirtle L8 2x Wartortle L22 3x Shellder L8 2x Cloyster L25 4x Staryu L15 3x Starmie L28 *Trainers* 2x Professor Oak 2x Bill 2x Pluspower 2x Defender 4x Potion Rating: 2.5/10 Do not use Cloyster or Starmie! and considering that those two Pokemon take up half the deck, you'd imagine it's pretty bad. ******************************* Energy Removal Deck Description: Uses Whirlpool and Hyper Beam to remove opponents' Energy cards. *Energy* 15x Water Energy 8x Psychic Energy 3x Double Colorless Energy *Pokemon* 3x Psyduck L15 2x Golduck L27 4x Poliwag L13 3x Poliwhirl L28 2x Poliwrath L48 4x Gastly L17 3x Haunter L17 3x Dratini L10 2x Dragonair L33 *Trainers* 1x Professor Oak 1x Bill 1x Lass 2x Energy Search 2x Energy Removal 1x Super Energy Removal Rating: 6/10 Nice... Fits right into the Energy Destruction archetype. Maybe put in more Energy Removal and Bill. ******************************* Rain Dancer Deck Description: Use Rain Dance to attach Water Energy for powerful attacks! *Energy* 24x Water Energy *Pokemon* 4x Squirtle L8 3x Wartortle L22 2x Blastoise L52 3x Horsea L19 2x Seadra L23 4x Goldeen L12 3x Seaking L28 2x Lapras L31 *Trainers* 2x Professor Oak 1x Pokemon Breeder 1x Energy Retrieval 1x Super Energy Retrieval 2x Energy Removal 1x Super Energy Removal 2x Switch 2x Potion 1x Gambler Rating: 7.5/10 If you can get a Blastoise out, you have a good chance to win. Seadra is not really needed, and you could go with my archetype in section 4.5. ------------------------------------------------------------------------------- 8.10: Legendary Machine ------------------------------------------------------------------------------- The Legendary Deck Machine is found after you beat the Grand Masters, on a box behind the Legendary Card podium. Legendary Moltres Deck *Pokemon* 4x Vulpix L11 3x Ninetailes L35 4x Growlithe L18 2x Arcanine L45 2x Moltres L35 2x Moltres L37 (Legendary) 2x Magmar L24 2x Magmar L31 *Trainers* 2x Lass 1x Energy Retrieval 1x Super Energy Retrieval 3x Bill 1x Pokemon Trader 2x Energy Removal 1x Potion 2x Switch 1x Super Potion *Energy* 25x Fire Energy Rating: 5.5/10 One of the better Fire decks programmed in the game. I would take all the Moltres out and replace them with Scyther and Professor Oak. ******************************* Legendary Zapdos Deck *Pokemon* 4x Electabuzz L35 4x Voltorb L10 3x Electrode L35 3x Eevee L12 2x Jolteon L29 1x Zapdos L40 1x Zapdos L64 2x Zapdos L68 (Legendary) *Trainers* 4x Bill 1x Gambler 2x Energy Retrieval 2x Switch 3x Potion 3x Pluspower *Energy* 25x Lightning Energy Rating: 6/10 A good Lightning deck, but the Fighting Weakness should really be covered up with Scyther and/or Zubat and Grass Energy. ******************************* Legendary Articuno Deck *Pokemon* 3x Chansey L55 4x Seel L12 3x Dewgong L42 2x Articuno L35 2x Articuno L37 (Legendary) 4x Lapras L31 2x Ditto L19 *Trainers* 2x Professor Oak 2x Pokemon Trader 3x Energy Retrieval 3x Switch 4x Gambler 4x Scoop Up *Energy* 25x Water Energy Rating: 8/10 A great stalling deck, but some more Chanseys and some Kangaskhans will only make it better. Also, use some Pokemon Center in this. ******************************* Legendary Dragonite Deck *Pokemon* 3x Magikarp L8 2x Gyarados L41 3x Charmander L10 2x Charmeleon L32 2x Charizard L76 2x Kangaskhan L40 4x Dratini L10 3x Dragonair L33 2x Dragonite L41 (Legendary) 2x Lapras L31 *Trainers* 1x Energy Retrieval 1x Super Energy Retrieval 2x Professor Oak 2x Pokemon Breeder 2x Pokemon Trader 1x Gambler 2x Switch *Energy* 20x Water Energy 4x Double Colorless Energy Rating: 3/10 Crummy... If you don't get the evolutions in quickly, your foe will quickly capitalize and take out your weak Basic Pokemon. ******************************* Mysterious Pokemon Deck *Pokemon* 4x Bulbasaur L13 3x Ivysaur L20 2x Venusaur L64 2x Scyther L25 4x Abra L10 3x Kadabra L38 2x Alakazam L42 2x Mr. Mime L28 1x Mew L8 2x Mew L15 *Trainers* 1x Professor Oak 2x Bill 2x Pokémon Breeder 1x Energy Removal 2x Switch 1x Pokémon Center *Energy* 12x Grass Energy 14x Psychic Energy Rating: 5/10 Interesting... The strange combination of Pokemon make this deck unpredictable by human opponents, and who knows what Mew's attack can do... ------------------------------------------------------------------------------- =============================================================================== *** 9: FAQ - Frequently Asked Questions *** =============================================================================== ------------------------------------------------------------------------------- This is the section where questions, comments, or other suggestions are discussed. More will be coming as the document is updated. Q: I heard there were two exclusive Card Pop! cards. Is that true? A. Yes. The Venusaur L67 and Mew L15 are exclusive promotionals. Q: What's that door at the back of the Challange Hall for? A. Decoration. You can't go in there. Q: Why do you have two Card Lists? A. I wanted the reader to easily find any card, provided they either knew its Card Number or the Pokedex Number. Please feel free to email me (section 1) if you have a question, and it could be included in this section. ------------------------------------------------------------------------------- 9.1: Tips and Tricks ------------------------------------------------------------------------------- Here are some tricks of the trade that might get you through the game a little easier. Feel free to send in tricks by contacting me in any way. * When you are about to lose a duel, turn off the game, or simultaneously push A, B, Start, and Select. Use the Continue Duel option to make the game start at your previous turn. Now, you have another shot at winning! * If you get an undesired result after an attack, and another of your attacks is better, turn off the game and turn it back on. You can use the other attack instead of the first one. Example: If Lapras has 2 Water Energys and gets a tails from Confuse Ray, he is better off using Water Gun and you should follow the procedure above. * If your opponent gets lucky on his/her turn and Knocks your best Pokemon Out, restart the game and use Continue Duel to switch your attacker out! * Save after every duel when Rod or Host asks you to prepare your deck. That way, even if you lose, you can face the opponent again. * Hold the B button when walking to run. Running saves you a lot of time in getting from place to place. * The people in the game all walk in place. Want to do that too? Simply run into a corner and face the wall. You will attempt to walk through, but fail. ------------------------------------------------------------------------------- 9.2: Gameshark Help ------------------------------------------------------------------------------- Thanks to the Gameboy Gameshark, you no longer have to Card Pop! a million times for that Promo Venusaur, or hope that your next coin will land heads. The codes used to program the Gameshark to preform the game's cheats are listed below. All codes are tested using a Gameshark2 Version 2. I am not responsible for any data loss or other problems from usage of the Gameshark. Gameshark codes were gotten from cmgsccc.com (Game Software Code Creators Club) and any questions regarding these codes should be asked there, since I only tested the codes. ******************************* These codes alter the coin landing. The image will still be normal, but it will always count as how you wanted it to be. Your coin always lands Heads: 01012FC2 Your coin always lands Tails: 01002FC2 ******************************* The following codes make your Pokemon invincible. They are not tested on all the Pokemon cards. Infinite HP - Active Pokemon: 01FFC8C2 Infinite HP - Bench Pokemon 1: 01FFC9C2 Infinite HP - Bench Pokemon 2: 01FFCAC2 Infinite HP - Bench Pokemon 3: 01FFCBC2 Infinite HP - Bench Pokemon 4: 01FFCCC2 Infinite HP - Bench Pokemon 5: 01FFCDC2 ******************************* These codes make your opponent's Pokemon die in 1 hit. Also, if they try to attack you, their active Pokemon will automatically be Knocked Out. No HP - Enemy Active Pokemon: 0100C8C3 No HP - Enemy Bench Pokemon 1: 0100C9C3 No HP - Enemy Bench Pokemon 2: 0100CAC3 No HP - Enemy Bench Pokemon 3: 0100CBC3 No HP - Enemy Bench Pokemon 4: 0100CCC3 No HP - Enemy Bench Pokemon 5: 0100CDC3 ******************************* These codes modify your Pokemon only for the duel it participates in. Use the modifier digits below in place of XX. Active Pokémon Modifier: 01XXBBC2 Bench 1 Pokémon Modifier: 01XXBCC2 Bench 2 Pokémon Modifier: 01XXBDC2 Bench 3 Pokémon Modifier: 01XXBEC2 Bench 4 Pokémon Modifier: 01XXBFC2 Bench 5 Pokémon Modifier: 01XXC0C2 ******************************* The codes below will modify the Pokemon you recieve in your next Booster Pack. Replace XX with the digits below. Slot 1: 01XX00C4 Slot 2: 01XX01C4 Slot 3: 01XX02C4 Slot 4: 01XX03C4 Slot 5: 01XX04C4 Slot 6: 01XX05C4 Slot 7: 01XX06C4 Slot 8: 01XX07C4 Slot 9: 01XX08C4 Slot 10: 01XX09C4 ******************************* These are the quantity digits to put in place of XX on the 2 codes above. Use Ctrl+F to search and type in the name of the card desired. 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 Charmander: 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): 62 Pikachu (promo): 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 (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 (Promo): 9E Mewtwo (Promo): 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: 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 Gambler: E3 Recycle: E4 ------------------------------------------------------------------------------- 9.3: Linking Up ------------------------------------------------------------------------------- The Pokemon Trading Card Game supports the Game Link Cable. Connect the link to two Gameboy external slots, and turn on both Gameboys. Go to the woman the Club Lounge of any Dueling Club and begin. You have the following options while linking up, but make sure both players have the Pokemon Trading Card game cartridge before doing so. ~ You can duel your friend with a deck you have in your posession. When you are done with your turn in a duel, you can check out you or your opponent's play area while waiting for your foe to finish. Also, you can set the number of Prizes by pressing Start before the game. ~ With two Gameboy Color systems, you can use the Link Cable to trade cards and decks. When choosing the cards to send, you'll be taken to a menu much like the one letting you modify decks. Once finished, press B and highlight Send to begin transmitting. You can send deck designs in similar fashions. The two Gameboys' infrared ports need to be 4-5 cm apart to do this. ~ With Gameboy Color's infrared communications port, you are able to send cards to another game using Card Pop!. Use the Card Pop! option at the main menu, and make sure the two Gameboys' infrared ports are 4-5 cm apart. if successful, you will both receive a card. You can only Pop! with someone once, so Pop! with many people to get the Ghost Cards (achieved only by Card Pop!). Have fun! ------------------------------------------------------------------------------- =============================================================================== *** 10: Credits *** =============================================================================== ------------------------------------------------------------------------------- Contributors to this FAQ will be listed here. Wish to contribute? Send me your mail to nucleargamer12@gmail.com. ~ Nucleargamer12--hey, that's me! I created this guide. ~ www.gamefaqs.com--for being a great site and having this FAQ posted. ~ Nintendo/GAME FREAK--they created Pokemon Trading Card Game. ~ www.cmgsccc.com--for the Gameshark codes that I have. ~ TheLegendOfME--for a strategy with the Pokemon Flute. ~ DonCorleone2002--for tips on defeating Murray. ~ espio_drake--for a deck and insight against Imakuni?. ------------------------------------------------------------------------------- =============================================================================== *** 11: End *** =============================================================================== ------------------------------------------------------------------------------- Thanks for reading this document, and have a nice day. ~~nucleargamer12~~ The world revolves around gaming...