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EX: PreEmptive Darkness

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ZoraJolteon

TSEER!
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For those of you unaware, EX: PreEmptive Darkness is my 150 card set, featuring Light and Dark Pokemon, as well as Pokemon owned by the three evil teams, and a new sort of Pokemon known as Pokemon STORM. STORM is actually supposed to be the wingding for Ý, but wingdings isn't a forum font. The "plot" of this set, is that Team Rocket and their Dark Pokemon have invaded Hoenn, but the Light Pokemon are trying to stop them, as well as Team Aqua and Team Magma, who are utilising a brand new technology to create new kinds of Pokemon.

Dark Aggron 120 HP Dark/Metal
CCCC: Random Assault ?
You may flip up to 10 coins. This attack does 60 damage plus 10 more damage for each heads, minus 10 damage for each tails.
FFCC: Mountain Focus
During your next turn, treat all tails flipped when using Dark Aggron's Random Assault attack as heads.
R/G/CCC

Dark Banette 80 HP Psychic/Dark
P: Spirit Away 30
Shuffle Dark Banette and all cards attached to it into your deck.
PPC: Reinvigorate 50
Shuffle up to 5 cards from your discard pile into your deck.
D/C/C

Dark Dustox 100 HP Grass/Dark
Poké-Body: Vengeance Spores
If Dark Dustox is your Active Pokémon and is Knocked Out by an opponent's attack, each Defending Pokémon is now Poisoned. Place 4 damage counters instead of 1 on each Defending Pokémon between turns.
G: Concealing Dust
The Defending Pokémon is now Poisoned. During your opponent's next turn, any damage done to any of your Active Pokémon by attacks is reduced by 30 (before applying Weakness and Resistance).
GGC: Silver Wind 40
During your next turn, if an attack does damage to the Defending Pokémon (after applying Weakness and Resistance), that attack does 40 more damage.
R/ /

Dark Flygon 120 HP Fighting/Dark
F: Black Storm 120-
Does 120 damage minus 10 damage for each card in play.
FCC: Sandstorm Requiem 50
The Defending Pokémon is now Asleep and Burned.
W/L/C

Dark Gardevoir 110 HP Psychic/Dark
C: Special Bind 20
You may discard a Special Energy card attached to Dark Gardevoir. If you do, the Defending Pokémon is now Paralyzed.
PCC: Energy Storm
Each player may attach any number of Energy cards from their hand to their Pokémon. This attack does 10 damage to each Active Pokémon for each Energy card attached in this way.
P/ /CC

Dark Gorebyss 80 HP Water/Dark
C: Fluid Drain
Look at your opponent's hand. If you find any Energy cards there, choose up to 2 of them. Your opponent discards those cards.
W: Revenge Shot
Choose 1 of your opponent's Pokémon. This attack does 10 damage times the number of damage counters on Dark Gorebyss to that Pokémon. Don't apply Weakness and Resistance.
L/ /

Dark Granbull 80 HP Dark
Poké-Body: Energy Beatdown
As long as Granbull has more Energy attached to it than the Defending Pokémon, the Defending Pokémon can't attack.
CC: Rage 30+
Does 30 damage plus 10 more damage for each damage counter on Dark Granbull.
CCC: Hyper Beam 40
Flip a coin. If heads, discard 1 Energy card attached to the Defending Pokémon.
F/ /C

Dark Huntail 80 HP Water/Dark
C: Lure Out
You opponent plays with his or her hand face up until the end of your next turn.
W: Crushing Fangs 20
Flip a coin. If heads, the Defending Pokémon is now Paralyzed. If tails, the Defending Pokémon is now Poisoned.
L/ /C

Dark Ludicolo 120 HP Grass/Dark
Poké-Body: Dark Nourishment
Whenever you attach a [D] Energy card from your hand to Dark Ludicolo, remove 4 damage counters and all special conditions from Dark Ludicolo.
G: Disorientate 50
Flip a coin. If heads, the Defending Pokémon is now Confused. If tails, this attack does nothing.
GGC: Acid Storm
Does 30 damage to each of your opponent's Pokémon. Don't apply Weakness and Resistance.
G/W/CC

Dark Quagsire 80 HP Fighting/Dark
W: Energy Gush
Discard any number of Energy cards attached to Quagsire. This attack does 20 damage times the amount of Energy discarded in this way to 1 of your opponent's Pokémon. Don't apply Weakness and Resistance.
FW: Marsh Echoes 10+
Does 10 damage plus 10 more damage for each [F] and each [W] Energy card in your discard pile. You can't add more than 60 damage in this way.
G/L/CC

Light Camerupt 80 HP Fighting/Light
F: Amnesia 20
Choose 1 of the Defending Pokémon's attacks. The Defending Pokémon can't use that attack during your opponent's next turn.
FFFF: Eruption 120-
Does 120 damage minus 10 damage for each damage counter on Light Camerupt
W/L/C

Light Cradily 120 HP Fighting/Light
Poké-Power: Primal Crush
Once during your turn, when you play Dark Cradily from your hand to evolve 1 of your Pokémon, you may discard all Energy cards in play.
FC: Ingrain
As long as Dark Cradily is your Active Pokémon, at any time between turns, you may remove 2 damage counters from Dark Cradily. Dark Cradily cannot Retreat.
FFC: Hyper Drain
Move up to 4 damage counters on Cradily onto the Defending Pokémon.
W/ /CC

Light Dusclops 70 HP Psychic/Light
Poké-Body: Ethereal Cushioning
Damage done to Dark Dusclops by any attack is reduced by 30 (after applying Weakness and Resistance).
PPC: Shadow Punch 40
This attack's damage isn't affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on the Defending Pokémon.
D/F/CC

Light Jumpluff 90 HP Grass/Light
Poké-Power: Light Puffs
Once during your turn (before your attack), you may look at your opponent's hand. If you find any Pokémon with Dark in their name there, choose 1 of them and shuffle it into your opponent's deck.
G: Lightbathe 20
Attach up to 2 Energy cards from your hand to your Pokémon in any way you like.
R/F/

Light Manectric 80 HP Lightning/Light
Poké-Body: Isolating Purity
As long as Light Manectric is your Active Pokémon, the maximum number of Benched Pokémon your opponent may have is 4. If your opponent has more than 4 Benched Pokémon when Light Manectric becomes your Active Pokémon, he or she chooses 1 of them and returns that Pokémon and all cards attached to it to his or her hand.
LCC: Judgement Bolt 10x
Does 10 damage times the number of Damage counters on all of your Pokémon in play.
F/M/C

Light Masquerain 70 HP Grass/Light
C: Summon Swarm
Search your deck for a card with Masquerain or Surskit in its name and put it onto your Bench. Treat the new Benched Pokémon as a Basic Pokémon. Shuffle your deck afterwards.
G: Rebounding Light 20
If the Defending Pokémon is not Knocked Out by this attack, flip a coin. If heads, your opponent returns the Defending Pokémon and all cards attached to it to their hand.
R/F/

Light Salamence 120 HP Light
Poké-Body: Protecting Claw
If Light Salamence is on the Bench and your Active Pokémon is damaged by an opponent's attack (even if your Active Pokémon is Knocked Out), flip a coin. If heads, discard an Energy card attached to the Attacking Pokémon.
RRWW: Blinding Flames 50
After doing damage, remove 3 damage counters from the Defending Pokémon. The Defending Pokémon is now Burned. Place 6 damage counters instead of 2 on the Defending Pokémon between turns.
C/RF/CC

Light Shiftry 100 HP Grass/Light
Poké-Body: Eternal Gales
At any time between turns, each player switches 1 of their Active Pokémon with 1 of their Benched Pokémon.
GG: Light Streak 30
Each Defending Pokémon is now Asleep.
GGGC: Fury Cutter 40+
Flip 4 coins. If all are heads this attack does 40 damage plus 110 more damage. If not, this attack does 40 damage plus 20 more damage for each heads.
F/P/CC

Light Victreebel 120 HP Grass/Light
Poké-Body: Acid Healing
As long as Light Victreebel is on the Bench, at any time between turns, remove 1 damage counter from each of your Active Pokémon.
G: Darkness Engulf
Until the end of your next turn, each Active Pokémon's type is [D]
GCC: Darkness Consume 50+
Does 50 damage plus 30 more damage for each [D] Pokémon Active.
R/W/CC

Light Walrein 120 HP Water/Light
Poké-Power: Soothing Cold
Once during your turn (before your attack), you may remove 2 damage counters from each of your Active Pokémon. This Power can't be used if Light Walrein is affected by a Special Condition.
WWW: Ice Beam 60
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
WWCC: Heavy Blizzard 70
Flip a coin. If heads, put 2 damage counters on each of your opponent's Benched Pokémon.
M/ /CCC

Rocket’s Cacturne 80 HP Dark
CC: Hunt Out
Search your opponent's deck for up to 2 Basic Pokémon and put them onto your opponent's Bench. You may switch 1 of your opponent's Benched Pokémon with the Defending Pokémon. Your opponent chooses the Defending Pokémon to switch. Shuffle your opponent's deck afterwards.
GG: Bloodroots
Choose 1 of your opponent's Pokémon. Remove 1 damage counter from Rocket’s Cacturne for each Energy attached to that Pokémon, then put 1 damage counter on that Pokémon for each Energy attached to Rocket’s Cacturne.
F/P/C

Dark Blissey 120 HP Dark
C: Egg Elimination
Look at your opponent's hand. If you find any Trainer cards there, choose up to 2 of them. Your opponent discards those cards.
CCC: Fatal Feast
Flip 2 coins. If both are heads, the Defending Pokémon is now Knocked Out.
CCCCC: Lucky Punch 40+
Flip 2 coins. This attack does 40 damage plus 30 more damage for each heads.
F/ /CCC

Dark Claydol 70 HP Psychic/Dark
Poké-Body: Spontaneous Detonation
If Dark Claydol is your Active Pokémon and is damaged by an opponent's attack (even if Dark Claydol is Knocked Out), flip a coin. If heads, put 1 damage counter on each of your opponent's Pokémon.
PPC: Cosmic Power 40
All damage done to Dark Claydol by attacks during your opponent's next turn is reduced by 30 (before applying Weakness and Resistance).
P/ /C

Dark Crawdaunt 80 HP Water/Dark
Poké-Body: Hyper Cutter
Damage done by Dark Crawdaunt's attacks can't be reduced as a result of Attacks, Poké-Bodies, Poké-Powers, Trainer cards, or any other effects.
WCC: Slip Claw 70
Flip a coin. If tails, Dark Crawdaunt does 20 damage to itself.
WWCC: Bubblebeam 60
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
L/P/CC

Dark Dewgong 80 HP Water/Dark
Poké-Body: Thick Skin
Dark Dewgong can’t be affected by any Special Conditions.
W: Dark Barrier
Prevent all effects of an attack, including damage, done to Dark Dewgong during your opponent’s next turn. Dark Dewgong can’t use this attack during your next turn.
WWCC: Fake Out 60
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
L/ /CC

Dark Furret 80 HP Dark
D: Satanic Impact
If your opponent has any Evolved Pokémon with Light in their name in play, discard the highest Stage Evolution card from each of them.
DCC: Infect 50
Until the end of your next turn, whenever a Special Condition would be removed from an Active Pokémon, ignore that effect.
F/ /

Dark Glalie 80 HP Water/Dark
C: Bloodfeast
Discard any number of Basic Pokémon or Evolution cards from your hand. Remove 3 damage counters from Glalie for each card discarded in this way (if Dark Glalie has less damage counters than that, remove all of them).
WCC: Ice Prison 40
Flip a coin. If heads, the Defending Pokémon is now Paralyzed. If tails, the Defending Pokémon is now Asleep.
M/ /CC

Dark Hariyama 90 HP Fighting/Dark
F: Extra Whirlwind
Switch 1 of your opponent’s Benched Pokémon with 1 of the Defending Pokémon. If the new Active Pokémon is Pokémon-ex, this attack does 20 damage to that Pokémon.
FFF: Mega Kick 120
Flip a coin. If tails, this attack does nothing.
P/ /CCC

Dark Medicham 80 HP Fighting/Dark
Poké-Body: Perpetual Darkness
Prevent all effects of attacks, including damage, done to Dark Medicham by your opponent's Pokémon that has Light in its name.
C: Jab 30
FC: Barrier Impact
Put 1 damage counter on each of your opponent's Pokémon. During your opponent's next turn, prevent all effects of attacks, other than damage, done to your Pokémon.
P/ /C

Dark Piloswine 100 HP Water/Dark
Poké-Body: Repellent Fur
If Dark Piloswine is affected by a Special Condition and is damaged by an opponent's attack (even if Dark Piloswine is Knocked Out), put 3 damage counters on the Attacking Pokémon.
CC: Rest
Remove 4 damage counters and all Special Conditions from Dark Piloswine. Dark Piloswine is now Asleep.
WCC: Icy Blast 30
Flip a coin. If heads, this attack does 30 damage to each of your opponent's Benched Pokémon and 20 damage to each of your Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.)
G/L/CCC

Dark Shedinja 30 HP Grass/Dark
Poké-Body: Ethereal Displacement
If Dark Shedinja is your Active Pokémon and your opponent announces an attack, you may switch Dark Shedinja with 1 of your Benched Pokémon. (Before your opponent does anything required to attack.)
C: Splinter Shell 10x
Does 10 damage times the amount of Energy attached to Dark Shedinja. During your opponent's next turn, if Dark Shedinja would take damage equal to or less than the amount of damage done by this attack (before applying Weakness and Resistance), prevent that damage.
/ /

Dark Wailord 120 HP Water/Dark
C: Bloat
Dark Wailord's maximum HP is increased by 10.
WWC: Bleeding Wave
Does damage equal to Dark Wailord's remaining HP.
L/ /CCCC

Dark Whiscash 100 HP Fighting/Dark
F: Mantle Tear 50
Put 2 damage counters on each of your Active Pokémon
FCC: Enraged Destruction
Choose 1 of your opponent's Pokémon. This attack does 30 damage to that Pokémon. Don't apply Weakness and Resistance. Flip a coin. If heads, discard a number of Energy cards from that Pokémon up to the number of damage counters on Dark Whiscash. You can't discard more than 2 Energy cards in this way.
G/L/CC

Light Arbok 80 HP Grass/Light
G: Spilt Blood
Count the number of Basic Pokémon and Evolution cards in your discard pile. The Defending Pokémon is now Poisoned. Put that many damage counters on the Defending Pokémon instead of one between turns.
GC: Holy Terror 30
If the Defending Pokémon has Dark in it’s name, flip 2 coins. If at least 1 is heads, the Defending Pokémon is now Paralyzed.
P/ /C

Light Claydol 80 HP Fighting/Light
Poké-Body: Unheld Aura
Prevent all effects of attacks, including damage, done to Light Claydol by your opponent's Pokémon that has an owner in its name.
F: Clay Formation
Search your discard pile for a combination of 3 Basic Pokémon or Evolution cards and put them into your hand.
FFCC: Localised Distortion
Put a number of damage counters equal to the number of damage counters on Light Claydol on your opponent's Pokémon in any way you wish.
G/L/C

Light Forretress 80 HP Light/Metal
MC: Lead Shot
Put 2 damage counters on each Active Pokémon. Flip a coin. If heads, each Active Pokémon is now Poisoned.
MCC: Zap Cannon 100
Flip a coin. If heads, the Defending Pokémon is now Paralyzed. If tails this attack does nothing.
R/G/CC

Light Linoone 70 HP Light
H: Holy Impact
If your opponent has any Evolved Pokémon with Dark in their name in play, discard the highest Stage Evolution card from each of them.
HCC: Purify 50
Remove all Special Conditions from each Active Pokémon.
F/ /

Light Medicham 80 HP Psychic/Light
P: Recover
Discard 1 Energy card attached to Light Medicham. Remove all damage counters from Light Medicham.
PPP: Double Psyshock
Does 50 damage to each Defending Pokémon. Flip a coin. If heads, each Defending Pokémon is now Paralyzed.
P/ /C

Light Milotic 100 HP Water/Light
Poké-Body: Calming Aura
As long as Light Milotic is your Active Pokémon, all damage done by attacks is reduced by 30 (before applying Weakness and Resistance).
W: Growth Pulse
Each player may choose up to 2 of their Pokémon in play, search their decks for cards that evolve from those Pokémon and put them on those Pokémon (this counts as Evolving those Pokémon). Each player shuffles their deck afterwards.
WWC: Twisting Body
Put 5 damage counters on your opponent's Pokémon in any way you like.
L/ /CC

Light Ninjask 70 HP Grass/Light
Poké-Power: False Shadows
Once during your turn (before your attack), you may flip a coin. If heads, search your deck for Dark Shedinja and put it onto your Bench. Treat the new Benched Pokémon as a Basic Pokémon. Shuffle your deck afterwards.
GC: Leech Life 30
After your attack, remove from Light Ninjask the number of damage counters equal to the damage you did to the Defending Pokémon. If Light Ninjask has fewer damage counters than that, remove all of them.
GGC: Razor Claw 50
R/F/

Light Octillery 90 HP Water/Light
W: Lock On
During your next turn, treat all tails flipped when using Light Octillery's Hydro Rocket attack as heads.
W: Hydro Rocket 10x
Flip a number of coins equal to the amount of Energy in play. This attack does 10 damage times the number of heads.
L/ /C

Light Pelipper 80 HP Water/Light
Poké-Body: Cough Up
If Light Pelipper is your Active Pokémon and is Knocked Out by an opponent's attack, return all cards attached to Light Pelipper to your hand.
C: Fill Up
Search you deck for up to 5 cards, and attach them to face down to Light Pelipper. Shuffle your deck afterwards.
WCC: Light Streak 50
Each Defending Pokémon is now Asleep.
L/F/

Light Weezing 80 HP Grass/Light
Poké-Power: Countertoxins
Once during your turn (before your attack), you may remove 4 damage counters from each of your Poisoned Active Pokémon.
G: Ranged Poison
Each Active Pokémon is now Poisoned. (Both yours and your opponent’s.)
GCC: Gas Impact 50+
If Light Weezing is Poisoned, this attack does 50 damage plus 50 more damage and Light Weezing does 50 damage to itself.
P/ /CCC

Dark Altaria 80 HP Dark
C: Cloud Cover
If either of the Defending Pokémon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, that attack does nothing. You may switch Dark Altaria with 1 of your Benched Pokémon.
DD: Demonic Melody
At the end of your opponent's next turn, the Defending Pokémon is now Knocked Out.
C/RF/C

Dark Azumarill 80 HP Water/Dark
C: Fastflow 10
Search your deck for a [W] Energy card and attach it to 1 of your Pokémon. Shuffle your deck afterwards.
WCC: Bubble Shower 40
Flip a coin. If heads the Defending Pokémon is now Paralyzed and this attack does 10 damage to each of your opponent's Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.)
L/ /C

Dark Breloom 80 HP Fighting/Dark
Poké-Body: Effect Spore
If Dark Breloom is your Active Pokémon and is damaged by an opponent's attack (even in Dark Breloom is Knocked Out), flip a coin. If heads, the Attacking Pokémon is now Poisoned. If tails, the Attacking Pokémon is now Burned.
F: Steady Punch 20+
Flip a coin. If heads, this attack does 20 damage plus 20 more damage.
FFC: Stretch Kick
Choose 1 of your opponent's Benched Pokémon. This attack does 50 damage to that Pokémon. Don't apply Weakness and Resistance.
P/W/C

Dark Cascoon 70 HP Grass/Dark
Poké-Body: Dark Shell
If Dark Cascoon is your Active Pokémon and is damaged by an opponent's attack (unless Dark Cascoon is Knocked Out), search your deck for a card that evolves from Dark Cascoon and put it on Dark Cascoon. This counts as evolving Dark Cascoon. Shuffle your deck afterwards.
G: Strangling Thread 80
Flip 2 coins. If at least 1 of them is tails, this attack does nothing.
R/ /CC

Dark Cloyster 70 HP Water/Dark
D: Dark Bind 30
You may discard a [D] Energy card attached to Dark Cloyster. If you do, the Defending Pokémon is now Paralyzed.
WCC: Black Case 50
Until the end of your next turn, Dark Cloyster can’t be affected by any Special Conditions.
M/ /C

Dark Kirlia 70 HP Psychic/Dark
P: Dazzle
The Defending Pokémon is now Confused. Whenever the Defending Pokémon attacks itself due to being Confused, place 5 damage counters on it instead of 3.
PPC: Total Lock 20
Flip a coin. If heads, your opponent can't play cards during his or her next turn.
P/ /C

Dark Lairon 80 HP Dark/Metal
M: Ore Nourishment
Search your deck for up to 2 Energy cards and attach them to Dark Lairon. Shuffle your deck afterwards.
MCC: Metal Sound 30
Until the end of your next turn all damage done to each Defending Pokémon is increased by 30 (after applying Weakness and Resistance).
R/G/CCC

Dark Lombre 80 HP Grass/Dark
Poké-Body: Dark Nourishment
Whenever you attach a [D] Energy card from your hand to Dark Lombre, remove 3 damage counters and all special conditions from Dark Lombre.
GG: Darkness Absorb
Put 2 damage counters on 1 of your opponent's Pokémon. Remove 2 damage counters from Dark Lombre (1 if there is only 1).
G/W/C

Dark Ninetales 80 HP Fire/Dark
R: Ethereal Flames 40
Flip a coin. If heads, the Defending Pokémon is now Burned. If tails, this attack does nothing.
RRR: Inferno
Discard up to 3 R Energy attached to Dark Nintales. This attack does 20 damage to each of your opponent's Pokémon for each Energy discarded in this way. Don't apply Weakness and Resistance.
W/ /C

Dark Starmie 80 HP Water/Dark
DC: Dark Stream
Does 20 damage to each of your opponent’s Pokémon without any [D] Energy attached to them. (Don’t apply Weakness and Resistance for Benched Pokémon.)
WPC: Hydrokinetic Spear
Choose 1 of your opponent’s Pokémon. This attack does 50 damage to that Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.)
G/ /

Dark Swalot 80 HP Grass/Dark
G: Intense Corrosion
Flip a coin. If heads, discard 1 Energy card and 1 Trainer card attached to each of your opponent's Pokémon.
GG: Mass Consumption
Discard any number of cards from the top of your deck, then put that many damage counters on the Defending Pokémon.
P/ /CC

Dark Vibrava 80 HP Fighting/Dark
F: Precise Vibrations 50-
Does 50 damage minus 20 damage for each Trainer card you have in play.
FCC: Shockwave
Does 20 damage to each of your opponent's Pokémon. Don't apply Weakness and Resistance. Then, if you opponent has any Benched Pokémon, he or she chooses 1 of them and switches it with the Defending Pokémon.
W/L/

Light Delcatty 80 HP Light
Poké-Power: Self Gain
As often as you like during your turn (before your attack), you may move an Energy card attached to 1 of your other Pokémon to Light Delcatty. This Power can't be used if Light Delcatty is affected by a special condition.
CCC: Energy Field 10x
Does 10 damage times the amount of Energy attached to all of your Pokémon (including Light Delcatty).
CCCC: Ultra Energy Acquisition
Search your deck for Energy cards and attach up to 1 of them to each of your Pokémon in play. Shuffle your deck afterwards.
F/ /C

Light Lileep 80 HP Fighting/Light
C: Ancient Summoning
Search your deck for a Special Energy card and attach it to 1 of your Pokémon. Shuffle your deck afterwards.
FC: Take Root
If Light Lileep is damaged by an attack during your opponent's next turn (even if Light Lileep is Knocked Out), put 4 damage counters on the Attacking Pokémon.
W/ /C

Light Nuzleaf 70 HP Grass/Light
G: Bullet Seed 20x
Flip a number of coins equal to the amount of Energy attached to Light Nuzleaf. This attack does 20 damage times the number of heads.
GG: Fast Evolution
Search your deck for up to 3 Evolution cards, show them to your opponent, and put them into your hand. Shuffle your deck afterwards.
F/P/C

Light Parasect 70 HP Grass/Light
G: Light Boost
Search your deck for an Energy card and a Pokémon Tool and attach them to 1 of your Pokémon. Shuffle your deck afterwards.
GCC: Slash 50
R/W/C

Light Rapidash 80 HP Fire/Light
R: Hyper Kindle 20
Discard any number of Energy cards attached to Light Rapidash, and then discard that many Energy cards attached to the Defending Pokémon.
RRC: Gentle Flames 30+
If the Defending Pokémon is a Stage 1 Evolution, this attack does 30 damage plus 30 more damage. If the Defending Pokémon is a Stage 2 Evolution, this attack does 30 damage plus 50 more damage.
W/ /

Light Sealeo 80 HP Water/Light
C: Energy Splash
Look at the top 5 cards of your deck. Choose any number of Energy cards there, show them to your opponent, and put them into your hand. Shuffle your deck afterwards.
WCC: Alignment Beam 50
If the Defending Pokémon has Dark or Light in its name, flip a coin. If heads, the Defending Pokémon is now Paralyzed.
M/ /CC

Light Sharpedo 70 HP Water/Light
Poké-Power: Vicious Defence
If Light Sharpedo is on the Bench and your Active Pokémon is damaged by an opponent's attack (even if your Active Pokémon is Knocked Out), you may switch Light Sharpedo with your Active Pokémon and put 1 damage counter on the attacking Pokémon.
W: Guard Young
Prevent all effects of attacks, including damage, done to your Basic Pokémon during your opponent's next turn.
WCC: Deep Impact 50
If the Defending Pokémon has any damage counters on it, the Defending Pokémon is now Confused.
G/P/C

Light Shelgon 80 HP Light
Poké-Power: Degenerative Light
Once during your turn (before your attack), if Light Shelgon is your Active Pokémon, you may choose 1 of your opponent's Evolved Pokémon. Your opponent returns the top Stage Evolution card of that Pokémon to their hand. This power can't be used if Light Shelgon is affected by a Special Condition.
RWC: Scorch Blast 40
The Defending Pokémon is now Burned.
C/RF/C

Light Skiploom 70 HP Grass/Light
C: Full Bloom 10
Attach an Energy card from your hand to 1 of your Pokémon.
G: Random Pollen
Flip a coin. If heads, the Defending Pokémon is now Paralyzed. If tails, the Defending Pokémon is now Poisoned.
R/F/

Light Slowking 80 HP Water/Light
Poké-Power: Regal Command
Whenever your opponent plays a Supporter card from his or her hand, you may flip a coin. If heads, use the effects of that card as the effects of this Power. This Power can't be used if Light Slowking is affected by a Special Condition.
WW: Splash About 30+
If the Light Slowking has less Energy attached to it than the Defending Pokémon, this attack does 30 damage plus 30 more damage.
WWCCC: Surf 100
L/ /C

Light Swellow 70 HP Light
Poké-Power: Natural Agility
Once during your turn (before your attack), you may flip a coin. If heads, prevent all effects of an attack, including damage, done to Light Swellow during your opponent's next turn.
H: Purity Target 10+
If the Defending Pokémon has Dark in its name, this attack does 10 damage plus 30 more damage.
HHC: Beak Gore 50
L/F/

Light Tentacruel 80 HP Grass/Light
G: Restoring Tendrils
Search your discard pile for up to 2 Basic Pokémon or Evolution cards and put them into your hand.
GCC: Sludge Bomb 50
Flip a coin. If heads, the Defending Pokémon is now Poisoned.
P/ /

Light Ursaring 80 HP Light
Poké-Body: Psychotic Defence
If Light Ursaring is your Active Pokémon, and 1 of your Benched Pokémon are damaged by an opponent’s attack (even if that Pokémon is Knocked Out), put 5 damage counters on the attacking Pokémon. Light Ursaring is now Confused.
CC: Darkness Elimination 70
If the Defending Pokémon doesn’t have Dark in it’s name, this attack does nothing.
CCC: Drag Back 40
Put up to 3 cards from your discard pile into your hand.
F/ /CC

Light Weepinbell 70 HP Grass/Light
G: Sedate Acid
The Defending Pokémon is now Asleep and Burned
GG: Pure Roots 20
Search your discard pile for an Energy card and attach it to Light Weepinbell
R/W/C

Aron 50 HP Metal
M: Dig Drain 10
Remove 1 damage counter from Aron
MC: Dig Under
Choose 1 of your opponent's Pokémon. This attack does 20 damage to that Pokémon. (Don't apply Weakness or Resistance for Benched Pokémon.)
R/G/C

Azurill 50 HP Colourless
Poké-Power: Baby Evolution
bla bla bla
C: Refloat
Search your discard pile for a number of cards equal to the amount of Energy attached to Azurill, and put them into your hand.
F/ /C

Bagon 50 HP Colourless
R: Dragon Flare 20
RW: Scald Blast 20
Flip a coin. If heads, the Defending Pokémon is now Paralyzed. If tails, the Defending Pokémon is now Burned
C/RF/C

Baltoy 50 HP Psychic
Poké-Power: Psychobalence
As long as the amount of Energy attached to Baltoy is different to the amount of Energy attached to the Defending Pokémon, Baltoy can't be affected by any Special Conditions.
PC: Imperfect Spin 30
Flip a coin. If tails, Baltoy does 10 damage to itself, and don't apply Weakness and Resistance to this damage.
P/ /C

Barboach 50 HP Fighting
C: Bottom Feeding
Draw 1 card from the bottom of your deck.
FF: Mud Shot 30
G/L/C

Bellsprout 50 HP Grass
G: Growth Rupture 10
Discard all Energy cards attached to Bellsprout. Search your deck for a card that evolves from Bellsprout and a card that evolves from that Pokémon, show them to your opponent, and put them into your hand. Shuffle your deck afterwards.
GC: Blot 20
Remove 1 damage counter from Bellsprout.
R/W/C

Carvanah 40 HP Dark
C: Scary Face
Flip a coin. If heads, during your opponent's next turn, the Defending Pokémon can't attack or retreat.
D: Bite 20
G/P/C

Chansey 90 HP Colourless
C: Luck Boost
During your next turn, treat all tails flipped when using Chansey's attacks as heads.
CC: Egg Consumption
Flip 2 coins. Remove 1 damage counter from each Pokémon in play for each heads.
CC: Lucky Punch 10+
Flip 2 coins. This attack does 10 damage plus 20 more damage for each heads.
F/ /C

Clamperl 50 HP Water
W: DeepSeaSearch
Search your deck for up to 3 cards that evolve from Clamperl, show them to your opponent, and put them into your hand. Shuffle your deck afterwards.
W: Clamp 30
Flip a coin. If heads, the Defending Pokémon is now Paralyzed. If tails, this attack does nothing.
L/ /C

Corphish 50 HP Water
Poké-Body: Shell Armour
Damage done to Corphish can't be increased as a result of Attacks, Poké-Bodies, Poké-Powers, Trainer cards, or any other effects.
C: Irongrip 10
WW: Recoil Hammer 40
During your opponent's next turn, all damage done to Corphish by attacks is increased by 20
L/ /C

Duskull 40 HP Psychic
Poké-Body: Ethereal Cushioning
Damage done to Duskull by any attack is reduced by 20 (after applying Weakness and Resistance).
P: Night Attack
Put 1 damage counter on 1 of your opponent's Pokémon.
D/F/C

Ekans 50 HP Grass
G: Acid Fangs
Flip a coin. If heads, the Defending Pokémon is now Paralyzed and Poisoned. If tails, the Defending Pokémon is now Poisoned.
P/ /C

Electrike 50 HP Lightning
C: Thundershock 10
Flip a coin. If heads, the Defending Pokémon is now Paralyzed
L: Storm Charge
Flip 3 coins. Attach an Energy card in your discard pile to Electrike for each heads.
F/M/C

Feebas 30 HP Water
Poké-Body: Natural Hardiness
Prevent all effects of attacks, other than damage, done to Feebas.
W: Surging Rise 10
Search your deck for a card that evolves from Feebas or Magikarp, show it to your opponent, and put it into your hand. Shuffle your deck afterwards.
L/ /C

Gulpin 50 HP Grass
G: Spit Toxins
Flip 2 coins. If at least 1 is heads the Defending Pokémon is now Poisoned. Place a number damage counters equal to the number of heads instead of 1 on the Defending Pokémon between turns.
GC: Swallow Up 20+
Before doing damage, count the remaining HP of Gulpin and the Defending Pokémon. If the Defending Pokémon has fewer remaining HP than Gulpin's this attack does 20 damage plus 30 more damage.
P/ /C

Hoppip 50 HP Grass
C: Flock Pollen
Search your deck for Hoppip and put as many of them as you like onto your bench. You may move any number of Energy cards attached to Hoppip to your Benched Pokémon in any way you like. Shuffle your deck afterwards.
G: Triple Razor Leaf 20x
Flip 3 coins. This attack does 20 damage times the number of heads.
R/W/

Koffing 50 HP Grass
G: Corrosive Gas
Flip a coin. If heads, discard 1 Energy card and 1 Trainer card attached to the Defending Pokémon.
G: Poison Gas
The Defending Pokémon is now Poisoned
P/ /C

Lotad 40 HP Grass
Poké-Body: Energy Heal
Whenever you attach an Energy card from your hand to Lotad, remove 1 damage counter and all Special Conditions from Lotad.
G: Sporadic Sponging 20
Flip a coin. If heads, remove 1 damage counters from Lotad.
G/W/

Makuhita 50 HP Fighting
FC: Mass Pummel
Flip a coin for each of your opponent’s Pokémon. If heads, this attack does 10 damage to that Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.)
P/ /C

Marill 50 HP Water
C: Tackle 10
WC: Rollout 20
L/ /C

Meditite 50 HP Fighting
Poké-Body: Sheer Pressure
If Meditite's remaining HP are 10, damage done by Meditite's attacks is increased by 20 (before applying Weakness and Resistance).
F: Jab 20
P/ /C

Meditite 50 HP Psychic
Poké-Body: Active Aura
As long as there are no damage counters on Meditite, damage done by Meditite's attacks is increased by 10 (before applying Weakness and Resistance).
P: Psyshock 10
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
P/ /C

Nincada 50 HP Fighting
F: Sand Attack 10
If the Defending Pokémon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, that attack does nothing.
FF: Dig Drain 20
Remove 2 damage counters from Nincada (1 if there is only 1).
W/L/C

Numel 50 HP Fighting
F: Defence Curl
Flip a coin. If heads, prevent all effects of an attack, including damage, done to Numel during your opponent’s next turn.
CC: Take Down 30
Numel does 10 damage to itself.
W/L/C

Paras 50 HP Grass
G: Nutrient Sap
Attach an Energy card from your hand to 1 of your Pokémon.
G: Stun Spore 10
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
R/W/C

Pineco 40 HP Grass
G: Obliterate
Does 40 damage to each Active Pokémon. (Both yours and your opponent’s.)
CC: Steel Shot 20
If there is any [M] Energy attached to Pineco, search your deck for a card that evolves from Pineco and put it on Pineco (this counts as evolving Pineco). Shuffle your deck afterwards.
R/ /C

Ponyta 50 HP Fire
R: Flare 20
CC: Pony Post
Search your deck for up to 4 basic Energy cards, show them to your opponent, and put them into your hand.
W/ /C

Ralts 40 HP Psychic
C: Confuse Ray
The Defending Pokémon is now Confused
PC: Psyripple
Does 30 damage to each of your opponent's Pokémon with any Special Energy cards attached to it. (Don't apply Weakness and Resistance for Benched Pokémon.)
P/ /C

Remoraid 50 HP Water
W Revenge Shot
Choose 1 of your opponent's Pokémon. This attack does 10 damage times the number of damage counters on Remoraid to that Pokémon. Don't apply Weakness and Resistance.
W Thunder Wave 10
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
L/ /

Rocket’s Cacnea 50 HP Dark
C: Growth
Attach a [G] Energy card from your hand to Rocket’s Cacnea
G: Acid 10
During you opponent's next turn, the Defending Pokémon can't retreat.
R/W/C

Seedot 40 HP Grass
Poké-Body: Energy Rupture
When you attach an Energy card from your hand to Seedot, flip a coin. If heads, put 1 damage counter on each Defending Pokémon.
G: Rapid Spin 20
Your opponent switches the Defending Pokémon with 1 of his or her Benched Pokémon, if any. You switch Seedot with 1 of your Benched Pokémon, if any.
R/ /C

Seel 60 HP Water
WC: Surf 30
L/ /C

Sentret 50 HP Colourless
C: Random Collecting
Flip 2 coins. Draw a card for each heads.
C: Scratch 10
F/ /

Shellder 40 HP Water
W: Bubble 10
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
WC: Supersonic 20
The Defending Pokémon is now Confused.
L/ /C

Shroomish 50 HP Grass
C: Collect
Draw a card.
GG: Smoke Me?
The Defending Pokémon is now Confused and Poisoned.
R/W/C

Shuppet 50 HP Psychic
P: Selfstealer
Prevent all effects of attacks, other than damage, done to your opponent's Pokémon during your opponent's next turn.
P: Thunder Wave 10
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
D/C/C

Skitty 50 HP Colourless
C: Enchant
Search your deck for up to 2 Supporter cards, show them to your opponent, and put them into your hand. Shuffle your deck afterwards.
F/ /C

Slowpoke 50 HP Water
Poké-Body: Carefree
Slowpoke can’t be Confused.
C: Ram 10
PC: Calm Mind
Remove 3 damage counters from Slowpoke (all if there are less than 3).
L/ /C

Snorunt 50 HP Water
W: Ice Beam 10
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
WC: Mini Blizzard
Flip a coin. If heads, put 1 damage counter on each of your opponent's Pokémon.
M/ /C

Snubbull 50 HP Colourless
C: Take Down 20
Snubbull does 10 damage to itself.
CC: Bite 30
F/ /C

Spheal 50 HP Water
C: Rollout 10
WC: Powder Snow 20
The Defending Pokémon is now Asleep.
M/ /C

Staryu 50 HP Water
W: Ascension
Search your deck for a card that evolves from Staryu and put it on Staryu. (This counts as evolving Staryu.) Shuffle your deck afterwards.
WC: Hydro Core 30
Flip a coin. If heads each Defending Pokémon is now Confused.
L/ /C

Surskit 50 HP Water
W: Mist 10
Prevent all effects of attacks, other than damage, done to Surskit during your opponent's next turn.
L/ /

Swablu 50 HP Colourless
Poké-Power: Natural Healing
Once during your turn, before your attack, you may remove 1 damage counter from Swablu. This Power can’t be used if Swablu is affected by any Special Conditions
WL: Hydro Thunder 20
Flip a coin. If heads, the Defending Pokémon is now Paralyzed. If tails the Defending Pokémon is now Asleep.
L/F/

Swinub 50 HP Water
W: Icicle Spear 10x
Flip 4 coins. This attack does 10 damage times the number of heads.
G/L/C

Taillow 40 HP Colourless
C: Focus Energy
During your next turn, the base damage of Taillow's Peck attack is 50 instead of 10
C: Peck 10
L/F/

Teddiursa 50 HP Colourless
C: Rest
Remove 3 damage counters and all Special Conditions from Teddiursa. Teddiursa is now Asleep.
C: Sudden Claws 10+
Flip 2 coins. If both are heads, this attack does 10 damage plus 40 more damage.
F/ /C

Tentacool 50 HP Grass
C: Tentacle Slap 10
GG: Toxic
The Defending Pokémon is now Poisoned. Place 2 damage counters instead of 1 on the Defending Pokémon between turns.
P/ /

Trapinch 50 HP Fighting
Poké-Body: Arena Trap
As long as Trapinch is your Active Pokémon, each Defending Pokémon can't retreat.
F: Pit Crumbling 40-
Does 40 damage minus 10 damage for each Basic Pokémon in play.
W/L/C

Vulpix 50 HP Fire
R: Flare 20
RC: Storming Flames
The Defending Pokémon is now Burned. Search your deck for a basic Energy card and attach it to Vulpix. Shuffle your deck afterwards.
W/ /C

Wailmer 80 HP Water
W: Pod Call
Search your deck for Wailmer and put as many of them as you like onto your Bench. Shuffle your deck afterwards.
W: Squish 40
Flip a coin. If tails, this attack does nothing.
L/ /CCC

Wingull 50 HP Water
C: Agility 10
Flip a coin. If heads, prevent all effects of an attack, including damage, done to Wingull during your opponent's next turn.
WC: Ice Beam 20
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
L/F/

Wooper 50 HP Fighting
Poké-Power: Marsh Swarm
If Wooper is your Active Pokémon and is damaged by an opponent's attack (even if Wooper is Knocked Out), you may search your deck for a Wooper and put it onto your Bench. Shuffle your deck afterwards.
F: Mud Slap 20
G/L/C

Wurmple 50 HP Grass
G: Scrambled Evolution
Search your deck for up to 3 [G] Evolution cards, show them to your opponent, and put them into your hand. Shuffle your deck afterwards.
GG: Poison Sting 20
The Defending Pokémon is now Poisoned
R/ /C

Zigzagoon 50 HP Colourless
C: Block Builder
Search your deck for up to 3 Technical Machines, show them to your opponent, and put them into your hand. Shuffle your deck afterwards.
CC: Pin Missile 10x
Flip 3 coins. This attack does 20 damage times the number of heads
F/ /C

Captain Stern {Supporter}
Discard all Energy cards attached to 1 of your Pokémon. Then search your discard pile for a number of Energy cards equal to the number you discarded and attach them to 1 of your Pokémon.

Champ In The Making {Supporter}
If the effects of an Attack, Poké-Power, Poké-Body, Special Condition, or Trainer card would prevent any of your Pokémon from attacking this turn, ignore that effect.

Mapmaker {Supporter}
Search your deck for any number of cards and place them face down out next to your deck. Shuffle your deck afterwards. When the amount of cards in your deck is less than 10, shuffle those cards into your deck.

Mental Technical Machine [Canyon]
Attach this card to 1 of your Pokémon with Light or STORM in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Mental Technical Machine [Canyon].
CC: Canyon Navigate
Shuffle all Basic Pokémon and Evolution cards in your discard pile into your deck.

Mental Technical Machine [Mountain]
Attach this card to 1 of your Pokémon with Light or STORM in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Mental Technical Machine [Mountain].
CC: Mountain Navigate
Search your deck for a number of cards equal to the number of Pokémon your opponent has in play and put them into your hand. Shuffle your deck afterwards.

Mental Technical Machine [Ocean]
Attach this card to 1 of your Pokémon with Light or STORM in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Mental Technical Machine [Ocean].
CC: Ocean Navigate
Search your deck for up to 3 basic Energy cards and attach them to any of your Pokémon in any way you like. Shuffle your deck afterwards.

Mental Technical Machine [Swamp]
Attach this card to 1 of your Pokémon with Light or STORM in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Mental Technical Machine [Swamp].
CC: Swamp Navigate
As long as this Pokémon is in play, none of your Pokémon can be affected by any Special Conditions.

Natural Regeneration
Search your discard pile for an Evolution card with Dark or Light in its name and put it onto your bench. If that card is a Stage 2 Pokémon, put 2 damage counters on it. Treat that card as a Basic Pokémon.

Primal Summoning
Search your deck for a card that evolves from a Pokémon with Fossil in its name and put it onto your Bench. Treat that card as a Basic Pokémon. Shuffle your deck afterwards.

Pull Back
Until the end of your next turn, whenever your opponent would draw a prize, he or she does not. At the end of your next turn, your opponent draws a prize.

Pure Power
Until the end of your opponent’s next turn, all damage done by attacks is increased by 30 (before applying Weakness and Resistance).

Simo-Warp Stadium
As often as they like during their turn, a player may move an Energy or Trainer card attached to 1 of their Pokémon to 1 of their other Pokémon with the same name.

Sunbathed Stadium
The Maximum HP of all Light Pokémon is increased by 20.

Target Acquisition
Flip a coin. If heads, search your opponent's deck for a Basic Pokémon and put it onto your opponent's bench. You may switch the new Benched Pokémon with 1 of your opponent's Active Pokémon.

Regeneration Energy
Regeneration Energy provides [C] Energy. When you attach Regeneration Energy from your hand to 1 of your Pokémon, search your discard pile for a basic Energy card and attach it to that Pokémon. At the end of your turn, return Regeneration Energy to your hand.

Team Aqua's Tropius ex 100 HP Darkness
G: Refreshing Darkness
Remove 1 damage counter from each of your Pokémon for each Energy attached to that Pokémon.
GGG: Nature Power 40+
If Team Aqua's Hideout is in play, this attack does 40 damage plus 50 more damage. If any other Stadium card in play, this attack does 40 damage plus 30 more damage.
R/F/CC

Team Magma's Gligar ex 80 HP Darkness
F: Surprise Swoop
Flip a coin. If heads, choose 1 of your opponent’s Pokémon. This attack does 30 damage to that Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.)
FF: Slash 40
FFCC: Earthquake 90
Does 10 damage to each of your Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.)
W/F/C

STORM actually means Ý in wingdings. The ruling is “Pokémon STORM may be played either as a Basic Pokémon, or as an Evolution card that evolves from any Pokémon with [whatever] in its name. Evolved Pokémon STORM get +30HP

Team Aqua's Glalie STORM 50 HP Water
W: Hailstorm
Attach any number of basic Energy cards from your hand to any of your Pokémon STORM in play.
WWW: Ice Sickle
Flip a coin for each of your opponent’s Pokémon. If heads, this attack does 40 damage to that Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.)
M/ /C

Team Aqua's Pelipper STORM 40 HP Water
C Beak Fill 10
During your next turn, the base damage of Pelipper STORM’s attacks is doubled.
WCC Twister 50
If this attack doesn't Knock Out the Defending Pokémon, choose 1 of your opponent's Benched Pokémon and switch it with the Defending Pokémon.
L/F/

Team Aqua's Piloswine STORM 60 HP Fighting
C: Mammoth Blow 50
Team Aqua's Piloswine STORM does 50 damage to itself.
FFFFC: Irreversible Freeze 100
Flip 2 coins. If both are heads, the Defending Pokémon can't attack as long as it's in play.
W/L/CCCC

Team Aqua's Quagsire STORM 40 HP Water
Poké-Body: Engulfing Marsh
As long as Team Aqua's Quagsire STORM is your Active Pokémon, your opponent must put 1 damage counter on 1 of their Pokémon in order to play a card. You can't put more than 1 damage counter in this way even if your other Active Pokémon has the Engulfing Marsh Poké-Body.
FFC: Rising Mud 30+
Does 30 damage plus 10 more damage for each card in your opponent's discard pile.
W/L/CC

Team Magma's Furret STORM 50 HP Colourless
C: Quick Hunt
Search your deck for up to 2 cards with Team Magma in their name, show them to your opponent, and put them into your hand.
CCC: Heavy Tail Smash 50
You may flip a coin. If heads, this attack does 120 damage, if tails, this attack does no damage to the Defending Pokémon and Team Magma’s Furret STORM does 50 damage to itself.
F/ /

Team Magma's Magcargo STORM 50 HP Fighting
F: Magma Stream
Attach up to 1 [F] Energy from your hand to each of your Pokémon in play.
FCC: Energy Stream 50
You may move 1 Energy card attached to the Defending Pokémon to 1 of your opponent’s Benched Pokémon, or move 1 Energy card attached to 1 of your opponent’s Benched Pokémon to the Defending Pokémon.
W/ /CC

Team Magma's Steelix STORM 70 HP Fighting
FF: Double Dig Drain
Does 20 damage to each Defending Pokémon. Remove 2 damage counters from each of your Active Pokémon.
FFCC: Dust Devil
Does 50 damage to each non-[F] Pokémon in play.
W/L/CCCC

Some of you may of noticed that there are actually only 148 cards here, well the other two are secret.

I'm also working on converting every single card to an image fake. I'm currently about 25% of the way through, and here is what I've got so far.





 
Very nicely done. I especially liked: Sharpedo, Kirlia and Sealeo.
 
Finally got around to working on more of this set.

Not exactly sure what'll come next. I'd like to work on the Claydol lines.
 
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