Card List


Here is a list of ALL the Poke'mon cards and their abilities.



basic set



1.Alakazam 80hp stage 2
POKE'MON POWER: Damage Swap As OFTEN as you like during your turn you may move one damage counter from one of your Poke'mon to another.
CONFUSE RAY needs 3 psi energy, does 30 damage:Flip a coin if heads the defending Poke'mon is confused.
WEAKNESS:psi
RESISTANCE:none
RETREAT COST: 3 energy

2. Blastoice 100hp stage 2
POKE"MON POWER: Rain Dance As OFTEN as you like during your turn you may add ne water energy to one of your WATER poke'mon.
Hydro Pump: needs 3 water energy, does 40+ damage: Dose 40 damage plus 10 more damage for every water energy atached to Blastoice. Extra energy past 2 doesn't count.
WEAKNESS: Electric
RESISTANCE: none
RETREAT COST: 3 energy

3. Chancy 120hp basic poke'mon
Scrunch: needs 2 colorless energy:
Flip a coin if heads prevent all damage done to Chancy during your opponents next turn.
Double Edge: needs 4 colorless energy, does 80 damage
Chancy does 80 damage to its self
WEAKNESS: Fighting
RESISTANCE: Psi -30
RETREAT COST: 1 collerless energy

4. Charizard 120hp stage2
POKE'MON POWER: Energy Burn as OFTEN as you like during your turn you may turn all energy atched to Charizard into fire energy for the rest of your turn.
Fire Spin: needs 4 fire energy, 100 damage
Discard 2 fire energy in order to use this atack
WEAKNESS: water
RESISTANCE: fighting -30
RETREAT COST: 3 collerless energy

5. Clefairy 40hp basic poke'mon
Sing: needs 1 colorless energy
flip a coin if heads the defending poke'mon is asleep
Metronome: needs 3 colorless energy, ? damage
Chose one of the defending poke'mon's atacks. Metronome copies that attack exept for it's energy cost and anything else reguired to use this atack, shuch as discarding energy cards.
WEAKNESS: fighting
RESISTANCE: Psi. -30
RETREAT COST: 1 colorless energy

6. Gyarados 100hp stage 1
Dragon Rage: needs 3 water energy, dose 50 damage
Bubblbeam: needs 4 water energy, does 40 damage
Flip a coin if heads the defending poke'mon is now paralyzed
WEAKNESS: grass
RESISTANCE: fighting -30
RETREAT COST: 3 colorless energy

7. Hitmonchan 70hp basic poke'mon
Jab: needs 1 fighting energy, 20 damage

Special Punch: needs 2 fighting energy and 1 colorless energy, 40 damage
WEAKNESS: Psi.
RESISTANCE: none
RETREAT COST: 2 colorless energy

8. Machamp 100hp stage 2
POKE'MON POWER: Strikes Back whenever a poke'mon's attack damages Machamp (even if Machamp is knocked out) this power does 10 damage to the attacking Poke'mon
SEISMIC TOSS: needs 3 fighting energy and 1 colorless energy, does 60 damage
WEAKNESS: Psi
RESISTANCE: none
RETREAT COST: 3 colorless energy

9. Magneton 60hp stage1
THUNDER WAVE: needs 2 electric energy and 1 colorless energy, does 30 damage: flip a coin if heads the defending Poke'mon is now paralyzed.
SELFDESTRUCT: needs 2 electric energy and 2 colorless energy, does 80 damage: does 20 damage to Poke'mon on each player's bench, Magneton does 80 damage to it's self
WEAKNESS: fighting
RESISTANCE: none
RETREAT COST: 1 colorless energy

10. Mewtwo 60hp basic Poke'mon
PSYCHIC: needs 1 psi energy and 1 colorless energy, does 10+ damage: does 10 damage plus 10 more damage for every energy attached to the defending Poke'mon
BARRIER: Discard 1 Psi energy attached to Mewtwo in order to prevent all effects of attacks during your opponents next turn including damage done to Mewtwo.
WEAKNESS: Psi
RESISTANCE: none
RETREAT COST: 3 colorless energy

11. Nidoking 90hp stage 2
THRASH: needs 1 grass energy and 2 colorless energy, stage 2
TOXIC: needs 3 grass energy, does 20 damage: the defending Poke'mon is now poisoned it now takes 20 damage instead of 10 after each players turn.
WEAKNESS: Psi
RESISTANCE: none
RETREAT COST: 3 colorless energy

12. Ninetails 80hp stage1
LURE: needs 2 colorless energy: if your opponent has any benched Poke'mon, choose 1 of them and switch it with his or her active Poke'mon
FIRE BLAST: needs 4 fire energy, does 80 damage, discard 1 fire energy attached to Ninetailes in order to use this attack
WEAKNESS water:
RESISTANCE: none
RETREAT COST: 1 colorless energy

13. Poliwrath 90hp stage 2
WATERGUN: needs 2 water energy and 1 colorless energy, does 30+ damage: does 30 damage plus 10 more damage for each water energy attached to Poliwrath but not used to pay for this attack's energy cost extra water energy after the second doesn't count
WHRILPOOL: needs 2 water energy and 2 colorless energy, does 40 damage: if the defending Poke'mon has any energy cards attached to it choose one and discard it
WEAKNESS: grass
RESISTANCE: none
RETREAT COST: 3 colorless energy

14. Raichu 80hp stage 1
AGILITY: needs 1 electric energy and 2 colorless energy, does 20 damage: flip a coin if heads during your opponents next turn prevent all damage done to Raichu.
THUNDER: needs 3 electric energy and 1 colorless energy, does 60 damage: flip a coin if heads Raichu does 30 damage to itself
WEAKNESS: fighting
RESISTANCE: none
RETREAT COST: 1 colorless energy

15. Venusaur 100hp stage 2
POKE'MON POWER: Energy Trans as often as you like during your turn you may move one grass energy card attached to one of your other Poke'mon
SOLARBEAM: needs 4 grass energy, does 60 damage
WEAKNESS: fire
RESISTANCE: none
RETREAT COST: 2 colorless energy

16. Zapdos 90hp basic Poke'mon
THUNDER: needs 3 electric energy and 1 colorless energy, does 60 damage: flip a coin if heads does Zapdos 30 damage to itself
THUNDARBOLT: needs 4 electric energy, does 100 damage: discard all energy attached to Zapdos in order to use this attack
WEAKNESS: none
RESISTANCE: fighting - 30
RETREAT COST: 3 colorless energy

17. Beedrill 80hp stage 2
TWINEEDLE: needs 3 colorless energy, does 30 times damage: flip 2 coins this attack does 30 times the number of heads
POISN STING: needs 3 grass energy, does 40 damage: flip a coin if heads the defending Poke'mon is now poisoned
WEAKNESS: fire
RESISTANCE: fighting -30
RETREAT COST: none

18. Dragonair 80hp stage 1
SLAM: needs 3 colorless energy, does 30 times damage: flip 2 coins this attack does 30 times the number of heads
HYPER BEAM: needs 4 colorless energy, does 20 damage: if the defending Poke'mon has any energy cards attached to it chose one and discard one
WEAKNESS: none
RESISTANCE: Pis -30
RETREAT COST: 2 colorless energy

19. Dugtrio 70hp stage 1
SLASH: needs 2 fighting energy and 1 colorless energy, does 40 damage
EARTHQUAKE: needs 4 fighting Poke'mon, does 70 damage: does 10 damage to each of your own benched Poke'mon
WEAKNESS: grass
RESISTANCE: electric -30
RETREAT COST: 2 colorless energy

20. Electabuzz 70hp basic Poke'mon
THUNDERSHOCK: needs 1 electric energy, does 10 damage: flip a coin if heads the defending Poke'mon is paralyzed
THUNDERPUNCH: needs 1 electric energy and 1 colorless energy, does 30+ damage: flip a coin if heads this attack does 30 damage plus 10 more damage; if tails this attack does 30 damage and Electabuzz does 10 damage to itself
WEAKNESS: fighting
RESISTANCE: none
RETREAT COST: 2 colorless energy

21. Electrode 80hp stage 1
POKE'MON POWER: at any time during your turn you may knock out Electrode and attach it to 1 of your other Poke'mon if you do choose a type of energy. Electrode now provides 2 of that kind of energy
ELECTRIC SHOCK: needs 3 electric energy, does 50 damage: flip a coin if tails Electrode does 10 damage to itself
WEAKNESS: fighting
RESISTANCE: none
RETREAT COST: 1 colorless energy

22. Pidgeotto 60hp stage 1
WHIRLWIND: needs 2 colorless energy, does 20 damage: if your opponent has any benched Poke'mon he or she choose one and switches it with the defending Poke'mon
MIRROR MOVE: needs 3 colorless energy: if Pidgeotto was attacked last turn do the final result of the attack on Pidgeotto to the defending Poke'mon
WEAKNESS: electric
RESISTANCE: fighting -30
RETREAT COST: 1 colorless energy

23. Arcanine 100hp stage 1
FLAMETHROUGHER: needs 2 fire energy and 1 colorless energy, does 50 damage: discard 1 fire energy card attached to Arcanine in order to use this attack
TAKE DOWN: needs 2 fire energy and 2 colorless energy, does 80 damage: Arcanine does 30 damage to itself
WEAKNESS: water
RESISTANCE: none
RETREAT COST: 3 colorless energy

24. Charmeleon 80hp stage 1
SLASH: needs 3 colorless energy, does 30 damage
FLAMTHROWER: needs 2 fire energy and 1 colorless energy, does 50 damage: discard 1 fire energy card attached to Charmeleon in order to use this attack
WEAKNESS: water
RESISTANCE: none
RETREAT COST: 1 colorless energy

25. Dewgong 80hp stage 1
AURORA BEAM: needs 2 water energy and 1 colorless energy, does 50 damage
ICE BEAM: needs 2 water energy and 2 colorless energy, does 30 damage: flip a coin if heads the defending Poke'mon is now paralyzed
WEAKNESS: electeic
RESISTANCE: none
RETREAT COST: 3 colorless energy

26. Dratini 40hp basic Poke'mon
POUND: needs 1 colorless energy, does 10 damage
WEAKNESS: none
RESISTANCE: Psi -30
RETREAT COST: 1 colorless energy

27. Farfetch'd 50hp basic Poke'mon
LEEK SLAP: needs 1 colorless energy, does 30 damage: flip a coin if tails this atack does nothing eather way you can not use this attack again as long as Farfetch'd stays in play
POT SMASH: needs 3 colorless energy, does 30 damage
WEAKNESS: electric
RESISTANCE: fighting -30
RETREAT COST: 1 colorless energy

28. Growlithe 60hp basic pokemon
FLARE: needs 1 fire energy and 1 colorless energy, does 20 damage
WEAKNESS: water
RESISTANCE: none
RETREAT COST: 1 colorless energy

29. Haunter 60hp stage 1
HYPNOSIS: needs 1 Psi energy: the defending Poke'mon is now asleep
DREAM EATER: needs 2 Pis energy, does 50 damage: you can't use this attack unless the defending Poke'mon is asleep
WEAKNESS: none
RESISTANCE: fighting -30
RETREAT COST: 1 colorless energy

17.
THUNDER:
SELFDESTRUCT:
WEAKNESS:
RESISTANCE:
RETREAT COST: colorless energy

30. Ivysaur 60hp stage 1
VINE WHIP: needs 1 grass energy and 2 colorless energy, does 30 damage
POISONPOWDER: needs 3 grass energy, does 20 damage: the defending poke'mon is now poisned.
WEAKNESS: fire
RESISTANCE: none
RETREAT COST: 1 colorless energy

31. Jynx
DOUBLESLAP: needs 1 Psi energy, does 10 times damage: flip 2 coins this atack does 10 times the number of heads
MEDITATATE: needs 2 Pis energy and 1 colorless energy, does 20+ damage: does 20 damage plus 10 more damage for every damage counter on the defending poke'mon
WEAKNESS: Pis
RESISTANCE: none
RETREAT COST: 2 colorless energy

32. Kadbra 60hp stage 1
RECOVER: needs 2 Psi energy: discard 1 Psi energy card in order to remove all damage counters from Kadbra
SUPER PSY: needs 2 Psi energy and 1 colorless energy, does 50 damage
WEAKNESS: Psi
RESISTANCE: none
RETREAT COST: 3 colorless energy

33. Kakuna 80hp stage 1
STIFFEN: needs 2 colorless energy: flip a coin if head heads prevent all damage done to Kakuna during your opponents next turn
POISNPOWDER: needs 2 grass energy, does 20 damage: flip a coin if heads the defending poke'mon is now poisned
WEAKNESS: fire
RESISTANCE: none
RETREAT COST: 2 colorless energy

34. Machoke 80hp stage 1
KARATE CHOP: needs 2 fighting energy and 1 colorless energy, does 50- damage: does 50 damage minus 10 damage for each damage counter on Machoke
SUBMISSION:needs 2 fighting energy and 2 colorless energy, does 60 damage: Machoke does 20 damage to itself
WEAKNESS: Psi
RESISTANCE: none
RETREAT COST: 3 colorless energy

35. Magikarp 30hp basic poke'mon
TACKLE: needs 1 colorless energy, does 10 damage
FLAIL: needs 1 water energy, does 10 times damage: does 10 times the number of damage counters on Magikarp
WEAKNESS: electric
RESISTANCE: none
RETREAT COST: 1 colorless energy

36. Magmar 50hp basic poke'mon
FIRE PUNCH: needs 2 fire energy, does 30 damage
FLAMETHROWER: needs 2 fire energy and 1 colorless energy, does 50 damage: discard 1 fire energy in order to use this atack
WEAKNESS: water
RESISTANCE: none
RETREAT COST: 2 colorless energy

37. Nidorino 60hp stage 1
DOUBLE KICK: needs 1 grass energy and 2 colorless energy, does 30 times damage: flip 2 coins this attack does 30 times the number of heads
HORN DRILL: needs 2 grass energy and 2 colorless energy, does 50 damage
WEAKNESS: Psi
RESISTANCE: none
RETREAT COST: 1 colorless energy

38. Poliwhirl 60 hp stage 1
AMNESIA: needs 2 water energy: choose 1 of the defending poke'mon's atacks that poke'mon can't use that atack during your opponents next turn
DOUBLESLAP: needs 2 water energy and 1 colorless energy, does 30 times damage: flip 2 coins this attack does 30 times the number of heads
WEAKNESS: grass
RESISTANCE: none
RETREAT COST: 1 colorless energy

39. Porygon 30hp bsic poke'mon
CONVERSION 1: needs 1 colorless energy: if the defending poke'mon has a weakness you may chamge it to a type other than colorless
CNOVERSION 2: needs 2 colorless energy: change Porygon's restance to a type other than colorless
WEAKNESS: fighting
RESISTANCE: Psi -30
RETREAT COST: 1 colorless energy

40. Raticate 60hp stage 1
BITE: needs 1 colorless energy, does 20 damage
SUPER FANG: needs 3 colorless energy, does ? damage: does damage equil to half of the defending poke'mon's remaining hp (rounded up to the nearest 10)
WEAKNESS: fighting
RESISTANCE: Psi -30
RETREAT COST: 1 colorless energy

41. Seel 60hp basic poke'mon
HEADBUTT: needs 1 water energy, does 10 damage
WEAKNESS: electric
RESISTANCE: none
RETREAT COST: 1 colorless energy

42. Wartortle 70hp stage 1
WITHDRAW: needs 1water energy and 1 colorless energy: flip a coin if heads prevent all damage done to wartortle during your opponents next turn (any other effects of an attack still happen)
BITE: needs 1 water energy and 2 colorless energy, does 40 damage
WEAKNESS: electric
RESISTANCE:
RETREAT COST: 1 colorless energy

43. Abra 30hp basic poke'mon
PSYSHOCK: needs 1 Psi energy, does 10 damage: flip a coin if heads the defending poke'mon is now paralyzed
WEAKNESS: Psi
RESISTANCE:
RETREAT COST: none

44. Bulbasaur 40hp basic poke'mon
LEECH SEED: needs 2 grass energy, does 20 damage: unless all damage from this attack is provented you may remove 1 damage counter from Bulbasaur
WEAKNESS: fire
RESISTANCE: none
RETREAT COST: 1 colorless energy

45. Caterpie 40hp basic poke'mon
STRING SHOT: needs 1 grass energy, does 10 damage: flip a coin if heads the defending poke'mon is now paralyxed
WEAKNESS: fire
RESISTANCE: none
RETREAT COST: 1 colorless energy

46. Charmander 50hp basic poke'mon
SCRATCH: needs 1 colorless energy, does 10 damage
EMBER: needs 1 fire energy and 1 colorless energy, does 30 damgae: discard 1 fire energy inorder to use this attack
WEAKNESS: water
RESISTANCE: none
RETREAT COST: 1 colorless energy

47. Diglett 30hp basic poke'mon
DIG: needs 1 fighting energy, does 10 damage
MUD SLAP: needs 2 fighting energy, does 30 damage
WEAKNESS: grass
RESISTANCE: electric -30
RETREAT COST: none

48. Dodo 50hp basic poke'mon
FURY ATTACK: needs 1 colorless energy, does 10 times damage: flip 2 coins this attack does 10 times the number of heads
WEAKNESS: electric
RESISTANCE: fighting -30
RETREAT COST: none

49. Drowzee 50hp basic poke'mon
POUND: needs 1 colorless energy, does 10 damage
COUNFUSE RAY: needs 2 Psi energy, does10 damage: flip a coin if heads the defending poke'mon is confused
WEAKNESS: Psi
RESISTANCE: none
RETREAT COST: 1 colorless energy

50. Gastle 30hp basic poke'mon
SLEEPING GAS: needs 1 Psi energy: flip a coin if heads the defending poke'mon is now asleep
DESTINY BOND: needs 1 Psi energy and 1 colorless energy: discard 1 Psi energy card attached to Gastly in order to use this attack if a poke'mon knocks out Gastly during your opponent's next turn knock out that poke'mon
WEAKNESS: none
RESISTANCE: fighting -30
RETREAT COST: none

51. Koffing 50hp basic poke'mon
FOUL GAS: needs 2 grass energy, does 10 damage: flip a coin if heads the defending poke'mon is now poisned if tails it is confused
WEAKNESS: Psi
RESISTANCE:none
RETREAT COST: 1 colorless energy

52. Machop 50hp basic poke'mon
LOW KICK: needs 1 fighting energy, does 20 damage
WEAKNESS: Psi
RESISTANCE: none
RETREAT COST: 1 colorless energy

53. Magnemite 40hp basic poke'mon
TUNDAR WAVE: needs 1 electric energy, does 10 damage: flip a coin if heads the defending poke'mon is now paralyzed
SELFDESTRUST: needs 1 electric energy, does 40 damage: does 10 damage to each poke'mon on eack players bench Magnemite
WEAKNESS: fighting
RESISTANCE: none
RETREAT COST: 1 colorless energy

54. Matapod 70hp stage 1
STIFFEN: needs 2 colorless energy: flip a coin if heads prevent all damage done to mMatapod during your opponents next turn
STUN SPORE: needs 2 grass energy, does 20 damage: flip a coin if heads the defending poke'mon is now paralyzed
WEAKNESS: fire
RESISTANCE: none
RETREAT COST: 2 colorless energy

55. Nidoran 40hp basic poke'mon
HORN HAZARD: needs 1 grass energy, does 30 damage: flip a coin if heads this attack does nothing
WEAKNESS: Psi
RESISTANCE: none
RETREAT COST: 1 colorless energy

56. Onix 90hp basic poke'mon
ROCK THROW: needs 1 fighting energy, does 10 damage
HARDEN: needs 2 fighting energy: during your opponents next turn, when ever 30 or less damage is done to Onix prevent that damage
WEAKNESS: grass
RESISTANCE: none
RETREAT COST: 3 colorless energy

57. Pidgy 40hp basic poke'mon
WHIRLWIND: needs 2 colorless energy, does 10 damage: if your opponent has any benched poke'mon he or she may choose one of them and switch it with the defending poke'mon
WEAKNESS: electric
RESISTANCE: fighting -30
RETREAT COST: 1 colorless energy

58. Pikachu 40hp basic poke'mon
GNAW: needs 1 colorless energy, does 10 damage
THUNDER JOLT: needs 1 electric energy and 1 colorless energy, does 30 damage: flip a coin if heads Pikachu does 10 damage to itself
WEAKNESS: fighting
RESISTANCE: none
RETREAT COST: 1 colorless energy

59. Poliwag 40hp basic poke'mon
WATER GUN: needs 1 water energy, does 10+ damage: does 10 plus 10 more damage for each water energy attached to Poliwag, bt not used to pay for this attacks energy cost water energy after the 2nd doesn't count
WEAKNESS: grass
RESISTANCE: none
RETREAT COST: 1 colorless energy

60. Ponyta 40hp basic poke'mon
SMASH KICK: needs 2 colorless energy, does 20 damage
FLAME TAIL: needs 2 fire energy, does 30 damage
WEAKNESS: water
RESISTANCE: none
RETREAT COST: 1 colorless energy

61. Rattata 30hp basic poke'mon
BITE: needs 1 colorless energy, does 20 damage
WEAKNESS: fighting
RESISTANCE: Psi -30
RETREAT COST: none

62. Sandshrew 40hp basic poke'mon
SAND-ATTACK: needs 1 fighting energy, does 10 damage: if your defending poke'mon tries to attack during your opponent's next turn your opponent flips a coin if tails that attack does nothing
WEAKNESS: grass
RESISTANCE: electric -30
RETREAT COST: 1 colorless energy

63. Squirtle 40hp basic poke'mon
BUBBLE: needs 1 water energy, does 10 damage: flip a coin if heads the defending poke'mon is now paralyzed
WITHDRAW: needs 1 water energy and 1 colorless energy: flip a coin if heads prevent all damage done to Squirtle during your opponents next turn
WEAKNESS: electric60. hp basic poke'mon
: needs energy, does damage
: needs energy, does damage
WEAKNESS:
RESISTANCE:
RETREAT COST: colorless energy

64. Starmie 60hp stage 1
RECOVER: needs 2 water energy: discard 1 water energy attached to Starmie in order to use this attack remove all damage counters from Starmie
STAR FREEZE: needs 1 water energy, does 20 damage: flip a coin if heads the defending poke'mon is now paralyzed
WEAKNESS: electric
RESISTANCE: none
RETREAT COST: 1 colorless energy

65. Staryu 40hp basic poke'mon
SLAP: needs 1 water energy, does 20 damage
WEAKNESS:electric
RESISTANCE: none
RETREAT COST: 1 colorless energy

66. Tangella 50hp basic poke'mon
BIND: needs 1 grass energyand 1 colorless energy, does 20 damage: flip a coin if heads the defending poke'mon is now paralyzed
POISIONPOWDER: needs 3 grass energy, does 20 damage: the defending poke'mon is now paralyzed
WEAKNESS: fire
RESISTANCE: none
RETREAT COST: 2 colorless energy

67. Voltorb 40hp basic poke'mon
TACKLE: needs 1 colorless energy, does 10damage
WEAKNESS: fighting
RESISTANCE: none
RETREAT COST: 1 colorless energy

68. Vulpix 50hp basic poke'mon
CONFUSE RAY: needs 2 fire energy, does 10 damage: flip a coin if heads the defending poke'mon is now confused
WEAKNESS: water
RESISTANCE: none
RETREAT COST: 1 colorless energy

69. Weedle 40hp basic poke'mon
POISN STING: needs 1 grass energy, does 10 damage: flip a coin if heads the defeding poke'mon is now poisned
WEAKNESS: fire
RESISTANCE: none
RETREAT COST: 1 colorless energy

70. Clefairy Doll
Play Clefairy doll as if it were a basic poke'mon while i play clefairy doll counts as a poke'mon clefairy doll has no attacks can't retreat and can't be asleep confused paralyzed or poisned. If clefairy doll is knocked out it doesn't count as a knocked out poke'mon at any time before your attack you may discard clefairy doll.
71. Computer Search
Discard 2 of the other cards in your hand in order to search your deck for 1 card and put it into your hand. Shufel your deck afterward,
72. Devolution Spray
Choose 1 of your own poke'mon in play and a stage of evolution. Discard all evulation cards of that stage or higher attached to that poke'mon. That poke'mon is now no longer paralyzed, poisned, asleep or confused, of anything else that might be caused by an attack.
73. Imposter Professor Oak
your opponent shuffles his or her hand into his or her deck, than draws 7 cards.
74. Item Finder
Discard 2 of the other cards in your hand in order to put a trainer card from your discard pile into your hand. 75. Lass
You and your opponent show each other your hands than shuffel all of your trainer cards from your hands into your decks.
76. Poke'mon Breeder
Put youllor stage 2 evulation card on the matching basic poke'mon. You can only play this card when you would be allowed to evolve that poke'mon anyway.
77. Poke'mon Trader
trade 1 of the basic poke'mon or evluation cards from your hand for 1 of the basic or evluation cards from your deck. Show boath cards to your opponent and shuffel your deck afterward.
78. Scoop Up
choose 1 of your own poke'mon in play and return its basic poke'mon card to your hand (discard all cards attached to that card).
79. Super Energy Removal
Discard 1 energy attached to one of your own poke'mon in order to discard 2 energy from 1 of your opponents poke'mon.
80. Defenderattach defender to 1 of your poke'mon at the end of your opponents next turn, discard defender. Danmage done to that poke'mon by attacks is reduced by 20.
81. Energy Retreval
trade 1 of the other cards from your hand in order to get up to 2 energy from your discard pile.
82. Full Heal
your active poke'mon is nolonger asleep, confused, paralyzed or poisned.
83. Maintenance
shuffel 2 of the other cards in your hand into your deck inorder to draw a card.
84. Plus Power
attach plus power to your active poke'mon at the end of your turn discard plus power if this poke'mon's attack does damage to the defending poke'mon , the attack does 10 more damage to the defending poke'mon.
85. Poke'mon Center
Remove all damage counters form all of your own poke'mon with damage counters on them, then discard all energy cards attached to those poke'mon.
86. Poke'mon Flute
choose 1 basic poke'mon card from your opponents discatd pile and put it onto there bench (you can't play this card if your opponents bench is full).
87. Poke'dex
you may look at the top 5 cards in your deck and arrange them any way you want.
88. Professor Oak
discard your hand, then draw 7 new cards.
89. Revive
Put 1 basic poke'mon card onto your bench. Put damage counters on that poke'mon equal to half of it's hp (rounded down to the nerrest 10, you can't play this card if your bench is full).
90. Super Potion
discard 1 energy card attached to one of your own poke'mon in order to remove up to 4 damage countars from that poke'mon.
91. Bill
Draw 2 cards
92. Energy Removal
Choose 1 energy on 1 of your opponents poke'mon and discard it.
93. Gust of Wind
choose 1 of your opponents benched poke'mon and switch it with there active poke'mon.
94. Potion
discard 2 damage counters from 1 of your own poke'mon.
95. Switch
chooes 1 of your benched poke'mon and switch it with your active poke'mon.
96. Double Collerless Energy
97. Fighting Energy
98. Fire Energy
99. Grass Energy
100. lighting energy
101. Psi. Energy
102. Water energy



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