My entry:
Magneton - 90 HP [M]
(Stage 1 - Evolves from Magnemite)
Ability: Magnet Pull
Once during your turn (before your attack), you may switch 1 of your opponent's Benched Pokémon with a Pokémon Tool card attached to it with his or her Active Pokémon.
[L][C] EMP
{Overload: You may place 4 damage counters on Magneton. If you do, this attack costs [C] less.}
Flip all Energy Cards in play face down until the end of your next turn. Face down Energy Cards do not count as Energy and have no effects.
Weakness: [R] x2
Resistance: [P] -20
Retreat Cost: 2
This card includes 2 new mechanics from a set I'm currently working on. The first is an Overload mechanic which lets you attack for less, but at a price of injuring your own Pokemon. The second is a form of energy denial that is different from the usual energy discard mechanic, letting you 'block' an attack due to lack of energy, without taking away their momentum due to you constantly discarding energy.
Anyone who've followed my discussions in card design know that I'm am a supporter of making stage 1 and basic pokemon that evolve into Stage 2s stronger, and this is an example of that. The card is designed to be able to stall out your opponent by pulling Pokemon that cannot attack/ retreat via Magnet Pull and locking their ability to attack via EMP so that you can set up your other Pokemon, including Magnezone, a lot more easily. It also acts as a Lysandre when you need it to, provided you have a way to switch Magneton into your main attacker, or plan to evolve it into Magnezone to grab easy KOs or pick off key targets. It uses Pokemon Tools as its limiting factor because this allows it to quickly target Megas (due to 95% of any playable ones using Spirit Links) and potentially EXs (thanks to Flare Tools) but leaves the lower HP non-EX Basics to not get picked off too easily.
Although EMP is a powerful lock, it is designed to be hard to maintain, in a sense that a Magneton, without healing, cannot consistently lock your opponent for more than 2-3 turns due to the need to attach a [L] energy to Magneton every turn AND self damage for 40 to pay the attack cost. This Magneton is also Metal instead of Lightning due to the fact that the latter type having access to Rough Seas, which would potentially allow it to keep up the lock for an indefinite amount of time. 90 HP allows Magneton to Overload twice without fainting, but forces you to heal at least 40 damage off from Magneton to use Overload a third time to leave you with the possibility of extending the lock but making it very difficult to make it last indefinitely.