Spoiler Trainer // Trainer Helix Fossil HP: 50 Play this card as if it were a [C] Basic Pokémon. (Helix Fossil counts as a Trainer card as well, but if Helix Fossil is Knocked Out, this counts as a Knocked Out Pokémon.) Helix Fossil can’t be affected by any Special Conditions and can’t retreat. At any time during your turn before your attack, you may discard Helix Fossil from play. (This doesn’t count as a Knocked Out Pokémon.) Poké-POWER: Restoration Once during your turn (before your attack), if Omanyte is in your discard pile, you may search your discard pile for Omanyte, reveal it, and put it onto Helix Fossil (this counts as evolving Helix Fossil). Spoiler Omanyte HP: 70 [W] Stage 1: Evolves from Helix Fossil Poké-BODY: Ancient Power Prevent all effects of attacks, excluding damage, done to Omanyte by attacks from your opponent's Pokémon. [C][C] Water Shot This attack does 20 damage to 1 of your opponent's Pokémon (don't apply Weakness and Resistance for Benched Pokémon). Weakness: [G] +20 Resistance: Retreat: [C] Spoiler Omastar HP: 110 [W] Stage 2: Evolves from Omanyte Poké-BODY: Ancient Shell Any damage done to Omastar is reduced by 20 (after applying Weakness and Resistance). [C][C] Restoration Wave Search your discard pile for up to 3 Helix Fossil, Dome Fossil, or Old Amber, reveal them, and shuffle them into your deck. [W][C] Spiral Beam 40 The Defending Pokémon is now Confused. Switch Omastar with 1 of your Benched Pokémon. Weakness: [G] +30 Resistance: Retreat: [C][C] The fossil mechanic is... clunky at best. I think it was at its best in this era, with Fossils that could help accelerate the Pokémon, and they all worked together. I also tried to make Omastar a little powerful to compensate for the overall clunkiness of getting it into play (And that trainer lock kinda ruins this)
Spoiler Trainer // Trainer Dome Fossil HP: 50 Play Dome Fossil as if it were a [C] Basic Pokémon. (Dome Fossil counts as a Trainer card as well, but if Dome Fossil is Knocked Out, this counts as a Knocked Out Pokémon.) Dome Fossil can’t be affected by any Special Conditions and can’t retreat. At any time during your turn before your attack, you may discard Dome Fossil from play. (This doesn’t count as a Knocked Out Pokémon.) Poké-BODY: De-extinction If Dome Fossil is Knocked Out, you may search your deck for Kabuto and put it onto your bench. Shuffle your deck afterwards. Spoiler Kabuto HP: 80 [F] Stage 1: Evolves from Dome Fossil Poké-BODY: Hard Shell If Kabuto is on your Bench, prevent all damage done to Kabuto by attacks (both yours and your opponent's). [F] Ancient Power 30 Flip a coin. If heads, search your deck for a Pokémon that evolves from Kabuto and put it onto Kabuto (this counts as evolving Kabuto). Shuffle your deck afterwards. Weakness: [G] +20 Resistance: Retreat: [C] Spoiler Kabutops HP: 120 [F] Stage 1: Evolves from Kabuto [F][C] Primordial Claw 30+ Discard as many Helix Fossil, Dome Fossil, or Old Amber from your hand as you like. This attack does 30 damage plus 30 more damage for each Helix Fossil, Dome Fossil, or Old Amber discarded in this way. [F][F][C][C] Drain Slash 70 Remove 4 damage counters from Kabutops. Weakness: [G] +30 Resistance: Retreat: [C][C] Slowly putting an Archetype together...
Spoiler Trainer // Trainer Old Amber HP: 50 Play Old Amber as if it were a [C] Basic Pokémon. (Old Amber counts as a Trainer card as well, but if Old Amber is Knocked Out, this counts as a Knocked Out Pokémon.) Old Amber can’t be affected by any Special Conditions and can’t retreat. At any time during your turn before your attack, you may discard Old Amber from play. (This doesn’t count as a Knocked Out Pokémon.) Poké-POWER: Amber Code Once during your turn (before your attack), if you have 3 or more Old Amber in play, you may search your deck for up to 4 Aerodactyl, reveal them, and put them into your hand. Shuffle your deck afterwards. Spoiler Aerodactyl HP: 80 [C] Stage 1: Evolves from Old Amber Poké-POWER: Excavation Once during your turn (before your attack), you may search your deck for a Trainer card that has Fossil in its name, reveal it, and put it into your hand. Shuffle your deck afterwards. This power can't be used if Aerodactyl is affected by a Special Condition. [C][C][C] Heavy Glide 40 During your next turn, Aerodactyl's retreat cost is [C] more. Weakness: [L] +20 Resistance: [F] -20 Retreat: [C] Spoiler Mega Aerodactyl HP: 100 [C] Mega Evolution: Put onto Aerodactyl [C][C] Prehistoric Roar Search your deck for up to 5 Stage 1 Pokémon that evolve from a Trainer card that has Fossil in its name and put them onto your Bench. Shuffle your deck afterward. [C][C][C] Meteor Impact 20x Discard 1 of your Pokémon and all cards attached to it (this doesn't count as a knocked out Pokémon). This attack does 20 damage times the number of cards discarded in this way. Put this card onto your Active Aerodactyl. Mega Aerodactyl can use any Attack, Poké-Power, or Poké-Body from its previous stage. Weakness: [L] x2 Resistance: [F] -20 Retreat: I guess now's where I should probably remind everyone that Megas work exactly like Lv. Xes. That includes the fact that they share a name with them. So if you want to field Mega Aerodactyl, you have to cut down on your regular Aerodactyls. Cards left in the Kanto set: 13
Spoiler Snorlax HP: 100 [C] Basic [C] Rest Remove 6 damage counters from Snorlax. Snorlax is now Asleep. [C][C][C] Power Guard 40 If Snorlax is evolved from Munchlax, all damage done to Snorlax by attacks from your opponent's Pokémon during your opponent's next turn is reduced by 20. Weakness: [F] +20 Resistance: Retreat: [C][C][C][C]
Spoiler Articuno HP: 100 [W] Basic Poké-POWER: Ice Breath Once during your turn (before your attack), if you have Zapdos and Moltres in play, you may use this Power. Your opponent's Active Pokémon is now Paralyzed. Then, shuffle Articuno and all cards attached to it into your deck. [W][W][W] Frozen Wings 40+ If the Defending Pokémon is Paralyzed, this attack does 40 damage plus 30 more damage. Then, switch the Defending Pokémon with 1 of your opponent's Benched Pokémon. Weakness: [M] +30 Resistance: [F] -20 Retreat: [C][C] Spoiler Zapdos HP: 100 [L] Basic Poké-POWER: Lighting Storm Once during your turn (before your attack), if you have Articuno and Moltres in play, you may use this Power. Put 2 damage counters on 3 of your opponent's Pokémon. Then, shuffle Zapdos and all cards attached to it into your deck. [L][L][L] Thunder Crash If the Defending Pokémon has 2 or more damage counters on it, this attack does 20 damage to 1 of your opponent's Benched Pokémon (don't apply Weakness and Resistance for Benched Pokémon). Weakness: [L] +30 Resistance: [F] -20 Retreat: [C][C] Spoiler Moltres HP: 100 [R] Basic Poké-POWER: Rising Heat Once during your turn (before your attack), you may switch your Active Articuno, Zapdos, and Moltres with 1 of your Benched Articuno, Zapdos, and Moltres. [R][R][R] Turbo Scorch 30+ If Moltres was on the Bench and became your Active Pokémon this turn, this attack does 30 damage plus 30 more damage. Weakness: [W] +30 Resistance: [F] -20 Retreat: [C][C]
Spoiler Dratini HP: 50 [C] Basic [C] Mirage Power Search your deck for a card that evolves from Dratini and put it onto Dratini (this counts as evolving Dratini). Shuffle your deck afterwards. [C][C] Slam 20 Weakness: [C] +10 Resistance: Retreat: [C] Spoiler Dragonair HP: 80 [C] Stage 1: Evolves from Dratini Poké-POWER: Mysterious Beam Once during your turn (before your attack), you may flip a coin. If Heads, search your deck for a card that evolves from 1 of your Pokémon and put it onto that Pokémon (this counts as evolving that Pokémon). Shuffle your deck afterwards. This Power can't be used if Dragonair is affected by a Special Condition. [C][C] Distorted Wave 30 Shuffle an Energy card attached to Dragonair into your deck. Weakness: [C] +20 Resistance: Retreat: [C] Spoiler Dragonite HP: 140 [C] Stage 2: Evolves from Dragonair Poké-POWER: Call to Power Once during your turn (before your attack), when you put Dragonite from your hand onto 1 of your Dragonair, you may search your deck for up to 2 evolution cards, reveal them, and put them into your hand. Shuffle your deck afterwards. [C][C] Miracle Ray Choose up to 2 of your Basic Pokémon in play. If you have a Stage 2 card that evolves from those Pokémon in your hand, put that card on the Basic Pokémon that it evolves from (this counts as Evolving those Pokémon). [C][C][C] Power Beam 40+ Does 40 damage plus 10 more damage for each Stage 1 Pokémon on your Bench, plus 20 more damage for each Stage 2 Pokémon on your Bench. Weakness: [C] +30 Resistance: [F] -20 Retreat: [C][C] Dragonite is one of my favourite Pokémon ever, so I tried my best to make it really playable! Especially since it's been 8 years since the last really playable one (Dragonite FB).
Spoiler Mewtwo HP: 90 [P] Basic Poké-POWER: Telekinesis Once during your turn (before your attack), you may move an Energy card attached to 1 of your Pokémon to another of your Pokémon. Then, place 2 damage counters on Mewtwo. This Power can't be used if Mewtwo is affected by a Special Condition. [P][P][C] Berserk Blast 10+ Does 10 damage plus 10 more damage for each damage counter on Mewtwo. Weakness: [P] +20 Resistance: Retreat:[C][C] Spoiler Mega Mewtwo HP: 110 [F] Mega Evolution: Put onto Mewtwo [C][C] Burst Punch 40 Before doing damage, you may switch the Defending Pokémon with 1 of your opponent's Benched Pokémon. [F][P][C] Blaster Punch 130 Discard 2 Energy attached to Mewtwo. Put this card onto your Active Mewtwo. Mega Mewtwo can use any Attack, Poké-Power, or Poké-Body from its previous stage. Weakness: [P] x2 Resistance: Retreat: [C][C] Spoiler Mega Mewtwo HP: 100 [P] Mega Evolution: Put onto Mewtwo Poké-POWER: Shadow Wave Once during your turn (before your attack), you may discard an Energy card attached to Mewtwo. If you do, choose an Energy card attached to 1 of your opponent's Pokémon and discard it. [P][P][P] Matter Vortex 30+ Does 30 damage plus 10 more damage for each Energy card in your discard pile. Then, shuffle all of those cards back into your deck. Put this card onto your Active Mewtwo. Mega Mewtwo can use any Attack, Poké-Power, or Poké-Body from its previous stage. Weakness: [P] x2 Resistance: Retreat: [C] Another one of my favourite Pokémon!
Spoiler Supporter // SUPPORTER Lance's Training You can only play 1 Supporter card each turn. When you play this card, put it next to your Active Pokémon. When your turn ends, discard this card. Search your deck for an Evolution card, reveal it, and put it into your hand. Shuffle your deck afterwards. Spoiler Supporter // SUPPORTER Blue's Achievement You can only play 1 Supporter card each turn. When you play this card, put it next to your Active Pokémon. When your turn ends, discard this card. Discard 2 cards from your hand. Then, draw a card for each of your remaining prize cards. Spoiler Mew HP: 60 [P] Basic [C] Genetic Link Search your deck for up to 2 Basic Pokémon and put them onto your Bench. Shuffle your deck afterwards. [P][C] Jamming Flip a coin. If heads, your opponent can’t draw a card at the beginning of his or her next turn. Weakness: [P] +20 Resistance: Retreat: [C] And with that, Kanto is done!
Spoiler Chikorita HP: 50 [G] Basic [G] Synthesis Remove 2 damage counters from 1 of your Pokémon. [G][C] Mega Drain 20 Flip a coin. If heads, remove a number of damage counters from Chikorita equal to half the damage done to the Defending Pokémon. Weakness: [R] +10 Resistance: [W] -20 Retreat: [C] Spoiler Bayleef HP: 80 [G] Stage 1: Evolves from Chikorita [G] Wafting Aroma Remove 2 damage counters from all of your Pokémon. [G][C][C] Soothing Scent 30 Remove 3 damage counters and all Special Conditions from Bayleef. Weakness: [R] +20 Resistance: [W] -20 Retreat: [C][C] Spoiler Meganium HP: 140 [G] Stage 2: Evolves from Bayleef Poké-BODY: Healing Scent At any time between turns, remove 1 damage counter from each of your Pokémon. You can’t use more than 1 Healing Scent Poké-Body between turns. [G][C] Light Recharge Remove 1 damage counter from each of your Pokémon for each Energy attached to Meganium. Then, discard 2 Energy attached to Meganium. [G][G][C] Life Burst 60 Remove 6 damage counters from your Pokémon in any way you like. Weakness: [R] +30 Resistance: [W] -20 Retreat: [C][C] Spoiler Cyndaquil HP: 50 [R] Basic [R] Hot Sneeze 10 Flip a coin. If heads, the Defending Pokémon is now Burned. [R][C] Ember 30 Discard a [R] Energy attached to Cyndaquil. Weakness: [W] +10 Resistance: Retreat: [C] Spoiler Quilava HP: 70 [R] Stage 1: Evolves from Cyndaquil [C] Kindling 20 Search your Discard pile for an Energy card and attach it to Quilava. Then, put 1 damage counter on Quilava. [R][C][C] Heat Rush 40+ Flip a coin. If heads, this attack does 40 damage plus 30 more damage. If Tails, Quilava does 20 damage to itself. Weakness: [W] +20 Resistance: [C] Retreat: [C] Spoiler Typhlosion HP: 110 [R] Stage 2: Evolves from Quilava Poké-BODY: Flames of Rage Each of Typhlosion's attacks do 10 more damage to the Active Pokémon for each Prize card your opponent has taken (before applying Weakness and Resistance). [R][C] Fire Blast 40+ Does 40 damage plus 10 more damage for each [R] Energy attached to Typhloison. Then, discard 2 [R] Energy attached to Typhlosion. [R][R][C] Eruption 130 Discard all [R] Energy attached to Typhlosion. Weakness: [W] +30 Resistance: Retreat: [C][C] Spoiler Totodile HP: 50 [W] Basic [W] Rain Splash Put 2 damage counters on 1 of your opponent's Pokémon. [W][C] Dual Splash Put 1 damage counter on 2 of your opponent's Pokémon. Weakness: [G] +10 Resistance: Retreat: [C] Spoiler Croconaw HP: 80 [W] Stage 1: Evolves from Totodile [W] Soft Rain 10 Does 10 damage to each of your opponent's Benched Pokémon (don't apply Weakness and Resistance for Benched Pokémon). [W][C][C] Aqua Splash 40 Put 2 damage counters on 2 of your opponent's Pokémon. Weakness: [G] +20 Resistance: Retreat: [C] Spoiler Feraligatr HP: 120 [W] Stage 2: Evolves from Croconaw Poké-POWER: Heavy Rain Once during your turn (before your attack), you may put 2 damage counters on 1 of your opponent's Pokémon. You can't use more than 1 Heavy Rain Poké-Power each turn. This Power can't be used if Feraligatr is affected by a Special Condition. [W][C] Dual Wave Does 40 damage to 2 of your opponent's Pokémon (don't apply Weakness and Resistance for Benched Pokémon). [W][W][C] Hydro Spear 80 Does 20 damage to 1 of your opponent's Benched Pokémon (don't apply Weakness and Resistance for Benched Pokémon). Discard 2 [W] Energy attached to Feraligatr. Weakness: [G] +30 Resistance: Retreat: [C][C] Starting Johto off with a bang!
Spoiler Sentret HP: 60 [C] Basic [C] Loud Cry Flip a coin. If heads, the Defending Pokémon is now Paralyzed. [C][C] Smash Turn 20 Switch Sentret with 1 of your Benched Pokémon. Weakness: [F] +10 Resistance: Retreat: [C] Spoiler Furret HP: 80 [C] Stage 1: Evolves from Sentret Poké-POWER: Sniff Out Once during your turn (before your attack), you may look at the top 2 cards of your deck. Choose 1 card you find there and put it into your hand. Discard the other card. You can't use more than 1 Sniff Out Poké-Power per turn. This Power can't be used if Furret is affected by a Special Condition. [C][C] U-Turn 30 Switch Furret with 1 of your Benched Pokémon. Weakness: [F] +20 Resistance: Retreat: [C] Gonna do one a day instead of once every two days, I think. More fun for me that way.
Spoiler Hoothoot HP: 50 [C] Basic Poké-BODY: Steady Feet If there would be an effect that would prevent Hoothoot from retreating, prevent that effect (you still need the necessary Energy to retreat). [C] Hypnosis The Defending Pokémon is now Asleep. Weakness: [L] +10 Resistance: [F] -20 Retreat: [C] Spoiler Noctowl HP: 90 [C] Stage 1: Evolves from Hoothoot [C] Investigate Look at 1 of your face-down Prize cards. You may choose a card from your hand and switch it with that prize card. [C][C] Powerful Flap 10x Discard as many cards from your hand as you like. This attack does 10 damage times the number of cards discarded in this way. Weakness: [L] +20 Resistance: [F] -20 Retreat: [C] I have no idea whatsoever if I worded Hoothoot's body right, but I also couldn't find a reference, so I'm not sure.
For some reason, I feel that Hoothoot's effect would be worded something like this (I haven't got a reference for it though): If there would be an effect that would prevent Hoothoot from retreating, prevent that effect. However, that nor the effect that you've got going at the moment would prevent effects on Hoothoot's Retreat Cost, so I'm not sure if that's intentional.
Hmm, perhaps something like this? If there would be an effect that would prevent Hoothoot from retreating, prevent that effect (you still need the necessary Energy to retreat). The single retreat cost was intentional, yeah. No Hoothoot has ever had 0 and Hoothoot doesn't strike me as fast enough to retreat freely anyways.
Yeah, that looks really good! I'm not sure if there needs to be a "(by yours and your opponent's)" clause regarding the effect, or no. Probably, considering that it isn't clarified in the effect, although there might be something I'm missing for the DP-era.
I don't think there needs to be a clause, but to my knowledge there's never been a card that prevents your own active from retreating (effects of attacks that affect the attacking Pokémon aside), so to my knowledge this is entirely new ground.
Spoiler Ledyba HP: 50 [G] Basic [C] Call for Family Search your deck for up to 2 Basic Pokémon and put them onto your Bench. Shuffle your deck afterwards. [G] Comet Punch 10x Flip 4 coins. This attack does 10 damage times the number of heads. Weakness: [R] +10 Resistance: [F] -20 Retreat: Spoiler Ledian HP: 80 [G] Stage 1: Evolves from Ledyba [C] Pollenate Flip 2 coins. For each heads, search your deck for a Basic Energy card and attach it to 1 of your Pokémon. Shuffle your deck afterwards. [G][C] Baton Pass 30 Switch Ledian with 1 of your Benched Pokémon. Move an Energy card attached to Ledian to the new Active Pokémon. Weakness: [R] +20 Resistance: [F] -20 Retreat: Johto's regional Bird/Bugs are a little weird. For one, they're stage 1s instead of the usual stage 2s. And for two, you can still find Kanto's regional birds and bugs more commonly than Johto's own regional birds and bugs!
Spoiler Spinarak HP: 50 [P] Basic [C] Spin Web The Defending Pokémon can't retreat during your opponent's next turn. [P] Poison sting 10 The Defending Pokémon is now Poisoned. Weakness: [P] +10 Resistance: Retreat: [C] Spoiler Ariados HP: 80 [P] Stage 1: Evolves from Spinarak Poké-BODY: Phobia Inducer If Ariados is your Active Pokémon and is damaged by an opponent's attack (even if Ariados is knocked out), you may switch the Defending Pokémon with 1 of your opponent's Benched Pokémon. [P][C] Spidery Thread 30 Move an Energy card attached to the Defending Pokémon to 1 of your opponent's Benched Pokémon. Weakness: [P] +20 Resistance: Retreat: [C] I wanted to make a unique take on Energy denial that wasn't just "discard the energy", so here it is. Probably not too useful since it's fairly easy to play around, but I like it.
Spoiler Crobat HP: 100 [C] Stage 2: Evolves from Golbat Poké-POWER: Lost Raid Once during your turn (before your attack), if Crobat is your Active Pokémon, you may discard 3 cards from your hand. Then, your opponent chooses a card from his or her hand and puts it into the Lost Zone. This Power can't be used if Crobat is affected by a Special Condition. [C][C] Lost Fuel 20+ Choose 1 of your Pokémon with no damage counters on it and put it and all cards attached to it into the Lost Zone. This attack does 20 damage plus 10 more damage for each card put into the Lost Zone in this way. Weakness: [L] +30 Resistance: [F] -20 Retreat: And if you want to check out the rest of the evolution line, made over a year ago, it's right here: http://www.pokebeach.com/forums/thr...s-pokédex-project.123841/page-11#post-2775941 It bugs me that up until the Lost World Stadium, PCL didn't do much with the lost zone. There was cards that could put stuff in it, but nothing outside of minor disruption ever came out of it. So, I'm going to try and use the Lost Zone, with no Lost World in mind, for lines and effects.
Spoiler Chinchou HP: 60 [L] Basic [C] Lure Flip a coin. If heads, your opponent switches the Defending Pokémon with 1 of his or her Benched Pokémon. [L][C] Shock Wave 20 Flip a coin. If heads, the Defending Pokémon is now Paralyzed. Weakness: [F] +10 Resistance: Retreat: [C] Spoiler Lanturn HP: 90 [L] Stage 1: Evolves from Chinchou Poké-POWER: Deep Dive Once during your turn (before your attack), you may use this Power. Lanturn's type is [W] until the end of your turn. This Power can't be used if Lanturn is affected by a Special Condition. [C][C] Electric Flood 40+ If you attached a [W] Energy card from your hand to Lanturn this turn, this attack does 40 damage plus 20 more damage. If you attached a [L] Energy card from your hand to Lanturn this turn, this attack does 40 damage and the Defending Pokémon is now Paralyzed. Weakness: [F] +20 Resistance: Retreat: [C][C] Fun fact: There's been the same amount of Eletcric Lanturns that can change type to water as there has been actual water Lanturns. That being said, given the amount of pure water types, I felt it better to make this water type Electric because there's going to be a lot of water in the future.
Now, for the moment you've all been waiting for since I started this project, the greatest Pokémon ever... Spoiler Spoiler: drumrolls... Spoiler: more drumrolls... Spoiler: EVEN MORE DRUMROLLS... Spoiler Pichu HP: 40 [L] Basic Poké-POWER: Baby Evolution Once during your turn (before your attack), you may put Pikachu from your hand onto Pichu (this counts as evolving Pichu) and remove all damage counters from Pichu. [-] Totter Around Draw 4 cards. If any of them are Energy cards, you may attach 1 of them to 1 of your Pokémon. Pichu is now Confused. Weakness: [F] +10 Resistance: [M] -20 Retreat: [C] Pichu! I wanted Pichu to be good, something that all decks could benefit from. Because Pichu needs to be everywhere!