TCG Fakes ZygardeChronicles' New Fakes (Text-Based Fakes)

Bump. here:

Trainer-Stadium

Each player's [T] and [W] Pokémon get 20+ HP.

This card stays in play when you play it. Discard this card if another Stadium card comes into play. If another card with the same name is in play, you can't play this card.
 
It would help immensely if you would spell out the types, or use symbols instead. I have an Album here [this link] that provides 13px energy symbols you can use. There is a number of advice I could give on your designs, but let's start off with a summary instead.

Your very first design is using the context of the wrong attack. You mean to say [Ultimate Brutal Bash] in place of Dark Rush. That attack currently revolves around Damage Counters, which does have a little discrepancy given the fact that it seemingly makes more sense if it were energy—yet given how Dark Pulse has covered that well enough even earlier—it's not much to refute. A very good rule of thumb to go by is to stick to your guns and keep the context of an attack or ability as consistent as possible for articulation. If you're going to change the context of an attack or ability, it should always be to strive for a greater purity of realism (getting to something more true to the game or the nature of the attack/ability). You never want to double over onto something else, because that's not articulate—it's confusing.

I find myself going over the context of certain attacks, and it's always an uncomfortable avenue to address, but I find many times over that the context of some attacks is very skewed from what it should have been. So in rare cases, I like to bring things back to the highest purity for articulation. I hate going over someone else's work, because it's so imposing, and I hate to make anyone so uncomfortable—but some cases desperately call for it. A recent example of this was the context of the Hawlucha attack [Flying Press].

By nature, this attack is double-type attack, which would invalidate Resistance to Fighting in the TCG. However, the current attack does something totally obscure to that effect as a balance measure to suite the playability of the design. Reasonably, I can understand the need there, but I think it was a poor choice to use the name of a legit game attack far outside the context of what it does. They should have used a custom name instead. For that reason, I've recently designed a Flying Press TM card that simply removes Resistance. This changes the context of the first use of it, yet very necessarily and to much benefit (rather than for reason unexplained or unnecessary). Consider adapting the same policy, because you'd be sure to confuse people and make them very uncomfortable otherwise.

Sun Blow and Moon Blow are both very God-forsaken names. I could go into deep elaboration on every which way that is going wrong, but for continuity purposes, I would hope that might not be necessary here, and you can just take my word when I say—not every standard is a golden one. Therein, the technique should always involve a deep analysis into the full scope of where any given standard takes you. As a natural cache of mistakes and experiences, history can be the best guideline to go by. Simply put, if something hasn't gone anywhere significant from then to now, it's not likely to do any better from here on out. Discerning that fact is what should tell you to shift gear and strive for something more resolute. Mindlessly charging forward makes a zombie out of you.

A number of your attacks could use a brush up. [Broken Bolt] could cost one less energy and be just fine. You'll also want to use the same wording composure as Evosoda, which you can adapt by handing a clause that references cards from your hand (if you'd like it to be able to drop BREAK cards from your hand). [Mane Shutdown] is way too expensive. Consider four energy is a lot. Five is always pushing it. In most cases, you get once chance to make an advance, where you won't even be able to make use of that attack's effect. [Dark Pulse] and [Moon Blast] should both be using the corresponding effects found on every other card that uses them. You can change the values to scope the cost of your attack (adding or reducing more or less damage), but the context should be present and remain the same.

Pokémon Breeder needs to designate a type. It can't use be any. You have to designate Basic, Stage 1, Stage 2, EX, BREAK, etc. The higher you go up the evolution line, the more restrictive you should consider making it. Every fantasy card game thrives the on the aspect of challenge. It's what makes the game fun. It doesn't have to be a towering challenge, it can be a simple challenge (get a creature on the board—and enchant it). But so long as some aspect of challenge is present, the accomplishment of that challenge is where the fun is at.

Serperior needs your opponent to reveal their hand so that players can't cheat their way out of it. Your opponent reveals his or her hand and puts a Basic Pokémon from his or her hand onto the Bench with 4 damage counters on it. (If your opponent has no Basic Pokémon in his or her hand, this attack does nothing.)

[Bug Battles] probably wants to designate Grass-type. Otherwise, the effect is veering off from the suggested context of the attack. Just because they did the same thing with [Circle Circuit] Raichu, doesn't mean it's the right thing to do. They just have a terribly legacy with mistakes like that. At this point, it's fair to say they've become all too comfortable with it, but it stands as poor development, and the wrong thing to do. Always strive to break away from bad standards like that and correct such things in your own work if you can. It adds to the influence of what is good, and true, and what should be.

[Fire Tail Wrap] needs to designate where that card is discarded from. Is it from the top? Is it from the bottom? Can they search their deck and pick any card to discard? You need to designate that, because otherwise the effect can't resolve.

[Super Fire Fang] needs the clause "between turns" at the end of it. 5 damage counters is also over the top. Consider treading the same waters as the recent Volcarona with 4 damage counters between turns. It doubles the amount of damage, which puts it about on part with Virbank City Gym respectively.

Charizard BREAK should exclude Water-type. The context of what you're thinking referees to a different aspect of "Fire" entirely. Sunshine and Thermal Heat are two different aspects entirely. If Sunshine, that boosts Fire and Grass, but dissipates Water. If Thermal Heat, that boosts Fire and speeds up the molecules in Water, but singes Grass. You can't reasonably combine the two, because they're reasonably not one in the same. Consider re-naming the ability Sunny Day (after the prominent Pokémon attack) and changing the context to suite that attack's respective types.

Lastly, {Watch Out} is far too over the top. It detracts from the aspect of challenge entirely, and needs some restrictive clausing to etch it out properly.

Let me know if you have any questions about this. I'm always glad to be of service.
 
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Adored Pokémon collection is like RC 1 and 2 but bigger.

Basic-Psychic-Latias-EX-HP170

[P] Dash n' Draw
Switch this Pokémon with 1 of your benched Pokémon. Then, draw 3 cards.

[P][C] Psychic 60 Damage
Flip a coin, if heads, discard an energy attached to your opponent's active Pokémon.

EX Rule: When a Pokémon-EX has been Knocked Out, your opponent takes 2 Prize cards.

Weakness: [P] x2
Resistance:
Retreat: [C]
Mega-Evolves from Latias-EX-Psychic-M Latias-EX-HP210

Mega Rule: When 1 of your Pokémon becomes a Mega Evolution Pokémon, your turn ends.

[P][P] Psycho Blitz 110 Damage
Discard the top card of your opponent's deck.

When a Pokémon-EX has been Knocked Out, your opponent takes 2 Prize cards.

Weakness: [P] x2
Resistance:
Retreat:
Basic-Psychic-Abra-HP50

[C] Field Wonders 30 Damage
Heal 10 damage from this Pokémon for each [G] and [P] energy attached to this Pokémon.

Weakness: [P] x2
Resistance:
Retreat:
Basic-Psychic-Victini-EX-HP160

Ability: Victorious
If your opponent's Pokémon is Knocked Out by damage from an attack of this Pokémon, take 1 more Prize card.

[P][C] Flaming Round 60 Damage
Your opponent's active Pokémon is now Burned.

When a Pokémon-EX has been Knocked Out, your opponent takes 2 Prize cards.

Weakness: [P] x2
Resistance:
Retreat: [C]
Basic-Psychic-Latios-HP100

Ability: Eon Guardian
Any damage done to Pokémon with Latias or Latios in its name is reduced by 20.

[P][P] Luster Purge 50 Damage
Your opponent's active Pokémon is now Confused.

Weakness: [P] x2
Resistance:
Retreat: [C]
BREAK-Evolves from Latios-Psychic-HP170


Latios BREAK retains the attacks, Abilities, Weakness, Resistance, and Retreat Cost of its previous Evolution.

[P][P][P] Psycho Overdrive 140 Damage
Discard the top card of your opponent's deck. If that card is a Supporter card, your opponent reveals their hand. Discard a card from your opponent's hand.
Basic-Psychic-Mew-EX-HP120

[C] The Cat's Mew 10 Damage
During your next turn, any damage done to this is reduced by 60 (after applying Weakness and Resistance)

[P][P] Support Blast 20 Damage
If your opponent's active Pokémon has an ability, put a Supporter card from your discard pile into your hand.

Weakness: [P] x2
Resistance:
Retreat:
Stage 2-Evolves from Braixen-Delphox-HP130

Ability: Magical Flames
When you play this Pokémon from your hand to evolve one of your Pokémon, you may also evolve another 1 of your Pokémon that can evolve (only if you have the card that evolves from that Pokémon in your hand). If you do, put 2 damage counters on that Pokémon.

[P][F] Epic Flames 50 Damage
Attach and Energy from your hand to 1 of your benched Pokémon. Ignore any effects that prevent you from attaching energies.

Weakness: [W] x2
Resistance: [G] -20
Retreat: [C][C]
Basic-Fire-Fennekin-HP60

[F] Evolving Flames
Flip a coin, if heads, search your deck for a card that evolves from this Pokémon (this counts as evolving this Pokémon). Shuffle your deck afterwards.

Weakness: [W] x2
Resistance: [G] -20
Retreat: [C]
Stage 1-Evolves from Fennekin-Fire-Braixen-HP80

[F] Signal Flare 10 Damage
You may reveal a [F] energy in your hand to your opponent. If you do, switch your opponent's active Pokémon with 1 of your opponent's benched Pokémon.

[F][C][C] Special Wand 50+ Damage
If this Pokémon has any Special Energy attached, this attack does 30 more damage for each Special Energy attached to this Pokémon.

Weakness: [W] x2
Resistance: [G] -20
Retreat: [C]
Basic-Fire-Cyndaquil-HP60

Ability: False Flare
Once during your turn (before you attack), you may switch a card in your hand for a [F] energy in your discard pile.

[F] Starter's Starter 10 Damage
Put a [F] energy from your discard pile into your hand.

Weakness: [W] x2
Resistance:
Retreat: [C]
Basic-Fire-Vulpix-HP60

[F] Flame Burst 10 Damage
This attack does 10 damage to 1 of your opponent's benched Pokémon. Apply weakness and resistance to benched Pokémon.

Weakness: [W] x2
Resistance:
Retreat: [C]
 
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Basic-Psychic-Abra-HP50

[C] Field Wonders 30 Damage
Heal 10 damage from this Pokémon for each [G] and [P] energy attached to this Pokémon.

Weakness: [P] x2
Resistance:
Retreat:
Basic-Psychic-Victini-EX-HP160

Ability: Victorious
If your opponent's Pokémon is Knocked Out by damage from an attack of this Pokémon, take 1 more Prize card.

[P][C] Flaming Round 60 Damage
Your opponent's active Pokémon is now Burned.

When a Pokémon-EX has been Knocked Out, your opponent takes 2 Prize cards.

Weakness: [P] x2
Resistance:
Retreat: [C]
 
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What?? Another Latios?

BREAK-Evolves from Latios-Psychic-HP170

Latios BREAK retains the attacks, Abilities, Weakness, Resistance, and Retreat Cost of its previous Evolution.

[P][P][P] Psycho Overdrive 140 Damage
Discard the top card of your opponent's deck. If that card is a Supporter card, your opponent reveals their hand. Discard a card from your opponent's hand.
 
Here's some cards.

Basic-Psychic-Mew-EX-HP120

[C] The Cat's Mew 10 Damage
During your next turn, any damage done to this is reduced by 60 (after applying Weakness and Resistance)

[P][P] Support Blast 20 Damage
If your opponent's active Pokémon has an ability, put a Supporter card from your discard pile into your hand.

Weakness: [P] x2
Resistance:
Retreat:
Stage 2-Evolves from Braixen-Delphox-HP130

Ability: Magical Flames
When you play this Pokémon from your hand to evolve one of your Pokémon, you may also evolve another 1 of your Pokémon that can evolve (only if you have the card that evolves from that Pokémon in your hand). If you do, put 2 damage counters on that Pokémon.

[P][F] Epic Flames 50 Damage
Attach and Energy from your hand to 1 of your benched Pokémon. Ignore any effects that prevent you from attaching energies.

Weakness: [W] x2
Resistance: [G] -20
Retreat: [C][C]
Basic-Fire-Fennekin-HP60

[F] Evolving Flames
Flip a coin, if heads, search your deck for a card that evolves from this Pokémon (this counts as evolving this Pokémon). Shuffle your deck afterwards.

Weakness: [W] x2
Resistance: [G] -20
Retreat: [C]
 
Stage 1-Evolves from Fennekin-Fire-Braixen-HP80

[F] Signal Flare 10 Damage
You may reveal a [F] energy in your hand to your opponent. If you do, switch your opponent's active Pokémon with 1 of your opponent's benched Pokémon.

[F][C][C] Special Wand 50+ Damage
If this Pokémon has any Special Energy attached, this attack does 30 more damage for each Special Energy attached to this Pokémon.

Weakness: [W] x2
Resistance: [G] -20
Retreat: [C]
Basic-Fire-Cyndaquil-HP60

Ability: False Flare
Once during your turn (before you attack), you may switch a card in your hand for a [F] energy in your discard pile.

[F] Starter's Starter 10 Damage
Put a [F] energy from your discard pile into your hand.

Weakness: [W] x2
Resistance:
Retreat: [C]
 
Here's a random Fakemon. I made and don't know what to do with it. I don't want to clutter IPOFs with my own threads.

foxit_by_zygardechronicles-d9zqtup.jpg
Name: Foxit
Type(s): Normal
Ability/Abilities: Skill Link, Cute Charm
Hidden Ability: Tough Claws
Height: 2'06
Weight: 30.4 Lbs
Evolution(s)?: No
Evolved?: No

Moves:
[Lv 1] Scratch
[Lv 1] Growl
[Lv 8] Stomp
[Lv 9] Quick Attack
[Lv 10] Recover
[Lv 15] Swords Dance
[Lv 20] Shadow Claw
[Lv 20] Bounce
[Lv 30] Tail Slap
[Lv 37] Waterfall
[Lv 40] Recover
[Lv 45] Crunch
[Lv 100] Dragon Dance
TM01: Hone Claws
TM02: Dragon Claws
TM05: Roar
TM06: Toxic
TM10: Hidden Power
TM12: Taunt
TM17: Protect
TM21: Frustration
TM26: Earthquake
TM27: Return
TM28: Dig
TM31: Brick Break
TM32: Double Team
TM40: Aerial Ace
TM41: Torment
TM42: Facade
TM44: Rest
TM45: Attract
TM46: Thief
TM54: False Swipe
TM56: Fling
TM60: Quash
TM61: Will-O-Wisp
TM62: Acrobatics
TM63: Embargo
TM65: Shadow Claw
TM66: Payback
TM67: Retaliate
TM68: Giga Impact
TM70: Flash
TM73: Thunder Wave
TM75: Swords Dance
TM82: Dragon Tail
TM84: Poison Jab
TM87: Swagger
TM88: Sleep Talk
TM90: Substitute
TM94: Secret Power
TM98: Power-Up Punch
TM100: Confide
HM01: Cut
HM04: Strength
HMo5: Waterfall
HMo6: Rock Smash
Covet
Knock Off
Endeavor
-----------
Iron Tail
Iron Head
Zen Headbutt
Last Resort
Foul Play
Superpower
-----------
Block
Role Play
After You
Helping Hand
Trick
Recycle
-----------
Heal Bell
Stealth Rock

HP: 75
Attack: 120
Defense: 70
Sp. Attack: 5
Sp. Defense: 70
Speed: 100
Total: 440
Tell me if I'm missing anything!
 
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Basic-Fire-Vulpix-HP60

[F] Flame Burst 10 Damage
This attack does 10 damage to 1 of your opponent's benched Pokémon. Apply weakness and resistance to benched Pokémon.

Weakness: [W] x2
Resistance:
Retreat: [C]
 
I, uh, ran out of ideas. Here's something I can't run out of ideas on since it's not a set! Deck Projects is a series of promos only obtainable through multiple types of boxes called "Deck Project: (Project name and number) Box" "Deck Project: (Project name and number) Super Box" "Deck Project: (Project name and number) Ultra Box" and "Deck Project: (Project name and number) Player's Box"

Basic-Water-Seismitoad-EX-HP180

[C][C] Quaking Punch 30
Your opponent can't play any Item Cards from his or her hand during his or her next turn.

[W][C][C] Croak from the Rooftops 100 Damage
Before doing damage, flip a coin. If heads, switch your opponents Active Pokémon with 1 of their benched Pokémon.

When a Pokémon-EX has been Knocked Out, your opponent takes 2 Prize cards.

Weakness: [G] x2
Resistance:
Retreat: [C][C][C]
200px-ShayminEXEmeraldBreak87.jpg
Basic-Fighting-Gallade-EX-HP170

[F] Fairy Maneuver 60+ Damage
If this Pokémon has any [Y] energy attached to it, this attack does 60 more damage.

[P][F] Blade from the Heavens 120 Damage
If this Pokémon has 6 or more damage counters on it, this attack's base damage is 60

Weakness: [C] x2
Resistance: [F] -20
Retreat: [C]
MEGA-Evolves from Gallade-EX-Fighting-M Gallade-EX-HP220

When 1 of your Pokémon becomes a Mega Evolution Pokémon, your turn ends.

[F][F][F] Sonic Blade 160 Damage
Discard the top card of your opponent's deck. Then, discard an energy attached to this Pokémon.

When a Pokémon-EX has been Knocked Out, your opponent takes 2 Prize cards.

Weakness: [C] x2
Resistance: [F] -20
Retreat:
Basic-Lightning-Raichu-EX-HP170

Ability: Circuit Speeds
Once during your turn (before you attack), you may discard an energy attached to 1 of your Pokémon. If you do, search your deck for a [L] energy and attach it to 1 of your Pokémon. Shuffle your deck afterwards.

[L][L] Mega Volt 60 Damage
You may draw a card.

Weakness: [F] x2
Resistance:
Retreat: [C]
Trainer-Item-Substitute

Attach a Pokémon Tool to 1 of your Pokémon that doesn't already have a Pokémon Tool attached to it.

If the Pokémon this card is attached to has a base maximum HP of 60 or less, add the current amount of HP the Pokémon this is attached to is doubled.

You may play as many Item cards as you like during your turn (before your attack).
Trainer-Item-Leftovers

Attach a Pokémon Tool to 1 of your Pokémon that doesn't already have a Pokémon Tool attached to it.

In between turns, heal 10 damage from the Pokémon this card is attached.

You may play as many Item cards as you like during your turn (before your attack).
$_12.JPG
BREAK-Evolves from Garchomp-Fighting-HP190
BREAK retains the attacks, Abilities, Weakness, Resistance, and Retreat Cost of its previous Evolution.

[F][C] Turbo Shark 100 Damage
You can use this attack if this Pokémon is asleep. If this Pokémon is asleep, draw a card.

Basic-Colorless-Snorlax-EX-HP190

Ability: Sleep Talk
Each of your asleep Pokémon can use attacks.

[C] Rest
Before applying this attacks effects, switch this Pokémon with 1 of your Benched Pokémon. The new active Pokémon is now asleep.

Weakness: [F] x2
Resistance:
Retreat: [C][C][C][C]
Basic-Dragon-Salamence-EX-HP180

[F][W] Sky Claw
Put a Special Energy card from your discard pile into your hand. Then, discard the top card of your deck.

[F][W][C] Mega Slam 20+ Damage
This attack does 50 more damage for each M Pokémon in play (both yours and your opponent's)

Weakness: [N] x2
Resistance: [F] -20
Retreat: [C]
MEGA-Evolves from Salamence-EX-Dragon-M Salamence-EX-HP230

[F][W][C] Ultra Hyper Voice 100 Damage
This attack does 40 Damage to each of your opponent's benched Pokémon (don't apply weakness and resistance for benched Pokémon)

Weakness: [Y] x2
Resistance: [F] -20
Retreat:

Basic-Psychic-Venusaur-EX-HP180

[C] Poison Slap 10 Damage
Your opponent's active Pokémon is now poisoned.

[P][P] Grass Knot 40+ Damage
If this Pokémon has any [G] energy attached to it, this attack does 60 more damage.

When a Pokémon-EX has been Knocked Out, your opponent takes 2 Prize cards.

Weakness: [R] x2
Resistance: [F] -20
Retreat: [C][C]
MEGA-Evolves from Venusaur-EX-Psychic/Grass-M Venusaur-EX-HP24o

When 1 of your Pokémon becomes a Mega Evolution Pokémon, your turn ends.

[C][C] Gradual Poison 30x Damage
This attack does 30 damage times the amount of [P] and [G] energy attached to this Pokémon.

When a Pokémon-EX has been Knocked Out, your opponent takes 2 Prize cards.

Weakness: [R] x2
Resistance: [F] -20
Retreat: [C][C][C]
Basic-Fire-Charizard-EX-HP180

[C] Ignite 10 Damage
Attach a [R] energy to 1 of your benched Pokémon.

[R][R][R] Flare Blitz 130 Damage
This Pokémon does 20 damage to itself.

When a Pokémon-EX has been Knocked Out, your opponent takes 2 Prize cards.

Weakness: [W] x2
Resistance: [F] -20
Retreat: [C][C]
MEGA-Evolves from Charizard-EX-Dragon/Fire-M Charizard-EX X-HP230

When 1 of your Pokémon becomes a Mega Evolution Pokémon, your turn ends.

[R][D] Shredding Claw 110 Damage
Flip a coin, if heads, discard the top card of your opponent's deck.

When a Pokémon-EX has been Knocked Out, your opponent takes 2 Prize cards.

Weakness: [F] x2
Resistance: [R][G] -20
Retreat:
MEGA-Evolves from Charizard-EX-Fire/Colorless-M Charizard-EX Y-HP230

When 1 of your Pokémon becomes a Mega Evolution Pokémon, your turn ends.

[R][C] Pure Flame Breakdown 110 Damage
Flip a coin, if heads, discard the top card of your opponent's deck.

When a Pokémon-EX has been Knocked Out, your opponent takes 2 Prize cards.

Weakness: [W] x2
Resistance: [F][G] -20
Retreat:
Basic-Water-Blastoise-EX-HP180

[C][C] Whirlpool 40 Damage
You may discard a Tool card attached to one of your Pokémon. If you do, your opponent can't play any Item cards during his or her next turn.

[W][W][W] Mega Bomb 100 Damage

When a Pokémon-EX has been Knocked Out, your opponent takes 2 Prize cards.

Weakness: [G] x2
Resistance:
Retreat: [C][C]
 
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Nice fakes. F for Fire and T for Fighting, eh? Now that really left me confused, as we normally use R for Fire and F for Fighting.
Like this: [G] [R] [W] [L] [P] [F] [D] [M] [Y] [N] [C]
G = Grass, R = Fire, W = Water, L = Lightning (Electric), P = Psychic, F = Fighting, D = Darkness (Dark), M = Metal (Steel), Y = Fairy, N = Dragon, C = Colorless
 
Trainer-Item-Substitute

Attach a Pokémon Tool to 1 of your Pokémon that doesn't already have a Pokémon Tool attached to it.

If the Pokémon this card is attached to has a base maximum HP of 60 or less, add the current amount of HP the Pokémon this is attached to is doubled.

You may play as many Item cards as you like during your turn (before your attack).
Trainer-Item-Leftovers

Attach a Pokémon Tool to 1 of your Pokémon that doesn't already have a Pokémon Tool attached to it.

In between turns, heal 10 damage from the Pokémon this card is attached.

You may play as many Item cards as you like during your turn (before your attack).
 
Combo BREAK-er:

$_12.JPG
BREAK-Evolves from Garchomp-Fighting-HP190
BREAK retains the attacks, Abilities, Weakness, Resistance, and Retreat Cost of its previous Evolution.

[F][C] Turbo Shark 100 Damage
You can use this attack if this Pokémon is asleep. If this Pokémon is asleep, draw a card.
Basic-Colorless-Snorlax-EX-HP190

Ability: Sleep Talk
Each of your asleep Pokémon can use attacks.

[C] Rest
Before applying this attacks effects, switch this Pokémon with 1 of your Benched Pokémon. The new active Pokémon is now asleep.

Weakness: [F] x2
Resistance:
Retreat: [C][C][C][C]
 
I would call "Fire,Water,Grass Speedup" on Charizard Break "Elemental Speedup"
BREAK-Evolves from Charizard-Fire-Charizard BREAK-HP190

Ability: Fire,Water,Grass Speedup
Once during your turn you may attach 2 in any combination of [F],[W],[G] energy to one of your Pokémon.[QUOTE/]
 
Basic-Dragon-Salamence-EX-HP180

[F][W] Sky Claw
Put a Special Energy card from your discard pile into your hand. Then, discard the top card of your deck.

[F][W][C] Mega Slam 20+ Damage
This attack does 50 more damage for each M Pokémon in play (both yours and your opponent's)

Weakness: [N] x2
Resistance: [F] -20
Retreat: [C]
MEGA-Evolves from Salamence-EX-Dragon-M Salamence-EX-HP230

[F][W][C] Ultra Hyper Voice 100 Damage
This attack does 40 Damage to each of your opponent's benched Pokémon (don't apply weakness and resistance for benched Pokémon)

Weakness: [Y] x2
Resistance: [F] -20
Retreat:
 
Man, I haven't made a non-CAC fake in forever! Well, it's a new gen, and I've got a new set.

Alola! New Fakes!
This 37 card set includes 6 SR! Includes the Alolan starters as Shiny Pokémon. An epic introduction to a new Generation of fakes!​

rowlet.png

Basic-Grass-Rowlet-HP60

[C] Leafage 20 Damage

Weakness: [F] x2
Resistance: [W] -20
Retreat: [C]
(Common)(A!NF 1/37)
 
Happy April Fools' Day! I've got some new fakes!

dartrix.png


Stage 1-Evolves from Rowlet-Grass-Dartrix-HP90

[G][C] Leaf Blade 30+ Damage
Flip a coin. If heads, this attack does 40 more damage.


[G][P] Eerie Evolution
Search your deck for a card with Decidueye in the name and put it onto this Pokémon (This counts as evolving this Pokémon.). Then, shuffle your deck.

Weakness: [F] x2
Resistance: [W] -20
Retreat: [C][C]
(Uncommon)(A!NF 2/37)

sableye.png

Basic-Psychic/Dark-Sableye-HP70

Ability: Prankster
Once during your turn (before you attack) you may look at your opponent's hand. You may draw a card for each Trainer card they have in their hand.


[P][D] Crystal Hunt 40+ Damage
If there are any Z-Crystals in play, this attack does 60 more damage.

Weakness: [Y] x2
Resistance: [C] -20
Retreat: [C][C]
(PROMO 4)
Mega-Evolves from Sableye-Psychic/Dark-Mega Sableye-HP190
sableye-mega.png

Ability: Magic Bounce
Whenever your opponent targets this Pokémon with a Trainer, you may choose the effect of that card (You can target your opponent's Pokémon)

[P][D] Shadow Ball 80 Damage

When your Mega Pokémon is Knocked Out, your opponent takes 2 Prize cards.

Weakness: [Y] x2
Resistance: [C] -20
Retreat: [C][C]
(PROMO 5)
 
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