TCG Fakes Ancient Resonance (Original Expansion) - Fossil Pokémon!

Ms Hugo

Aspiring Trainer
Member
Previous topic- Spirit Dimensions and explanation of the "Aura" mechanic

Hello everyone,

I decided to start making Pokemon fakes for fun again, and thought I'd expand upon my last custom expansion, Spirit Dimensions. This set will contain the Aura Pokemon mechanic that I invented, as well as a new Fossil mechanic- because I really don't think Fossils get enough love in the TCG. If you want to catch up on my little TCG reboot, I put a link at the top of this post.

Pokémon-F are Fossil Pokémon that must be "Revived" by using a Fossil Revival Machine with their respective Fossil. Once these Items are used in conjunction, the Pokémon-F card can be played from your hand onto your Bench. Each Pokemon's Fossil allows you to discard it from your hand in order to search for the Pokemon that it belongs to.

Pokémon-F and their Fossils cannot be played normally, so neither count as the Basic Pokémon you need to open up the game.

Of course, I also intend to come up with some creative Pokemon outside of Fossils/Auras that experiment with the TCG's mechanics. Hopefully you enjoy them!

Complete set list;

GRASS
Paras
Parasect
Hoppip
Skiploom
Jumpluff
Aura Celebi

FIRE
Torkoal
Heatran
Litleo
Pyroar

WATER
Wailmer
Wailord
Aura Delibird
Carracosta-F
Aurorus-F

LIGHTNING
Mareep
Flaaffy
Ampharos
Joltik
Aura Galvantula

PSYCHIC
Mew
Mewtwo
Aura Deoxys
Yamask
Cofagrigus


FIGHTING
Kabutops-F
Rampardos-F
Aerodactyl-F
Hippopotas
Hippowdon


DARK
Aura Sableye
Darkrai
Carvanha
Sharpedo

METAL
Bastiodon-F
Klink
Klang
Klinklang
Aura Magnezone
Genesect


FAIRY
Mr Mime
Spritzee
Aromatisse
Diancie


DRAGON

Kyurem
Reshiram
Zekrom
Aura Dialga


NORMAL

Miltank
Pidgey
Pidgeotto
Aura Pidgeot
Smeargle
Porygon
Porygon-2


TRAINERS

ITEMS

Clemont's Machine
Junk Arm
Aura Nullifier
Aura-Powered Ball
Fossil Revival Machine
Dome Fossil
Skull Fossil
Amber Fossil
Cover Fossil
Sail Fossil
Evo-Band
Focus Sash
Hex Robe

SUPPORTER

Red
Fossil Researcher
Gym Leaders' Truce
Lance's Counter-Attack!

STADIUM

Team Flare Hideout
Devon Corporation Building

Paras - Grass - 50HP
Basic

[C] Absorbing Spore: You may put 1 [G] Energy card from your discard pile into your hand. If you do, place 2 damage counters on this Pokémon.

Weakness: Fire (x2)
Resistance:
Retreat: [C][C]


Parasect - Grass - 80HP
Stage 1 - Evolves from Paras

Ability: Swarm Spore
Once during your turn, (before your attack) you can search your deck for Paras and put it on your Bench. Shuffle your deck afterward.

[G][G] Mass Infestation: 30+ damage. This attack does 20 more damage for each Paras and Parasect you have in play.

Weakness: Fire (x2)
Resistance:
Retreat: [C][C]





Hoppip - Grass - 50HP
Basic

Ability: Cluster Linking
If you have any other Hoppip in play, this Pokémon's retreat cost is 0.

[G] Breeze Tackle: 10 damage. Switch this Pokémon with one of your Benched Pokémon.

Weakness: Fire (x2)
Resistance: Water (-20)
Retreat: [C]



Skiploom - Grass - 60HP
Stage 1 - Evolves from Hoppip

Ability: Light Absorption
Once during your turn (before your attack), if you have any [F] Pokémon on your Bench, you may attach a [G] Energy card from your hand to this Pokémon.

[G][C] Bullet Seed: 20+ damage. Flip a coin for each Energy attached to this Pokémon. This attack does 10 more damage for each heads.

Weakness: Fire (x2)
Resistance: Water (-20)
Retreat:


Jumpluff - Grass - 90HP
Stage 2 - Evolves from Skiploom

[G] Breeze Tunnel: 30 damage. Return this Pokémon and all cards attached to it to your hand.

[G] Tripollen: 20+ If this Pokémon has 1 Energy attached to it, the Defending Pokémon is now Poisoned. If this Pokémon has 2 Energy attached to it, the Defending Pokémon is now Asleep and Poisoned. If this Pokémon has 3 Energy attached to it, this attack does 30 more damage and the Defending Pokémon is now Paralyzed.

Weakness: Fire (x2)
Resistance: Water (-20)
Retreat:



Celebi (R.Aura) - Grass - 70HP
Basic

Radiant Aura (After you use this effect, place this card in the Spirit Dimension)
Memory Shrine: Until the end of your turn, each of your evolved Pokémon can use any attack and Ability from its previous Evolutions. (You still need the necessary energy to use each attack.)

[G] Time Skip: 20 damage. During your opponent's next turn, prevent all effects of attacks, including damage, done to this Pokémon by Aura Pokémon. At the start of your next turn, (immediately after your draw) shuffle this Pokémon and all cards attached to it into your deck.

Weakness: Fire (x2)
Resistance: Water (-20)
Retreat: [C]

Torkoal - Fire - 80HP
Basic

Ability: Dig for Coal
Once during your turn, (before your attack,) you can look at the top 4 cards of your deck. Reveak any basic [R] Energy cards you find there and add them to your hand. Shuffle the other cards back into your deck.

[R][C] Resistance Shell: 40 damage. During your opponent's next turn, prevent all effects of attacks, including damage, done to this Pokémon by each of your opponent's Pokémon that has any Special Energy attached.

Weakness: Water (x2)
Resistance:
Retreat: [C][C][C]


Heatran - Fire - 100HP
Basic

Ability: Volcanic Furnace
Whenever any player puts a basic Fire Pokémon onto his or her Bench, he or she can search their discard pile for a [R] Energy and attach it to that Pokémon.

[R][R][C] Magma Storm: 50 damage. This attack does 10 damage to all Benched Pokémon (yours and your opponent's)

Weakness: Water (x2)
Resistance:
Retreat: [C][C][C]




Litleo - Fire - 60HP
Basic

[R] Kindle: If your opponent's Active Pokémon has more HP than this Pokémon, you can attach a [R] Energy card from your hand to this Pokémon.

[R][C] Fire Fang: 20 damage.

Weakness: Water (x2)
Resistance:
Retreat: [C]


Pyroar - Fire - 100HP
Stage 1 - Evolves from Litleo

Ability: Moxie
When this Pokémon Knocks Out an opponent's Pokémon, place 1 "Moxie Counter" on this Pokémon. This Pokémon's attacks do 10 more damage for each "Moxie Counter" on it.

[R][C][C] Queen's Roar: 40x damage. This attack does 40 damage for each Litleo on your Bench.

Weakness: Water (x2)
Resistance:
Retreat: [C][C]

Wailmer - Water - 100HP
Basic

[W][C] Water Gulp: You can attach 1 [W] Energy card from your hand to this Pokémon. If you do, heal 30 damage from it.

[W][W][C] Spherical Impact: 20+ damage. This attack does 20 more damage for each [C] in the Defending Pokémon's Retreat cost.

Weakness: Grass (x2)
Resistance:
Retreat: [C][C][C]



Wailord - Water - 180HP
Stage 1 - Evolves from Wailmer

Ability: Deep Dive
When this Pokémon moves from the Active spot to the Bench, you can put 1 [W] Energy and 1 [W] Pokémon from your discard pile into your hand.

[W][W][W][C] Megaton Breaching: 50 damage. If this Pokémon was on your Bench and became your Active Pokémon this turn, this attack does 10 damage to each of your opponent's Benched Pokémon.

Weakness: Grass (x2)
Resistance:
Retreat: [C][C][C][C]



Delibird (R.Aura) - Water - 80HP
Basic

Radiant Aura (After you use this effect, place this card in the Spirit Dimension)
Special Present: Discard a Special Energy from your hand. If you do, search your deck for a card, shuffle your deck, then put that card on top of it.

[W] Chilly Gift: Flip a coin. If heads, draw 2 cards. If Tails, your opponent draws 2 cards.

Weakness: Metal (x2)
Resistance:
Retreat: [C]



Carracosta-F - Water - 110HP
Pokémon-F

[C] Shell Smash; Put 5 damage counters on this Pokémon. As long as this Carracosta-F is your Active Pokémon, each of its attacks do 50 more damage (before applying Weakness and Resistance). You can't add more than 50 damage in this way.

[W] Aqua Jet: 40 damage. This attack's damage isn't affected by any effects or any Pokémon Tools attached to your opponent's Active Pokémon.

Weakness: Grass (x2)
Resistance:
Retreat: [C][C]



Aurorus-F - Water - 150HP
Pokémon-F

Ability: Refrigerate
All Energy cards attached to this Pokémon are [W] Energy instead of their usual type.

[W][W][W][C] Hyperfreeze: 120 damage. This Pokémon and the Defending Pokémon are now Paralyzed.

Weakness: Steel (x2)
Resistance:
Retreat: [C][C][C]

Mareep - Lightning - 50HP
Basic

[L] Discharge: 30 damage. This attack does 10 damage to each of your Benched Pokémon. (Do not apply Weakness and Resistance for Benched Pokémon.)

Weakness: Fighting (x2)
Resistance: Steel (-20)
Retreat: [C]


Flaaffy - Lightning - 80HP
Stage 1 - Evolves from Mareep

Ability: Static
If this Active Pokémon is damaged by an attack, flip a coin. If heads, the Attacking Pokémon is now Paralyzed.

[L][C] Woollectric Dart: 30+ damage. You can discard a [L] Energy card from your hand. If you do, this attack does 30 more damage.

Weakness: Fighting (x2)
Resistance: Steel (-20)
Retreat: [C][C]


Ampharos - Lightning - 130HP
Stage 2 - Evolves from Flaaffy

[L][L] Signal Beam: 40+ damage. If the Defending Pokémon is Paralyzed, this attack does 20 more damage.

[L][L][C] Volt Destroyer: 60+ damage. If the Defending Pokémon is your opponent's Active Pokémon at the end of your opponent's next turn, put 7 damage counters on that Pokémon.

Weakness: Fighting (x2)
Resistance: Steel (-20)
Retreat: [C][C][C]





Joltik - Lightning - 30HP
Basic

[L] Elec Drain: 10 damage. If the Defending Pokémon's Retreat Cost is [C][C] or more, you can search your deck for 2 [L] Energy cards, reveal them, and put them into your hand. Shuffle your deck afterward.

Weakness: Fighting (x2)
Resistance: Steel (-20)
Retreat: [C]


Galvantula (S.Aura) - Lightning - 80HP
Stage 1 - Evolves from Joltik

Shadow Aura (After you use this effect, place this card in the Spirit Dimension)
Paralysing Web: Until the end of your opponent's turn, the Defending Pokémon can't retreat.

[L][C] Silk Circuit: 30 damage. Flip a coin. If heads, the Defending Pokémon is now Paralyzed.

Weakness: Fighting (x2)
Resistance: Steel (-20)
Retreat: [C]

Mew - Psychic - 90HP
Basic Pokémon

Ability: Gene Trace
Once per turn, if this Pokémon is your Active Pokémon, you can send 1 Pokémon from your hand or discard pile into the Spirit Dimension. If you do, until the end of your turn, this Pokémon can use the attacks of the Pokémon you put into the Spirit Dimension. (You still need the necessary Energy to use each attack.)

[P] Psy-Barrier: 10 damage. During your opponent's next turn, any damage done to this Pokémon by attacks is reduced by 30 (before applying Weakness and Resistance).

Weakness: Psychic (x2)
Resistance:
Retreat: [C]




Mewtwo - Psychic - 110HP
Basic Pokémon

[P] X-Wave: 20+ damage. If this Pokémon and your opponent's Active Pokémon have the same amount of Energy attached to them, this attack does 30 more damage.

[P][C] Aura Ball: 10x damage. Does 10 damage for each Aura Pokémon card in your opponent's Discard pile.

Weakness: Psychic
Resistance:
Retreat: [C]



Deoxys (R.Aura) - Psychic - 90HP
Basic Pokémon

Radiant Aura (After you use this effect, place this card in the Spirit Dimension)
Deep-Space Draw: Draw cards until you have 6 cards in your hand. You can only use this effect once per turn.

[P][C] D.N.A. Laser: 10x damage. This attack does 10 damage for each different Type of Pokémon in play. (yours and your opponent's.)

Weakness: Psychic (x2)
Resistance:
Retreat: [C]




Yamask - Psychic - 60HP
Basic Pokémon

[P][C] Tears of Memory: 20x damage. This attack does 20 damage for each Yamask in your discard pile.

Weakness: Dark (x2)
Resistance:
Retreat: [C]



Cofagrigus - Psychic - 90HP
Stage 1 - Evolves from Yamask

Ability
Dragged into Darkness: While this Pokémon is in play, if either player's Active Aura Pokémon is Knocked Out, put that Pokémon in the Spirit Dimension. (Its Aura effect is not activated.)

[P][C][C] Shadow Hand: 20+ damage. If the Defending Pokémon has a Pokémon Tool attached, this attack does 30 more damage.

Weakness: Dark (x2)
Resistance:
Retreat: [C][C]

Kabutops-F - Fighting - 120HP
Pokémon-F

Ability: Weak Armor
The attacks of this Pokémon do 10 more damage to your opponent's Active Pokémon for each damage counter on this Pokémon.

[F][C] Rock Slide: 30 damage. This attack does 20 damage to 2 of your opponent's Benched Pokémon.

Weakness: Grass (x2)
Resistance:
Retreat: [C]


Rampardos-F - Fighting - 120HP
Pokémon-F

Ability: Reckless Force
If damage from this Pokémon's attacks Knocks Out an opponent's Pokémon, you can make this Pokémon take 20 damage, then do 30 damage to one of your opponent's Benched Pokémon.

[F][F][C] Head Crush: 100 damage. This Pokémon does 50 damage to itself.

Weakness: Grass (x2)
Resistance:
Retreat: [C][C]



Aerodactyl-F - Fighting - 110HP
Pokémon-F

[F] Ancient Power: 20 damage. Attach a basic [F] Energy card from your discard pile to one of your Benched Pokémon.

[F][F][C] Fossil Wing: 40+ damage. This attack does 10 more damage for each Fossil Item card (except Fossil Revival Machine) in your discard pile.

Weakness: Lightning (x2)
Resistance: Fighting (-20)
Retreat:




Hippopotas - Fighting - 70HP
Basic

[F][C] Sand Snort: 20 damage. Flip a coin. If heads, prevent all damage done to this Pokémon during your opponent's next turn.

Weakness: Grass (x2)
Resistance:
Retreat: [C][C]


Hippowdon - Fighting - 110HP
Stage 1 - Evolves from Hippopotas

[F][C] Sand Tomb: 30 damage. The Defending Pokémon cannot retreat during your opponent's next turn.

[F][F][C] Unyielding Desert: 50 damage. Until the end of your opponent's next turn, all Energy cards currently in play provide [F] Energy instead of their usual type.

Weakness: Grass (x2)
Resistance:
Retreat: [C][C][C][C]

Sableye (S.Aura) - Dark - 70HP
Basic

Shadow Aura (After you use this effect, place this card in the Spirit Dimension)
Jewel Thief: Once per turn, you can shuffle 1 Energy attached to 1 of your Pokémon into your deck. Then, shuffle 1 Energy attached to 1 of your opponent's Pokémon into his or her deck.

[D][D] Shadow Sneak: 30 damage. Your opponent can't attach Energy from his or her hand to the Defending Pokémon during his or her next turn.

Weakness:
Resistance:
Retreat: [C]




Darkrai - Dark - 100HP
Basic

[D] Sleep Paralysis: 30 damage. If the Defending Pokémon is currently Asleep, your opponent does not flip a coin for Sleep between turns, until the end of your next turn.

[D][C][C] Nightmare Void: 50 damage. Whenever a card is placed in your opponent's Discard pile during his or her next turn, that card is sent to the Spirit Dimension instead.

Weakness: Fighting (x2)
Resistance: Psychic (-20)
Retreat: [C][C]


Carvanha - Dark - 60HP
Basic

[D][C] Swarm Crunch: 50- damage. If there are no other Carvanha on your Bench, this attack does 30 less damage.

Weakness: Lightning (x2)
Resistance:
Retreat: [C]



Sharpedo - Dark - 90HP
Stage 1 - Evolves from Carvanha

Ability: Cruel Regeneration
Once during your turn, (before your attack,) you can attach 1 [D] Energy card from your discard pile to this Pokémon. If you do, put 2 damage counters on this Pokémon.

[D][D] Jet-Black Fang: 50 damage. Discard a Special Energy or a Pokémon Tool attached to the Defending Pokémon.

Weakness: Lightning (x2)
Resistance:
Retreat:

Bastiodon-F - Metal - 130HP
Pokémon-F

Ability: Heavy Load
This Pokémon may have up to 3 Pokémon Tool cards attached to it.

[M][C][C] Ancient Steel Barrier: 40 damage. During your opponent's next turn, any damage done to this Pokémon by the Defending Pokémon is reduced by 20.

Weakness: Fighting (x2)
Resistance: Psychic (-20)
Retreat: [C][C][C][C]


Klink - Steel - 70HP
Basic

[M][C] Steel Bullet: 30 damage. Flip a coin. If heads, discard an Energy attached to the Defending Pokémon.

Weakness: Fire (x2)
Resistance: Psychic (-20)
Retreat: [C][C]


Klang - Steel - 90HP
Stage 1 - Evolves from Klink

Ability: Armory Motor
Once during your turn (before you attack), if this Pokémon is on your Bench, you may attach one Pokémon Tool card from your Discard pile to one of your Benched Pokémon.

[M][M][C] Steel Bullet: 70 damage. During your opponent's next turn, the Defending Pokémon's retreat cost is [C] more.

Weakness: Fire (x2)
Resistance: Psychic (-20)
Retreat: [C][C]



Klinklang - Steel - 130HP
Stage 2 - Evolves from Klang

[M][C] Shift Gear: Choose 2 of either Klink or Klang on your Bench. Search your deck for two Pokémon that evolve from Klink or Klang and put them onto those Pokémon. Then, shuffle your deck.

[M][M][M] Lockgear: 70 damage. The Defending Pokémon cannot retreat during your opponent's next turn.

Weakness: Fire (x2)
Resistance: Psychic (-20)
Retreat: [C][C][C]



Magnezone (S.Aura) - Steel - 130HP
Stage 2 - Evolves from Magneton

Shadow Aura (After you use this effect, place this card in the Spirit Dimension)
Hyper Magnetism: Once during your turn, (before your attack,) you can switch your opponent's Active Pokémon with one of his or her Benched Pokémon. If you do, switch your Active Pokémon with one of your Benched Pokémon.

[M][M][C] Group Magnet: 30+ damage. If Magnemite and Magneton are underneath this card, this attack does 40 more damage.

Weakness: Fire (x2)
Resistance: Psychic (-20)
Retreat: [C][C][C]



Genesect - Steel - 120HP
Basic

[M] Call for Family: Search your deck for Genesect, reveal it, and put it onto your Bench. Shuffle your deck afterward.

[M][C] Paleo Cannon: 20x damage. Put as many Fossil Item cards from the discard pile into the Spirit Dimension as you wish. This attack does 20 damage for each Fossil card put into the Spirit Dimension in this way.

Weakness: Fire (x2)
Resistance: Psychic (-20)
Retreat: [C]

Mr Mime - Fairy - 70HP
Basic Pokémon

Ability: Trick
Once during your turn (before your attack), you can move one Pokémon Tool attached to one of your Pokémon to another of your Pokémon.

[F][C] Double Slap: 20+ damage. Flip 2 coins. This attack does 20 more damage for each heads.

Weakness: Steel (x2)
Resistance:
Retreat: [C][C]


Spritzee - Fairy - 60HP
Basic

[F] Sweet Aroma: Heal 20 damage from each of your [Y] Pokémon.

Weakness: Steel (x2)
Resistance: Dark (-20)
Retreat: [C]


Aromatisse - Fairy - 90HP
Stage 1 - Evolves from Spritzee

Ability
Invigorating Perfume: When you play this Pokémon from your hand to evolve one of your Pokémon, you can search your deck for 1 [Y] Energy, then attach it to one of your Pokémon. Then, shuffle your deck. If you use this Ability, your Active Pokémon is now Confused.

[Y][Y] Dazzling Gleam: 30 damage. Flip a coin. If heads, the Defending Pokémon is now Confused.

Weakness: Steel (x2)
Resistance: Dark (-20)
Retreat: [C][C]



Diancie - Fairy - 70HP
Basic

Ability: Beautiful Shield
Prevent all effects of attacks, including damage, done to this Pokémon by Aura Pokémon.

[Y][C] Diamond Burst: 10x damage. This attack does 10 damage times the amount of [Y] Energy attached to all of your Pokémon.

Weakness: Steel (x2)
Resistance: Dark (-20)
Retreat: [C][C]

Kyurem - Dragon - 100HP
Basic

Ability: Absofusion
Once during your turn, (before your attack,) you can attach Reshiram or Zekrom from your hand to this Pokémon as a Pokémon Tool card. When attached in this way, Kyurem is now the same type as the Pokémon you attached in addition to its existing types, and can use the attacks of the Pokémon you attached. You can only attach 1 Reshiram or Zekrom in this way.

[W][P][C] Cryolance: 40 damage. This attack does 30 damage to one of your opponent's Benched Pokémon. (Do not apply Weakness and Resistance for Benched Pokémon.)

Weakness: Fairy (x2)
Resistance:
Retreat: [C][C]


Zekrom - Dragon - 100HP
Basic

[C] Volt Generator: Attach a basic [L] Energy from your hand to this Pokémon. If you go first, you can use this attack on your first turn.

[L][R] Fusion Bolt: 40+ damage. If Reshiram is on your Bench, this attack does 40 more damage.

Weakness: Fairy (x2)
Resistance:
Retreat: [C][C]


Reshiram - Dragon - 100HP
Basic

Ability: Truthseeker Flame
Once during your turn, (before your attack,) you can discard a [R] Energy attached to this Pokémon. If you do, heal 30 damage from this Pokémon.

[R][L][C] Blue Flare: 30+ damage. If you attacked with Zekrom during your last turn, this attack does 40 more damage and the Defending Pokémon is now Burned.

Weakness: Fairy (x2)
Resistance:
Retreat: [C][C]



Dialga (S.Aura) - Dragon - 120HP
Basic

Shadow Aura (After you use this effect, place this card in the Spirit Dimension)
Chrono-Lag: While this card is in your opponent's discard pile, only one Energy can be attached (by hand or by card effect) to any of yours or your opponent's Pokémon per turn.

[P][M][M][C] Time Erase: 60 damage. Discard 2 Energy attached to this Pokémon. Then, devolve each of your opponent's evolved Pokémon and shuffle the highest Stage Evolution card on it into your opponent's deck.

Weakness: Fighting (x2)
Resistance:
Retreat: [C][C][C]

Miltank - Normal - 100HP
Basic

Ability: Milk Drink
Once during your turn, (before your attack,) you can discard an Energy attached to this Pokémon. If you do, heal 30 HP from your Active Pokémon and that Pokémon's attacks do 20 more damage to your opponent's Active Pokémon (before applying Weakness and Resistance) until the end of your opponent's next turn.

[C][C] Invigorating Blow: 30+ damage. If this Pokémon was healed during this turn, this attack does 30 more damage.

Weakness: Fighting (x2)
Resistance:
Retreat: [C][C]



Pidgey - Normal - 60HP
Basic

[C] Sand-Attack: 20 damage. Flip a coin. If heads, any damage done to this Pokémon during your opponent's next turn is reduced by 20 (after applying Weakness and Resistance).

Weakness: Lightning (x2)
Resistance: Fighting (-20)
Retreat: [C]


Pidgeotto - Normal - 80HP
Stage 1 - Evolves from Pidgey

Ability: High Flight
Once during your turn (before your attack), you may return this Pokémon and all cards attached to it to your hand.

[C][C][C] Wing Attack: 40 damage.

Weakness: Lightning (x2)
Resistance: Fighting (-20)
Retreat: [C]



Pidgeot (R.Aura) - Normal - 120HP
Stage 2 - Evolves from Pidgeotto

Radiant Aura (After you use this effect, place this card in the Spirit Dimension)
Giant Gust: Return 1 of your Pokémon and all cards attached to it to your hand. Then, your opponent can return 1 of his or her Pokémon and all cards attached to it to his or her hand.

[C][C][C] Mach Gust: 100- damage. This attack does 20 less damage for each [C] in the Defending Pokémon's retreat cost.

Weakness: Lightning (x2)
Resistance: Fighting (-20)
Retreat:





Smeargle - Normal - 70HP
Basic

Rough Sketch: Search your deck for a Supporter card and discard it. Use the effect of that card as the effect of this attack. This attack costs [C] more for every Supporter card in your discard pile.

[C] Full Palette: Search your deck for up to 3 basic Energy cards, reveal them, and put them into your hand. Shuffle your deck afterward.

Weakness: Fighting (x2)
Resistance:
Retreat: [C]



Porygon - Normal - 60HP
Basic

[C] Conversion: Choose a type of a Pokémon in play. As long as this Porygon is your Active Pokémon, it becomes that type instead of its original type.

[C][C] Cyberspace Charge: Search your deck for 2 cards with Porygon in their name (excluding Aura Pokémon) and put them onto your Bench or in the discard pile in any way you like. Then, shuffle this Pokémon and all cards attached to it into your deck.

Weakness: Fighting (x2)
Resistance:
Retreat: [C][C]



Porygon-2 - Normal - 80HP
Stage 1 - Evolves from Porygon

Ability: Trace
Once during your turn, (before your attack), you can discard 1 card with Porygon in its name from your hand, and send a Pokémon with an Ability from your discard pile to the Spirit Dimension. If you do, until the end of your opponent's next turn, this Ability is now the Ability of the Pokémon you sent to the Spirit Dimension.

[C][C] Network Beam: 30+ damage. You may reveal your hand. If there is a card with Porygon in its name in your hand, discard pile and on your Bench, this attack does 30 more damage.

Weakness: Fighting (x2)
Resistance:
Retreat: [C][C]

ITEMS

Professor's Letter
Item
Search your deck for up to 2 basic Energy cards, reveal them, and put them into your hand. Shuffle your deck afterward.


Clemont's Machine
Item
Attach a basic [L] Energy card from your discard pile to 1 of your Benched [L] Pokémon.


Junk Arm
Item
Discard 2 cards from your hand. Search your discard pile for a Trainer card, show it to your opponent, and put it into your hand. You can't choose Junk Arm with the effect of this card.


Aura Nullifier
Item
Put up to 2 Aura Pokémon from your discard pile into the Spirit Dimension.


Aura-Powered Ball
Item
Put 1 Aura Pokémon from your discard pile into the Spirit Dimension. Then, search your deck for a Pokémon, reveal it, and put it into your hand. Shuffle your deck afterward.


Fossil Revival Machine
Item
Discard 1 Fossil item card from your hand in order to put the Pokémon-F listed on that card from your hand onto your Bench. (This counts as reviving that Pokémon.) (If you can't discard a Fossil item card, you can't play this card.)


Dome Fossil
Item
This card revives into Kabutops-F. Search your deck for a Kabutops-F, reveal it, and put it into your hand. Shuffle your deck afterward.


Skull Fossil
Item
This card revives into Rampardos-F. You can discard this card from your hand to search your deck for Rampardos-F, reveal it, and put it into your hand. Shuffle your deck afterward.



Amber Fossil
Item
This card revives into Aerodactyl-F. You can discard this card from your hand to search your deck for Aerodactyl-F, reveal it, and put it into your hand. Shuffle your deck afterward.


Cover Fossil
Item
This card revives into Carracosta-F. You can discard this card from your hand to search your deck for Carracosta-F, reveal it, and put it into your hand. Shuffle your deck afterward.



Sail Fossil
Item
This card revives into Aurorus-F. You can discard this card from your hand to search your deck for Aurorus-F, reveal it, and put it into your hand. Shuffle your deck afterward.


Evo-Band
Pokémon Tool
The attacks of the Evolved Pokémon this card is attached to do 20 more damage to your opponent's Basic Pokémon (before applying Weakness and Resistance).


Focus Sash
Pokémon Tool
If the [F] Pokémon this card is attached to has full HP and would be Knocked Out by damage from an opponent's attack, that Pokémon is not Knocked Out and its remaining HP becomes 10 instead. Then, discard this card.

Hex Robe
Pokémon Tool
Each basic [P] Energy attached to the [P] Pokémon this card is attached to provides [P][P] Energy.





SUPPORTERS

Red
Supporter
If you have more Prize cards remaining than your opponent, shuffle your hand into your deck. Then, draw 6 cards.


Fossil Researchers
Supporter
Search your deck for 2 in any combination of Fossil Trainer cards and Pokémon-F, reveal them, then put them into your hand. Shuffle your deck afterward.


Gym Leaders' Truce
Supporter
Search your deck for exactly 3 different types of Pokémon, reveal them, and put them onto your Bench. Shuffle your deck afterward.


Team Flare Admin
Supporter
Choose 1 Special Energy card attached to a Pokémon in play (yours or your opponent's) and shuffle it into the deck.

Lance's Counter-Attack!
Supporter
You can play this card only if 1 of your Pokémon was Knocked Out during your opponent's last turn. You can play this card even if you have played a Supporter card this turn.

During this turn, your Pokémon's attacks do 20 more damage to the Active Pokémon (before applying Weakness and Resistance).



STADIUMS

Team Flare Hideout
Stadium
During each player's turn, each time his or her Active Pokémon switches to the Bench, put 2 damage counters on that Pokémon.


Devon Corporation Building
Stadium
Once during each player's turn, that player may reveal any number of Fossil or Pokémon-F cards from his or her hand, shuffle them into the deck, then draw cards equal to the number of cards he or she shuffled into the deck.

ENERGY

Bloom Energy
Special Energy

This card can only be attached to [G] Pokémon. This card provides [G] Energy only while this card is attached to a [G] Pokémon.

When you attach this card from your hand to 1 of your [G] Pokémon, you can attach another [G] Energy card from your hand to the same Pokémon.

(If this card is attached to anything other than a [G] Pokémon, discard this card.)



Kindle Energy
Special Energy

This card can only be attached to [R] Pokémon. This card provides [R] Energy only while this card is attached to a [R] Pokémon.

If the Pokémon this card is attached to is Knocked Out, you can attach 2 é Energy from your discard pile to one of your Benched Pokémon.

(If this card is attached to anything other than a [R] Pokémon, discard this card.)
 
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First of all, let's introduce some elements of the Fossil and Pokemon-F mechanic. The first Item card is the Fossil Reversion Machine, the thing that gets this deck working.

Fossil Reversion Machine
Item
Discard 1 Fossil item card from your hand in order to put the Pokémon-F listed on that card onto your Bench. (This counts as Reverting that Pokémon.)

Now, our first Fossil and the Pokemon it Reverts into.

Dome Fossil
Item
This card Reverts into Kabutops-F. You can discard this card from your hand to search your deck for Kabutops-F, reveal it, and put it into your hand. Shuffle your deck afterward.


Kabutops-F - Fighting - 120HP
Pokémon-F
Ability: Weak Armor
The attacks of this Pokémon do 10 more damage to your opponent's Active Pokémon for each damage counter on this Pokémon.

[F][C] Rock Slide: 30 damage. This attack does 20 damage to 2 of your opponent's Benched Pokémon.
Weakness: Grass (x2)
Resistance:
Retreat: [C]

And here's a normal Pokemon to start off.

Torkoal - Fire - 80HP
Basic
Ability: Dig for Coal
Once during your turn, (before your attack,) you can look at the top 4 cards of your deck. Reveak any basic [R] Energy cards you find there and add them to your hand. Shuffle the other cards back into your deck.

[R][C] Resistance Shell: 40 damage. During your opponent's next turn, prevent all effects of attacks, including damage, done to this Pokémon by each of your opponent's Pokémon that has any Special Energy attached.

Weakness: Water (x2)
Resistance:
Retreat: [C][C][C]
 
Might I suggest you use the term Reanimation instead of Reversion? It's a much more powerful word—specifically in regards to style—and also describes the process of reviving something from a dead, fossilized state in a much more articulate way. Definitely not a fan of skipping the pre-evolution, since that cuts corners where all kinds of design space can be opened.

If you'd like some suggestions on other operating functions, you could make your fossil reanimation cards work in the same style as like Ultra Ball.

Dome Fossil [Fossil Reanimation Card]
Discard two cards. Search your deck for a Kabuto card and put it onto the bench. Shuffle your deck afterwards.


This way enables you a fuller range, and some potential along the same lines as Ultra Ball. It's a bit of an expense, so possibly even you could make it "Discard a card. Search your deck..." The original ones work along the same lines as Great Ball, which actually isn't so bad so long as you know how to structure your deck. I do think that it overcomplicates the designs though, and that a revision would be a welcomed addition to the game.

You could have them work along the same line as the Rare Candy operating function.

Dome Fossil [Fossil Reanimation Card]
Put a Kabuto card from your hand onto the Bench.


This way, you have to have both cards in your hand at the same time. It doesn't cost you anything extra, but the range is limited compared to the unlimited range of the operating function above.

Furthermore, you could also make them Item cards if you really wished, and move the term Reanimation to the card name. This would open up all kinds of interactive potential with pre-existing Item card combo materia. However, it does take away from the uniqueness of the concept, and it's subject to the liability of Item card limiting effects (such as Seimitoad's [Quaking Punch]. However you want to do is up to you, but you definitely don't want to cut any corners and skip straight to Kabutops. That's what Pokémon EX cards are for, and you're missing out on the opportunity of making powerful Basic Fossil Pokémon—which is an allotted aspect of those designs given the round-above challenge involved with playing them. It opens up the potential to make those cards a little more powerful than typical basic Pokémon. You could make ones that are good all by themselves in special decks without their evolutionary counterparts at all. Definitely don't skip out on that opportunity, because it would be a waste of great design space.
 
Hey there, thanks for the in-depth comment and suggestions.

I do agree that "Reanimation" would be better for the Fossils, especially since we already have Primal "Reversion" in the games. So I'll make that change at some point, it's a good call.

As for the mechanic, one thing to bear in mind is that this series of expansions is distinct from the Pokemon TCG as it is now- so it officially shares no cards with the main TCG and should be seen as separate. I did think about Seismitoad-EX when making the Fossil mechanics and you're right, Fossil decks would've been massively weak to it.

As for skipping straight to the evolutions, I can see your point but I wanted Fossil cards to be a bit more work for a bit more payoff. A lot of my design inspiration for these cards comes from Yu-Gi-Oh, where big monsters have complicated methods of summoning but are obviously more powerful. So, I thought that the slightly more complicated way to get Fossils out meant that players should be rewarded with a big Pokemon on their side of the field. Hopefully you understand my reasoning.

I do like your ideas though, and I think it'd be great if you could develop them. Really, the Ultra Ball-style way of bringing out Fossils is how they should do it in the TCG...
 
I feel like your mechanics can be worded a bit differently to better reflect official wording, so I'll make a few suggestions. I find the two cards below a bit confusing to understand if you read only one of the cards, and the Fossils in particular need to reference the Machine. I feel like the Poke + Trainers are some good references for these two cards, so I'll be basing my suggestions off those.

Firstly, I feel like both cards need the following clause, to link the two cards together: "You must play 1 Fossil Reversion Machine and 1 Fossil card at the same time. (If you can’t play both cards, you can’t play this card.)"

Fossil Reversion Machine
Item
Discard 1 Fossil item card from your hand in order to put the Pokémon-F listed on that card onto your Bench. (This counts as Reverting that Pokémon.)
If you use the wording above, I would suggest adding a small extra effect, or simply "This card does nothing.", all the latter looks a bit lame. :p


Dome Fossil
Item
This card Reverts into Kabutops-F. You can discard this card from your hand to search your deck for Kabutops-F, reveal it, and put it into your hand. Shuffle your deck afterward.
I would recommend not captilising "Revert" as things like "evolve" are not captilised.

This can probably be simply "Search your deck for a <POKEMON>, reveal it, and put it into your hand. Shuffle your deck afterward." using the above wording.
 
I always appreciate tips on wording. I don't know about linking the Fossil cards to the Machine as much, if only because I wanted the Fossils to be their own thing that the Machine simply uses. I might be misunderstanding you, but I didn't intend players to use both items at the same time and get both their effects - they can either search off the Fossil or revive a Pokemon-F with the machine.

Thankyou for the tips, how do the following sound;

Fossil Revival Machine
Item
Discard 1 Fossil item card from your hand in order to put the Pokémon-F listed on that card onto your Bench. (This counts as reviving that Pokémon.) (If you can't discard a Fossil item card, you can't play this card.)

Dome Fossil
Item
If discarded by a Fossil Revival Machine, this card revives into Kabutops-F. Search your deck for a Kabutops-F, reveal it, and put it into your hand. Shuffle your deck afterward.
 
I feel like I'm misunderstanding you, then. My impression is that Dome Fossil requires the FRM to be used, which is why I suggest that linked wording. I also feel like I missing something in particular - where does the Pokemon-F come from? From your hand? From your discard? From your deck?
 
The term Pokémon-F is unbearably tacky by the way. I'm not sure what your aim to accomplish there is, but it seems blatant to me. I'm still not understanding the point behind the machine card, since it basically equates to a universal method of the Rare Candy operating function that I had suggested. I think it would be a lot cleaner if you just stuck to fossil-specific Item cards (Fossil Reanimation cards), then just make the Reanimation Machine a stadium of some kind that grants some unique bonus to fossil reanimation—or some unique boost to Reanimated Fossil Pokémon.
 
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I disagree with Pokémon-F being tacky. It's like Pokémon-EX in my opinion, and I reckon that's fine. The other option would be Fossil Pokémon, but there is sorta already a mechanic named that. Pokémon-F also distinguishes a Tyrunt from FUF and a Tyrunt from Ms Hugo's set.
 
That same difference can be asserted by simply changing the defining term of "Restored" in the top left-hand corner to "Revived" or "Reanimated". Maybe it's just be me, but I don't think it reads the same as Pokémon-EX. The context is shorter being a single letter, and that cuts the annunciation short (which just feels awkward to me).
 
I feel like I'm misunderstanding you, then. My impression is that Dome Fossil requires the FRM to be used, which is why I suggest that linked wording. I also feel like I missing something in particular - where does the Pokemon-F come from? From your hand? From your discard? From your deck?

You simply send the Dome Fossil to the discard in order to search for the Pokemon-F listed on it. It gives it a dual-function, so you can discard it to search for the Pokemon, or use it with the FRM to put the Pokemon from your hand onto the bench. And yes, it is the hand - I missed that bit out of the description so thanks for picking up on it.

Reap, I'm sorry that my mechanics don't work the way that you would prefer, and I also apologise that my wording seems "unbearably tacky" to you. I won't lie and say it doesn't sting a little that the only comments I have received are quite substantially negative, but I suppose I wasn't unprepared. I am afraid that I'm going to keep them as they are for now, and if I flesh out the cards in future and find issues, I will look to your problems for suggestions as how to tweak them.

If you don't like what I'm doing, I can't help that. Your mechanics are by no means bad, but they are your mechanics, and not mine. Why not use them for your cards?
 
I'm a seasoned tcg developer, I'm all about the style of design—game aesthetics—and the lesser or greater complexity of the architecture (in both form and function). Please forgive me if I come off as negative, you're simply misinterpreting my efforts. They're intended to be positive and constructive, I only have to highlight the negative aspects to explain why I make the suggestions that I do. How you do things is purely your own style. And I strive to respect the individual styles of each person truly. I'm was simply extending my best judgment to you as a seasoned game developer.
 
I am thankful that you care enough to leave detailed critique, don't get me wrong. I have no experience in designing TCGs long-term, I just started up. So the things I come up with might be imperfect and have holes in them, but I just put them out there for people to decide whether they like them or not.

Today's update...

Paras - Grass - 50HP
Basic

[C] Absorbing Spore: You may put 1 [G] Energy card from your discard pile into your hand. If you do, place 2 damage counters on this Pokémon.

Weakness: Fire (x2)
Resistance:
Retreat: [C][C]


Parasect - Grass - 80HP
Stage 1 - Evolves from Paras

Ability: Swarm Spore
Once during your turn, (before your attack) you can search your deck for Paras and put it on your Bench. Shuffle your deck afterward.

[G][G] Mass Infestation: 30+ damage. This attack does 20 more damage for each Paras and Parasect you have in play.

Weakness: Fire (x2)
Resistance:
Retreat: [C][C]

Sableye (S.Aura) - Dark - 70HP
Basic

Shadow Aura (After you use this effect, place this card in the Spirit Dimension)
Jewel Thief: Once per turn, you can shuffle 1 Energy attached to 1 of your Pokemon into your deck. Then, shuffle 1 Energy attached to 1 of your opponent's Pokemon into his or her deck.

[D][D] Shadow Sneak: 30 damage. Your opponent can't attach Energy from his or her hand to the Defending Pokémon during his or her next turn.

Weakness:
Resistance:
Retreat: [C]

Mewtwo - Psychic - 110HP
Basic Pokémon

[P] X-Wave: 20+ damage. If this Pokémon and your opponent's Active Pokémon have the same amount of Energy attached to them, this attack does 30 more damage.

[P][C] Aura Ball: 10x damage. Does 10 damage for each Aura Pokémon card in your opponent's Discard pile.

Weakness: Psychic
Resistance:
Retreat: [C]

And a couple of pieces of the Fossil Trainer engine.

Fossil Researchers
Supporter
Search your deck for 2 in any combination of Fossil Trainer cards and Pokémon-F, reveal them, then put them into your hand. Shuffle your deck afterward.

Devon Corporation Building
Stadium
Once during each player's turn, that player may reveal any number of Fossil or Pokémon-F cards from his or her hand, shuffle them into the deck, then draw cards equal to the number of cards he or she shuffled into the deck.
 
Oh, wow! :O I remember the Aura mechanic from your last set, and it was immediately became one of my favorite custom mechanics. I love that you're continuing the mechanic in this set as well, and Sableye's really well done. :) It may be a little hard on Energy denial, but not drastically so, and certainly not overpowered.

Fossils are also something that's really bothered me about the current format – they're hardly ever used how they're intended. People just slap down an Archeops with Maxie's Hidden Ball Trick, not using the Plume Fossil card at all. I really like the new Fossil mechanic you've devised, and it sounds like you've got a developed deck archetype out of it!

That said, Aurorus is my favorite Fossil Pokémon. :3 Are you going to include all Fossil Pokémon in the set, or just a few? :)
 
Oh, wow! :O I remember the Aura mechanic from your last set, and it was immediately became one of my favorite custom mechanics. I love that you're continuing the mechanic in this set as well, and Sableye's really well done. :) It may be a little hard on Energy denial, but not drastically so, and certainly not overpowered.

Fossils are also something that's really bothered me about the current format – they're hardly ever used how they're intended. People just slap down an Archeops with Maxie's Hidden Ball Trick, not using the Plume Fossil card at all. I really like the new Fossil mechanic you've devised, and it sounds like you've got a developed deck archetype out of it!

That said, Aurorus is my favorite Fossil Pokémon. :3 Are you going to include all Fossil Pokémon in the set, or just a few? :)

I'm glad you enjoy it! I didn't want to have anything like Hammers in this format, where you could just get rid of an energy for good, and I thought Sableye's effect gave you a level of disruption without being completely overpowered.

I won't be including all Fossil Pokemon in this set, but I will probably finish off the rest in the next set I do (whenever that will be). However, you may be happy to see today's updates;

Aurorus-F - Water - 150HP
Pokémon-F

Ability: Refrigerate
All Energy cards attached to this Pokémon are [W] Energy instead of their usual type.

[W][W][W][C] Hyperfreeze: 120 damage. This Pokémon and the Defending Pokémon are now Paralyzed.

Weakness: Steel (x2)
Resistance:
Retreat: [C][C][C]

Aerodactyl-F - Fighting - 110HP
Pokémon-F

[F] Ancient Power: 20 damage. Attach a basic [F] Energy card from your discard pile to one of your Benched Pokémon.

[F][F][C] Fossil Wing: 40+ damage. This attack does 10 more damage for each Fossil Item card (except Fossil Revival Machine) in your discard pile.

Weakness: Lightning (x2)
Resistance: Fighting (-20)
Retreat:

Hoppip - Grass - 50HP
Basic

Ability: Cluster Linking
If you have any other Hoppip in play, this Pokémon's retreat cost is 0.

[G] Breeze Tackle: 10 damage. Switch this Pokémon with one of your Benched Pokémon.

Weakness: Fire (x2)
Resistance: Water (-20)
Retreat: [C]



Skiploom - Grass - 60HP
Stage 1 - Evolves from Hoppip

Ability: Light Absorption
Once during your turn (before your attack), if you have any [R] Pokémon on your Bench, you may attach a [G] Energy card from your hand to this Pokémon.

[G][C] Bullet Seed: 20+ damage. Flip a coin for each Energy attached to this Pokémon. This attack does 10 more damage for each Heads.

Weakness: Fire (x2)
Resistance: Water (-20)
Retreat:


Jumpluff - Grass - 90HP
Stage 2 - Evolves from Skiploom

[G] Breeze Tunnel: 30 damage. Return this Pokémon and all cards attached to it to your hand.

[G] Tripollen: 20+ damage. If this Pokémon has 1 Energy attached to it, the Defending Pokémon is now Poisoned. If this Pokémon has 2 Energy attached to it, the Defending Pokémon is now Asleep and Poisoned. If this Pokémon has 3 Energy attached to it, this attack does 30 more damage and the Defending Pokémon is now Paralyzed.

Weakness: Fire (x2)
Resistance: Water (-20)
Retreat:

Joltik - Lightning - 30HP
Basic

[L] Elec Drain: 10 damage. If the Defending Pokemon's Retreat Cost is [C][C] or more, you can search your deck for 2 [L] Energy cards, reveal them, and put them into your hand. Shuffle your deck afterward.

Weakness: Fighting (x2)
Resistance: Steel (-20)
Retreat: [C]


Galvantula (S.Aura) - Lightning - 80HP
Stage 1 - Evolves from Joltik

Shadow Aura (After you use this effect, place this card in the Spirit Dimension)
Paralysing Web: Until the end of your opponent's turn, the Defending Pokemon can't retreat.

[L][C] Silk Circuit: 30 damage. Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

Weakness: Fighting (x2)
Resistance: Steel (-20)
Retreat: [C]

Red
Supporter
If you have more Prize cards remaining than your opponent, shuffle your hand into your deck. Then, draw 6 cards.
 
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A couple of small wording errors in your Galvantula; "heads" shouldn't be captilised and "cannot" is always abbreviated to "can't".
 
Today's Fossils...I'm going to have to update the OP with the set soon.

Also, the reason I'm not adding the Fossil cards (well, after Dome Fossil) is that they all do the same thing, save for each Pokemon. So please assume each Pokemon comes with its own Fossil Item card.

Rampardos-F - Fighting - 120HP
Pokémon-F

Ability: Reckless Force
If your opponent’s Pokémon is Knocked Out by damage from an attack of this Pokémon, you may put 2 damage counters on this Pokémon. If you do, put 3 damage counters on 1 of your opponent's Benched Pokémon.

[F][F][C] Head Crush: 120 damage. This Pokémon does 50 damage to itself.

Weakness: Grass (x2)
Resistance:
Retreat: [C][C]

Carracosta-F - Water - 110HP
Pokémon-F

[C] Shell Smash; Put 5 damage counters on this Pokemon. As long as this Carracosta-F is your Active Pokemon, each of its attacks do 50 more damage (before applying Weakness and Resistance).

[W] Aqua Jet: 40 damage. This attack's damage isn't affected by any effects or any Pokémon Tools attached to your opponent's Active Pokémon.

Weakness: Grass (x2)
Resistance:
Retreat: [C][C]

Hippopotas - Fighting - 70HP
Basic

[F][C] Sand Snort: 20 damage. Flip a coin. If heads, prevent all damage done to this Pokémon during your opponent's next turn.

Weakness: Grass (x2)
Resistance:
Retreat: [C][C]


Hippowdon - Fighting - 110HP
Stage 1 - Evolves from Hippopotas

[F][C] Sand Tomb: 30 damage. The Defending Pokémon cannot retreat during your opponent's next turn.

[F][F][C] Unyielding Desert: 50 damage. Until the end of your opponent's next turn, all Energy cards currently in play provide [F] Energy instead of their usual type.

Weakness: Grass (x2)
Resistance:
Retreat: [C][C][C][C]

Magnezone (S.Aura) - Steel - 130HP
Stage 2 - Evolves from Magneton

Shadow Aura (After you use this effect, place this card in the Spirit Dimension)
Hyper Magnetism: Once during your turn, (before your attack,) you can switch your opponent's Active Pokémon with one of his or her Benched Pokémon. If you do, switch your Active Pokémon with one of your Benched Pokémon.

[M][M][C] Group Magnet: 30+ damage. If Magnemite and Magneton are underneath this card, this attack does 40 more damage.

Weakness: Fire (x2)
Resistance: Psychic (-20)
Retreat: [C][C][C]

Gym Leaders' Truce
Supporter
Search your deck for exactly 3 different types of Pokemon, reveal them, and put them onto your Bench. Shuffle your deck afterward.
 
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As someone who's always had a fondness for Fossil Pokémon, I really like this concept. :D I can't really judge how well the mechanic works in context, but it feels more realistic to me, which is really cool. You always have very neat ideas. :3
 
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