TCG Fakes Big bunch of cool cards

Nyora

A Cat
Member
Iron Crown ex HP 230 Metal
Basic Pokémon
Future

[M][M] Amped-Up Horns 50
Search your deck for up to 2 cards and put them into your hand. Then, shuffle your deck.

[M][M][C] Tachyon Cutter 210
You can use this attack when your turn would otherwise end by the effect of an Ability, Trainer card, or Energy card. Discard an Energy from this Pokémon.

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

Weakness: Fire x2
Resistance: Grass -30
Retreat: 2
Raging Bolt ex HP 230 Lightning
Basic Pokémon
Ancient

[L][C] Thunderclap 160
If any of your non-[L] Pokémon in play have any Energy attached to them, this attack does nothing.

[L][L][C] Strike Twice 100
During your next turn, your [L] Pokémon's attacks also do 100 damage to 1 of your opponent's Benched Pokémon (don't apply Weakness and Resistance for Benched Pokémon). Ignore this effect if that attack already does damage to your opponent's Benched Pokémon.

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

Weakness: Fighting x2
Resistance: None
Retreat: 3


Surskit HP 40 Grass
Basic Pokémon

[.] Surskidadle
If you go first, you can use this attack during your first turn. Search your deck for a basic Energy card and attach it to 1 of your Benched Pokémon, and then shuffle your deck. If you attached any Energy in this way, switch in the Pokémon you attached the Energy card to.

From the tips of its feet, Surskit secretes an oil that enables it to walk on water as if it were skating. This Pokémon feeds on microscopic organisms in ponds and lakes.

Weakness: Fire x2
Resistance: None
Retreat: 1
Masquerain HP 100 Grass
Stage 1 - Evolves from Surskit

/Ability/ ~ Swirling Wings
Once during your turn, when you attach a basic Energy card from your hand to this Pokémon, you may search your deck for an Item card, reveal it, and put it into your hand. Then, shuffle your deck.

[C][C] Air Slash 90
Discard an Energy from this Pokémon.

The antennae have distinctive patterns that look like eyes. When it rains, they grow heavy, making flight impossible.

Weakness: Fire x2
Resistance: None
Retreat: 1
Scatterbug HP 40 Grass
Basic Pokémon

[G] Bug Call
Search your deck for up to 2 [G] Evolution Pokémon, reveal them, and put them into your hand. Then, shuffle your deck.

[G] Scritchy Powder
Your opponent's Active Pokémon is now Confused.

This Pokémon scatters poisonous powder to repel enemies. It will eat different plants depending on where it lives.

Weakness: Fire x2
Resistance: None
Retreat: 1
Spewpa HP 80 Grass
Stage 1 - Evolves from Scatterbug

/Ability/ ~ Colorful Powder
You must reveal an Energy card from your hand and put it on the bottom of your deck in order to use this Ability. Once during your turn, you may draw 2 cards.

[G][C] Struggle Bug 30
Flip a coin. If heads, discard an Energy from your opponent's Active Pokémon.

The beaks of birds can't begin to scratch its stalwart body. To defend itself, it spews powder.

Weakness: Fire x2
Resistance: None
Retreat: 2
Vivillon ex HP 290 Dragon
Stage 2 - Evolves from Spewpa
Tera
As long as this Pokémon is on your Bench, prevent all damage done to this Pokémon by attacks (both yours and your opponent’s).

/Ability/ ~ Draco Pattern
When you play this Pokémon from your hand to evolve 1 of your Pokémon during your turn, you may search your deck for up to 3 basic Energy cards of different types and attach them to your Pokémon in any way you like. Then, shuffle your deck.

[G][C] Shiny Scales 120
Discard up to 2 Energy from this Pokémon. Then, put 6 damage counters on your opponent's Benched Pokémon in any way you like for each Energy card discarded in this way.

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

Weakness: None
Resistance: None
Retreat: 1
Rellor HP 50 Grass

[C] Llab Effect
Draw a card for each [G] Pokémon in your discard pile (Up to 5). This Pokémon can't use Llab Effect during your next turn.

[C] Rollin' 10

Siht Nomékop setaerc a dum llab yb gnixim dnas dna trid htiw cihcysp ygrene. tI serusaert sti dum llab erom naht sti nwo efil.

Weakness: Fire x2
Resistance: None
Retreat: 1
Rabsca HP 70 Grass
Stage 1 - Evolves from Rellor

[G] Revitalize
Put a [G] Pokémon from your discard pile onto your Bench. During your next turn, that Pokémon may attack twice. If the first attack Knocks Out your opponent's Active Pokémon, you may attack again after your opponent chooses a new Active Pokémon.

[C][C] Bug Buzz 60

The body that supports the ball barely moves. Therefore, it is thought that the true body of this Pokémon is actually inside the ball (Rabsca is a baller).

Weakness: Fire x2
Resistance: None
Retreat: 2

Slugma HP 70 Fire
Basic Pokémon

[R] Molten Cornucopia
Choose up to 2 of your Benched Slugma. For each of those Pokémon, search your deck for a basic [R] Energy card and attach it to that Pokémon. Then, shuffle your deck.

[R][R] Hot Coals 30

These group together in areas that are hotter than normal. If it cools off, its skin hardens.

Weakness: Water x2
Resistance: None
Retreat: 2
Magcargo HP 130 Fire
Stage 1 - Evolves from Slugma

[R] Exploding Lava Shell 40
If this Pokémon is Knocked Out by an opponent's attack during your opponent's next turn, you may discard 2 [R] Energy from your Pokémon (excluding this Pokémon). If you do, put 18 damage counters on the attacking Pokémon.

[R][R][C] Heat Crash 130

Its body is as hot as lava and is always billowing. Flames will occasionally burst from its shell.

Weakness: Water x2
Resistance: None
Retreat: 3

Miraidon HP 120 Lightning
Basic Pokémon
Future

[C] Super Accelerator 20
You can use this attack only when your turn would otherwise end by the effect of an Ability, Energy, or Trainer card. Search your deck for up to 2 basic Energy cards and attach them to your Pokémon in any way you like. Then, shuffle your deck.

[L][L][C] Thunderbolt 190
Discard all Energy from this Pokémon.

This seems to be the Iron Serpent mentioned in an old book. The Iron Serpent is said to have turned the land to ash with its lightning.

Weakness: Fighting x2
Resistance: None
Retreat: 1
Blitzle HP 60 Lightning
Basic Pokémon

/Ability/ ~ Blitztart
During your first turn, your Pokémon's Retreat Cost is [C] less.

[L][C] Booming Kick 20
Switch out your opponent's Active Pokémon to the Bench. (Your opponent chooses the new Active Pokémon.)

When thunderclouds cover the sky, it will appear. It can catch lightning with its mane and store the electricity.


Weakness: Fighting x2
Resistance: None
Retreat: 1
Zebstrika ex HP 260 Lightning
Stage 1 - Evolves from Blitzle

[L][C] Lightning Lock 60
Prevent all effects of your opponent's Item cards done to their Pokémon during your opponent's next turn.

[L][C] Zapper Run 90
During your next turn, each of this Pokémon's attacks do 90 more damage to your opponent's Active Pokémon (before applying Weakness and Resistance).

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

Weakness: Fighting x2
Resistance: None
Retreat: 1

Gastly HP 50 Psychic
Basic Pokémon

[P] Blursed Drop
Flip a coin. If heads, put 3 damage counters on your opponent's Pokémon in any way you like. If tails, your opponent puts 3 damage counters on their Pokémon in any way they like.

[P][C] Night Shade 30

Born from gases, anyone would faint if engulfed by its gaseous body, which contains poison.

Weakness: Darkness x2
Resistance: Fighting -30
Retreat: 1
Haunter HP 70 Psychic
Stage 1 - Evolves from Gastly|

/Ability/ ~ Haunting Trade
You must discard a card from your hand in order to use this Ability. Once during your turn, you may put 1 damage counter on 1 of your opponent's Pokémon.

[P] Hypnoblast 10
Your opponent's Active Pokémon is now Asleep.

It likes to lurk in the dark and tap shoulders with a gaseous hand. Its touch causes endless shuddering.

Weakness: Darkness x2
Resistance: Fighting -30
Retreat: 1
Gengar HP 120 Psychic
Stage 2 - Evolves from Haunter

[P] Shadow Spill
Quadruple the number of damage counters on the Pokémon in play with the highest number of damage counters on it, except for this Pokémon. (If multiple Pokémon are tied, choose one.)

[P] Leaky Fingers 30
Put 3 damage counters on 1 of your opponent's Pokémon.

It hides in shadows. It is said that if Gengar is hiding, it cools the area by nearly 10 degrees F.

Weakness: Darkness x2
Resistance: Fighting -30
Retreat: 0
Mew HP 40 Psychic
Basic Pokémon

[C] Quickly Copy
If your opponent's Pokémon last turn was their first turn and your opponent's Pokémon used an attack during their last turn, use it as this attack.

[P][C] Psybeam 30
Your opponent's Active Pokémon is now Confused.

Because it can learn any move, some people began research to see if it is the ancestor of all Pokémon.

Weakness: Darkness x2
Resistance: Fighting -30
Retreat: 0
Deoxys ex HP 210 Psychic
Basic Pokémon

[C] Mutating Boost 60
If you go first, you can use this attack during your first turn. During your first, this attack does no damage and draw cards until you have 6 cards in your hand.

[P][P][C][C] Star Beam 250
Discard an Energy from this Pokémon.

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

Weakness: Darkness x2
Resistance: Fighting -30
Retreat: 2
Spectrier HP 110 Psychic
Basic Pokémon

/Ability/ ~ Phantom Canter
Once during your turn, when you put a Stage 2 [P] Pokémon from your hand onto 1 of your Pokémon in play to evolve it, you may put 3 damage counters on 1 of your opponent's Pokémon. You can't use more than 1 Phantom Canter Ability during your turn.

[C][C] Grim Neigh 50
Search your deck for a card and put it into your hand. Then, shuffle your deck.

As it dashes through the night, Spectrier absorbs the life-force of sleeping creatures. It craves silence and solitude.

Weakness: Darkness x2
Resistance: Fighting -30
Retreat: 2

Hisuian Qwilfish HP 80 Darkness
Basic Pokémon

[C] Neutralizing Toxins
If you go first, you can use this attack during your turn. You can only use this attack during your first turn. During your opponent's next turn, your opponent's Pokémon in play have no Abilities.

[D] Poison Sting 10
Your opponent's Active Pokémon is now Poisoned.

Fishers detest this troublesome Pokémon because it sprays poison from its spines, getting it everywhere. A different form of Qwilfish lives in other regions.

Weakness: Fighting x2
Resistance: None
Retreat: 2
Hisuian Overqwil HP 140 Darkness
Stage 1 - Evolves from Hisuian Qwilfish

[D] Overflow Stinger 10
Your opponent's Active Pokémon is now Poisoned. Put 1 more damage counter on that Pokémon for each Benched Pokémon (both yours and your opponent's) during Pokémon Checkup (including Pokémon that come into play while that Pokémon is Poisoned).

[C][C][C] Dark Spike 80+
If this Pokemon only has basic [D] Energy attached to it, this attack does 80 more damage.

Its lancelike spikes and savage temperament have earned it the nickname "sea fiend." It slurps up poison to nourish itself.

Weakness: Fighting x2
Resistance: None
Retreat: 3

Spinning Energy - Energy - Special Energy - [SE]

As long as this card is attached to a Pokémon, it provides [C] Energy.
When the Pokémon this card is attached to is Knocked Out, you may choose either player. That player counts the number of cards in their hand, shuffles their hand and puts it on the bottom of their deck, then draws that many cards.

All I really feel like putting out there right now, these ones are the coolest on their own I think. Others I have are neat but are not as cool without other dudes. Will probably post more later.
 
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Rellor's flavor text made me laugh.

I particularly like the Gengar line, particularly the interplay between Blursed Drop (great one-Energy effect for an evolving Basic!) and Gengar's quadrupling attack. A lot of these cards have super interesting effects that don't strain belief at all to imagine on real cards, even though they've never been done before.

I also think the attacking-when-your-turn-would-end effect on Iron Crown and Miraidon is especially neat.
 
Tangela HP 90 Grass
Basic Pokémon

[G] Leafage 20

[G][G][G][C] Overgrown Whip 90
If your opponent's Pokémon is Knocked Out by damage from this attack, take 1 additional Prize card.

It is cloaked entirely in blue vines, preventing any glimpse of its true identity. The vines impart a refreshing sensation when chewed—they’re useful as a spice.

Weakness: Fire x2
Resistance: None
Retreat: 4
Tangrowth ex HP 280 Grass
Stage 1 - Evolves from Tangela

[G][G][G] Jungle Takeover 180
During your next turn, your Pokémon's attacks can be used for [G][G].

[G][G][G][G][C] Vine Blaster 250
This Pokémon can't use Vine Blaster during your next turn.

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

Weakness: Fire x2
Resistance: None
Retreat: 4
Combee HP 40 Grass
Basic Pokémon
[G] Sting Squadron
If you have Vespiquen in play, this attack does 40 damage for each of your Combee in play to 1 of your opponent's Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.)

It busily carries sweet nectar to Vespiquen. Sometimes, they'll mistakenly take any sweet drink, even including sodas and my coffee.


Weakness: Fire x2
Resistance: None
Retreat: 1
Vespiquen HP 120 Grass
Stage 1 - Evolves from Combee

/Ability/ ~ Combee Commander
Once during your turn, you may put a Combee from your discard pile onto your Bench.

[G] Stinger Hurricane 70x
Flip a coin for each of your Combee in play. This attack does 70 damage for each heads. If at least 2 of them are tails, your opponent's Active Pokémon is now Paralyzed.

It skillfully commands its grubs in battles with its enemies. The grubs are willing to risk their lives to defend Vespiquen.

Weakness: Fire x2
Resistance: None
Retreat: 2
Mow Rotom HP 90 Grass
Basic Pokémon

/Ability/ ~ Automow
As long as this Pokémon is in the Active Spot and has any Energy attached to it, whenever 1 of your opponent's Benched Pokémon moves to the Active Spot during your opponent's turn, if it has any Energy attached to it, flip a coin. If heads, discard an Energy from that Pokémon.

[G] Poltercutter 60-
This attack does 20 less damage for each Energy attached to your opponent's Active Pokémon. This attack can also be used for [P].

This Rotom has possessed a lawn mower. It will mow down grass and flowers, then swagger around with pride at its accomplishments.

Weakness: Fire x2
Resistance: None
Retreat: 1

Psyduck HP 70 Water
Basic Pokémon

/Ability/ ~ Oopsie Barrier
If this Pokémon is damaged by the Confused Special Condition during your turn, during your opponent's next turn, prevent all effects of attacks, including damage, done to this Pokémon.

[W] Swirl Pulse 30
Both Active Pokémon are now Confused.

If its chronic headache peaks, it may exhibit odd powers. It seems unable to recall such an episode. This often leads to an insanity plea in the courts.

Weakness: Lightning x2
Resistance: None
Retreat: 2
Golduck HP 110 Water
Stage 1 - Evolves from Psyduck

[W] Water Pulse 60
Your opponent's Active Pokémon is now Confused.

[W][C] Brainflow 90
If your opponent's Active Pokémon is Confused, this attack also does 90 damage to 1 of your opponent's Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.)

Old tales tell of Golduck punishing those that defiled its river. The guilty were dragged into the water and taken away.


Weakness: Lightning x2
Resistance: None
Retreat: 2
Wash Rotom HP 90 Water
Basic Pokémon

/Ability/ ~ Soaking Wash
As long as this Pokémon is in the Active Spot and has any Energy attached to it, Pokémon Tool cards attached to your opponent's Pokémon have the effect "The attacks of the Pokémon this card is attached to cost [C] more." (This happens instead of the card's usual effect.)

[W] Ghost Rinse
Put 1 damage counter on each of your opponent's Pokémon. If those Pokémon are Pokémon ex, put 2 damage counters on them instead. This attack can also be used for [P].

This form of Rotom enjoys coming up with water-based pranks. Be careful with it if you don’t want your room flooded. Professionals recommend getting a new washing machine, but don't tell Rotom that.

Weakness: Lightning x2
Resistance: None
Retreat: 1
Cramorant HP 110 Water
Basic Pokémon

[W] Surf 20

[W][C] Poké-missile 10+
This attack can only be used while this Pokémon is on your Bench. This attack does 40 more damage for each [C] in the Retreat Cost of your Active Pokémon. This attack also does 50 damage to your Active Pokémon.

This hungry Pokémon swallows Arrokuda whole. Occasionally, it makes a mistake and tries to swallow a Pokémon other than its preferred prey.

Weakness: Lightning x2
Resistance: None
Retreat: 2

Litwick HP 50 Fire
Basic Pokémon

[R] Trickster Light
Search your deck for a Basic Pokémon and put it onto your Bench. Then, shuffle your deck. If you put a [G] or [M] Pokémon onto your Bench in this way, draw 2 cards.

[R] Light Heat 10

While shining a light and pretending to be a guide, it leeches off the life force of any who follow it.

Weakness: Water x2
Resistance: None
Retreat: 2
Lampent HP 80 Fire
Stage 1 - Evolves from Litwick

[R] Focus Fire
Put 6 damage counters on 1 of your opponent's Pokémon that already has any damage counters on it.

[R] Flame Burst 20
This attack does 20 damage to 2 of your opponent's Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.)

This Pokémon appears just before someone passes away, so it’s feared as an emissary of death.


Weakness: Water x2
Resistance: None
Retreat: 2
Chandelure HP 150 Fire
Stage 2 - Evolves from Lampent

[R] Classy Invitation
Search your deck for up to 3 Basic Pokémon and put them onto your Bench. Then, shuffle your deck. For each Pokémon you put onto your Bench in this way, draw a card.

[R] Fiery Fearball 20+
This attack does 80 more damage for each of your Pokémon in play with [R] Weakness.

Being consumed in Chandelure’s flame burns up the spirit, leaving the body behind.

Weakness: Water x2
Resistance: None
Retreat: 2

Munna HP 60 Psychic
Basic Pokémon

/Ability/ ~ Dream Image
Once during your turn, if this Pokémon is in the Active Spot, you may search your deck for a Basic Pokémon and put it onto your Bench. Then, shuffle your deck. If you searched your deck in this way, this Pokémon is now Asleep.

[P] Mumble Shot 30
This Pokémon can't attack during your next turn.

Weakness: Darkness x2
Resistance: Fighting -30
Retreat: 2
Musharna HP 120 Psychic
Stage 1 - Evolves from Munna

[P] Manifest Dream
Choose 1 of your Benched Pokémon. As long as that Pokémon is in play, this Musharna gets more HP equal to that Pokémon's maximum HP (Up to 230). This effect can't be applied more than once. This Pokémon is now Asleep.

[P][P] Hallucinogenic Brainpower Cloud 100
This attack can be used even if this Pokémon is Asleep. If it is Asleep, put 6 damage counters on your opponent's Pokémon in any way you like.

The dream mist coming from its forehead changes into many different colors depending on the dream that was eaten.

Weakness: Darkness x2
Resistance: Fighting -30
Retreat: 3
Yamask HP 60 Psychic
Basic Pokémon

[P] Mournful Search
You may discard a card from your hand. Then, flip a coin. If heads, put a card from your discard pile into your hand.

[P] Sad-O-Ball
Your opponent chooses 1 of their Benched Pokémon. This attack does 40 damage to it. Also apply Weakness and Resistance for Benched Pokémon.

Each of them carries a mask that used to be its face when it was human. Sometimes they look at it and cry.

Weakness: Darkness x2
Resistance: Fighting -30
Retreat: 2
Cofagrigus HP 130 Psychic
Stage 1 - Evolves from Yamask

/Ability/ ~ Rise From the Dead
Once during your turn, if this Pokémon is in your discard pile and you have Yamask in play, you may put this Pokémon from your discard pile onto that Yamask in order to evolve it. If you do, put 2 damage counters on 1 of your opponent's Pokémon. You can't use this Ability during your first turn or the turn that Yamask was put into play.

[P][C] Invasive Touch 10+
This attack does 50 more damage for each damage counter on your opponent's Active Pokémon.

This Pokémon has a body of sparkling gold. People say it no longer remembers that it was once human.

Weakness: Darkness x2
Resistance: Fighting -30
Retreat: 3

Baltoy HP 70 Fighting
Basic Pokémon

[C] Spin Duplicate
Attach a Basic [F] Energy card from your hand to 1 of your Benched Pokémon. Then, switch this Pokémon with the Pokémon you attached the Energy to.

[F][F] Earth Power 20
Flip 2 coins. For each heads, this attack also does 10 damage to each of your opponent's Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.)

Some Baltoy have been seen spinning on their heads. This fact makes my head spin.


Weakness: Grass x2
Resistance: None
Retreat: 2
Claydol ex HP 270 Fighting
Stage 1 - Evolves from Baltoy

[F] Gyro Trigger 90
During your opponent's next turn, if this Pokémon is damaged by an attack (even if it is Knocked Out), switch this Pokémon with 1 of your Benched Pokémon.

[F][F] Ancient Spinner 30+
This attack does 30 more damage for each [F] Energy attached to all of your Pokémon. If you have at least 10 [F] Energy attached to all of your Pokémon, put an item card from your discard pile into your hand.

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

Weakness: Grass x2
Resistance: None
Retreat: 3


Technical Machine: UB-03 Lighting - Trainer - Pokémon Tool

The Pokémon this card is attached to can use the attack on this card. (You still need the necessary Energy to use this attack.) If this card is attached to 1 of your Pokémon, discard it at the end of your turn.

[L][L] Electromagnetic Pulse 80
During your opponent's next turn, their Future Pokémon in play have no Abilities. (This includes Pokémon that come into play during your opponent's next turn.)

Pokémon Tool rule:
You may attach any number of Pokémon Tools to your Pokémon during your turn. You may attach only 1 Pokémon Tool to each Pokémon, and it stays attached.
Technical Machine: UB-05 Glutton

The Pokémon this card is attached to can use the attack on this card. (You still need the necessary Energy to use this attack.) If this card is attached to 1 of your Pokémon, discard it at the end of your turn.

[D][D][C] Anomalous Crater 140
Discard an Energy from each of your opponent's Ancient Pokémon.

Wishing Graveyard - Trainer - Stadium
Once at the end of each player's turn, their opponent chooses a card from the current player's turn's discard pile and puts it into their that player's hand.

Stadium rule: You may play only 1 Stadium card during your turn. Put it next to the Active Spot, and discard it if another Stadium comes into play. A Stadium with the same name can’t be played.
 
There will be more. Just Pokémon DUO for now. Smeargle ex, Tera Gothitelle ex, Azurill, and more coming soon.

DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.
Stonjourner DUO HP 160 Fighting
Basic Pokémon
DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.

/Ability/ ~ Power Spot
Your Pokémon DUO's attacks do 30 more damage to your opponent's Active Pokémon ex and Pokémon V (before applying Weakness and Resistance).

[F][C] Sundown Stone Edge 80

Once a year, on a specific date and at a specific time, they gather out of nowhere and form up in a circle.

Weakness: Grass x2
Resistance: None
Retreat: 3
Shiftry DUO HP 140 Darkness
Basic Pokémon
DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.

[D][D] Dual-Spirited Whirlwind 20+
If your Benched Pokémon DUO has any Abilities, this attack does 30 more damage for each of your Benched Pokémon. If your Benched Pokémon DUO has no Abilities, this attack does 40 more damage for each of your opponent's Benched Pokémon.

A Pokémon that was feared as a forest guardian. It can read the foe's mind and take preemptive action.

Weakness: Grass x2
Resistance: None
Retreat: 2
Bronzong DUO HP 150 Metal
Basic Pokémon
DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.

[M] Gravity Corner
Choose 1 of your opponent's Pokémon that has the same type as the Weakness or Resistance of 1 of your Benched Pokémon DUO. Put damage counters on that Pokémon until its remaining HP is 60.

[M][C][C] Soundwave Jammer 100
During your opponent's next turn, they can't put any cards into their hand from their deck by the effect of any Item cards.

In ages past, this Pokémon was revered as a bringer of rain. It was found buried in the ground.

Weakness: Fire x2
Resistance: Grass -30
Retreat: 3
Leavanny DUO HP 140 Grass
Basic Pokémon
DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.

/Ability/ ~ Silk Garments
Prevent all damage done to your Pokémon DUO by attacks from your opponent's Basic Pokémon (except Pokémon DUO).

[G][C] Clean Cleave 150-
This attack does 20 less damage for each of your Pokémon in play with any damage counters on them.

It fashions clothing from woven leaves. Though gentle in disposition, it will show no mercy to foes who target young Pokémon.

Weakness: Fire x2
Resistance: None
Retreat: 1
Froslass DUO HP 120 Psychic
Basic Pokémon
DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.

[P][C] Sacrificial Curse 60
Put damage counters on 1 of your Benched Pokémon DUO until its remaining HP is 30. Then, put damage counters on 1 of your opponent's Benched Pokémon equal to the number of damage counters placed on your Pokémon DUO in this way. Discard an Energy from this Pokémon.

It freezes prey by blowing its -58 degree F breath. It is said to then secretly display its prey.

Weakness: Darkness x2
Resistance: Fighting -30
Retreat: 1
Gumshoos DUO HP 140 Colorless
Basic Pokémon
DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.

/Ability/ ~ Dynamic Duo
When you put a Pokémon DUO from your hand onto your Bench during your turn (including this Gumshoos DUO), or whenever you attach a basic Energy card from your hand to your Pokémon DUO during your turn, you may look at the top 3 cards of your deck and put them back in any order.

[C][C][C] Sneaky Headbutt 100
Shuffle 2 cards from your discard pile into your deck.

It adores having Rattata and Raticate for dinner, but as it's diurnal, it never encounters them. This Pokémon boasts incredible patience.

Weakness: Fighting x2
Resistance: None
Retreat: 2
Duosion DUO HP 60 Psychic
Basic Pokémon
DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.

/Ability/ ~ Duo Cells
As long as this Pokémon has any Energy attached to it, it gets more HP equal to the maximum HP of your other Pokémon DUO in play (before any effects which would affect that Pokémon's maximum HP).

[P][C] Brain Wheel 100
Choose this Pokémon or the Defending Pokémon. That Pokémon is now Confused and move an Energy card from it to 1 of that Pokémon's owner's Benched Pokémon.

Its brain has split into two, and the two halves rarely think alike. Its actions are utterly unpredictable.
Weakness: Darkness x2
Resistance: Fighting -30
Retreat: 2
Cryogonal DUO HP 130 Water
Basic Pokémon
DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.

/Ability/ ~ Crystalline Barrier
Your Pokémon DUO in play take 40 less damage from attacks by your opponent's Pokémon (after applying Weakness and Resistance) for each of your Pokémon DUO in play with no damage counters on them.

[W] Linking Chain 30
Attach a basic Energy card from your discard pile to 1 of your Benched Pokémon. Then, switch this Pokémon with the Pokémon you attached the Energy to.

They are born in snow clouds. They use chains made of ice crystals to capture prey.

Weakness: Metal x2
Resistance: None
Retreat: 1
Dhelmise DUO HP 140 Grass
Basic Pokémon
DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.

[G][C] Castaway Anchor 130
This Pokémon also does 40 damage to itself. If any of your Pokémon DUO were Knocked Out during your opponent's last turn, you may move up to 13 damage counters from this Pokémon to 1 of your opponent's Benched Pokémon.

Its chain-like green seaweed can stretch outward for hundreds of yards. For some reason, it gets along well with Skrelp.

Weakness: Fire x2
Resistance: None
Retreat: 3
Magnezone DUO HP 160 Lightning
Basic Pokémon
DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.

/Ability/ ~ Duo Brains
As long as you have 2 Pokémon DUO in play, you may play 2 Supporter cards during your turn. The second Supporter card you play has the effect "Search your deck for a basic Energy card and attach it to 1 of your Pokémon DUO, and then shuffle your deck. If you attached any Energy in this way, draw 2 cards." This happens instead of the usual effect.

[L][C][C] Magnifier 100
Apply Weakness for this attack's damage as 3x.

As it zooms through the sky, this Pokémon seems to be receiving signals of unknown origin while transmitting signals of unknown purpose.
Weakness: Fighting x2
Resistance: None
Retreat: 2
Chatot DUO HP 100 Colorless
Basic Pokémon
DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.

/Ability/ ~ Chitter Chatter Gang
Once during your turn, when 1 of your Pokémon DUO moves from the Bench to the Active Spot, you may make your opponent's Active Pokémon Confused.

[C][C] Fly Back 60
Put this Pokémon and all attached cards into your hand.

It mimics the cries of other Pokémon to trick them into thinking it's one of them. The sound is obnoxious many people high-key dislike this Pokémon for it.

Weakness: Lightning x2
Resistance: Fighting -30
Retreat: 1
Landorus DUO HP 160 Fighting
Basic Pokémon
DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.

[F] Rubble Fist 40

[F][F][C] Sandstorm Mixer 140+
If you have any [L] Pokémon DUO on your Bench, your opponent's Active Pokémon is now Paralyzed. If you have any [C] Pokémon DUO on your Bench, before doing damage, you may switch your opponent's Benched Pokémon with their Active Pokémon. If you have any non-[L], non-[C] Pokémon DUO on your Bench, this attack does 60 more damage. If any of your Pokémon used Sandstorm Mixer during your last turn, this attack can't be used.

From the forces of lightning and wind, it creates energy to give nutrients to the soil and make the land abundant.

Weakness: Grass x2
Resistance: None
Retreat: 2
Thundurus DUO HP 150 Lightning
Basic Pokémon
DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.

[L] Thunduo Crackle
Search your deck for up to 3 basic Energy cards and attach them to your Pokémon DUO in any way you like.

[L][C][C] Thunderstorm Slam 100
If your opponent's Pokémon is Knocked Out by damage from this attack, your opponent's new Active Pokémon is now Paralyzed. This attack's damage isn't affected by Weakness.

As it flies around, it shoots lightning all over the place and causes forest fires. It is therefore disliked.

Weakness: Fighting x2
Resistance: None
Retreat: 2
Tornadus DUO HP 150 Colorless
Basic Pokémon
DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.

[C] Tornaduo Wind 40
If you have any Pokémon DUO on your Bench, this attack also does 40 damage to 1 of your opponent's Benched Pokémon (don't apply Weakness and Resistance for Benched Pokémon).

[C][C] Bleakwind Hurricane 80
You may move any number of Energy from your Pokémon to your other Pokémon in any way you like.

Tornadus expels massive energy from its tail, causing severe storms. Its power is great enough to blow houses away.

Weakness: Lightning x2
Resistance: FIghting -30
Retreat: 2
 
Last edited:
There will be more. Just Pokémon DUO for now. Smeargle ex, Tera Gothitelle ex, Azurill, and more coming soon.

DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.
Stonjourner DUO HP 160 Fighting
Basic Pokémon
DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.

/Ability/ ~ Power Spot
Your Pokémon DUO's attacks do 30 more damage to your opponent's Active Pokémon ex and Pokémon V (before applying Weakness and Resistance).

[F][C] Sundown Stone Edge 80

Once a year, on a specific date and at a specific time, they gather out of nowhere and form up in a circle.

Weakness: Grass x2
Resistance: None
Retreat: 3
Shiftry DUO HP 140 Darkness
Basic Pokémon
DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.

[D][D] Dual-Spirited Whirlwind 20+
If your Benched Pokémon DUO has any Abilities, this attack does 30 more damage for each of your Benched Pokémon. If your Benched Pokémon DUO has no Abilities, this attack does 40 more damage for each of your Pokémon.

A Pokémon that was feared as a forest guardian. It can read the foe's mind and take preemptive action.

Weakness: Grass x2
Resistance: None
Retreat: 2
Bronzong DUO HP 150 Metal
Basic Pokémon
DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.

[M] Gravity Corner
Choose 1 of your opponent's Pokémon that has the same type as the Weakness or Resistance of 1 of your Benched Pokémon DUO. Put damage counters on that Pokémon until its remaining HP is 60.

[M][C][C] Soundwave Jammer 100
During your opponent's next turn, they can't put any cards into their hand from their deck by the effect of any Item cards.

In ages past, this Pokémon was revered as a bringer of rain. It was found buried in the ground.

Weakness: Fire x2
Resistance: Grass -30
Retreat: 3
Leavanny DUO HP 140 Grass
Basic Pokémon
DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.

/Ability/ ~ Silk Garments
Prevent all damage done to your Pokémon DUO by attacks from your opponent's Basic Pokémon (except Pokémon DUO).

[G][C] Clean Cleave 150-
This attack does 20 less damage for each of your Pokémon in play with any damage counters on them.

It fashions clothing from woven leaves. Though gentle in disposition, it will show no mercy to foes who target young Pokémon.
Weakness: Fire x2
Resistance: None
Retreat: 1
Froslass DUO HP 120 Psychic
Basic Pokémon
DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.

[P][C] Sacrificial Curse 60
Put damage counters on 1 of your Benched Pokémon DUO until its remaining HP is 30. Then, put damage counters on 1 of your opponent's Benched Pokémon equal to the number of damage counters placed on your Pokémon DUO in this way. Discard an Energy from this Pokémon.

It freezes prey by blowing its -58 degree F breath. It is said to then secretly display its prey.

Weakness: Darkness x2
Resistance: Fighting -30
Retreat: 1
Gumshoos DUO HP 140 Colorless
Basic Pokémon
DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.

/Ability/ ~ Dynamic Duo
When you put a Pokémon DUO from your hand onto your Bench during your turn (including this Gumshoos DUO), or whenever you attach a basic Energy card from your hand to your Pokémon DUO during your turn, you may look at the top 3 cards of your deck and put them back in any order.

[C][C][C] Sneaky Headbutt 100
Shuffle 2 cards from your discard pile into your deck.

It adores having Rattata and Raticate for dinner, but as it's diurnal, it never encounters them. This Pokémon boasts incredible patience.

Weakness: Fighting x2
Resistance: None
Retreat: 2
Duosion DUO HP 60 Psychic
Basic Pokémon
DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.

/Ability/ ~ Duo Cells
As long as this Pokémon has any Energy attached to it, it gets more HP equal to the maximum HP of your other Pokémon DUO in play (before any effects which would affect that Pokémon's maximum HP).

[P][C] Brain Wheel 100
Choose this Pokémon or the Defending Pokémon. That Pokémon is now Confused and move an Energy card from it to 1 of that Pokémon's owner's Benched Pokémon.

Its brain has split into two, and the two halves rarely think alike. Its actions are utterly unpredictable.
Weakness: Darkness x2
Resistance: Fighting -30
Retreat: 2
Cryogonal DUO HP 130 Water
Basic Pokémon
DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.

/Ability/ ~ Crystalline Barrier
Your Pokémon DUO in play take 40 less damage from attacks by your opponent's Pokémon (after applying Weakness and Resistance) for each of your Pokémon DUO in play with no damage counters on them.

[W] Linking Chain 30
Attach a basic Energy card from your discard pile to 1 of your Benched Pokémon. Then, switch this Pokémon with the Pokémon you attached the Energy to.

They are born in snow clouds. They use chains made of ice crystals to capture prey.

Weakness: Metal x2
Resistance: None
Retreat: 1
Dhelmise DUO HP 140 Grass
Basic Pokémon
DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.

[G][C] Castaway Anchor 130
This Pokémon also does 40 damage to itself. If any of your Pokémon DUO were Knocked Out during your opponent's last turn, you may move up to 13 damage counters from this Pokémon to 1 of your opponent's Benched Pokémon.

Its chain-like green seaweed can stretch outward for hundreds of yards. For some reason, it gets along well with Skrelp.

Weakness: Fire x2
Resistance: None
Retreat: 3
Magnezone DUO HP 160 Lightning
Basic Pokémon
DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.

/Ability/ ~ Duo Brains
As long as you have 2 Pokémon DUO in play, you may play 2 Supporter cards during your turn. The first Supporter card you play has the effect "Search your deck for a basic Energy card and attach it to 1 of your Pokémon DUO, and then shuffle your deck. If you attached any Energy in this way, draw 2 cards." This happens instead of the usual effect.

[L][C][C] Magnifier 100
Apply Weakness for this attack's damage as 3x.

As it zooms through the sky, this Pokémon seems to be receiving signals of unknown origin while transmitting signals of unknown purpose.
Weakness: Fighting x2
Resistance: None
Retreat: 2
Chatot DUO HP 100 Colorless
Basic Pokémon
DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.

/Ability/ ~ Chitter Chatter Gang
Once during your turn, when 1 of your Pokémon DUO moves from the Bench to the Active Spot, you may make your opponent's Active Pokémon Confused.

[C][C] Fly Back 60
Put this Pokémon and all attached cards into your hand.

It mimics the cries of other Pokémon to trick them into thinking it's one of them. The sound is obnoxious many people high-key dislike this Pokémon for it.

Weakness: Lightning x2
Resistance: Fighting -30
Retreat: 1
Landorus DUO HP 160 Fighting
Basic Pokémon
DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.

[F] Rubble Fist 40

[F][F][C] Sandstorm Mixer 140+
If you have any [L] Pokémon DUO on your Bench, your opponent's Active Pokémon is now Paralyzed. If you have any [C] Pokémon DUO on your Bench, before doing damage, you may switch your opponent's Benched Pokémon with their Active Pokémon. If you have any non-[L], non-[C] Pokémon DUO on your Bench, this attack does 60 more damage. If any of your Pokémon used Sandstorm Mixer during your last turn, this attack can't be used.

From the forces of lightning and wind, it creates energy to give nutrients to the soil and make the land abundant.

Weakness: Grass x2
Resistance: None
Retreat: 2
Thundurus DUO HP 150 Lightning
Basic Pokémon
DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.

[L] Thunduo Crackle
Search your deck for up to 3 basic Energy cards and attach them to your Pokémon DUO in any way you like.

[L][C][C] Thunderstorm Slam 100
If your opponent's Pokémon is Knocked Out by damage from this attack, your opponent's new Active Pokémon is now Paralyzed. This attack's damage isn't affected by Weakness.

As it flies around, it shoots lightning all over the place and causes forest fires. It is therefore disliked.

Weakness: Fighting x2
Resistance: None
Retreat: 2
Tornadus DUO HP 150 Colorless
Basic Pokémon
DUO Rule - You must have exactly 0 or 2 Pokémon DUO in your deck. You can't have more than 1 Pokémon DUO with the same name in your deck.

[C] Tornaduo Wind 40
If you have any Pokémon DUO on your Bench, this attack also does 40 damage to 1 of your opponent's Benched Pokémon (don't apply Weakness and Resistance for Benched Pokémon).

[C][C] Bleakwind Hurricane 80
You may move any number of Energy from your Pokémon to your other Pokémon in any way you like.

Tornadus expels massive energy from its tail, causing severe storms. Its power is great enough to blow houses away.

Weakness: Lightning x2
Resistance: FIghting -30
Retreat: 2
Missed chance to do DoDUO ;)
 
Guess the theme to win 1 MILLION something! It could be a million years of having a terrible disease tho.
Origin Forme Palkia HP 120 Dragon
Basic Pokémon

[W] Spacial Overdrive 10+
If your opponent's Active Pokémon is a Pokémon ex or Pokémon V, this attack does 60 more damage.

[G][W] Swelling Rift 230
Your opponent searches their deck for a Pokémon and put it onto their Bench. If they searched their deck in this way, they shuffle their deck.

It soars across the sky in a form that greatly resembles the creator of all things. Perhaps this imitation of appearance is Palkia's strategy for gaining Arceus's powers.

Weakness: None
Resistance: None
Retreat: 1

Origin Forme Palkia is admittedly, not super strong. The effect of Swelling Rift may seem absurd, though I would be concerned about the downside it gives in handing your opponent a free Pokémon. Especially in formats where it may actually be good, it could be quite easy to counter it, as you would mostly just need a Pokémon in your deck that can handle it. A card like Dusknoir would annoy this Palkia immensely.

If you want Palkia to be played, we need to keep in mind a few things.

Technically, having fewer good random Pokémon techs (like the above Dusknoir) is better for Palkia. That may not necessarily be more healthy for the meta overall though, so we're actually going to want to tackle how to counter this card first. This opens up design space in how would not only counter it, of course, but also what we would need to do to make it playable despite these potential counters.

- The above Dusknoir really is an almost-perfect way of countering this Palkia. It would love be to searched by Swelling Rift, can be played in multiple decks, may have a few copies of itself in the deck, and can be used to KO Palkia immediately.
- The same principles in Dusknoir can apply to many other candidates though. Being a Pokémon that would already like to be searched by Swelling Rift that may have multiple copies of itself being played, as well as providing an immense advantage can be strong against it. Even cards that don't actually counter Swelling Rift or KO Palkia could still provide enough advantage to give the attacked player enough to win, such as Pidgeot ex or Bibarel. Against Evolution decks, just being able to search out your main attacker could be enough of a "counter" for you.
- Being able to do 120 damage with relative ease.

So, we have a rough idea of what can counter Palkia. How do we make sure it can be more playable? There's a couple things:
- Targets that fit straight into its math. Palkia likes ≤230 HP Pokémon, or Pokémon ex with ≤300 HP (Swelling Rift + Spacial Overdrive).
- A lot of targets would love to be searched out by Palkia. For the most part, this is going to be Evolution Pokémon. However, some Evolution Pokémon may want to have Evolved from their previous evolutions, for various reason. Evolution Pokémon that want to use a previous evolution's attack, or have a previous evolution that easily evolves into their evolution may not be able to do as much about Swelling Rift. In the same vein, Basic-focused decks will be have less room to utilize Swelling Rift as well.
- Avoiding almost-direct counters like the repeatedly mentioned Dusknoir can also help. It's healthy to have counters, though Dusknoir's ever presence would almost certainly destroy Palkia outright.

Another major factor to keep in mind is its fairly low damage and multiple energy cost. Because 230 is a little inconsistent to rely upon as a single prize deck, it may find a place in other decks rather than as a centerpiece. Palkia can slide right in to decks that want a solid, consistent attacker and play [G], [W], or Special Energy. If these decks help improve its math, they may like it even more. Spacial Overdrive also provides an even cheaper way of whittling down bigger attackers that could prove useful in some decks if the numbers check out.

Keep in mind the numbers and energy costs can be adjusted per the format, so Spacial Overdrive could hit upwards of say 50 or 60 in XY era, and perhaps only 130-160 back then as well.
Origin Forme Dialga HP 140 Dragon
Basic Pokémon

[M] Screeching Halt 10
If the Defending Pokémon is a Basic Pokémon, it can’t attack during your opponent’s next turn.

[P][M][M] Temporal Overflow 280
Your opponent takes another turn after their next turn. (Skip Pokémon Checkup.)

Radiant light caused Dialga to take on a form bearing a striking resemblance to the creator Pokémon. Dialga now wields such colossal strength that one must conclude this is its true form.

Weakness: None
Resistance: None
Retreat: 3
GLAD YOU ASKED.

Dialga has a few notable traits that make it a bit more wanting to be the centerpiece of a deck, if not at least one of your main attackers.

If we want to use Origin Forme Dialga, we'll need to keep in mind a few things:
- Temporal Overflow is expensive. It costs 2 different energy (1 [P] and 2 [M]), and on top of that, it is on a single prize Pokémon that may be quite frail. In addition, Temporal Overflow's effect gives your opponent another turn, so they would have more time to take out your resources. You will almost certainly want a strong method of energy acceleration for this card so you can keep a consistent flow of Dialgas coming. This could be with supporter cards, attacks, or some kind of support Pokémon.
- 280 is massive, but not enough in some cases. The effect also makes the inability to OHKO an opponent's Pokémon immense, so damage modifiers like Maximum Belt may be extremely strong, helping you cover more damage amounts.
- Uniquely, Temporal Overflow gives your opponent an additional turn. Your opponent may be able to take multiple KOs in a "single" turn this way, so some ways to make this less likely or by yourself time could work wonders. Consider designing cards that could not be KO'd, such as Mimikyu. Do keep in mind that if you are planning to have Pokémon like this, you may also want ways to switch them out. Otherwise, after your opponent's 2 turns, you may be left stranded with a Pokémon in the Active Spot that can't do much.
- Screeching Halt is designed to give Origin Forme Dialga a bit more time in some uncommon scenarios. Consider having basic attackers in the format that have a harder time switching out, thus being prone to this attack. Setup attacks from basic Pokémon could also be effective hear, potentially putting a slight dent in the opponent's setup and therefore giving the Dialga player more time to setup.

To counter Dialga, pretty much do the opposite of the above.
- Pokémon with 290 or more HP may find themselves luckily hanging by a thread after Temporal Overflow, and therefore able to freely act.
- Evolution decks or decks with high setup may love the additional turns given by Temporal Overflow. Evolution decks also appreciate being fairly unaffected by Screeching Halt.
- Decks that are able to switch out targets could be very effective against Dialga. This is because there is a good chance they'll have a few stronger support Pokémon, so being able to target those with your free turns could prove debilitating against them. Being able to get around potential walls like the aforementioned Mimikyu could also prove strong, as they will likely have some ways (like that Mimikyu) to try and subvert the extra turns effect.

Keep in mind that numbers could be edited to fit the format, such as Temporal Overflow doing 160-180 damage in later era BW.
Giratina HP 130 Dragon
Basic Pokémon

[G][P] Distortion Twist 80
Discard 1 of your Basic Pokémon with any damage counters on it.

[G][P][C] Phantom Plunge 260
Your opponent puts 13 damage counters on your Pokémon in any way they like.

Giratina loses its legs upon changing into this form. I believe this Pokémon must hail from a world where the heavens and the earth are as one, though I have no way of proving it.

Weakness: None
Resistance: None
Retreat: 2

WELCOME SINNER.

Giratina has a couple strong traits about it that allow it to be used as an attacker in some decks, and even for some level of utility.

If we want Giratina to be good, here's a couple things we can do:
- Strong acceleration. Giratina is a single-prizer with a heightened energy cost, like Origin Forme Dialga, though it does have a single [C] in Phantom Plunge, so the energy acceleration is a bit easier. The damage is fairly high, though not so high where it could be reliable as a centerpiece.
- Damage modifiers help Giratina a lot, allowing it to hit 270-300 HP targets which may be quite effective. Having these targets in your meta also helps a lot.
- HP modifiers also help immensely, as pretty much anything that grants 10 or more HP will make Giratina unable to be KO'd by it's own Phantom Plunge. On the topic, bulkier support Pokémon or supports that are somehow unaffected by Phantom Plunge could also prove effective. Something like Sky Pillar, but for your own attacks could be strong here.
- Distortion Twist heavily favours being able to use supports that may want to leave the field sooner rather than later, so designing something akin to Squawkabilly ex fits this role as a support Pokémon almost perfectly. It can't be KO'd by one use of Phantom Plunge, and is able to be discarded the following turn by Distortion Twist.
- Bench protection is almost a must for Giratina, as even with bulkier support Pokémon and HP increasing cards, 13 damage counters in any way still allows the opponent to setup numbers greatly. This is hard to avoid for the Pokémon in the Active Spot, however for Benched Pokémon this may be something we want a lot of. Cards like Rabsca can help a lot (given you also have a way to protect Rabsca, lol).

To counter Giratina, we can try a few things:
- Effects that take advantage of damage counters on opponent's Pokémon may be able to take more advantage of Phantom Plunge, so consider cards that do something like X more damage for each damage counter on your opponent's Pokémon.
- Similarly, spread effects greatly appreciate the extra 13 damage counters anywhere they want, as this makes KOs with these effects so much more clean.
- Pokémon with 270, or 90 or more HP will be able to more easily dodge an OHKO by Giratina, and thereby able to grab another turn of life. Giratina's attacks allow to to do 260 (Phantom Plunge) + 80 (Distortion Twist) = 340, so it may be hard to avoid a KO in this way, but damage reduction effects could assist here. Even a Tool that reduces by 10 damage allows a 260 HP Pokémon to survive the attack, and if everything goes well, a 340 HP Pokémon can survive now. Consider ways of making Giratina unable to KO a Pokémon, even if by a little bit.

The numbers can always be edited to fit your meta, such as with Phantom Plunge dealing 150 damage in later era BW.
Ting-Lu HP 160 Fighting
Basic Pokémon

/Ability/ ~ Toppling Vessel
At the end of your turn (after your attack), if this Pokémon is in the Active Spot, you must discard the top card of each player's deck.

[F][C][C][C] Tectonic Mix 110
Shuffle 2 cards from your discard pile into your deck.

The fear poured into an ancient ritual vessel has clad itself in rocks and dirt to become a Pokémon.

Weakness: Grass x2
Resistance: None
Retreat: 4
Wo-Chien HP 130 Grass
Basic Pokémon

/Ability/ ~ Toppling Tablets
At the end of your turn (after your attack), if this Pokémon is in the Active Spot, you must discard the top 3 cards of your deck. Then, you may attach any number of Basic Energy cards discarded in this way to your Pokémon in any way you like.

[G][G][C][C] Giant Lash 160

The grudge of a person punished for writing the king’s evil deeds upon wooden tablets has clad itself in dead leaves to become a Pokémon.

Weakness: Fire x2
Resistance: None
Retreat: 3
Chi-Yu HP 100 Fire
Basic Pokémon

/Ability/ ~ Collapsing Beads
At the end of your turn (after your attack), if this Pokémon is in the Active Spot, you must put 3 damage counters on 1 of your Pokémon. If you placed any damage counters in this way, you may attach a Basic Energy card from your discard pile to that Pokémon.

[R][C] Flooding Eruption 150
Discard a [R] Energy from each of your Pokémon in play.

The envy accumulated within curved beads that sparked multiple conflicts has clad itself in fire and become a Pokémon.

Weakness: Water x2
Resistance: None
Retreat: 1
Chien-Pao HP 120 HP Water
Basic Pokémon

/Ability/ ~ Collapsing Sword
At the end of your turn (after your attack), if this Pokémon is in the Active Spot, you must put 3 damage counters on this Pokémon and 1 of your opponent's Pokémon ex or Pokémon V.

[W][C] Icy Blade 60
Apply Weakness for this attack's damage as 3x.

The hatred of those who perished by the sword long ago has clad itself in snow and become a Pokémon.

Weakness: Metal x2
Resistance: None
Retreat: 1
A [R] Pokémon ex with 210 to 190 HP would be a direct way to showcase Chien-Pao's traits of Icy Blade and Collapsing Sword, being the perfect target for both effects. ≤120-HP [R] or ≤60 HP Pokémon that are not Pokémon ex would also work. The key for keeping this card in the metagame is ensuring a few things:
- Collapsing Sword can severely debilitate Pokémon ex that do not want any damage counters on them, such as effects that want the Pokémon to be at full HP or do less damage for each damage counter on it. If you want Chien-Pao to be played, make sure a couple higher-power targets are strongly affected by this.
- Targets that are within range to be KO'd by Icy Blade. This attack is not super strong on its own, however its affect allows it to harbor some additional strength vs. [R]-type Pokémon. If you want this card in your meta, having a relevant card or two which is strongly affected by Icy Blade may be a good consideration. However, due to the still-low damage the attack does even with weakness, the Pokémon that will find themselves weak to this will likely be either single prize lower HP Pokémon or lower HP Pokémon ex, so likely a Pokémon that plays a more supportive role. This could always be something more aggressive as well. Think Pokémon like Oricorio, Victini, etc.

Chien-Pao's traits may have some strength to them, but are hardly enough to have a deck built around. 60 damage that can be 180 in very specific circumstances, and its ability only affecting Pokémon ex is quite concerning. Due to this, we'll need to look at deck archetypes that can support it. What does Chien-Pao look for in a good partner?
- Free Retreat provision. This card only has 1 Retreat Cost, so something that may give it the ability to reduce or ignore this may be much stronger. After Chien-Pao has served it's usefulness, it will want to be able to escape quickly, especially in the case that it may be trapped by an opposing effect. Being unable to do this can increase the likelihood that Chien-Pao is left in the Active Spot, making you less likely to attack and possibly even lose Chien-Pao to it's own Collapsing Sword.
- Hit-and-run. As Collapsing Sword works at the end of your turn, it is possible to have effects that leave a different Pokémon in the Active Spot at the end of your turn, so consider some hit and run style effects. If you do, though, keep in mind the point prior becomes even more vital. You could also use effects like Alakazam ex's Dimensional Hand.
- Pokémon that may just need a little more in the way of damage. If the main attacker is off by anywhere from 10-30 or 40-60 damage, Chien-Pao could be quite strong as a way of patching up this damage deficit. Do keep in mind that you will still need to be able to support having a Chien-Pao in the deck though, so the aforementioned free retreat point is pretty important.
- In the case that a deck may want to take advantage of Icy Blade, you'll need a way of powering it up. This will probably not be a water-type attacking deck, as they'll probably have more effective attackers (though Chien-Pao could still be used there). Make sure decks that want to attack with Chien-Pao are able to include ways to power it up, such as including 1-2+ [W] Energy, ignoring energy costs, or using Special Energy that provides multiple energy types.
- Healing. This is a lesser point, but Collapsing Sword does damage Chien-Pao. A way to heal it would offset this, though with its 120 HP, that may be more effective if you're expecting a longer game.
To counter Chien-Pao, consider Pokémon that simply are unaffected, or at least lesser affected by it. Collapsing Sword can work better over time, so Pokémon that try and take the game quickly may find themselves not caring as much.
Pokémon that can stop Chien-Pao's ability from working could also find a distinct advantage, so consider some level of ability lock. Perhaps something that prevents Abilities on Basic Pokémon, or Pokémon with a certain threshold of damage counters on them?
Effects that are able to take advantage of Collapsing Sword placing damage counters on Chien-Pao may also be stronger, so consider something that locks Chien-Pao in the Active Spot, or does more damage for each damage counter on the opponent's Pokémon.

Collapsing Sword is not capable of hitting non-Pokémon ex, but critically will still damage itself even if there are none of those on the opponent's side. Single prize decks will find themselves in a very favorable position against decks running this card, especially if it happens to hit play. While on the subject of taking advantage of the wording, notice that your opponent MUST use Collapsing Sword if they can. A deck that could sneak in a Pokémon ex that actually wants damage counters on it could be a fun way of countering Chien-Pao. Do keep in mind that for these last two points, Chien-Pao is almost certainly not a card that can be built around as it's own deck, so it will likely be a piece in another deck instead. Due to this, you would not be able to rely on an opponent having Chien-Pao in play (including in the Active Spot), so take that into account when designing counters.

Keep in mind that effects seen on this card could be seen in many different eras and it is not specific to SV. You could have Collapsing Sword in ex era doing say, 1 and 1, and Icy Blade does 20 x3 instead of 60 x3. The numbers can be adjusted however you need.

GMO Miracle Berry - Trainer - Pokémon Tool
You may attach any number of Pokémon Tools to your Pokémon during your turn. You may attach only 1 Pokémon Tool to each Pokémon, and it stays attached.

If the Pokémon this card is attached to is damaged by an attack from your opponent's Pokémon (even if this Pokémon is Knocked Out), your opponent chooses a Special Condition. The Pokémon this card is attached to is now affected by that Special Condition. If any Special Condition was put onto that Pokémon, heal 100 damage from it, and then discard this card.


Unfortunately, the name I was looking for was already taken by Miracle Berry.
BUT IF YOU DO, here's some pointers I guess lol.

GMO Miracle Berry thrives in formats where Pokémon do not get OHKO'd, and specifically are able to utilize that 100 damage healing. However, due to the condition of having to take a Special Condition of the opponent's choice, this could end up being offset if you do not have a way to counter the incoming Special Condition. Which, in a lot of cases will end up being Paralyzed, Burned, or Poisoned, just depending on the deck and what's going on at the moment. Ask your opponent.

This card is difficult to make good as a lot of modern formats would like to have OHKOs being dished out quite often. Even in the case that a Pokémon takes advantage of the healing, you'll need to be able to deal with the Special Condition. Here's a few things you could consider for GMO Miracle Berry.
- Consider effects that give a positive effect when the Pokémon is affected by a Special Condition.
- Effects that can easily switch out the target (such as Gyro Trigger seen in an above post) can also be effective.
- Some cards may simply not care about the Special Conditions, such as high-HP Pokémon in a stall deck. Technically, Burn and Poison could still affect these mons, though to a fairly minor degree.
- Lastly, recovering Special Conditions totally works, like this Blissey.
When designing cards that can help enable GMO Miracle Berry, be wary of the effectiveness of these cards aside from it. I linked Blissey as an example, though Blissey is almost deadweight in cases where you are not using this card, so is it really worth it? We'll want to make sure that cards that work with this card can be used otherwise too, as the healing may not be something we can rely upon.

If you end up needing to counter this card for some reason, effects that can prevent healing or the application of Special Conditions on your opponent's Pokémon can be effective. Additionally, consider anti-switch cards, and cards that have negative effects on the opponent's Pokémon if a Special Condition is active.

As with all cards, the numbers are flexible. You could include this card in older formats and make the healing less potent if need be. Do consider the differences in Special Conditions across the generations too, though.

Trying out this new meta recommendations thing, not sure I wanna continue it due to how much each card needs lol. There really is a lot to consider for each individual card in the metagame(s) they are present in. As such I didn't include these for a few cards here.
 
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