So, here's some cards I saw, just looking through, that might seriously change how the game is played. I'd like to hear opinions on any or all of them
Celebi (Prime) - Grass - HP 60
Poke-Power: Breath of the Forest
You can use this power once during your turn if this Pokemon is your Active Pokemon. Attach 1 Grass Energy card from your hand to one of your Pokemon. This power can’t be used if this Pokemon is affected by a Special Condition.
[G][P][C] Time Circle: 30 damage. During your opponent’s next turn, this Pokemon takes no damage from the attacks of your opponent’s Stage 1 Evolved Pokemon and Stage 2 Evolved Pokemon.
Weakness: Fire (x2)
Resistance: none
Retreat: 1
Thoughts: I feel like this card, Mewtwo Lv. X, and Houndoom UD could make a really ugly, really annoying deck. Energy Acceleration and attack prevention could be annoying.
Machamp (Prime) - Fighting - HP 150
Stage 2 - Evolves from Machoke
Poke-Power: Fighting Touch
You can use this power once during your turn if this Pokemon is on your Bench. Move all Fighting Energy attached to your Active Pokemon onto this Pokemon. If you move any Energy, switch this Pokemon with your Active Pokemon.
[F][C][C] Crush Punch: 60 damage. Discard 1 Special Energy attached to your opponent’s Active Pokemon.
[F][F][C][C] Macho Buster: Does 100 damage plus an additional 10 damage times the number of your Benched Pokemon with damage counters on them.
Weakness: Psychic (x2)
Resistance: none
Retreat: 3
Thoughts: This card was made as a brother for Donphan Prime. Send out Donphan, hold the opponent for a minute while damaging your bench, then send out Machamp with his Power for a quick and ugly 140-150 damage, or as high as 210 with Machamp Lv. X. I can see Donchamp Prime being BDIF if somebody makes the right build. Machamp prime also helps versus non sp decks
Cubone - Fighting - HP 40
Basic Pokemon
Poke-Body: Lonely Bone
Any damage done to this Pokemon by attacks is reduced by 20 times the number of Marowak cards in your discard pile.
[C][C] Bone Rush: Flip a coin until you get tails, this attack does 20 damage times the number of heads.
Weakness: Water (x2)
Resistance: Lightning (-20)
Retreat: 1
Thoughts: Okay, it's silly, but the fact is this card, in the right deck, could be unbelievably annoying. This card can prevent up to 80 damage by itself. Even if it's on the bench. Put this with Nidoqueen RR and Donphan, and you have a deck that will win simply by attrition. Yes, there are cards that can get around it with place damage counters, but this makes Luxchomp cry. The only problem might be consistently getting 4 Marowak in the discard, but that never stopped Gyarados.
Bronzong - Metal - HP 90
Stage 1 - Evolves from Bronzor
[C] Legendary Ritual: Show your opponent 1 set of Legendary Pokemon from your deck, then put it in your hand. Shuffle your deck afterward.
[C][C] Reflect Energy: 30 damage. Move 1 Energy attached to this Pokemon to one of your Benched Pokemon. (If you have no Benched Pokemon, ignore this effect.)
Weakness: Fire (x2)
Resistance: Psychic (-20)
Retreat: 3
Thoughts: It may make Legend decks viable. It may not though, this'll need testing.
Black Belt
Supporter
You can only use this card when you have more Prize cards remaining than your opponent.
On this turn, your Pokemon’s attacks do an additional 40 damage to your opponent’s Active Pokemon.
You can only use 1 Supporter card during your turn. To use it, place it next to your Active Pokemon and discard it at the end of your turn.
Twins
Supporter
You can only use this card when you have more Prize cards remaining than your opponent.
Put any 2 cards from your deck into your hand. Shuffle your deck afterward.
You can only use 1 Supporter card during your turn. To use it, place it next to your Active Pokemon and discard it at the end of your turn.
Thoughts: These cards can suddenly turn around a game that's been going poorly. It also makes an early sacrifice of a pokemon a viable way to win.
Magnezone (Prime) - Lightning - HP140
Stage 2 - Evolves from Magneton
Poke-Power: Electromagnetic Draw
You can use this power once during your turn. Draw cards from your deck until you have 6 cards in your hand. This power can’t be used if this Pokemon is affected by a Special Condition.
[L][C] Lost Burn: 50x damage. Place any number of Energy attached to your Pokemon in play into the Lost Zone. This attack does 50 damage for each of those Energy cards.
Weakness: Fighting (x2)
Resistance: Metal (-20)
Retreat: 3
Thoughts: Inferior Claydol... Maybe it'll be important? I dunno, I'm skeptical. Nice attack though in certain decks if played right.
Gengar (Prime) – Psychic – HP130
Stage 2 – Evolves from Haunter
Poke-Body: Catastrophe
As long as this Pokemon is your Active Pokemon, if an opponent’s Pokemon is Knocked Out, that Pokemon is placed in the Lost Zone. (All cards other than Pokemon cards are discarded.)
[P] Plunge Into Darkness: Look at your opponent’s hand, choose a number of Pokemon up to the number of Psychic Energy attached to this Pokemon, and place them in the Lost Zone.
[P][C] Cursed Droplets: Place 4 damage counters on your opponent’s Pokemon in any way you like.
Weakness: Darkness (x2)
Resistance: Colorless (-20)
Retreat: 0
Lost World - Stadium
Each player may, during his or her turn, end the game and declare himself or herself the winner if the opponent has 6 or more Pokemon cards in his or her Lost Zone.
Thoughts: They're together because they go together. This is apparently doing amazingly well in Japan, and I expect it'll do just as well here. Not personally a deck I'd want to run, but definitely a deck I'll be planning to play against.
Hunter - Supporter
Each player returns 1 of his or her Benched Pokemon and all cards attached to it to his or her hand. You return your cards first.
Thoughts: I can't really list all the uses for this card. It will be played. A lot. In a lot of decks.
Lost Remover - Goods (Trainer)
Place 1 Special Energy attached to an opponent’s Pokemon in the Lost Zone.
You can use any number of Goods cards during your turn.
anti special energy card good versus flygon machamp and steellix also good facing any deck with dce
Junk Arm
Goods (Trainer)
Discard 2 cards from your hand, then show 1 Goods card from your discard pile to your opponent, and put it in your hand.
You can’t choose any Junk Arm card from your discard pile with this card’s effect.
You can use any number of Goods cards during your turn.
This card is good in stage 2 rush decks and sps being able to get rid of 2 cards from your hand for a candy a tgi or any other good trainers this will see alot of play if trainer lock isn`t very popular next set
I'm sure I've missed some, so if you'd like to add your own, please do. I'd also like to hear opinions (I'm sure I'll hear quite a bit on the Cubone). I'm just bored and want some discussion
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Celebi (Prime) - Grass - HP 60
Poke-Power: Breath of the Forest
You can use this power once during your turn if this Pokemon is your Active Pokemon. Attach 1 Grass Energy card from your hand to one of your Pokemon. This power can’t be used if this Pokemon is affected by a Special Condition.
[G][P][C] Time Circle: 30 damage. During your opponent’s next turn, this Pokemon takes no damage from the attacks of your opponent’s Stage 1 Evolved Pokemon and Stage 2 Evolved Pokemon.
Weakness: Fire (x2)
Resistance: none
Retreat: 1
Thoughts: I feel like this card, Mewtwo Lv. X, and Houndoom UD could make a really ugly, really annoying deck. Energy Acceleration and attack prevention could be annoying.
Machamp (Prime) - Fighting - HP 150
Stage 2 - Evolves from Machoke
Poke-Power: Fighting Touch
You can use this power once during your turn if this Pokemon is on your Bench. Move all Fighting Energy attached to your Active Pokemon onto this Pokemon. If you move any Energy, switch this Pokemon with your Active Pokemon.
[F][C][C] Crush Punch: 60 damage. Discard 1 Special Energy attached to your opponent’s Active Pokemon.
[F][F][C][C] Macho Buster: Does 100 damage plus an additional 10 damage times the number of your Benched Pokemon with damage counters on them.
Weakness: Psychic (x2)
Resistance: none
Retreat: 3
Thoughts: This card was made as a brother for Donphan Prime. Send out Donphan, hold the opponent for a minute while damaging your bench, then send out Machamp with his Power for a quick and ugly 140-150 damage, or as high as 210 with Machamp Lv. X. I can see Donchamp Prime being BDIF if somebody makes the right build. Machamp prime also helps versus non sp decks
Cubone - Fighting - HP 40
Basic Pokemon
Poke-Body: Lonely Bone
Any damage done to this Pokemon by attacks is reduced by 20 times the number of Marowak cards in your discard pile.
[C][C] Bone Rush: Flip a coin until you get tails, this attack does 20 damage times the number of heads.
Weakness: Water (x2)
Resistance: Lightning (-20)
Retreat: 1
Thoughts: Okay, it's silly, but the fact is this card, in the right deck, could be unbelievably annoying. This card can prevent up to 80 damage by itself. Even if it's on the bench. Put this with Nidoqueen RR and Donphan, and you have a deck that will win simply by attrition. Yes, there are cards that can get around it with place damage counters, but this makes Luxchomp cry. The only problem might be consistently getting 4 Marowak in the discard, but that never stopped Gyarados.
Bronzong - Metal - HP 90
Stage 1 - Evolves from Bronzor
[C] Legendary Ritual: Show your opponent 1 set of Legendary Pokemon from your deck, then put it in your hand. Shuffle your deck afterward.
[C][C] Reflect Energy: 30 damage. Move 1 Energy attached to this Pokemon to one of your Benched Pokemon. (If you have no Benched Pokemon, ignore this effect.)
Weakness: Fire (x2)
Resistance: Psychic (-20)
Retreat: 3
Thoughts: It may make Legend decks viable. It may not though, this'll need testing.
Black Belt
Supporter
You can only use this card when you have more Prize cards remaining than your opponent.
On this turn, your Pokemon’s attacks do an additional 40 damage to your opponent’s Active Pokemon.
You can only use 1 Supporter card during your turn. To use it, place it next to your Active Pokemon and discard it at the end of your turn.
Twins
Supporter
You can only use this card when you have more Prize cards remaining than your opponent.
Put any 2 cards from your deck into your hand. Shuffle your deck afterward.
You can only use 1 Supporter card during your turn. To use it, place it next to your Active Pokemon and discard it at the end of your turn.
Thoughts: These cards can suddenly turn around a game that's been going poorly. It also makes an early sacrifice of a pokemon a viable way to win.
Magnezone (Prime) - Lightning - HP140
Stage 2 - Evolves from Magneton
Poke-Power: Electromagnetic Draw
You can use this power once during your turn. Draw cards from your deck until you have 6 cards in your hand. This power can’t be used if this Pokemon is affected by a Special Condition.
[L][C] Lost Burn: 50x damage. Place any number of Energy attached to your Pokemon in play into the Lost Zone. This attack does 50 damage for each of those Energy cards.
Weakness: Fighting (x2)
Resistance: Metal (-20)
Retreat: 3
Thoughts: Inferior Claydol... Maybe it'll be important? I dunno, I'm skeptical. Nice attack though in certain decks if played right.
Gengar (Prime) – Psychic – HP130
Stage 2 – Evolves from Haunter
Poke-Body: Catastrophe
As long as this Pokemon is your Active Pokemon, if an opponent’s Pokemon is Knocked Out, that Pokemon is placed in the Lost Zone. (All cards other than Pokemon cards are discarded.)
[P] Plunge Into Darkness: Look at your opponent’s hand, choose a number of Pokemon up to the number of Psychic Energy attached to this Pokemon, and place them in the Lost Zone.
[P][C] Cursed Droplets: Place 4 damage counters on your opponent’s Pokemon in any way you like.
Weakness: Darkness (x2)
Resistance: Colorless (-20)
Retreat: 0
Lost World - Stadium
Each player may, during his or her turn, end the game and declare himself or herself the winner if the opponent has 6 or more Pokemon cards in his or her Lost Zone.
Thoughts: They're together because they go together. This is apparently doing amazingly well in Japan, and I expect it'll do just as well here. Not personally a deck I'd want to run, but definitely a deck I'll be planning to play against.
Hunter - Supporter
Each player returns 1 of his or her Benched Pokemon and all cards attached to it to his or her hand. You return your cards first.
Thoughts: I can't really list all the uses for this card. It will be played. A lot. In a lot of decks.
Lost Remover - Goods (Trainer)
Place 1 Special Energy attached to an opponent’s Pokemon in the Lost Zone.
You can use any number of Goods cards during your turn.
anti special energy card good versus flygon machamp and steellix also good facing any deck with dce
Junk Arm
Goods (Trainer)
Discard 2 cards from your hand, then show 1 Goods card from your discard pile to your opponent, and put it in your hand.
You can’t choose any Junk Arm card from your discard pile with this card’s effect.
You can use any number of Goods cards during your turn.
This card is good in stage 2 rush decks and sps being able to get rid of 2 cards from your hand for a candy a tgi or any other good trainers this will see alot of play if trainer lock isn`t very popular next set
I'm sure I've missed some, so if you'd like to add your own, please do. I'd also like to hear opinions (I'm sure I'll hear quite a bit on the Cubone). I'm just bored and want some discussion
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