Cards that you want to be remade.

Is this a cool idea

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RE: If you could create an Ability for thr TCG

Storm_Front said:
Shaymin Lv.X said:
And you call that ability from pokevortex OP?
Time warp is much more OP. it's a never ending rare candy.

I don't see how its OP, you can't use the ability on the turn the basic is played down, which prevents the abuse BTS had last format.

If you don't see how it is OP, I don't know how to explain it...
 
RE: If you could create an Ability for thr TCG

^with that ability it would be quite easy to get the opponent's total hand to zero. Then with slowking making the opponent draw into nothing you would basically have the game.

Bwaaaa
 
RE: If you could create an Ability for thr TCG

Ability: "Rage Powder"

If this pokemon damages the defending pokemon with an attack, the defending pokemon cannot retreat during your opponent's next turn.


Ability: Breeding Machine (Strictly for Ditto)

Once during your turn (before you attack), if this pokemon is on your bench you may activate this ability. Discard this pokemon and another pokemon on your bench, then search your deck for a pokemon with same name as one discarded and put it onto your bench. Shuffle your deck afterwards.

Ability: Purify (Strictly for Suicune or Celebi)

Once during your turn, if an active pokemon is poisoned, remove the special condition poison from that pokemon.

Ability: Trick Room

Each player skips their draw step. Between turns, each player draws a card.
 
RE: If you could create an Ability for thr TCG

Blastoise

Pressurized Cannons

Once during your turn (before you attack) you may discard up to 2 {W} Energies from your hand. For every Energy you discard, each of this Pokemon's attacks do 20 more damage until the end of your turn.
 
RE: If you could create an Ability for thr TCG

Pokefan4000 said:
For Whimsicott:
Head Start
Any attack on any Pokémon in play that requires 1 or less energy cards to use can be used without any energy.

That seems a little OP to me. For a Stage 1, just run a 2-2 in Donphan or Jumpluff... and you don't have to have a single energy in your deck. Maybe Rescue Energy, which you get to attach. But otherwise, that gives you significantly more space for T/S/S.
 
RE: If you could create an Ability for thr TCG

Here are some of my ideas:

Trace
Once during your turn, you may choose one of your opponent's Pokemon's Abilities. Trace copies the effects of that ability. You cannot use more than one Trace Ability each turn.

Levitate
During your opponent's turn, if they attack this Pokemon with a {F} Pokemon, ignore all effects of that attack.

Telepathy
As long as the Pokemon with this ability is on your bench, prevent all damage done to your benched Pokemon.

Tangled Feet
As long as this Pokemon is confused, whenever your opponent attacks this Pokemon, they must flip a coin. If tails, the attack does nothing.

No Guard
As long as this Pokemon is in play, ignore all coin flips (for both you and your opponent)

Swift Swim
Each {W} energy attached to this Pokemon counts as {W}{W}.

Flower Gift
As long as this Pokemon is on your bench, any damage done by your {R} or {G} Pokemon is increased by 20. You can't use more than one Flower Gift Ability each turn.

Hustle
Once during your turn, before you attack, you may flip a coin. If heads, any attack done by this Pokemon is increased by 30. If tails, this Pokemon cannot attack this turn.
 
RE: If you could create an Ability for thr TCG

For a Porygon Z:

Computer Breakthrough:
As long as Porygon Z is the active Pokemon, your opponent must speak in third-person.

And for a Kecleon:

Changing Colors:
Kecleon is the same type as the defending Pokemon. All Energy attached to Kecleon and attack costs are the same type as the defending Pokemon.
 
RE: If you could create an Ability for thr TCG

That no Guard ability may be OP. Victini has an attack that does 120 for a basic that requires coins flips. BUt it evens out because its for you and your opponent. IDK
 
RE: If you could create an Ability for thr TCG

Bippa201 said:
No Guard
As long as this Pokemon is in play, ignore all coin flips (for both you and your opponent)
...so what happens? If something's Burned, how do you determine whether it takes 2 damage counters or not? Or does it not take any, since you're just ignoring the flip?
I think what you probably mean is, "As long as this Pokemon is in play, whenever a coin is flipped, treat it as heads." (or tails, if you wanted it that way).
 
RE: If you could create an Ability for thr TCG

Scizorliscious said:
Pokefan4000 said:
For Whimsicott:
Head Start
Any attack on any Pokémon in play that requires 1 or less energy cards to use can be used without any energy.

That seems a little OP to me. For a Stage 1, just run a 2-2 in Donphan or Jumpluff... and you don't have to have a single energy in your deck. Maybe Rescue Energy, which you get to attach. But otherwise, that gives you significantly more space for T/S/S.
Mightyena wasn't broken. Your first statement is irrelevant.
Jumpluff should have a Rescue Energy on it in the first place, so that would pretty much make Head Start useless in Jumpluff. And if you run no energy in Donphan decks, then they can just use Catcher and bring up Whimsicott and kill it with Reshiram or Zekrom in a single shot and, without BTS in the format, you can't attack for one turn (unless you were stupid enough to have 2 Whimsicott in play at the same time). It's honestly not all that difficult to counter Whimsicott in this situation.
You need 1 card, an energy, to use Jumpluff or Donphan's attacks. You need 2 cards, A Cottonee and a Whimsicott, to use the attacks for free.
Please think before calling things overpowered.
 
RE: If you could create an Ability for thr TCG

This is for Magikarp
Big Wave: You may flip a coin before you use Splash. If heads, Splash does nothing. If tails, Splash does 100 damage this turn. This counts as your one attack for this turn.
Haha xD MagiKarp does have it in him!

For Baby Pokemon.
Q T Pie: If [baby Pokémon's name] is your active pokemon or on your bench, all damage done to [baby Pokémon's name] is rudcude by 20 (after resicdence and weakness are a counted for).

Arcanine
Loyal Dash: This ability can only be used when Arcanine is on your bench. After your active pokemon has taken damage for the defending pokemon, Arcanine can be swiched out with the active pokemon.

For Munlax
Hungry Baby: Once durning your turn, before you attack, you may pick one card randomly for you opponet's hand and discard it.

I tried c:
 
RE: If you could create an Ability for thr TCG

Metal Armor

All Metal energy cards count as Special Metal energy cards.
 
RE: If you could create an Ability for thr TCG

This would be an ability for Dialga/Celebi EX:

Time Traveler
Once during your turn (before your attack) if this Pokemon is your active Pokemon, you may put both player's Active Pokemon and all cards attached to them in the Lost Zone. At the end of your opponents next turn, put both Pokemon on their owner's bench (all cards that were attached to those Pokemon remain in the Lost Zone). You may only use 1 Time Traveler Ability per turn.

How's that? Or is it OP? Next One, for Arceus EX:

Multitype
Once during your turn (before your attack) you may make this Pokemon's type the same as the type of energy that one of the energy cards attached to this Pokemon provides.

With Rainbow Energy, you can supereffective any card you want! Although you'd have to make the card have a high cost to attack to prevent it from being OP. Next is Darkrai EX's Ability:

Bad Dreams
If a player's Active Pokemon is asleep when they draw a card at the beginning of their turn, put 5 damage counters on it.

And then you'd have to give him a move that puts the foe to sleep, of course.
 
RE: If you could create an Ability for thr TCG

MunchLax:

NumNum's: Once during your turn if Munchlax is your active pokemon, you may search your deck for one rare candy but you cant use it till your next turn.
 
RE: If you could create an Ability for thr TCG

Groudon EX
Land Expansion
Both players may have up to two extra Pokemon on their bench (you may not have more than one Land Expansion Abilty active at a time).

Be cheap for jumpluff and cincinno, added the last part because otherwise cincinno would be hitting for 280 a turn with 4 groudon EX on the bench for just DCE.

Kyogre EX
Restricting Oceans
The maximum amount of Pokemon on each players bench is now 2 lower. If either player has more Pokemon on their bench that the current number of Pokemon allowed on the bench, that player must discard Pokemon on their bench until the number of Pokemon on their bench does not exceed the maximum amount of Pokemon on the bench (you may not have more than 1 Restricting Oceans Ability active at a time).

Comboes with Ditto for the opponent only having two pokemon on their bench! As the inverse to Groudon EX it'd kill Cincinno/Jumpluff that don't have a Groudon EX.
 
RE: If you could create an Ability for thr TCG

Magikarp - 30hp

Ability: Once, during your turn, if Magikarp is your active pokemon, you may flip a coin. If heads, you may play a basic Magikarp from your hand onto your bench.

( ) Splash

Flip a coin. If tails, this attack fails.
 
RE: If you could create an Ability for thr TCG

Dark Void said:
Groudon EX
Land Expansion
Both players may have up to two extra Pokemon on their bench (you may not have more than one Land Expansion Abilty active at a time).

Be cheap for jumpluff and cincinno, added the last part because otherwise cincinno would be hitting for 280 a turn with 4 groudon EX on the bench for just DCE.

Kyogre EX
Restricting Oceans
The maximum amount of Pokemon on each players bench is now 2 lower. If either player has more Pokemon on their bench that the current number of Pokemon allowed on the bench, that player must discard Pokemon on their bench until the number of Pokemon on their bench does not exceed the maximum amount of Pokemon on the bench (you may not have more than 1 Restricting Oceans Ability active at a time).

Comboes with Ditto for the opponent only having two pokemon on their bench! As the inverse to Groudon EX it'd kill Cincinno/Jumpluff that don't have a Groudon EX.

so would the two abilities cancel out or how will that work. I love the idea
 
RE: If you could create an Ability for thr TCG

Yeah the two would cancel each other out, to prevent jumpludd cincinno from becoming OP w/ groudon and to prevent zekrom decks from running ditto/kyogre/seeker to almost guarentee a donk any time in the game.
 
RE: If you could create an Ability for the TCG

For Garbordor (or Trubbish)

Ability: Junk Body
When this pokemon comes into play, choose an item card in your discard pile. This pokemon gets +20hp for each card that shares a name with the item in your discard pile.

Could make for a fun tank deck, although you would probably need to give Garbordor a below average amount of hp to start with and mediocre attacks to not make it broken.
 
RE: If you could create an Ability for the TCG

Jahikoi said:
Magikarp - 30hp

Ability: Once, during your turn, if Magikarp is your active pokemon, you may flip a coin. If heads, you may play a basic Magikarp from your hand onto your bench.

( ) Splash

Flip a coin. If tails, this attack fails.
Can't tell if trolling, or just stupid.

Dark Void said:
This would be an ability for Dialga/Celebi EX:

Time Traveler
Once during your turn (before your attack) if this Pokemon is your active Pokemon, you may put both player's Active Pokemon and all cards attached to them in the Lost Zone. At the end of your opponents next turn, put both Pokemon on their owner's bench (all cards that were attached to those Pokemon remain in the Lost Zone). You may only use 1 Time Traveler Ability per turn.

How's that? Or is it OP?
I don't think it's OP (you don't do damage for a turn, so it's not too disruptive); however, I think the cards should go to an area other than the Lost Zone– seeing as cards in the Lost Zone aren't supposed to come out. I think the Pokémon should go facedown in front of either player, and all cards attached to them should go either to the Lost Zone (as it would be now) or the discard pile.
 
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