Archiving and updating my CaC Entry from Last Month's contest, along with a few other cards I thought about making for the theme.
Like with Froslass, it's the same card, just with the wording cleaned up to standards. I actually did get both the attack names right, this time. I was tempted to make a Basculin V as well, with some synergy, but I couldn't think of a good way to do it besides "The V adds damage counters", and didn't want it to just be an easy solution, so this ended up being a stand-alone card.
I still quite like this card, but I do hate losing, so hopefully I'll be able to come up with something even better for next contest.
My initial plan was to design a new Regional Variant for Torkoal that uses Sand and not Sun, but as that was against the rules I had made something else quickly while I thought of a better idea. This was always just an "In case you can't figure anything else out" card, and I ended up taking the general idea and converting it into Basculin. This isn't very unique, or very good, even with the ability to choose who it targets.
I've always kind of assumed Huntail and Gorebyss were Water/Dark and Water/Psychic at some point in development, given that their first TCG cards gain benefits from Dark and Psychic types, respectively, but they were changed to pure Water since there was already two other Water/Dark types in that generation and they didn't want Gorebyss to have a secondary type when Huntail didn't, having learn their lesson from Bellossom and how nobody ever uses one. I didn't make this for the contest, but since I made a Huntail I elected to make this one. You can use it as a one-off to draw cards after some retreating and spread, but it weakens Huntail in the process. It can knock itself out, which was intentional, as you can draw a bunch of cards and then promote a lock card to stall for time. However, you need to actually have 10 damage counters in play already, which if you're devoting space to Gorebyss and a lock card like Dracovish DAA plus the space for an efficient spread engine there isn't all that much space left over for other stall cards.
Clamperl is Snorunt except not. It has a steeper cost than Snorunt but can be used on turn 1 to make up for it. You probably won't use either, but it's the thought that counts.
Suicune being a water type wind-themed Pokemon in the same generation as the flying-type water-themed Pokemon has always amused me somewhat. Like Huntail, this was created for the contest but not entered, as while it's a unique gimmick, it's not exactly useful and can backfire on you if your opponent shuffles away something useful. It does have to draw a card, as if it didn't the effect would basically be "neither player can draw a card at the start of their turn", and that's a bit too strong on a basic that doesn't need to be active. The attack is largely useless but it combos with the ability so it stuck.
Thank you all for reading.
Basculin HP: 80 [D]
Basic
NO. 550 Hostile Pokémon HT: 3'03" WT: 39.7 lbs.
[D] Injury Sensing
Put up to 3 damage counters on 1 of your Benched Pokémon. For each damage counter you placed in this way, search your deck for a Pokémon that has "Basculin" in its name and put it onto your Bench. Then, shuffle your deck.
[D][C] Feeding Frenzy 20x
This attack does 20 damage for each Pokémon in play with any damage counters on it (both yours and your opponent's).
Weakness: [G] x2
Resistance:
Retreat: [C]
Savage, violent Pokémon, red and blue Basculin are always fighting each other over territory.
Basic
NO. 550 Hostile Pokémon HT: 3'03" WT: 39.7 lbs.
[D] Injury Sensing
Put up to 3 damage counters on 1 of your Benched Pokémon. For each damage counter you placed in this way, search your deck for a Pokémon that has "Basculin" in its name and put it onto your Bench. Then, shuffle your deck.
[D][C] Feeding Frenzy 20x
This attack does 20 damage for each Pokémon in play with any damage counters on it (both yours and your opponent's).
Weakness: [G] x2
Resistance:
Retreat: [C]
Savage, violent Pokémon, red and blue Basculin are always fighting each other over territory.
Like with Froslass, it's the same card, just with the wording cleaned up to standards. I actually did get both the attack names right, this time. I was tempted to make a Basculin V as well, with some synergy, but I couldn't think of a good way to do it besides "The V adds damage counters", and didn't want it to just be an easy solution, so this ended up being a stand-alone card.
I still quite like this card, but I do hate losing, so hopefully I'll be able to come up with something even better for next contest.
Huntail HP: 100 [D]
Stage 1: Evolves from Clamperl
NO. 367 Deep Sea Pokémon HT: 5'07" WT: 59.5 lbs.
Ability: Prey Stalking
Whenever your opponent tries to retreat their Active Pokémon, they flip a coin. If tails, put 2 damage counters on that Pokémon.
[D][C][C] Ambush Bite 40x
Before doing damage, you may switch your opponent’s Active Pokémon with 1 of their Benched Pokémon. This attack does 20 damage to your opponent’s Active Pokémon for each damage counter on that Pokémon.
Weakness: [G] x2
Resistance:
Retreat: [C]
Deep seas are their habitat. According to tradition, when Huntail wash up onshore, something unfortunate will happen.
NO. 367 Deep Sea Pokémon HT: 5'07" WT: 59.5 lbs.
Ability: Prey Stalking
Whenever your opponent tries to retreat their Active Pokémon, they flip a coin. If tails, put 2 damage counters on that Pokémon.
[D][C][C] Ambush Bite 40x
Before doing damage, you may switch your opponent’s Active Pokémon with 1 of their Benched Pokémon. This attack does 20 damage to your opponent’s Active Pokémon for each damage counter on that Pokémon.
Weakness: [G] x2
Resistance:
Retreat: [C]
Deep seas are their habitat. According to tradition, when Huntail wash up onshore, something unfortunate will happen.
My initial plan was to design a new Regional Variant for Torkoal that uses Sand and not Sun, but as that was against the rules I had made something else quickly while I thought of a better idea. This was always just an "In case you can't figure anything else out" card, and I ended up taking the general idea and converting it into Basculin. This isn't very unique, or very good, even with the ability to choose who it targets.
Clamperl HP: 50 [W]
Basic
NO. 366 Bivalve Pokémon HT: 1'04" WT: 115.7 lbs.
[C] Deep Sea Pressures
If you go first, you can use this attack on your first turn. Discard an Energy from this Pokémon. If you discarded a [P] Energy, search your deck for a Gorebyss and put it onto this Pokémon to evolve it. If you discarded a [D] Energy, search your deck for a Huntail and put it onto this Pokémon to evolve it. Then, shuffle your deck.
Weakness: [L] x2
Resistance:
Retreat: [C][C][C]
It is protected by a sturdy shell. Once in a lifetime, it makes a magnificent pearl.
Basic
NO. 366 Bivalve Pokémon HT: 1'04" WT: 115.7 lbs.
[C] Deep Sea Pressures
If you go first, you can use this attack on your first turn. Discard an Energy from this Pokémon. If you discarded a [P] Energy, search your deck for a Gorebyss and put it onto this Pokémon to evolve it. If you discarded a [D] Energy, search your deck for a Huntail and put it onto this Pokémon to evolve it. Then, shuffle your deck.
Weakness: [L] x2
Resistance:
Retreat: [C][C][C]
It is protected by a sturdy shell. Once in a lifetime, it makes a magnificent pearl.
Gorebyss HP: 100 [P]
Stage 1: Evolves from Clamperl
NO. 368 South Sea Pokémon HT: 5'11" WT: 49.8 lbs.
[C] Siphon
Move up to 10 damage counters from your opponent's Active Pokémon to this Pokémon. Then, draw a card for each damage counter moved in this way.
[P][P] Psychic Feedback 20x
This attack does 20 damage for each damage counter on this Pokémon.
Weakness: [D] x2
Resistance: [F] -30
Retreat:
Although Gorebyss is the very picture of elegance and beauty while swimming, it is also cruel. When it spots prey, this Pokémon inserts its thin mouth into the prey's body and drains the prey of its body fluids.
NO. 368 South Sea Pokémon HT: 5'11" WT: 49.8 lbs.
[C] Siphon
Move up to 10 damage counters from your opponent's Active Pokémon to this Pokémon. Then, draw a card for each damage counter moved in this way.
[P][P] Psychic Feedback 20x
This attack does 20 damage for each damage counter on this Pokémon.
Weakness: [D] x2
Resistance: [F] -30
Retreat:
Although Gorebyss is the very picture of elegance and beauty while swimming, it is also cruel. When it spots prey, this Pokémon inserts its thin mouth into the prey's body and drains the prey of its body fluids.
I've always kind of assumed Huntail and Gorebyss were Water/Dark and Water/Psychic at some point in development, given that their first TCG cards gain benefits from Dark and Psychic types, respectively, but they were changed to pure Water since there was already two other Water/Dark types in that generation and they didn't want Gorebyss to have a secondary type when Huntail didn't, having learn their lesson from Bellossom and how nobody ever uses one. I didn't make this for the contest, but since I made a Huntail I elected to make this one. You can use it as a one-off to draw cards after some retreating and spread, but it weakens Huntail in the process. It can knock itself out, which was intentional, as you can draw a bunch of cards and then promote a lock card to stall for time. However, you need to actually have 10 damage counters in play already, which if you're devoting space to Gorebyss and a lock card like Dracovish DAA plus the space for an efficient spread engine there isn't all that much space left over for other stall cards.
Clamperl is Snorunt except not. It has a steeper cost than Snorunt but can be used on turn 1 to make up for it. You probably won't use either, but it's the thought that counts.
Suicune HP: 110 [C]
Basic
NO. 245 Aurora Pokémon HT: 6'7" WT: 412.3 lbs.
Ability: Clear Water Mirror
Whenever each player would draw a card at the start of their turn, that player reveals it to their opponent. Their opponent may choose to make them shuffle that card into their deck and draw a card. You can’t use more than 1 Clear Water Mirror Ability per turn.
[C] Shaping Winds
Put a card attached to 1 of your opponent’s Pokémon on top of their deck.
Weakness: [L] x2
Resistance: [F] -30
Retreat: [C]
This Pokémon races across the land. It is said that north winds will somehow blow whenever it appears.
Basic
NO. 245 Aurora Pokémon HT: 6'7" WT: 412.3 lbs.
Ability: Clear Water Mirror
Whenever each player would draw a card at the start of their turn, that player reveals it to their opponent. Their opponent may choose to make them shuffle that card into their deck and draw a card. You can’t use more than 1 Clear Water Mirror Ability per turn.
[C] Shaping Winds
Put a card attached to 1 of your opponent’s Pokémon on top of their deck.
Weakness: [L] x2
Resistance: [F] -30
Retreat: [C]
This Pokémon races across the land. It is said that north winds will somehow blow whenever it appears.
Suicune being a water type wind-themed Pokemon in the same generation as the flying-type water-themed Pokemon has always amused me somewhat. Like Huntail, this was created for the contest but not entered, as while it's a unique gimmick, it's not exactly useful and can backfire on you if your opponent shuffles away something useful. It does have to draw a card, as if it didn't the effect would basically be "neither player can draw a card at the start of their turn", and that's a bit too strong on a basic that doesn't need to be active. The attack is largely useless but it combos with the ability so it stuck.
Thank you all for reading.
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