Ancient Trait Tyranitar Pair
Pupitar 90HP
{Ability} Bulk Up [If you attached a Special Energy to this Pokémon during this turn, this Pokémon's attacks do 30 more damage to your opponent's Active Pokémon.]
Skull Bash [60] This Pokémon can't use Skull Bash during your next turn.
Weakness:
2x
Resistance:
-20
Retreat:
Quick update on this one. I adjusted the effect for Stage 2 Psi Corrupt down to revealing 3 cards at random instead of 5. A minor adjustment. It's not really that I felt 5 cards was too powerful, just that I want the ability itself to be more graceful and challenging.
As a fun-fact, in case you didn't notice, I designed the Psi Corrupt to have a variance effect based on where it's implemented on the evolution scale. As the evolution sequence increases, the effect gets slightly more powerful to compliment.
Tyranitar 160HP
Ξ Intensity [Ignore all reducing effects to the damage this Pokémon would deal and all increasing effects (excluding Weakness) to the damage this Pokémon would take.]
Thrash [+70] This attack does 10 more damage for each damage counter on Tyranitar. This Pokémon is now Confused.
Kingdom Crusher [100x] This attack does 100 damage times the number of Energy attached to this Pokémon greater than the Defending Pokémon.
Weakness:
2x
Resistance:
-20
Retreat:
Ξ Intensity [Ignore all reducing effects to the damage this Pokémon would deal and all increasing effects (excluding Weakness) to the damage this Pokémon would take.]





Weakness:

Resistance:

Retreat:




Tyranitar 160HP
ψ Corrupt [When you play this card from your hand to the Bench, your opponent reveals 3 cards at random from his or her hand. Then, you may discard 1 of those cards.]
Payback [+70] If your Active Pokémon was Knocked Out during your opponent's last turn, this attack does 100 more damage.
Knockdown Monster [
] If this Pokémon has more Energy attached to it then the number of
in the Defending Pokémon's Retreat Cost, the Defending Pokémon is Knocked Out.
Weakness:
2x
Resistance:
-20
Retreat:
ψ Corrupt [When you play this card from your hand to the Bench, your opponent reveals 3 cards at random from his or her hand. Then, you may discard 1 of those cards.]








Weakness:

Resistance:

Retreat:




The inspiration for these two cards draws from the Syrian Civil War.
You have two war powers—the Intensity ground fighter—and the Corrupt underground dominator. Each the contra to the other, and designed with the intention for their attributes to play out in a dynamic exchange when war is waged against one another. Between their attacks (which can't entirely be used directly due to their effects), aim to force tactical maneuvers and operations in the exchange between sides.
The technicality of each attack is intended to make it significantly separate from the another. In the sense that, a deck structure will likely have to choose one attack or the other, and then focus its deck structure around supporting the best potential of that attack. The energy requirement is the primary aspect defining this. Their quickest attack (at two energy) is restrictive, and revolve around requirements that have to be met for the attacks to boast any significant power. Their second attack is potentially fatal, yet requires heavy amounts of energy, which by nature generally involve a concentrated energy acceleration strategy to unlock the full potential of such an attack within the limits of the game pace.
Their quickest attacks further involve the demand of quick retaliation by the cards themselves, considerably revoking the ability to reliably stack energy on them and make effective use of the most powerful attack (as the card is likely to take retaliation damage from the opposition—and potentially waste any extra energy that was attached to it before all else).
Furthering the hostility of the environment between them, there are a number of technical factors considering certain attributes and effects that increase the difficulty of easily championing one another. The first aspect in this is lies on the Fighting-type Tyranitar's side, considering the Weakness factor possessed by the side, and the technicality of the Ξ Intensity Ancient Trait, and how it plays against the potential the Dark-type Tyranitar by nature.
Weakness gives the Fighting-type Tyranitar a distinct advantage over its Dark-type counterpart, yet by itself, the power of [Thrash] isn't enough to topple the massive 160HP Dark-type Tyranitar in a single hit. Respectively, attempting to swiftly move in for this attack could leave the Fighting-type Tyranitar vulnerable for a turn, and possibly enable the opposing side to enact a tactical retreat of the Dark-type Tyranitar and one-hit KO the Fighting-type Tyranitar. So [Thrash] can be underwhelming, thus creating an aspect of challenge against the Weakness factor possessed by the greater side.
On the other side, we have the effect of the Ξ Intensity Ancient Trait, which prevents the damaging increasing effect of ψ Corrupt Tyranitar's [Payback] attack. Akin to this, an attack that might devastating success against the typical adversary becomes far too liable for the Dark-type Tyranitar to use with explicit success against its Fighting-type counterpart. This forces Dark-type's side to attempt a clench for victory through a [Knockdown Monster] advance. If properly set up, a consecutive play with [Knockdown Monster] could quickly eradicate the opposing forces before the momentum of ψ Corrupt Tyranitar could be stopped.
This would naturally stack alongside cards such as [Dark Wing] Yveltal and Dark Patch—to aid the Dark-type Tyranitar with the energy acceleration that could further the threat of an unstoppable [Knockdown Monster] advance.
From there, the addition of Zero-High Gravity Zone takes the power of [Knockdown Monster] to the ultimate level—potentially enabling a sure Knock Out against any Pokémon in the face of its advance. This was the reason why I felt the need for an absolute 4 energy (in the least) to balance out the power of [Knockdown Monster]. It's such a powerful and technical attack, that can already bypass the conditions of damage referencing attacks, that the time-lapse of this energy climb was the least measure of challenge needed to make it as fair as possible.
[Kingdom Crusher] on the other hand—is a considerably much more restrictive attack—thus requiring (and suggestively demanding) less energy to balance it out. If simply both Active Pokémon have the same amount of energy of them, the attack does nothing. The attack is still considerably very powerful though, especially given all the energy acceleration in the Fighting-type suite with cards like [Shout of Power] Landorus and [Diamond Gift] Carbink. So there's definitely still a good chance to level opposing Pokémon with crushing amounts of damage.
Contrast to this, there is a very technical reason behind the form that [Kingdom Crusher] takes. The usage of a multiplication factor is actually very important to the attack—as the use of this function classifies it as a damage designating effect rather than a damage increasing effect. If not for this function, [Kingdom Crusher] would be entirely useless against other Ξ Intensity Pokémon. And in terms of war, that would definitely be very unrealistic, so despite the restriction that this function could place on the attack, I decided there was no better option to go with.
The Fighting-type Tyranitar would traditionally have [Thrash], a considerably reliable attack all by itself, that itself can be immensely supported by levels of HP increasing effects to further the range of survival and retaliation power overall. However, there was some technicality to this attack itself that had to be considered to prevent the attack from becoming potentially more underwhelming than anything else.
You see, attacks like [Thrash] have an "after the fact of" type of effect, whose major potential lies after the fact that damage is dealt. And this placement at the latter end of the damage stack can set effects like this at a significant disadvantage (given how they can't prominently be used to swing out and deliver a Knock Out if needed). This restrictive potential enabled the utility of a Double Colorless energy cost to suite a greater measure of balance to the card—and help to even out its overall potential—with its most reliable attack being placed at the latter end of the damage stack.
[Payback] on the other boasts far too much potential damage. So once again for this card, the time-lapse factor of a color heavy cost was essential to balance out the power of [Payback]. It helps to lessen the potential of being able to use [Payback] too consistently, which would be very important given how powerful a form this version of the attack takes, while also considering Tyranitar's immense 160HP.
As a finishing touch to the designs, a little breaking the cycle was done to assign the Fighting-type Tyranitar with a proper Resistance designation. Designers may have worked themselves in a technical corner with this, given how prominent they use the same designations, but I make it a priority to knuckle down, and make the changes needed to the Weakness and Resistance of certain Pokémon, that make the design more true to the game. Tyranitar is immune to Psychic, and resistant to Poison and Ghost-types, so that despite the Fighting-type, I feel that resistance to the Psychic-type should remain at all costs to stay true to the original concept.
You have two war powers—the Intensity ground fighter—and the Corrupt underground dominator. Each the contra to the other, and designed with the intention for their attributes to play out in a dynamic exchange when war is waged against one another. Between their attacks (which can't entirely be used directly due to their effects), aim to force tactical maneuvers and operations in the exchange between sides.
The technicality of each attack is intended to make it significantly separate from the another. In the sense that, a deck structure will likely have to choose one attack or the other, and then focus its deck structure around supporting the best potential of that attack. The energy requirement is the primary aspect defining this. Their quickest attack (at two energy) is restrictive, and revolve around requirements that have to be met for the attacks to boast any significant power. Their second attack is potentially fatal, yet requires heavy amounts of energy, which by nature generally involve a concentrated energy acceleration strategy to unlock the full potential of such an attack within the limits of the game pace.
Their quickest attacks further involve the demand of quick retaliation by the cards themselves, considerably revoking the ability to reliably stack energy on them and make effective use of the most powerful attack (as the card is likely to take retaliation damage from the opposition—and potentially waste any extra energy that was attached to it before all else).
Furthering the hostility of the environment between them, there are a number of technical factors considering certain attributes and effects that increase the difficulty of easily championing one another. The first aspect in this is lies on the Fighting-type Tyranitar's side, considering the Weakness factor possessed by the side, and the technicality of the Ξ Intensity Ancient Trait, and how it plays against the potential the Dark-type Tyranitar by nature.
Weakness gives the Fighting-type Tyranitar a distinct advantage over its Dark-type counterpart, yet by itself, the power of [Thrash] isn't enough to topple the massive 160HP Dark-type Tyranitar in a single hit. Respectively, attempting to swiftly move in for this attack could leave the Fighting-type Tyranitar vulnerable for a turn, and possibly enable the opposing side to enact a tactical retreat of the Dark-type Tyranitar and one-hit KO the Fighting-type Tyranitar. So [Thrash] can be underwhelming, thus creating an aspect of challenge against the Weakness factor possessed by the greater side.
On the other side, we have the effect of the Ξ Intensity Ancient Trait, which prevents the damaging increasing effect of ψ Corrupt Tyranitar's [Payback] attack. Akin to this, an attack that might devastating success against the typical adversary becomes far too liable for the Dark-type Tyranitar to use with explicit success against its Fighting-type counterpart. This forces Dark-type's side to attempt a clench for victory through a [Knockdown Monster] advance. If properly set up, a consecutive play with [Knockdown Monster] could quickly eradicate the opposing forces before the momentum of ψ Corrupt Tyranitar could be stopped.
This would naturally stack alongside cards such as [Dark Wing] Yveltal and Dark Patch—to aid the Dark-type Tyranitar with the energy acceleration that could further the threat of an unstoppable [Knockdown Monster] advance.
From there, the addition of Zero-High Gravity Zone takes the power of [Knockdown Monster] to the ultimate level—potentially enabling a sure Knock Out against any Pokémon in the face of its advance. This was the reason why I felt the need for an absolute 4 energy (in the least) to balance out the power of [Knockdown Monster]. It's such a powerful and technical attack, that can already bypass the conditions of damage referencing attacks, that the time-lapse of this energy climb was the least measure of challenge needed to make it as fair as possible.
[Kingdom Crusher] on the other hand—is a considerably much more restrictive attack—thus requiring (and suggestively demanding) less energy to balance it out. If simply both Active Pokémon have the same amount of energy of them, the attack does nothing. The attack is still considerably very powerful though, especially given all the energy acceleration in the Fighting-type suite with cards like [Shout of Power] Landorus and [Diamond Gift] Carbink. So there's definitely still a good chance to level opposing Pokémon with crushing amounts of damage.
Contrast to this, there is a very technical reason behind the form that [Kingdom Crusher] takes. The usage of a multiplication factor is actually very important to the attack—as the use of this function classifies it as a damage designating effect rather than a damage increasing effect. If not for this function, [Kingdom Crusher] would be entirely useless against other Ξ Intensity Pokémon. And in terms of war, that would definitely be very unrealistic, so despite the restriction that this function could place on the attack, I decided there was no better option to go with.
The Fighting-type Tyranitar would traditionally have [Thrash], a considerably reliable attack all by itself, that itself can be immensely supported by levels of HP increasing effects to further the range of survival and retaliation power overall. However, there was some technicality to this attack itself that had to be considered to prevent the attack from becoming potentially more underwhelming than anything else.
You see, attacks like [Thrash] have an "after the fact of" type of effect, whose major potential lies after the fact that damage is dealt. And this placement at the latter end of the damage stack can set effects like this at a significant disadvantage (given how they can't prominently be used to swing out and deliver a Knock Out if needed). This restrictive potential enabled the utility of a Double Colorless energy cost to suite a greater measure of balance to the card—and help to even out its overall potential—with its most reliable attack being placed at the latter end of the damage stack.
[Payback] on the other boasts far too much potential damage. So once again for this card, the time-lapse factor of a color heavy cost was essential to balance out the power of [Payback]. It helps to lessen the potential of being able to use [Payback] too consistently, which would be very important given how powerful a form this version of the attack takes, while also considering Tyranitar's immense 160HP.
As a finishing touch to the designs, a little breaking the cycle was done to assign the Fighting-type Tyranitar with a proper Resistance designation. Designers may have worked themselves in a technical corner with this, given how prominent they use the same designations, but I make it a priority to knuckle down, and make the changes needed to the Weakness and Resistance of certain Pokémon, that make the design more true to the game. Tyranitar is immune to Psychic, and resistant to Poison and Ghost-types, so that despite the Fighting-type, I feel that resistance to the Psychic-type should remain at all costs to stay true to the original concept.
Pupitar 90HP
{Ability} Bulk Up [If you attached a Special Energy to this Pokémon during this turn, this Pokémon's attacks do 30 more damage to your opponent's Active Pokémon.]


Weakness:

Resistance:

Retreat:



Larvitar 70HP
Bite [20]
Rock Smash [20] Flip a coin. If heads, discard a Pokémon Tool card attached to the Defending Pokémon.
Weakness:
2x
Resistance:
-20
Retreat:


Weakness:

Resistance:

Retreat:

This collection of pre-evolution designs was intended to add a Slugger-style to the Ancient Trait Tyranitar suite. The effects of these cards focus on raw power and physical based conditions to best embody this style. Now, considering the difference between the two Ancient Trait Tyranitar, the prevolutions considerably lean in favor of the Fighting-type Tyranitar. The reason for this being that the Dark-type Tyranitar is majorly an Out-Fighter-style card. However, my conditions here were to create a Slugger style that could potentially be adapted between both Tyranitar.
If sending Larvitar out as your opening Pokémon, players on the side of Corrupt Tyranitar have the potential to disrupt the opponent with Larvitar and hit them hard with a quick evolution to Pupitar. From there, the card can be left out there to Swarm, enabling a set-up for a Dark-type Tyranitar to swing in and hit typical opponents with a heavy [Payback] attack.
As the Armor Pokémon, these two cards possess some elevated HP, ensuring that Pupitar should have the chance to hit the opponent one good time with [Skull Bash]. Even if just a single attack, 90 damage can be an immense amount. Enough to topple any given Pokémon-EX, GX, BREAK, or Mega Evolution with the 170 damage [Payback] to follow. So for more discerning players, it sets up for a punch they'll have to take, while suggestively deterring them from being able to rush out into the fray on an advance.
For the Intensity Tyranitar, this Slugger-style of battle boasts tremendous power for the Fighting-type side. Fighting energy unlocks Larvitar's the more prominent attack, and the potential of cards like Strong Energy greatly further the progress on the damage stack. While the Stand Your Ground strategy perfectly compliments the empowerment of [Thrash]. This all aims to amount to a crushing offensive for the Fighting-type side, that can quickly sets the game pace in its favor through a consecutive, and heavy, offensive barrage.
Both sides have their own distinct utility to the cards, which I believe perfects them as they stand, with their potential for either side.
If sending Larvitar out as your opening Pokémon, players on the side of Corrupt Tyranitar have the potential to disrupt the opponent with Larvitar and hit them hard with a quick evolution to Pupitar. From there, the card can be left out there to Swarm, enabling a set-up for a Dark-type Tyranitar to swing in and hit typical opponents with a heavy [Payback] attack.
As the Armor Pokémon, these two cards possess some elevated HP, ensuring that Pupitar should have the chance to hit the opponent one good time with [Skull Bash]. Even if just a single attack, 90 damage can be an immense amount. Enough to topple any given Pokémon-EX, GX, BREAK, or Mega Evolution with the 170 damage [Payback] to follow. So for more discerning players, it sets up for a punch they'll have to take, while suggestively deterring them from being able to rush out into the fray on an advance.
For the Intensity Tyranitar, this Slugger-style of battle boasts tremendous power for the Fighting-type side. Fighting energy unlocks Larvitar's the more prominent attack, and the potential of cards like Strong Energy greatly further the progress on the damage stack. While the Stand Your Ground strategy perfectly compliments the empowerment of [Thrash]. This all aims to amount to a crushing offensive for the Fighting-type side, that can quickly sets the game pace in its favor through a consecutive, and heavy, offensive barrage.
Both sides have their own distinct utility to the cards, which I believe perfects them as they stand, with their potential for either side.
Quick update on this one. I adjusted the effect for Stage 2 Psi Corrupt down to revealing 3 cards at random instead of 5. A minor adjustment. It's not really that I felt 5 cards was too powerful, just that I want the ability itself to be more graceful and challenging.
As a fun-fact, in case you didn't notice, I designed the Psi Corrupt to have a variance effect based on where it's implemented on the evolution scale. As the evolution sequence increases, the effect gets slightly more powerful to compliment.
Last edited: