I've been working on fake content for Pokemon for many years but only recently have I gotten back into the game of TCG faking. My magnum opus is the Class set and the unique TU mechanic that it utilizes, but I have numerous other concepts and projects in various stages of completion. I'm using spoilers to keep things as organized as possible.
As of now, I work exclusively with text-based cards. I may pursue converting some/all of these into visual cards in the future but I caution that it may be a while before I reach that point.
PLEASE NOTE: This page will be under construction for a while as I chip away at converting the backlog of content into proper formatting. Please bear with me while I do so.
As of now, I work exclusively with text-based cards. I may pursue converting some/all of these into visual cards in the future but I caution that it may be a while before I reach that point.
PLEASE NOTE: This page will be under construction for a while as I chip away at converting the backlog of content into proper formatting. Please bear with me while I do so.
So to give a little background, this project started several years ago as an extension/exercise of a story I was writing at the time. The cards developed during that time were based on my knowledge of the TCG to that point, which ranged from Base Set through about Gen 3 era. The project then languished for several years until 2019, when I got back up to speed with the modern TCG and updated most of the cards to more closely reflect current quantities like HP stats, energy costs, damage, and effects.
The set is intended to be considered self-contained; that is, without any official/real cards, and only using those in the set. The thought behind this being eliminating balancing issues before expanding out to allow real-world cards to supplement that which comes with this set.
And re-assessing as needed from that point.
So there are two mechanics that are novel to this set; one is a resurrection of an old concept (owner's cards, akin to the Gym Leader's cards) and the other is something that I called Team-Up originally (but may consider re-naming in light of the advent of Tag Teams). Each of the Owners in the set has 2 evolution lines of Pokemon attributed to them; of these, one of the lines for each Owner has a standard final stage (which plays like a normal Stage 1/Stage 2 depending on the line) and a special Team-Up evolution, which can only be played with a certain other card in play. If you recall, in the Gym Leaders sets, there were Trainer cards that were just the Gym Leaders, each with a specific effect that played as normal Trainer cards. This is like that, except when played, the card has its normal text, but stays in play like a Stadium and allows the user to play their Team-Up evolution if the Trainer matches the evolution.
It can be paralleled by, for example, Tyranitar EX as compared to a regular Tyranitar card. Both require evolution from the same pre-evolution but have different abilities, moves, etc, with the EX typically being stronger in most respects. The Team-Up evolution is like the EX version: generally designed to be stronger than the normal evolution, but requiring an additional component to be present in order to put it into play.You'll note the higher HP compared to normal; also, many of these TU evolutions have attacks inspired by their Team-Up partner, leading to some uncommon combinations of Pokemon and attacks.
TU cards also do not carry any additional prize cost - unlike Tag Teams, GX, EX, etc, you get more bang with less risk compared to those other mechanics, if somewhat weaker in general than them, which I think is justified.
The set is intended to be considered self-contained; that is, without any official/real cards, and only using those in the set. The thought behind this being eliminating balancing issues before expanding out to allow real-world cards to supplement that which comes with this set.
And re-assessing as needed from that point.
So there are two mechanics that are novel to this set; one is a resurrection of an old concept (owner's cards, akin to the Gym Leader's cards) and the other is something that I called Team-Up originally (but may consider re-naming in light of the advent of Tag Teams). Each of the Owners in the set has 2 evolution lines of Pokemon attributed to them; of these, one of the lines for each Owner has a standard final stage (which plays like a normal Stage 1/Stage 2 depending on the line) and a special Team-Up evolution, which can only be played with a certain other card in play. If you recall, in the Gym Leaders sets, there were Trainer cards that were just the Gym Leaders, each with a specific effect that played as normal Trainer cards. This is like that, except when played, the card has its normal text, but stays in play like a Stadium and allows the user to play their Team-Up evolution if the Trainer matches the evolution.
It can be paralleled by, for example, Tyranitar EX as compared to a regular Tyranitar card. Both require evolution from the same pre-evolution but have different abilities, moves, etc, with the EX typically being stronger in most respects. The Team-Up evolution is like the EX version: generally designed to be stronger than the normal evolution, but requiring an additional component to be present in order to put it into play.You'll note the higher HP compared to normal; also, many of these TU evolutions have attacks inspired by their Team-Up partner, leading to some uncommon combinations of Pokemon and attacks.
TU cards also do not carry any additional prize cost - unlike Tag Teams, GX, EX, etc, you get more bang with less risk compared to those other mechanics, if somewhat weaker in general than them, which I think is justified.
Alex’s Mamoswine [W]
HP 170
[C] Genetic Memory: Use any attack from Alex’s Mamoswine’s Basic Pokemon or Stage 1 Evolution card (Alex’s Mamoswine does not have to pay for that attack’s Energy cost).
[W][W][C] Polar Tusk: Deals 60 damage. Flip a coin. If heads, this attack does an additional 30 damage and the Defending Pokémon is now Paralyzed.
[W][W][C][C] Snowplow: This attack does 70 damage to the Defending Pokémon. Then, choose a Pokémon on your opponent’s bench, and switch it with the Defending Pokémon.
Weakness: [M] Retreat Cost: [C] [C] [C]
Alex’s Mamoswine [TU with Del] [W]
HP 190
Thick Fat [Ability]: Damage dealt by attacks from [R] and [W] Pokémon on Alex’s Mamoswine are reduced by 30 damage [before applying Weakness and Resistance].
[W][F][C][C] Glacierslide: Place 8 damage counters on the opponent’s Pokemon in any way you choose.
Weakness: [M] Resistance: [L] Retreat Cost: [C] [C] [C]
Alex’s Piloswine [W]
HP 100
[W] [W] Powder Snow: Deals 20 damage. The Defending Pokémon is now Asleep.
[W] [W] [C] Snow Tomb: Deals 30 damage. If the Defending Pokémon is Asleep, this attack’s base power is 90.
Weakness: [M] Retreat Cost: [C] [C] [C]
Alex’s Swinub [W]
HP 60
[C] Sniff Out: Search your deck for an Energy card and put it into your hand. Shuffle your deck afterward.
[W] [C] Powder Snow: Deals 20 damage. Flip a coin. If heads, the Defending Pokémon is now Asleep.
Weakness: [M] Retreat Cost: [C]
HP 170
[C] Genetic Memory: Use any attack from Alex’s Mamoswine’s Basic Pokemon or Stage 1 Evolution card (Alex’s Mamoswine does not have to pay for that attack’s Energy cost).
[W][W][C] Polar Tusk: Deals 60 damage. Flip a coin. If heads, this attack does an additional 30 damage and the Defending Pokémon is now Paralyzed.
[W][W][C][C] Snowplow: This attack does 70 damage to the Defending Pokémon. Then, choose a Pokémon on your opponent’s bench, and switch it with the Defending Pokémon.
Weakness: [M] Retreat Cost: [C] [C] [C]
Alex’s Mamoswine [TU with Del] [W]
HP 190
Thick Fat [Ability]: Damage dealt by attacks from [R] and [W] Pokémon on Alex’s Mamoswine are reduced by 30 damage [before applying Weakness and Resistance].
[W][F][C][C] Glacierslide: Place 8 damage counters on the opponent’s Pokemon in any way you choose.
Weakness: [M] Resistance: [L] Retreat Cost: [C] [C] [C]
Alex’s Piloswine [W]
HP 100
[W] [W] Powder Snow: Deals 20 damage. The Defending Pokémon is now Asleep.
[W] [W] [C] Snow Tomb: Deals 30 damage. If the Defending Pokémon is Asleep, this attack’s base power is 90.
Weakness: [M] Retreat Cost: [C] [C] [C]
Alex’s Swinub [W]
HP 60
[C] Sniff Out: Search your deck for an Energy card and put it into your hand. Shuffle your deck afterward.
[W] [C] Powder Snow: Deals 20 damage. Flip a coin. If heads, the Defending Pokémon is now Asleep.
Weakness: [M] Retreat Cost: [C]
Alex’s Froslass [W]
HP 90
Isolate [Ability]: As long as Alex’s Froslass is in play, your opponent may only have up to as many Pokémon on his or her bench as you have on yours. If your opponent has more Pokémon on his or her bench than you do when Alex’s Froslass enters play, he or she must choose Benched Pokémon and shuffle them and all cards attached to them into their deck until the number of Benched Pokémon is equal to yours.
[P] Juxtapose: Flip a coin. If heads, switch the number of damage counters on Alex’s Froslass with the number of damage counters on the Defending Pokemon.
[W] [C] Ice Throw: 40 damage. If the Defending Pokémon is [F] type, this attack’s base power is 80.
Weakness: [D] Resistance: [C] Retreat Cost: [C]
Alex’s Snorunt [W]
HP 50
[C] Snivel: If the Defending Pokémon attacks Alex’s Snorunt during your opponent’s next turn, any damage done by the attack is reduced by 20 [after applying Weakness and Resistance]. [Benching either Pokémon ends this effect.]
[C] Bite: Deals 10 damage.
Weakness: [M] Retreat Cost: [C]
HP 90
Isolate [Ability]: As long as Alex’s Froslass is in play, your opponent may only have up to as many Pokémon on his or her bench as you have on yours. If your opponent has more Pokémon on his or her bench than you do when Alex’s Froslass enters play, he or she must choose Benched Pokémon and shuffle them and all cards attached to them into their deck until the number of Benched Pokémon is equal to yours.
[P] Juxtapose: Flip a coin. If heads, switch the number of damage counters on Alex’s Froslass with the number of damage counters on the Defending Pokemon.
[W] [C] Ice Throw: 40 damage. If the Defending Pokémon is [F] type, this attack’s base power is 80.
Weakness: [D] Resistance: [C] Retreat Cost: [C]
Alex’s Snorunt [W]
HP 50
[C] Snivel: If the Defending Pokémon attacks Alex’s Snorunt during your opponent’s next turn, any damage done by the attack is reduced by 20 [after applying Weakness and Resistance]. [Benching either Pokémon ends this effect.]
[C] Bite: Deals 10 damage.
Weakness: [M] Retreat Cost: [C]
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