TCG Fakes TFP's Text-Based Fakes!

I don't think Mismagius is too powerful. I could see it as a meta-countering card, if stuff like Lugia and Raikou, which require you to pile loads of energy on, get popular. And Perish Song is a neat check to Shaymins and the like. Liking the originality of your designs!
 
This is not for anything I am working on, but I just have some random ideas for cards :)

Dewgong / Water / 100 / Stage-1

[C] Fast Clap 10+
If this pokémon evolved from Seel during this turn, this attack does 40 more damage and the Defending Pokémon is Paralyzed.

[W][C][C] Frozen Turn 50
You may switch this Pokémon with 1 of your Benched Pokémon. If you do, the Defending Pokémon can't Retreat during your opponent's next turn.

Weakness: [M] / Resistance: None / Retreat Cost: 2 / ??? / ???
Girafarig / Colorless / 90 / Basic

Ability: Psychic Lead
As long as this Pokémon is in play, you may prevent all effects of attacks, excluding damage, done to your Active Pokémon.

[P][C] Pyschic Eye 20
Shuffle an Energy attached to your opponent's Active Pokémon into your opponent's deck.

Weakness: [F] / Resistance: None / Retreat Cost: 2 / ??? / ???

Also, this is the 300th post in this thread. So I just want to thank everyone that voted for a set, helped me with stuff, requested cards and corrected me in the time I've been here. I really appreciate it for sure! :p

So don't forget to give me more requests, because I really like to complete them. :)
 
So don't forget to give me more requests, because I really like to complete them. :)
My request is for you to design a card that makes M Diancie-EX viable competitively.

Rules:
- The design cannot make M Diancie-EX overpowered or extremely top tier.
- The design cannot make any other card in Expanded/Standard overpowered or extremely top tier.
- The design should be as intricate as possible. Some form of synergy that isn't glaring obvious but yet makes the deck powerful. Gallade and Yveltal-EX are an example of this synergy.
- No Spirit Link. :U
 
Here is the setlist again :p
Grass
Exeggcute / Grass / 30 / Basic

Ability: Turn Bomb
Once during your turn, you may discard this card from your hand. If you do, your opponent's Active Pokémon is now Burned.

[G] Soft Boiled
Heal 40 damage from 1 of your Benched Pokémon.

Weakness: [R] / Resistance: None / Retreat Cost: 0 / C / 001
Exeggutor / Grass / 110 / Stage-1

[G] Seed Bomb 30

[G][C] Heavy Shake 40
The Defending Pokémon is now Confused.

Weakness: [R] / Resistance: None / Retreat Cost: 2 / U / 002
Lotad / Grass / 60 / Basic

[C] Cover
Prevent all effects of attacks, except damage, done to this Pokémon by your opponent's Active Pokémon during your opponent's next turn.

[G] Synthesis
Flip a coin. If heads, you may search your deck for an Energy card and attach it to this Pokémon. If you do, heal 20 damage from this Pokémon.

Weakness: [R] / Resistance: None / Retreat Cost: 2 / C / 003
Lombre / Grass / 80 / Stage-1

[G] Absorb 20
Heal from this Pokémon the same amount of damage as you did to the Defending Pokémon.

[G][C] Razor Leaf 20+
Flip a coin. If heads, this attack does 30 more damage.

Weakness: [R] / Resistance: [P] / Retreat Cost: 1 / U / 004
Ludicolo / Grass / 130 / Stage-2

Ability: Rain Dish
At any time between turns, you may heal 20 damage for each [W] Energy attached to this Pokémon.

[G][C] Teeter Dance 50
The Defending Pokémon is now Confused.

Weakness: [R] / Resistance: None / Retreat Cost: 3 / R / 005
Nincada / Grass / 50 / Basic

[C][C] Slash 10+
Flip a coin. If heads, this attack does 20 more damage.

Weakness: [R] / Resistance: None / Retreat Cost: 1 / C / 006
Ninjask / Grass / 70 / Stage-1

Ability: Speed Boost
Once during your turn. If this Pokémon is your Active Pokémon, you may draw 2 cards.

[G][C] Struggle Bug 40+
If the defending Pokémon has a Pokémon Tool card attached to it, this attack does 40 more damage.

Weakness: [R] / Resistance: None / Retreat Cost: 1 / U / 007
Shedinja / Grass / 50 / Stage-1

Ability: Angels Sense
Once during your turn, you may put a Nincada from your discard pile onto your Bench.

[G] Grudge 20
Attach a Pokémon Tool card from your opponent's discard pile to 1 of his or her Benched Pokémon, then switch this Pokémon with 1 of your Benched Pokémon.

Weakness: None / Resistance: None / Retreat Cost: 1 / U / 008
09
10
Turtwig / Grass / 70 / Basic

[C] Stomp 10

[G][C] Razor Leaf 20
Flip a coin. If heads, this attack does 20 more damage to one of your opponent's Benched Pokémon.

Weakness: [R] / Resistance: None / Retreat Cost: 2 / C / 011
Grotle / Grass / 100 / Stage-1

[G] Planting
Discard an Energy from your hand, then search your deck for a [G] Pokémon and put it onto your Bench.

[G][C] Forest Rumble 50
This Pokémon does 10 damage to itself.

Weakness: [R] / Resistance: None / Retreat Cost: 2 / U / 012
Torterra / Grass / 150 / Stage-2

Ability: Comeback Seeds
Once during your turn, when you have more Prize Cards left than your opponent, you may search your deck for a card and put it into your hand.

[G][G][G] Razor Leaf 90
Flip a coin. If heads, this attack does 50 more damage to 1 of your opponent's Benched Pokémon.

Weakness: [R] / Resistance: None / Retreat Cost: 3 / HR / 013
Pansage / Grass / 60 / Basic

[G] Leech Seed 10
Heal 10 damage from this Pokémon.

[C][C] Grassy Wave 10x
This attack does 10 times the number of [G] Pokémon you have in play.

Weakness: [R] / Resistance: None / Retreat Cost: 1 / C / 014
15
16
17
18
19

Fire
Magmar / Fire / 80 / Basic

[C] Will-O-Whisp
The Defending Pokémon is now Burned.

[C][C] Fire Spin 20
The Defending Pokémon can't Retreat during your opponent's next turn.

Weakness: [W] / Resistance: None / Retreat Cost: 2 / U / 020
Magmortar / Fire / 120 / Stage-1

Ability: Flame Booster
Each of your [R] Pokémon (except this Pokémon) do 10 more damage to your opponent's Active Pokémon (after applying Weakness and Resistance).

[R][C][C] Dual Bomb 70
If you have an Electivire on your Bench, discard the top card of your opponent's deck.

Weakness: [W] / Resistance: None / Retreat Cost: 3 / R / 021
Moltres / Fire / 120 / Basic /

[C][C] Wing attack 30

[R][C][C] Scorched Inferno 50+
You may discard a [R] Energy attached to this Pokémon. If you do, this attack does 20 more damage and the Defending Pokémon is now Burned.

Weakness: [W] / Resistance: None / Retreat Cost: 1 / R / 022
23
24
25
26
Torchic / Fire / 60 / Basic

[C] Scratch 10

[R] Fiery Dance
Flip a coin. If heads, attach a [R] Energy from your discard pile to this Pokémon. If tails, the Defending Pokémon is now Burned.

Weakness: [W] / Resistance: None / Retreat Cost: 0 / C / 027
Combusken / Fire / 80 / Stage-1

[C][C] Return Kick 20+
Flip a coin until you get tails. This attack does 20 more damage for each heads.

[R][C][C] Blaze Kick 50
The Defending Pokémon is now Burned.

Weakness: [W] / Resistance: None / Retreat Cost: 1 / U / 028
Blaziken / Fire / 140 / Stage-2

[R] Combustion Punch 30
If this attack Knocks Out the Defending Pokémon, take 1 more Prize Card.

[R][C][C] Feint 100
Move an Energy attached to the Defending Pokémon to 1 of your opponent's Benched Pokémon.

Weakness: [W] / Resistance: None / Retreat Cost: 2 / HR / 029
30
31
Pansear / Fire / 60 / Basic

[R] Incinerate 10
Discard the Pokémon Tool card attached to the Defending Pokémon.

[C][C] Fiery Wave 10x
This attack does 10 times the number of [R] Pokémon you have in play.

Weakness: [W] / Resistance: None / Retreat Cost: 1 / C / 032
33
Darumaka / Fire / 80 / Basic

[R] Sunny Day
Search your deck for a Pokémon Stadium card and put it into play. Shuffle your deck afterward.

[C][C] Hammer Arm 20

Weakness: [W] / Resistance: None / Retreat Cost: 1 / U / 034
Darmanitan / Fire / 120 / Stage-1

[C][C] Work Up
Attach as many [R] Energy cards from your discard pile to this Pokémon equal to the amount of Energy cards attached to your opponent's Active Pokémon.

[C][C][C] Fire Drop 50+
You may discard as many [R] Energy attached to this Pokémon as you like. This attack does 40 more damage for each Energy you discarded in this way.

Weakness: [W] / Resistance: None / Retreat Cost: 3 / R / 035
36
37
Fennekin / Fire / 60 / Basic

[C] Scratch 10

[R] Psychic Eye
Flip a coin. If heads, shuffle an Energy card attached to the Defending Pokémon back into your opponent's deck.

Weakness: [W] / Resistance: None / Retreat Cost: 1 / C / 038
Braixen / Fire / 90 / Stage-1

[R] Swap Wand
Switch this Pokémon with 1 of your Benched Pokémon, then attach an Basic Energy from your discard pile to your new Active Pokémon.

[R][C] Ember 30
The Defending Pokémon is now Burned.

Weakness: [W] / Resistance: None / Retreat Cost: 2 / U / 039
Delphox / Fire / 140 / Stage-2

Ability: Magical Flame
Each of your [R] Pokémon's attacks cost 1 [C] less.

[R][R][C] Trick Wand 90
Your opponent reveals his or her hand.

Weakness: [W] / Resistance: None / Retreat Cost: 3 / HR / 040
41
42

Water
Krabby / Water / 70 / Basic

[W] Splashable Grip 10
Discard an [R] Energy attached to the Defending Pokémon.

[W][C] Bubblebeam 20
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.

Weakness: [G] / Resistance: None / Retreat Cost: 1 / C / 043
Kingler / Water / 100 / Stage-1

Ability: Counter Claw
If this Pokémon is damaged by an opponent's attack (even if this Pokémon is Knocked Out), put 2 damage counters on the Attacking Pokémon.

[W][W] Crabhammer 50

Weakness: [G] / Resistance: None / Retreat Cost: 2 / U / 044
45
46
47
48
Totodile / Water / 60 / Basic

[C] Bite 10

[W] Refresh Wave 10
Heal 30 damage and remove all Special Condition from this Pokémon.

Weakness: [G] / Resistance: None / Retreat Cost: 2 / C / 049
Croconaw / Water / 90 / Stage-1

[C] Bite 20

[W][C] Aqua Swirl 30
Switch the Defending Pokémon with 1 of your opponent's Benched Pokémon.

Weakness: [G] / Resistance: None / Retreat Cost: 2 / U / 050
Feraligatr / Water / 150 / Stage-2

Ability: Intimidation
Any damage done to this Pokémon by your opponent's Active Pokémon's attacks are reduced by 20.

[W][C][C] Tidal Wave 70
This attack does 20 damage to all of your opponent's Benched Pokémon.

Weakness: [G] / Resistance: None / Retreat Cost: 3 / HR / 051
52
53
Swampert-EX / Water / 180 / Basic

[C][C] Earth Geyser 30+
Reveal the top 3 cards of your deck. This attack does 30 more damage for each Energy card you find in there. Shuffle the revealed cards back into your deck.

[W][W][C] Ocean Cyclone 110
Shuffle a card from your hand back into your deck. If you can't shuffle a card from your hand into your deck, this attack does 40 damage instead.

Weakness: [G] / Resistance: None / Retreat Cost: 3 / UR / 054
Wingull / Water / 60 / Basic

[C] Sharp Peck 10+
If the Defending Pokémon has any Special Energy cards attached to it, this attack does 20 more damage.

Weakness: [L] / Resistance: [F] / Retreat Cost: 0 / C / 055
Pelipper / Water / 100 / Stage-1

Ability: Last Mail
Whenever this Pokémon is Knocked Out by 1 of your opponent's Active Pokémon's attacks, you may move an Energy attached to this Pokémon to another 1 of your Pokémon.

[C][C] Defog 30
Flip a coin. If heads, prevent all effects of attacks, including damage, done to this Pokémon by your opponent's Active Pokémon's attacks during your opponent's next turn.

Weakness: [L] / Resistance: [F] / Retreat Cost: 3 / U / 056
Barboach / Water / 60 / Basic

[F] Mud Shot 10
Flip a coin. If heads, the Defending Pokémon can't attack next turn.

[W][C] Energy Splash
This attack does 20 damage to each of your opponent's Pokémon that have any Energy cards attached to it.

Weakness: [G] / Resistance: None / Retreat Cost: 1 / C / 057
Whiscash / Water / 100 / Stage-1

Ability: Aqua Search
Once during your turn, you may search your deck for a Basic [W] Pokémon and put it into your hand. Shuffle your deck afterward.

[W][W][C] Team Wave 50+
Does 10 more damage for each [W] Pokémon on in play.

Weakness: [G] / Resistance: None / Retreat Cost: 2 / U / 058
59
Regice / Water / 120 / Basic

[W] Frozen Point 10
If the Defending Pokémon has any Special Energy cards attached to it, the defending Pokémon is now Paralyzed.

[W][C][C] Crystal Break 70
Discard an Special Energy attached to 1 of your opponent's Pokémon.

Weakness: [M] / Resistance: None / Retreat Cost: 2 / R / 060
61
62
63
Panpour / Water / 60 / Basic

[W] Supply Wave 10
Draw a card.

[C][C] Watery Wave 10x
This attack does 10 times the number of [W] Pokémon you have in play.

Weakness: [G] / Resistance: None / Retreat Cost: 1 / C / 064
65
Basculin (Red striped) / Water / 80 / Basic

[W] Reverse Soak
The Defending Pokémon's Weakness is now [W] until the end of your next turn. (the amount of Weakness doesn't change.)

[W][C] Final Gambit 80
Flip a coin. If tails, this Pokémon is now Knocked Out.

Weakness: [L] / Resistance: None / Retreat Cost: 0 / U / 066
Basculin (Blue striped) / Water / 80 / Basic

[W] Bared Fangs 40
If the Defending Pokémon doesn't already have any damage counters on it, this attack does nothing.


[W][C] Final Gambit 80
Flip a coin. If tails, this Pokémon is now Knocked Out.

Weakness: [L] / Resistance: None / Retreat Cost: 0 / U / 067
68
69
70
71

Lightning
72
73
74
Electabuzz / Lightning / 80 / Basic

[C] Toxic
The Defending Pokémon is now Poisoned.

[C][C] Strength 30

Weakness: [F] / Resistance: [M] / Retreat Cost: 2 / U / 075
Electivire / Lightning / 120 / Stage-1

Ability: Shock Booster
Each of your [L] Pokémon (except this Pokémon) do 10 more damage to your opponent's Active Pokémon (after applying Weakness and Resistance).

[L][C][C] Unleash Blast 60+
If Magmortar is on your Bench, this attack does 40 more damage.

Weakness: [F] / Resistance: [M] / Retreat Cost: 3 / R / 076
77
Blitzle / Lightning / 70 / Basic

[L] Thunder Spear 10
If the Defending Pokémon has a Special Energy card attached to it, the Defending Pokémon is now Paralyzed.

Weakness: [F] / Resistance: [M] / Retreat Cost: 2 / C / 078
Zebstrika / Lightning / 90 / Stage-1

[C][C] Quick Zap 30
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.

[L][[C] Lightning Chain 10+
This attack does 20 more damage for each [L] Pokémon on your Bench.

Weakness: [F] / Resistance: [M] / Retreat Cost: 1 / U / 079
80

Psychic
81
82
83
Alakazam-EX / Psychic / 170 / Basic

Ability: Aura Recovery
Whenever your opponent activates an Ability, you may heal 20 damage from this Pokémon.

[P][C][C] Confusion 60
The Defending Pokémon is now Confused.

Weakness: [P] / Resistance: None / Retreat Cost: 1 / UR / 084
M Alakazam-EX / Psychic / 210 / Mega Evolution

[C][C] Spoon Collision 70
Your opponent shuffles his or her hand into his or her deck. Then, your opponent draws 3 cards.

Weakness: [P] / Resistance: None / Retreat Cost: 2 / UR / 085
86
87
Misdreavus / Psychic / 60 / Basic

[P] Will-O-Whisp
The Defending Pokémon is now Burned.

[C][C] Hex 20+
If the Defending Pokémon is affected by an Special Condition, this attack does 20 more damage.

Weakness: [D] / Resistance: None / Retreat Cost: 1 / C / 088
Mismagius / Psychic / 100 / Stage-1

[C][C] Curse
Put 1 damage counter on your opponent's Active Pokémon for each Energy your opponent has in play.

[P][P] Perish Song
If the Defending Pokémon is an Basic Pokémon-EX and doesn't have any Energy cards attached to it, that Pokémon is now Knocked Out.

Weakness: [D] / Resistance: None / Retreat Cost: 3 / HR / 089
90
91
92
93
94
95
96
97
Munna / Psychic / 70 / Basic

[P] Dream World
Draw 3 cards. This Pokémon is now Asleep.

[P][C] Psychic Control 20
You may move an Energy attached to this Pokémon to 1 of your Benched Pokémon. If you do, this Pokémon does 10 damage to itself.

Weakness: [P] / Resistance: None / Retreat Cost: 2 / C / 098
Musharna / Psychic / 90 / Stage-1

Ability: Dreamland
Once during your turn, when this Pokémon is on your Bench, you may use this ability. Both Active Pokémon are now Asleep.

[P][P] Dream Eater 100
If the Defending Pokémon isn't Asleep, this attack does nothing.

Weakness: [P] / Resistance: None / Retreat Cost: 2 / U / 099
100
Yamask / Psychic / 50 / Basic

[P] Shadow Slash
Put 1 damage counter on 1 of your opponent's Pokémon.

Weakness: [D] / Resistance: None / Retreat Cost: 0 / C / 101
Cofagrigus / Psychic / 100 / Stage-1

Ability: Pharaoh Night
If this Pokémon is in your discard pile, your opponent can't play any Stadium cards from his or her hand.

[P] Destiny Slap 30
Discard this Pokémon and all cards attached to it, then draw a card. (Your opponent doesn't take a Prize Card for this)

Weakness: [D] / Resistance: None / Retreat Cost: 3 / HR / 102
103
104
105
106
107
108
109

Fighting
Sandshrew / Fighting / 60 / Basic

[F] Sand Tomb 10
The Defending Pokémon can't Retreat.

[C][C] Tackle 20

Weakness: [G] / Resistance: None / Retreat Cost: 1 / C / 110
Sandslash / Fighting / 90 / Stage-1

[F] Sandstorm 20
Move an Energy attached to your opponent's Active Pokémon to 1 of his or her Benched Pokémon.

[F][F][C] Crush Claw 80
Discard an Special Energy attached to the Defending Pokémon.

Weakness: [G] / Resistance: None / Retreat Cost: 1 / U / 111
112
113
114
115
116
117
Aerodactyl / Fighting / 170 / Basic

Ability: Primal Roar
When 1 of your opponent's Pokémon uses an Ability, put 1 damage counters on that Pokémon.

[F][C][C] Stone Edge 60+
Flip a coin. If heads, this attack does 30 more damage.

Weakness: [W] / Resistance: [L] / Retreat Cost: 3 / UR / 118
M Aerodactyl-EX / Fighting / 220 / Mega Evolution

[F][F][C] Ancient Claw 120
If the Defending Pokémon has an Ability, this attack does 50 more damage.

Weakness: [W] / Resistance: [L] / Retreat Cost: 3 / UR / 119
120
121
122
123
Larvitar / Fighting / 60 / Basic

[C] Headbutt 10

[F][F] Rock Through 30
This attack does 20 more damage to one of your opponent's Benched Pokémon.

Weakness: [W] / Resistance: [L] / Retreat Cost: 1 / C / 125
Pupitar / Fighting / 90 / Stage-1

[F] Rock Spread 10
This attack does 10 damage to each of your opponents Benched Pokémon.'

[F][C] Stone Edge 30+
Flip a coin. If heads, this attack does 20 more damage.

Weakness: [W] / Resistance: [L] / Retreat Cost: 2 / U / 125
Trapinch / Fighting / 60 / Basic

[M] Sandstorm 10
Flip a coin. If heads, discard the top card of your opponent's deck.

[C][C] Sand Trap 20
If the Defending Pokémon has any Energy cards attached to it, then it can't Retreat during your opponent's next turn.

Weakness: [G] / Resistance: None / Retreat Cost: 2 / C / 126
127
128
Regirock / Fighting / 120 / Basic

[C][C] Earth Power 20
Attach a Basic Energy from your discard pile to 1 of your Pokémon.

[F][C] Boulder Burst 40
This attack isn't affected by resistance.

Weakness: [G] / Resistance: [L] / Retreat Cost: 2 / R / 129
130
131
132
133
Dwebble / Fighting / 70 / Basic

[F] Slash 10

[C][C][C] X-Scissor 30+
Flip a coin. If heads, this attack does 10 more damage for each Energy attached to the Defending Pokémon.

Weakness: [G] / Resistance: None / Retreat Cost: 2 / C / 134
Crustle / Fighting / 110 / Stage-1

Ability: Sturdy
If this Pokémon has full HP and would be Knocked-Out by an attack, this Pokémon isn't Knocked-Out and its remaining HP is 10 instead.

[F][C] Granite Throw 40+
You may discard the top card of your deck. If that card is an [F] Energy , this attack does 50 more damage.

Weakness: [G] / Resistance: None / Retreat Cost: 3 / U / 135
136
137
138
139
140

Darkness
Tyranitar / Dark / 150 / Stage-2

[C][C] Bulldoze 60
Discard the top card of both your and your opponent's deck.

[D][D][D] Crunch 110
Discard an Energy attached to the Defending Pokémon.

Weakness: [F] / Resistance: [P] / Retreat Cost: 2 / HR / 141
Sableye-EX / Darkness / 150 / Basic

Ability: Shiny Resources
When you play this Pokémon from your hand onto your bench, you may search your deck for 2 Energy cards, reveal them and put them into your hand. Shuffle your deck afterward.

[P][C][C] Shadow Cage 60
The Defending Pokémon can't Retreat, during your opponent's next turn.

Weakness: None / Resistance: None / Retreat Cost: 2 / UR / 142
143
144
145
146
Vullaby / Darkness / 60 / Basic

[C][C] Take Flight 10
Flip a coin. If heads, search your deck for a Mandibuzz and put it onto this Pokémon. If tails, this Pokémon does 20 damage to itself.

Weakness: [L] / Resistance: [F] / Retreat Cost: 1 / C / 147
Mandibuzz / Darkness / 90 / Stage-1

Ability: Take Flight
When you play this card to evolve one of your Pokémon, you may search your deck for a card and put it into your hand. Shuffle your deck afterward.

[D][C] Prey Lock
This attack does 40 damage to each of your opponent's Pokémon that already have any damage counters on it.

Weakness: [L] / Resistance: [F] / Retreat Cost: 2 / R / 148

Metal
149
150
151
152
Registeel / Metal / 120 / Basic

[M] Ban Hammer 10
You may discard the Stadium card in play.

[M][C] Clear Based 30+
If there is no Stadium card in play, this attack does 50 more damage.

Weakness: [R] / Resistance: [P] / Retreat Cost: 2 / 153
154
155
156
Klink / Metal / 70 / Basic

[M][C] Working Chain
Search your deck for an Basic [M] Pokémon and put it onto your Bench. Shuffle your deck afterward.

Weakness: [R] / Resistance: [P] / Retreat Cost: 2 / C / 157
Klang / Metal / 90 / Stage-1

[M] Gear Grind 10+
This attack does 10 more damage for each Energy attached to the Defending Pokémon.

[M][C] Working Chain
You may search your deck for a [M] Pokémon (except a Pokémon-EX) and put it onto your Bench. Shuffle your deck afterward.

Weakness: [R] / Resistance: [P] / Retreat Cost: 2 / U / 158
Klinklang / Metal / 150 / Stage-2

Ability: Metalic Armor
Prevent all effects, excluding damage, done to this Pokémon by your opponent's Active Pokémon's attacks.

[M][M] Gear Grind 70+
If the Defending Pokémon already has any damage counters on it, this attack does 60 more damage.

Weakness: [R] / Resistance: [P] / Retreat Cost: 4 / HR / 159

Fairy
160
161
Carbink / Fairy / 80 / Basic

[C] Dazzle Gem
The Defending Pokémon is now Confused.

[Y][C] Fairy Wind
If this Pokémon has any damage counters on it, this attack does 20 damage to each of your opponent's Pokémon.

Weakness: [M] / Resistance: [D] / Retreat Cost: 1 / U / 162

Dragon
Vibrava / Dragon / 80 / Stage-1

[C] Razor Wing 20

[G][C] U-Turn 40
Switch this Pokémon with 1 of your benched Pokémon.

Weakness: [Y] / Resistance: None / Retreat Cost: 0 / U / 163
Flygon / Dragon / 140 / Stage-2

Ability: Storming Search
Once during your turn, you may discard the top 2 cards of your deck. If you do, put 1 card from your discard pile into your hand.

[G][F][C] Bulldoze 90
Discard the top card of your opponent's deck.

Weakness: [Y] / Resistance: None / Retreat Cost: 1 / HR / 164
165
166
167
168

Colorless
169
Sentret / Colorless / 50 / Basic

[C] Bounce back 10
Switch this Pokémon with 1 of your Benched Pokémon.

[C] Scout 10
You may look at the top card of your opponent's deck. Then, you may shuffle his or her deck.

Weakness: [F] / Resistance: None / Retreat Cost: 0 / C / 170
Furret / Colorless / 90 / Stage-1

[C] Treasure Hunt
Discard an card from your hand, then search your deck for a card and put it into your hand. Shuffle your deck afterward.

[C][C] Baton Pass 40
Switch this Pokémon with 1 of your Benched Pokémon. You may move as many Energy attached to this Pokémon to your new Active Pokémon.

Weakness: [F] / Resistance: None / Retreat Cost: 0 / R / 171
172
173
174
175
176
177
Helioptile / Colorless / 60 / Basic

[C] Pound 10

[C][C] Volt Switch 20
Switch this Pokémon with 1 of your Benched Pokémon.

Weakness: [F] / Resistance: None / Retreat Cost: 1 / C / 178
Heliolisk / Colorless / 90 / Stage-1

[C] Flash
Discard a Special Energy attached to the Defending Pokémon.

[C][C] Charged Slam 40
Attach an [L] from your discard pile to this Pokémon.

Weakness: [F] / Resistance: None / Retreat Cost: 2 / R / 179

BOOST
180
181
182
Musharna BOOST / Psychic / 140 / BOOST Evolution

[P] Dream Owner 50
Choose an Item card or a Supporter card from your discard pile and use it as the effect of this attack.

[P][C] Hypno Shock 110
If the Defending Pokémon has any Energy cards attached to it, the Defending Pokémon is now Asleep.

Weakness: [P] / Resistance: None / Retreat Cost: 1 / UR / 183
184
Heliolisk BOOST / Colorless / 140 / BOOST evolution

[C][C][C] Solar Shock 100
You may discard an [L] Energy attached to this Pokémon. If you do, the Defending Pokémon is now Paralyzed.

Weakness: [F] / Resistance: None / Retreat Cost: 2 / UR / 185

Trainers/Energy cards
Grass BOOST Energy / Special Energy

This card can only be attached to a [G] Pokémon. This card provides [G] Energy only while this card is attached to a [G] Pokémon.

When you attach this card from your hand to a [G] Pokémon, you may search your deck for a Pokémon BOOST that evolves from that Pokémon and put it on that Pokémon. (This doesn't count as evolving your Pokémon.) Shuffle your deck afterward.

(You can't have more than 1 BOOST Energy in play.)

If this card is removed from a Pokémon for any reason, discard any Pokémon BOOST on that Pokémon.

(If this card is attached to anything other than a [G] Pokémon, discard this card.)

U - 186
Fire BOOST Energy / Special Energy

This card can only be attached to a [R] Pokémon. This card provides [R] Energy only while this card is attached to a [R] Pokémon.

When you attach this card from your hand to a [R] Pokémon, you may search your deck for a Pokémon BOOST that evolves from that Pokémon and put it on that Pokémon. (This doesn't count as evolving your Pokémon.) Shuffle your deck afterward.

(You can't have more than 1 BOOST Energy in play.)

If this card is removed from a Pokémon for any reason, discard any Pokémon BOOST on that Pokémon.

(If this card is attached to anything other than a [R] Pokémon, discard this card.)

U - 187
Lightning BOOST Energy / Special Energy

This card can only be attached to a [L] Pokémon. This card provides [L] Energy only while this card is attached to a [L] Pokémon.

When you attach this card from your hand to a [L] Pokémon, you may search your deck for a Pokémon BOOST that evolves from that Pokémon and put it on that Pokémon. (This doesn't count as evolving your Pokémon.) Shuffle your deck afterward.

(You can't have more than 1 BOOST Energy in play.)

If this card is removed from a Pokémon for any reason, discard any Pokémon BOOST on that Pokémon.

(If this card is attached to anything other than a [L] Pokémon, discard this card.)

U - 188
Psychic BOOST Energy / Special Energy

This card can only be attached to a [P] Pokémon. This card provides [P] Energy only while this card is attached to a [P] Pokémon.

When you attach this card from your hand to a [P] Pokémon, you may search your deck for a Pokémon BOOST that evolves from that Pokémon and put it on that Pokémon. (This doesn't count as evolving your Pokémon.) Shuffle your deck afterward.

(You can't have more than 1 BOOST Energy in play.)

If this card is removed from a Pokémon for any reason, discard any Pokémon BOOST on that Pokémon.

(If this card is attached to anything other than a [P] Pokémon, discard this card.)

U - 189
Dragon BOOST Energy / Special Energy

This card can only be attached to a [N] Pokémon. This card provides [N] Energy only while this card is attached to a [N] Pokémon.

When you attach this card from your hand to a [N] Pokémon, you may search your deck for a Pokémon BOOST that evolves from that Pokémon and put it on that Pokémon. (This doesn't count as evolving your Pokémon.) Shuffle your deck afterward.

(You can't have more than 1 BOOST Energy in play.)

If this card is removed from a Pokémon for any reason, discard any Pokémon BOOST on that Pokémon.

(If this card is attached to anything other than a [N] Pokémon, discard this card.)

U - 190
Colorless BOOST Energy / Special Energy

This card can only be attached to a [C] Pokémon. This card provides [C] Energy only while this card is attached to a [C] Pokémon.

When you attach this card from your hand to a [C] Pokémon, you may search your deck for a Pokémon BOOST that evolves from that Pokémon and put it on that Pokémon. (This doesn't count as evolving your Pokémon.) Shuffle your deck afterward.

(You can't have more than 1 BOOST Energy in play.)

If this card is removed from a Pokémon for any reason, discard any Pokémon BOOST on that Pokémon.

(If this card is attached to anything other than a [C] Pokémon, discard this card.)

U - 191
192
193
194
195
196
197
198
199
200
???

Some more cards
Flygon / Dragon / 140 / Stage-2

Ability: Storming Search
Once during your turn, you may discard the top 2 cards of your deck. If you do, put 1 card from your discard pile into your hand.

[G][F][C] Bulldoze 90
Discard the top card of your opponent's deck.

Weakness: [Y] / Resistance: None / Retreat Cost: 1 / HR / 164
Carbink / Fairy / 80 / Basic

[C] Dazzle Gem
The Defending Pokémon is now Confused.

[Y][C] Fairy Wind
If this Pokémon has any damage counters on it, this attack does 20 damage to each of your opponent's Pokémon.

Weakness: [M] / Resistance: [D] / Retreat Cost: 1 / U / 162
Heliolisk / Colorless / 90 / Stage-1

[C] Flash
Discard a Special Energy attached to the Defending Pokémon.

[C][C] Charged Slam 40
Attach an [L] from your discard pile to this Pokémon.

Weakness: [F] / Resistance: None / Retreat Cost: 2 / R / 179
Regirock / Fighting / 120 / Basic

[C][C] Earth Power 20
Attach a Basic Energy from your discard pile to 1 of your Pokémon.

[F][C] Boulder Burst 50
This attack isn't affected by resistance.

Weakness: [G] / Resistance: [L] / Retreat Cost: 2 / R / 129

@bbninjas thanks for your challenge! I am going to work on it soon :p
 
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No, I did not forget about this thread. I just didn't have enough motivation and ideas to work on the set/the challenge. :(
But, tomorrow is another day and I hope to get some cards out during that day. See ya then! :)
 
This one is for the challenge
Carnivine / Grass / 90 / Basic

Ability: Restriction
The Retreat Cost of each of your opponent's Pokémon-EX is [C] more.

[G][C] Toxic Wrap 20
If the Defending Pokémon is a Basic Pokémon, that Pokémon is now Poisoned and can't Retreat during your opponent's next turn.

Weakness: [R] / Resistance: None / Retreat Cost: 3 / ?? / ??
Goal:
Obviously the goal of this deck is to trap your opponent's Pokémon-EX in the Active spot without getting a lot of damage counters on Mega Diancie-EX. Ofcourse there are some ways for your opponent to get around it.

Good
- Locking up Pokémon-EX that can't do damage.
- 2HKO for Pokémon-EX


Bad
- Non Pokémon-EX decks (like Night March) aren't great matchups for this deck.
- Cards that can go around your goal.
- Slow set up. (no spirit link)
Also don't mind the way to use, sometimes I can't control myself on doing things. :p

@bbninjas, I hope this is what you are looking for! If you think I can do better, I don't mind doing another try! :)


Hmm, my Registeel, Regice and Heliolisk that I have made are gone.. I posted them like a week ago right? This is pretty weird/confusing. :confused:
 
Goal:
Obviously the goal of this deck is to trap your opponent's Pokémon-EX in the Active spot without getting a lot of damage counters on Mega Diancie-EX. Ofcourse there are some ways for your opponent to get around it.

Also don't mind the way to use, sometimes I can't control myself on doing things. :p
Not bad! It is certainly an interesting partner choice for the deck. I'd give you less points simply because cards like Team Aqua's Muk and Jellicent exist, which is effectively Carnavine. That type of Ability is also slightly powerful on a Basic Pokemon, as it can make decks that focus on Retreat a bit more powerful since they have easier boosts against EXs, but I think it'd be fine. Anyways, if you'd like another challenge of similar type; try Lilligant NVI.

Hmm, my Registeel, Regice and Heliolisk that I have made are gone.. I posted them like a week ago right? This is pretty weird/confusing. :confused:
Due to lag or something, it may not have posted.
 
Trying to recreate Regice, Registeel and Heliolisk BOOST that I've made a long time ago.
Regice / Water / 120 / Basic

[W] Frozen Point 10
If the Defending Pokémon has any Special Energy cards attached to it, the defending Pokémon is now Paralyzed.

[W][C][C] Crystal Break 70
Discard an Special Energy attached to 1 of your opponent's Pokémon.

Weakness: [M] / Resistance: None / Retreat Cost: 2 / R / 060
Registeel / Metal / 120 / Basic

[M] Ban Hammer 10
You may discard the Stadium card in play.

[M][C] Clear Based 30+
If there is no Stadium card in play, this attack does 50 more damage.

Weakness: [R] / Resistance: [P] / Retreat Cost: 2 / R / 153
Heliolisk BOOST / Colorless / 140 / BOOST evolution

[C][C][C] Solar Shock 100
You may discard an [L] Energy attached to this Pokémon. If you do, the Defending Pokémon is now Paralyzed.

Weakness: [F] / Resistance: None / Retreat Cost: 2 / UR / 185


And M Alakazam-EX
M Alakazam-EX / Psychic / 210 / Mega Evolution

[C][C] Spoon Collision 70
Your opponent shuffles his or her hand into his or her deck. Then, your opponent draws 3 cards.

Weakness: [P] / Resistance: None / Retreat Cost: 2 / UR / 085
 
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You may want to boost the power of the Regice's second attack to something like 70, as 50 damage is a little low. :p

Otherwise:
one ---> 1
Spoon Collision should be worded as: [Ref Mismagius BKT]
Your opponent shuffles his or her hand into his or her deck. Then, your opponent draws 3 cards.
 
Nincada / Grass / 50 / Basic

[C][C] Slash 10+
Flip a coin. If heads, this attack does 20 more damage.

Weakness: [R] / Resistance: None / Retreat Cost: 1 / C / 006
Ninjask / Grass / 70 / Stage-1

Ability: Speed Boost
Once during your turn. If this Pokémon is your Active Pokémon, you may draw 2 cards.

[G][C] Struggle Bug 40+
If the defending Pokémon has a Pokémon Tool card attached to it, this attack does 40 more damage.

Weakness: [R] / Resistance: None / Retreat Cost: 1 / U / 007
Shedinja / Grass / 50 / Stage-1

Ability: Angels Sense
Once during your turn, you may put a Nincada from your discard pile onto your Bench.

[G] Grudge 20
Attach a Pokémon Tool card from your opponent's discard pile to 1 of his or her Benched Pokémon, then switch this Pokémon with 1 of your Benched Pokémon.

Weakness: None / Resistance: None / Retreat Cost: 1 / U / 008
The Ninjask line!
 
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*Pokemon Tool card.

Anyways, really nice flavour across both cards! Angel's Sense is a nice mechanic, while the Grudge/Struggle Bug synergy is quite nice. :3
 
Darumaka / Fire / 80 / Basic

[R] Sunny Day
Search your deck for a Pokémon Stadium card and put it into play. Shuffle your deck afterward.

[C][C] Hammer Arm 20

Weakness: [W] / Resistance: None / Retreat Cost: 1 / U / 034
Darmanitan / Fire / 120 / Stage-1

[C][C] Work Up
Attach as many [R] Energy cards from your discard pile to this Pokémon equal to the amount of Energy cards attached to your opponent's Active Pokémon.

[C][C][C] Fire Drop 50+
You may discard as many [R] Energy attached to this Pokémon as you like. This attack does 40 more damage for each Energy you discarded in this way.

Weakness: [W] / Resistance: None / Retreat Cost: 3 / R / 035
This isn't too OP, is it?

Krabby / Water / 70 / Basic

[W] Splashable Grip 10
Discard an [R] Energy attached to the Defending Pokémon.

[W][C] Bubblebeam 20
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.

Weakness: [G] / Resistance: None / Retreat Cost: 1 / C / 043
Kingler / Water / 100 / Stage-1

Ability: Counter Claw
If this Pokémon is damaged by an opponent's attack (even if this Pokémon is Knocked Out), put 2 damage counters on the Attacking Pokémon.

[W][W] Crabhammer 50

Weakness: [G] / Resistance: None / Retreat Cost: 2 / U / 044
Yes, Kingler's ability always works even if it isn't the Active Pokémon.
 
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That Darmitan should be fine, considering your opponent has a big opportunity to KO it after you Work Up (which is likely if they have a ton of Energy on it already).

Also attacking ---> Attacking; energy ---> Energy.
 
Torchic / Fire / 60 / Basic

[C] Scratch 10

[R] Fiery Dance
Flip a coin. If heads, attach a [R] Energy from your discard pile to this Pokémon. If tails, the Defending Pokémon is now Burned.

Weakness: [W] / Resistance: None / Retreat Cost: 0 / C / 027
Combusken / Fire / 80 / Stage-1

[C][C] Return Kick 20+
Flip a coin until you get tails. This attack does 20 more damage for each heads.

[R][C][C] Blaze Kick 50
The Defending Pokémon is now Burned.

Weakness: [W] / Resistance: None / Retreat Cost: 1 / U / 028
Blaziken / Fire / 140 / Stage-2

[R] Combustion Punch 30
If this attack Knocks Out the Defending Pokémon, take 1 more Prize Card.

[R][C][C] Feint 100
Move an Energy attached to the Defending Pokémon to 1 of your opponent's Benched Pokémon.

Weakness: [W] / Resistance: None / Retreat Cost: 2 / HR / 029
Chickens!

Pansage / Grass / 60 / Basic

[G] Leech Seed 10
Heal 10 damage from this Pokémon.

[C][C] Grassy Wave 10x
This attack does 10 times the number of [G] Pokémon you have in play.

Weakness: [R] / Resistance: None / Retreat Cost: 1 / C / 014
Pansear / Fire / 60 / Basic

[R] Incinerate 10
Discard the Pokémon Tool card attached to the Defending Pokémon.

[C][C] Fiery Wave 10x
This attack does 10 times the number of [R] Pokémon you have in play.

Weakness: [W] / Resistance: None / Retreat Cost: 1 / C / 032
Panpour / Water / 60 / Basic

[W] Supply Wave 10
Draw a card.

[C][C] Watery Wave 10x
This attack does 10 times the number of [W] Pokémon you have in play.

Weakness: [G] / Resistance: None / Retreat Cost: 1 / C / 064
Monkeys!
 
Simisage / Grass / 90 / Stage-1

[G] Leech Seed 30
Heal 30 damage from this Pokémon.

[C][C] Stadium Dance 20+
If there is a Stadium card in play, this attack does 40 more damage.

Weakness: [R] / Resistance: None / Retreat Cost: 2 / U / 015
Simisear / Fire / 90 / Stage-1

[R] Incinerate 30
Discard the Pokémon Tool card attached to the Defending Pokémon.

[C][C] Stadium Dance 20+
If there is a Stadium card in play, this attack does 40 more damage.

Weakness: [W] / Resistance: None / Retreat Cost: 2 / U / 033
Simipour / Water / 90 / Stage-1

[W] Supply Wave 30
Draw a card.

[C][C] Stadium Dance 20+
If there is a Stadium card in play, this attack does 40 more damage.

Weakness: [G] / Resistance: None / Retreat Cost: 2 / U / 065
More Monkeys..

Sigilyph / Psychic / 90 / Basic

Ability: Guardian
Prevent all damage done to this Pokémon by your opponent's Basic Pokémon.

[P][P] Laser Cage 20
Your opponent can't attach any Energy cards to the defending Pokémon, during your opponent's next turn.

Weakness: [P] / Resistance: None / Retreat Cost: 2 / R / 100
Sigilyph has a pretty powerful ability as a Basic Pokémon and the effect of it's attack is good too, but I don't think it is that powerful. Especially when it's attack only does 20 damage and your opponent can switch out to get a KO with a stage-1/stage-2 Pokémon.
 
The context of Guardian is backwards. A guardian suggests it protects other Pokémon somehow, not that it is protected itself. Even if the ability does enable it to protect others as a shield of sorts, you shouldn't use the ability out of context like that because it's improper—and that's bad development.

Consider that it protects Basic Pokemon (excluding EX) from other EX?

Your Simi lines are underwhelming, consider brushing them up with something more flashy and extravagant. You should never settle for something mediocre. Even the most basic content should have some passion put into it. Lazy development is a bane on every card game out there. The only one you don't see this for is Yugioh! but it's very prominently been a common problem in both Pokémon and Magic the Gathering. Don't make the same mistake. Strive to do something interesting every time if you can. Every card in your evolution line should do something interactive. Push yourself to think it out until you've come up with something. There is but one path to perfection—and that's the way of starting down it in your developments.


Feint doesn't match the context of the original attack at all. Consider something that's closer to the real thing. I just mentioned this in another thread. In summary, the Pokémon card creators have a terribly habit of mix-matching the effects and straying far from realism (being true to the original thing). I would guess they've become all too comfortable with it, but it stands as poor development, and those habits are the last ones you want to pick up for yourself. Match the original concept as closely as possibly or use a custom name for your attacks. The power of all fantasy itself lies in realism. It's the correlation between real and fantasy that makes it interesting. The thought of living that fantasy. For that reason, realism should always be a top priority in your work. It doesn't have to be overbearing, but keep touch with reality as best you can. People need to feel like they can live the fantasy. The work has to match what they're familiar with. Otherwise, you're going to confuse people and make them very uncomfortable.

[Work Up] probably needs to be a single energy. Two is an uphill climb, and it's a bit counter intuitive to the fact that the attack's effect returns energy to the Pokémon. Consider making it a single Fire energy for good measure and style points. [Sunny Day] is far too far from the real concept to be considerable. You're veering off into God knows what with that effect. It should definitely boost Fire and Grass somehow, or otherwise have a custom name. Just because a concept seems like it would match at first thought, doesn't make it perfect. Remember that it can rain in the stadium too. But even so, Rain Dance still wouldn't be an acceptable name for an attack like that.

Carnivine is a really neat design. It's got a lot of potential in that lite form. The name of the ability should be something more imaginative though. Consider something like Sticky Trap or Hunting Grounds. There's room to be so much more creative—and Pokémon is really a game that demands such creativity.

Regirock is underwhelming. Bring the power up some. It's nearly unplayable outside of draft as it is. That should never ever ever be a thing for a Legendary Pokémon.

{Storming Search} is exactly a bad name for the ability, but it feels something more like digging for something buried in the sand, for whatever that's worth.
 
ReapThaWhirlwind, I respectfully disagree with the points you're making when it comes to naming attacks for the sake of realism. You state that realism should be achieved at all cost and what appears to be restraining creativity for the member. On these forums, we strive for members to flourish in creativity, while also working with realism in an appropriate balance. We're not here to be technical in all aspects of art, and it appears that your points are overly critical.
 
Good development indefinitely involves staying as true to the core game as possible. Treading over those lines is like being untrue to the game itself. You're taking the very roots of the game and changing them as though they mean nothing. How could you even begin to justify that? Staying true to the game is an absolute must.

As for creativity, the entire notion reflected, when I suggested to be more creative (by reflecting realism in the names of your attacks and abilities) was for the soul purpose of creativity. Pokémon are plants, animals, and other animate-inanimate objects. They have special natures, physical features, and other attributes which are the soul roots of such potential. Reflecting those unique features in the arrangement of your designs is what's going to make your design interesting and creative. It's true to the concept, it reflects the realism of what the Pokémon would be capable of by the nature of its existence. When you do something that's transparent, it doesn't reflect any distinct attributes of that Pokémon what-so-ever, what you've got there is poor development. It doesn't make any sense. It doesn't connect with the Pokémon in any special way.

The TCG does this themselves sometimes, I would hate to think that's what makes you think it's okay, because it's a mistake on their part just the same. Cards they print like that are examples poor developments. They make no sense, having noting in-specific to do with the Pokémon, and that's not interesting or fun at all. It's confusing and very uncomfortable. Why would you do that? It has no relativity to the original design. That relativity is the soul essence of the game—is it not? And in the TCG, you have the unlimited potential to even expand upon those unique features and abilities in ways the video game is limited to in their production space. There's absolutely no excuse to slack up on that. And I can't imagine how you can even begin to justify that.


You have a Carnivine, that's a Venus Fly Trap Pokémon. It has the unique features of a Venus Fly Trap. It's a plant that uses alluring scents and sticky goo to trap prey. Reflecting those unique features in your attacks and abilities is what creativity is all about. And that relativity—is the essence of realism. Realism here is about staying true to the original thing—while retaining the potential to even expand upon those realistic features to your unlimited imagination.

You might be misinterpreting what I've been saying as negative, but it's purely positive critique. I'm trying to help someone improve the quality of their work. You can't hold anything back in the process of that. I've been very polite. I'm not insulting anyone. I'm simply relying the imperfections that are most obvious to me, and then explaining why they are considered by me to be imperfections. I'm not making any empty statements here. If I was, I might understand your confusion. But it seems that you're just misinterpreting things and trying to make statements out to be negative, simply because they are controversial (and reflect corrections).

Please forgive me for any misunderstanding, but discussion is what a forum is all about. Please try not to be so overly sensitive. I'm not trying to put anyone down here, I'm just trying to help. I have an immense measure of experience with TCG development, and I aim to help others by sharing my collective intelligence with them.
 
Warning: This post goes through detailed examination and analysis of faking and is quite lengthy as a result, so if you visit this thread solely to enjoy the works of TheFlyingPidove, I suggest you skip to the next post. :)

Good development indefinitely involves staying as true to the core game as possible. Treading over those lines is like being untrue to the game itself. You're taking the very roots of the game and changing them as though they mean nothing. How could you even begin to justify that? Staying true to the game is an absolute must.
I'm going to explore the development of TFP's Feint attack, contrast it against the canon and determine whether or not it crosses these "lines". Feint is as follows: [R][C][C] Feint 100; Move an Energy attached to the Defending Pokémon to 1 of your opponent's Benched Pokémon.

Now, what is Feint in the games? It is, as described in XYORAS, "An attack that hits a target using Protect or Detect. This also lifts the effects of those moves." The Japanese name's literal translation is also Feint, so that makes things easier. Now, at this stage, it doesn't seem like TFP's attack and the canon match at all. But let's dive a little deeper. According to Oxford Dictionary, a feint is a "deceptive or pretended blow, thrust or other movement". I'm not sure about you, but I can see small links sparking already.

Next, we'll look at what the Anime, the TCG, the manga and the visual game effects (all of which are canon) paint the attack "Feint" as. First off, I'll check out what Feint was in the Anime episode "Smells Like Team Spirit!" (DP052). In this episode, Corey's Heracross flies from behind Dawn's Buizel's Aqua Jet with a glowing horn (Feint), which strikes Paul's Elekid and dissipates the green shield that was around it. Heracross then flicks Elekid up into the air like a typical Heracross attack. Notice the emphasis on the dissipation of the shield. Heracross somehow removed the energy (!) of the shield. Looking back at TFP's Feint attack, this is exactly what the attack does - it removes the Energy from the Defending Pokemon! If you want to look at the Science-y part of things, all Energy must go somewhere, so in TFP's attack, it is transferred to the Bench.

But we're not done yet - there's still more canon to shift through. In the Pokemon Adventures manga, a Gallade uses Feint. It seems to be doing some Double Team shenanigans to confuse the Pokemon and attack from a different angle, presumably because the Pokemon can't Protect on all sides at once. Now, it is possible that the confusion could cause energy to be lost, but that's grasping straws, so I'm not going to bother. In the TCG, Feint is typically accompanied with the effect of "This attack's damage isn't affected by Resistance." Now, why does this attack not affect Resistance? Either because it sneaks around a Pokemon's defenses like the manga suggests, or it removes the energy the Pokemon would've used to resist the attack. The animations in the game is simply a fist coming out of nowhere, which really just implies it is a damaging, physical attack.

So what can we conclude? I think that, through what I have analysed, Feint is an attack that bypasses the shielding Protect/Detect status by either lowering a Pokemon's defenses or removes the Energy of the shield. This is consistent with the effect TFP made. Furthermore, I'd say that the effect TFP has made is a great spin off the standard effect, and that he has thought about how the attack would play out in real life. It is certainly not treading of the line, certainly is not changing game canon as if it means nothing and is certainly not "not true" to the canon. Instead, I applaud TFP for their thought out attack! My only point of critique would be simply that because Feint is an already established effect in the TCG, it should probably be renamed as "Feint ____" to better distinguish between the two.

As for creativity, the entire notion reflected, when I suggested to be more creative (by reflecting realism in the names of your attacks and abilities) was for the soul purpose of creativity. Pokémon are plants, animals, and other animate-inanimate objects. They have special natures, physical features, and other attributes which are the soul roots of such potential. Reflecting those unique features in the arrangement of your designs is what's going to make your design interesting and creative. It's true to the concept, it reflects the realism of what the Pokémon would be capable of by the nature of its existence. When you do something that's transparent, it doesn't reflect any distinct attributes of that Pokémon what-so-ever, what you've got there is poor development. It doesn't make any sense. It doesn't connect with the Pokémon in any special way.

I do agree with the parts of your comment here relating to emphasis of the unique elements of each Pokemon, but I certainly do not think TFP is denying creativity. As I explained in my analysis above, TFP made a very creative spin-off on a boring, plain canon attack, which is a big something to begin with. Let's look at the recent Sigilyph. I personally lit up when reading the Laser Cage effect, as it immediately gave my imagination a new way to spin Sigilyph. That's creativity. How about this M Alakazam-EX, where emphasis on the Mega's unique features is important. I am not disappointed. TFP has placed emphasis on Alakazam's spoons, as well as it's increase in Psychic power. Who knows what would happen if Mega Alakazam's spoons collide? Well, hey, TFP has provide a creative effect that gives me an answer. Furthermore, the attack is very flavourful, which is arguably more important than creative effects in card faking. And, once again, TFP does not disappointed me by putting yet another Pokemon into new light.

Now, I'm not saying everyone must always make the most perfect cards. Sure, the elemental monkeys were not TFP's best works. The Stadium Dance type of shenanigan has been used on the monkeys before (see NXD). But hey, what does that matter? I like the idea of the elemental monkeys dancing in each Stadium - it brings a fun image into my mind. Furthermore, Stadium Dance has much nicer flavour than what was on the NXD monkeys (Stadium Burn? You have to be kidding me >.>). And if you don't agree with that due to personal preference, it is still completely fine for an artist to take some breaks in extensive designing!

Your later comment did get me thinking about the Feint on Blaziken. My original thoughts were "Feint on Blaziken? Eh, sure, wynaut". Sure, it didn't really emphasize anything too great about Blaziken. ...But that's just on first glance. If you remember the dictionary definition of Feint - where it talks about a deceptive blow. Perhaps TFP, as the artist, is communicating his opinion on Blaziken. Perhaps he sees Blaziken is this sneakier, powerful Pokemon. Once again, a nice twist. Even if you don't think Feint was the best choice, TFP still highlighted the combustion element that atypically defines a Blaziken.

That was another long analysis, so I'll sum it up here. TFP certainly does not defy the particular characteristics of each Pokemon as shown. Furthermore, he provides a spin off the atypical perception of the Pokemon and sprinkles some fun flavour to top of it! This what an advanced faker does.

The TCG does this themselves sometimes, I would hate to think that's what makes you think it's okay, because it's a mistake on their part just the same. Cards they print like that are examples poor developments. They make no sense, having noting in-specific to do with the Pokémon, and that's not interesting or fun at all. It's confusing and very uncomfortable. Why would you do that? It has no relativity to the original design. That relativity is the soul essence of the game—is it not? And in the TCG, you have the unlimited potential to even expand upon those unique features and abilities in ways the video game is limited to in their production space. There's absolutely no excuse to slack up on that. And I can't imagine how you can even begin to justify that.

I do hope you've seen the recent BREAKPoint set, because I'll be referring to it in these few paragraphs. First off, notice something like the BKP Durant. It's a great example of the emphasis of the Pokemon's features. Arcanine, although seemingly boring, spins Arcanine from a terrorising maddog to a cuddly partner (something Pokemon is generally big on, especially in the Anime) with the attack "Flop". The Camerupt, although generic, emphasis the erupting and the unpredictable nature of the Pokemon. Even the effectless Seedot, although disappointing, still manages to highlight it's atypical Ram nature, which is a characteristic that I certainly would assign to the Pokemon. I could stay here all day explaining the thought behind cards, and the elements of creativity, flavour and canon the card has.

Besides, I don't even know why you're comparing the official TCG worsts to TFP's cards. I wouldn't mind firing some of the designers at PCL and hiring TFP, because I can assure you I will certainly not be bored with his great designs (and I've already explained how they're contrary to what you're saying).

You have a Carnivine, that's a Venus Fly Trap Pokémon. It has the unique features of a Venus Fly Trap. It's a plant that uses alluring scents and sticky goo to trap prey. Reflecting those unique features in your attacks and abilities is what creativity is all about. And that relativity—is the essence of realism. Realism here is about staying true to the original thing—while retaining the potential to even expand upon those realistic features to your unlimited imagination.

Surely you're not saying that TFP's Carnivine does not reflect the Pokemon's unique features! Look at Restriction. It is relating to a Venus Fly Trap restricting it's prey so they cannot escape while playing off the running gag of Carnivine restricting poor James of Team Rocket. Toxic Wrap flavourly emphasizes the Pokemon's large hand-things, which I think is great in itself, while the attack effect, once again, reminds me that Carnivine will never let its prey escape. Sure, flavour can be improved, but this Carnavine of TFP's is an advanced design.

You might be misinterpreting what I've been saying as negative, but it's purely positive critique. I'm trying to help someone improve the quality of their work. You can't hold anything back in the process of that. I've been very polite. I'm not insulting anyone. I'm simply relying the imperfections that are most obvious to me, and then explaining why they are considered by me to be imperfections. I'm not making any empty statements here. If I was, I might understand your confusion. But it seems that you're just misinterpreting things and trying to make statements out to be negative, simply because they are controversial (and reflect corrections).

Look, I'm going to be really up front with you, since I am now cranky that you've made me waste two hours of my afternoon writing up this post so you can realise that TFP is a much better faker than you are making him out to be. Quite simply, your critique is negative. You point out the negative aspects of the cards and rarely the positives. Go back and read your post - your first three and your last two paragraphs immediately state that the cards are bad. Your Sunny Day comment does this too. Notice how your Work Up comment is more passive, giving a suggestion. Everyone, myself and you included, need to remember that comments are your opinion and you could have easily overlooked something.

Now, I can accept that you think you are being or are trying to be polite. However, let me assure you that this is not how it comes across to myself, the CW staff and the rest of the community. As I said above, you point out the negatives over the positives in most cases. Secondly, you use very strong words and phrase such as "underwhelming", "too far from the real concept to be considerable", "veering", "so much more", "exactly bad", and the like. These are pessimistic and a more likely to bring the artist down rather than build them up.

Please forgive me for any misunderstanding, but discussion is what a forum is all about. Please try not to be so overly sensitive. I'm not trying to put anyone down here, I'm just trying to help. I have an immense measure of experience with TCG development, and I aim to help others by sharing my collective intelligence with them.
Like in the above paragraph, I'm cranky and thus am going to be point blank. This and the above paragraph is very cocky. You seem to be extremely confident in your own abilities of TCG faking, but such confidence makes you and your posting appear arrogant to the eyes of others. In fact, you have dismissed a Super Moderator (Ice Arceus) as "overly sensitive" who has been giving feedback on creative pieces for years on PB alone. I am certain that Ice Arceus knows what he is talking about.

I ask that you take a step back for a little. Have a bit more of an open mind when going into critiquing creative pieces - there may be more to a piece than meets the eye. It sounds like you have a self-determined a criteria for faking, which although is great, but remember this criteria is your opinion. I personally think that you have feedback that provokes worthwhile thought, but this feedback must be presented in a way so that the designer/artist will want to improve rather than want to stop faking.

If you wish to continue this discussion, please take it to a PM Conversation with myself, as to not decimate TFP's thread.
 
I actually forgot about how Feint is used in the TCG.

Also, don't let me correct 'he' and 'his' :p
My brother and I created this account, using 'Male' as our gender. But he doesn't use this account, wich is sad. So I changed the gender over to 'Female'. So seeing she/her from now on is really appreciated. Thanks for reading anyway. :)

Also, those posts are long!.. :p
 
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