TCG Fakes thegrovylekid's Fake Cards - Pokédex Project! (Text Based)

Trainer // Trainer
Helix Fossil HP: 50
Dream_Helix_Fossil_Sprite.png

Play this card as if it were a [C] Basic Pokémon. (Helix Fossil counts as a Trainer card as well, but if Helix Fossil is Knocked Out, this counts as a Knocked Out Pokémon.) Helix Fossil can’t be affected by any Special Conditions and can’t retreat. At any time during your turn before your attack, you may discard Helix Fossil from play. (This doesn’t count as a Knocked Out Pokémon.)

Poké-POWER: Restoration
Once during your turn (before your attack), if Omanyte is in your discard pile, you may search your discard pile for Omanyte, reveal it, and put it onto Helix Fossil (this counts as evolving Helix Fossil).

Omanyte HP: 70 [W]
Bag_Helix_Fossil_Sprite.png
Stage 1: Evolves from Helix Fossil
138.png

Poké-BODY: Ancient Power
Prevent all effects of attacks, excluding damage, done to Omanyte by attacks from your opponent's Pokémon.

[C][C] Water Shot
This attack does 20 damage to 1 of your opponent's Pokémon (don't apply Weakness and Resistance for Benched Pokémon).

Weakness: [G] +20
Resistance:
Retreat: [C]

Omastar HP: 110 [W]
138.png
Stage 2: Evolves from Omanyte
139.png
139.png

Poké-BODY: Ancient Shell
Any damage done to Omastar is reduced by 20 (after applying Weakness and Resistance).

[C][C] Restoration Wave
Search your discard pile for up to 3 Helix Fossil, Dome Fossil, or Old Amber, reveal them, and shuffle them into your deck.

[W][C] Spiral Beam 40
The Defending Pokémon is now Confused. Switch Omastar with 1 of your Benched Pokémon.

Weakness: [G] +30
Resistance:
Retreat: [C][C]

The fossil mechanic is... clunky at best. I think it was at its best in this era, with Fossils that could help accelerate the Pokémon, and they all worked together. I also tried to make Omastar a little powerful to compensate for the overall clunkiness of getting it into play (And that trainer lock kinda ruins this)
 
Trainer // Trainer
Dome Fossil HP: 50
Dream_Dome_Fossil_Sprite.png

Play Dome Fossil as if it were a [C] Basic Pokémon. (Dome Fossil counts as a Trainer card as well, but if Dome Fossil is Knocked Out, this counts as a Knocked Out Pokémon.) Dome Fossil can’t be affected by any Special Conditions and can’t retreat. At any time during your turn before your attack, you may discard Dome Fossil from play. (This doesn’t count as a Knocked Out Pokémon.)

Poké-BODY: De-extinction
If Dome Fossil is Knocked Out, you may search your deck for Kabuto and put it onto your bench. Shuffle your deck afterwards.

Kabuto HP: 80 [F]
Bag_Dome_Fossil_Sprite.png
Stage 1: Evolves from Dome Fossil
140.png

Poké-BODY: Hard Shell
If Kabuto is on your Bench, prevent all damage done to Kabuto by attacks (both yours and your opponent's).

[F] Ancient Power 30
Flip a coin. If heads, search your deck for a Pokémon that evolves from Kabuto and put it onto Kabuto (this counts as evolving Kabuto). Shuffle your deck afterwards.

Weakness: [G] +20
Resistance:
Retreat: [C]

Kabutops HP: 120 [F]
140.png
Stage 1: Evolves from Kabuto
141.png

[F][C] Primordial Claw 30+
Discard as many Helix Fossil, Dome Fossil, or Old Amber from your hand as you like. This attack does 30 damage plus 30 more damage for each Helix Fossil, Dome Fossil, or Old Amber discarded in this way.

[F][F][C][C] Drain Slash 70
Remove 4 damage counters from Kabutops.

Weakness: [G] +30
Resistance:
Retreat: [C][C]

Slowly putting an Archetype together...
 
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Trainer // Trainer
Old Amber HP: 50
Dream_Old_Amber_Sprite.png

Play Old Amber as if it were a [C] Basic Pokémon. (Old Amber counts as a Trainer card as well, but if Old Amber is Knocked Out, this counts as a Knocked Out Pokémon.) Old Amber can’t be affected by any Special Conditions and can’t retreat. At any time during your turn before your attack, you may discard Old Amber from play. (This doesn’t count as a Knocked Out Pokémon.)

Poké-POWER: Amber Code
Once during your turn (before your attack), if you have 3 or more Old Amber in play, you may search your deck for up to 4 Aerodactyl, reveal them, and put them into your hand. Shuffle your deck afterwards.

Aerodactyl HP: 80 [C]
Bag_Old_Amber_Sprite.png
Stage 1: Evolves from Old Amber
142.png

Poké-POWER: Excavation
Once during your turn (before your attack), you may search your deck for a Trainer card that has Fossil in its name, reveal it, and put it into your hand. Shuffle your deck afterwards. This power can't be used if Aerodactyl is affected by a Special Condition.

[C][C][C] Heavy Glide 40
During your next turn, Aerodactyl's retreat cost is [C] more.

Weakness: [L] +20
Resistance: [F] -20
Retreat: [C]

Mega Aerodactyl HP: 100 [C]
Mega Evolution: Put onto Aerodactyl
142-mega.gif

[C][C] Prehistoric Roar
Search your deck for up to 5 Stage 1 Pokémon that evolve from a Trainer card that has Fossil in its name and put them onto your Bench. Shuffle your deck afterward.

[C][C][C] Meteor Impact 20x
Discard 1 of your Pokémon and all cards attached to it (this doesn't count as a knocked out Pokémon). This attack does 20 damage times the number of cards discarded in this way.

142.png
Put this card onto your Active Aerodactyl. Mega Aerodactyl can use any Attack, Poké-Power, or Poké-Body from its previous stage.

Weakness: [L] x2
Resistance: [F] -20
Retreat:

I guess now's where I should probably remind everyone that Megas work exactly like Lv. Xes. That includes the fact that they share a name with them. So if you want to field Mega Aerodactyl, you have to cut down on your regular Aerodactyls.

Cards left in the Kanto set: 13
 
Snorlax HP: 100 [C]
Basic
143.png

[C] Rest
Remove 6 damage counters from Snorlax. Snorlax is now Asleep.

[C][C][C] Power Guard 40
If Snorlax is evolved from Munchlax, all damage done to Snorlax by attacks from your opponent's Pokémon during your opponent's next turn is reduced by 20.

Weakness: [F] +20
Resistance:
Retreat: [C][C][C][C]
 
Articuno HP: 100 [W]
Basic
144.png

Poké-POWER: Ice Breath
Once during your turn (before your attack), if you have Zapdos and Moltres in play, you may use this Power. Your opponent's Active Pokémon is now Paralyzed. Then, shuffle Articuno and all cards attached to it into your deck.

[W][W][W] Frozen Wings 40+
If the Defending Pokémon is Paralyzed, this attack does 40 damage plus 30 more damage. Then, switch the Defending Pokémon with 1 of your opponent's Benched Pokémon.

Weakness: [M] +30
Resistance: [F] -20
Retreat: [C][C]

Zapdos HP: 100 [L]
Basic
145.png

Poké-POWER: Lighting Storm
Once during your turn (before your attack), if you have Articuno and Moltres in play, you may use this Power. Put 2 damage counters on 3 of your opponent's Pokémon. Then, shuffle Zapdos and all cards attached to it into your deck.

[L][L][L] Thunder Crash
If the Defending Pokémon has 2 or more damage counters on it, this attack does 20 damage to 1 of your opponent's Benched Pokémon (don't apply Weakness and Resistance for Benched Pokémon).

Weakness: [L] +30
Resistance: [F] -20
Retreat: [C][C]

Moltres HP: 100 [R]
Basic
146.png

Poké-POWER: Rising Heat
Once during your turn (before your attack), you may switch your Active Articuno, Zapdos, and Moltres with 1 of your Benched Articuno, Zapdos, and Moltres.

[R][R][R] Turbo Scorch 30+
If Moltres was on the Bench and became your Active Pokémon this turn, this attack does 30 damage plus 30 more damage.

Weakness: [W] +30
Resistance: [F] -20
Retreat: [C][C]
 
Dratini HP: 50 [C]
Basic
147.png

[C] Mirage Power
Search your deck for a card that evolves from Dratini and put it onto Dratini (this counts as evolving Dratini). Shuffle your deck afterwards.

[C][C] Slam 20

Weakness: [C] +10
Resistance:
Retreat: [C]

Dragonair HP: 80 [C]
147.png
Stage 1: Evolves from Dratini
148.png

Poké-POWER: Mysterious Beam
Once during your turn (before your attack), you may flip a coin. If Heads, search your deck for a card that evolves from 1 of your Pokémon and put it onto that Pokémon (this counts as evolving that Pokémon). Shuffle your deck afterwards. This Power can't be used if Dragonair is affected by a Special Condition.

[C][C] Distorted Wave 30
Shuffle an Energy card attached to Dragonair into your deck.

Weakness: [C] +20
Resistance:
Retreat: [C]

Dragonite HP: 140 [C]
148.png
Stage 2: Evolves from Dragonair
149.png

Poké-POWER: Call to Power
Once during your turn (before your attack), when you put Dragonite from your hand onto 1 of your Dragonair, you may search your deck for up to 2 evolution cards, reveal them, and put them into your hand. Shuffle your deck afterwards.

[C][C] Miracle Ray
Choose up to 2 of your Basic Pokémon in play. If you have a Stage 2 card that evolves from those Pokémon in your hand, put that card on the Basic Pokémon that it evolves from (this counts as Evolving those Pokémon).

[C][C][C] Power Beam 40+
Does 40 damage plus 10 more damage for each Stage 1 Pokémon on your Bench, plus 20 more damage for each Stage 2 Pokémon on your Bench.

Weakness: [C] +30
Resistance: [F] -20
Retreat: [C][C]

Dragonite is one of my favourite Pokémon ever, so I tried my best to make it really playable! Especially since it's been 8 years since the last really playable one (Dragonite FB).
 
Mewtwo HP: 90 [P]
Basic
150.png

Poké-POWER: Telekinesis
Once during your turn (before your attack), you may move an Energy card attached to 1 of your Pokémon to another of your Pokémon. Then, place 2 damage counters on Mewtwo. This Power can't be used if Mewtwo is affected by a Special Condition.

[P][P][C] Berserk Blast 10+
Does 10 damage plus 10 more damage for each damage counter on Mewtwo.

Weakness: [P] +20
Resistance:
Retreat:[C][C]

Mega Mewtwo HP: 110 [F]
Mega Evolution: Put onto Mewtwo
150-mega-x.gif

[C][C] Burst Punch 40
Before doing damage, you may switch the Defending Pokémon with 1 of your opponent's Benched Pokémon.

[F][P][C] Blaster Punch 130
Discard 2 Energy attached to Mewtwo.

150.png
Put this card onto your Active Mewtwo. Mega Mewtwo can use any Attack, Poké-Power, or Poké-Body from its previous stage.

Weakness: [P] x2
Resistance:
Retreat: [C][C]

Mega Mewtwo HP: 100 [P]
Mega Evolution: Put onto Mewtwo
150-mega-y.gif

Poké-POWER: Shadow Wave
Once during your turn (before your attack), you may discard an Energy card attached to Mewtwo. If you do, choose an Energy card attached to 1 of your opponent's Pokémon and discard it.

[P][P][P] Matter Vortex 30+
Does 30 damage plus 10 more damage for each Energy card in your discard pile. Then, shuffle all of those cards back into your deck.

150.png
Put this card onto your Active Mewtwo. Mega Mewtwo can use any Attack, Poké-Power, or Poké-Body from its previous stage.

Weakness: [P] x2
Resistance:
Retreat: [C]

Another one of my favourite Pokémon!

 
Supporter // SUPPORTER
Lance's Training
Spr_HGSS_Lance.png

You can only play 1 Supporter card each turn. When you play this card, put it next to your Active Pokémon. When your turn ends, discard this card.

Search your deck for an Evolution card, reveal it, and put it into your hand. Shuffle your deck afterwards.

Supporter // SUPPORTER
Blue's Achievement
Spr_HGSS_Blue.png

You can only play 1 Supporter card each turn. When you play this card, put it next to your Active Pokémon. When your turn ends, discard this card.

Discard 2 cards from your hand. Then, draw a card for each of your remaining prize cards.

Mew HP: 60 [P]
Basic
151.png

[C] Genetic Link
Search your deck for up to 2 Basic Pokémon and put them onto your Bench. Shuffle your deck afterwards.

[P][C] Jamming
Flip a coin. If heads, your opponent can’t draw a card at the beginning of his or her next turn.

Weakness: [P] +20
Resistance:
Retreat: [C]

And with that, Kanto is done!
 
Chikorita HP: 50 [G]
Basic
152.png

[G] Synthesis
Remove 2 damage counters from 1 of your Pokémon.

[G][C] Mega Drain 20
Flip a coin. If heads, remove a number of damage counters from Chikorita equal to half the damage done to the Defending Pokémon.

Weakness: [R] +10
Resistance: [W] -20
Retreat: [C]

Bayleef HP: 80 [G]
152.png
Stage 1: Evolves from Chikorita
153.png

[G] Wafting Aroma
Remove 2 damage counters from all of your Pokémon.

[G][C][C] Soothing Scent 30
Remove 3 damage counters and all Special Conditions from Bayleef.

Weakness: [R] +20
Resistance: [W] -20
Retreat: [C][C]

Meganium HP: 140 [G]
153.png
Stage 2: Evolves from Bayleef
154.png

Poké-BODY: Healing Scent
At any time between turns, remove 1 damage counter from each of your Pokémon. You can’t use more than 1 Healing Scent Poké-Body between turns.

[G][C] Light Recharge
Remove 1 damage counter from each of your Pokémon for each Energy attached to Meganium. Then, discard 2 Energy attached to Meganium.

[G][G][C] Life Burst 60
Remove 6 damage counters from your Pokémon in any way you like.

Weakness: [R] +30
Resistance: [W] -20
Retreat: [C][C]

Cyndaquil HP: 50 [R]
Basic
155.png

[R] Hot Sneeze 10
Flip a coin. If heads, the Defending Pokémon is now Burned.

[R][C] Ember 30
Discard a [R] Energy attached to Cyndaquil.

Weakness: [W] +10
Resistance:
Retreat: [C]

Quilava HP: 70 [R]
155.png
Stage 1: Evolves from Cyndaquil
156.png

[C] Kindling 20
Search your Discard pile for an Energy card and attach it to Quilava. Then, put 1 damage counter on Quilava.

[R][C][C] Heat Rush 40+
Flip a coin. If heads, this attack does 40 damage plus 30 more damage. If Tails, Quilava does 20 damage to itself.

Weakness: [W] +20
Resistance: [C]
Retreat: [C]

Typhlosion HP: 110 [R]
156.png
Stage 2: Evolves from Quilava
157.png

Poké-BODY: Flames of Rage
Each of Typhlosion's attacks do 10 more damage to the Active Pokémon for each Prize card your opponent has taken (before applying Weakness and Resistance).

[R][C] Fire Blast 40+
Does 40 damage plus 10 more damage for each [R] Energy attached to Typhloison. Then, discard 2 [R] Energy attached to Typhlosion.

[R][R][C] Eruption 130
Discard all [R] Energy attached to Typhlosion.

Weakness: [W] +30
Resistance:
Retreat: [C][C]

Totodile HP: 50 [W]
Basic
158.png

[W] Rain Splash
Put 2 damage counters on 1 of your opponent's Pokémon.

[W][C] Dual Splash
Put 1 damage counter on 2 of your opponent's Pokémon.

Weakness: [G] +10
Resistance:
Retreat: [C]

Croconaw HP: 80 [W]
158.png
Stage 1: Evolves from Totodile
159.png

[W] Soft Rain 10
Does 10 damage to each of your opponent's Benched Pokémon (don't apply Weakness and Resistance for Benched Pokémon).

[W][C][C] Aqua Splash 40
Put 2 damage counters on 2 of your opponent's Pokémon.

Weakness: [G] +20
Resistance:
Retreat: [C]

Feraligatr HP: 120 [W]
159.png
Stage 2: Evolves from Croconaw
160.png

Poké-POWER: Heavy Rain
Once during your turn (before your attack), you may put 2 damage counters on 1 of your opponent's Pokémon. You can't use more than 1 Heavy Rain Poké-Power each turn. This Power can't be used if Feraligatr is affected by a Special Condition.

[W][C] Dual Wave
Does 40 damage to 2 of your opponent's Pokémon (don't apply Weakness and Resistance for Benched Pokémon).

[W][W][C] Hydro Spear 80
Does 20 damage to 1 of your opponent's Benched Pokémon (don't apply Weakness and Resistance for Benched Pokémon). Discard 2 [W] Energy attached to Feraligatr.

Weakness: [G] +30
Resistance:
Retreat: [C][C]

Starting Johto off with a bang!
 
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Sentret HP: 60 [C]
Basic
161.png

[C] Loud Cry
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.

[C][C] Smash Turn 20
Switch Sentret with 1 of your Benched Pokémon.

Weakness: [F] +10
Resistance:
Retreat: [C]

Furret HP: 80 [C]
161.png
Stage 1: Evolves from Sentret
162.png

Poké-POWER: Sniff Out
Once during your turn (before your attack), you may look at the top 2 cards of your deck. Choose 1 card you find there and put it into your hand. Discard the other card. You can't use more than 1 Sniff Out Poké-Power per turn. This Power can't be used if Furret is affected by a Special Condition.

[C][C] U-Turn 30
Switch Furret with 1 of your Benched Pokémon.

Weakness: [F] +20
Resistance:
Retreat: [C]

Gonna do one a day instead of once every two days, I think. More fun for me that way.
 
Hoothoot HP: 50 [C]
Basic
163.png

Poké-BODY: Steady Feet
If there would be an effect that would prevent Hoothoot from retreating, prevent that effect (you still need the necessary Energy to retreat).

[C] Hypnosis
The Defending Pokémon is now Asleep.

Weakness: [L] +10
Resistance: [F] -20
Retreat: [C]

Noctowl HP: 90 [C]
163.png
Stage 1: Evolves from Hoothoot
164.png

[C] Investigate
Look at 1 of your face-down Prize cards. You may choose a card from your hand and switch it with that prize card.

[C][C] Powerful Flap 10x
Discard as many cards from your hand as you like. This attack does 10 damage times the number of cards discarded in this way.

Weakness: [L] +20
Resistance: [F] -20
Retreat: [C]

I have no idea whatsoever if I worded Hoothoot's body right, but I also couldn't find a reference, so I'm not sure.
 
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For some reason, I feel that Hoothoot's effect would be worded something like this (I haven't got a reference for it though):

If there would be an effect that would prevent Hoothoot from retreating, prevent that effect.​

However, that nor the effect that you've got going at the moment would prevent effects on Hoothoot's Retreat Cost, so I'm not sure if that's intentional.
 
For some reason, I feel that Hoothoot's effect would be worded something like this (I haven't got a reference for it though):

If there would be an effect that would prevent Hoothoot from retreating, prevent that effect.​

However, that nor the effect that you've got going at the moment would prevent effects on Hoothoot's Retreat Cost, so I'm not sure if that's intentional.
Hmm, perhaps something like this?

If there would be an effect that would prevent Hoothoot from retreating, prevent that effect (you still need the necessary Energy to retreat).

The single retreat cost was intentional, yeah. No Hoothoot has ever had 0 and Hoothoot doesn't strike me as fast enough to retreat freely anyways.
 
Yeah, that looks really good! I'm not sure if there needs to be a "(by yours and your opponent's)" clause regarding the effect, or no. Probably, considering that it isn't clarified in the effect, although there might be something I'm missing for the DP-era.
 
Yeah, that looks really good! I'm not sure if there needs to be a "(by yours and your opponent's)" clause regarding the effect, or no. Probably, considering that it isn't clarified in the effect, although there might be something I'm missing for the DP-era.
I don't think there needs to be a clause, but to my knowledge there's never been a card that prevents your own active from retreating (effects of attacks that affect the attacking Pokémon aside), so to my knowledge this is entirely new ground.
 
Ledyba HP: 50 [G]
Basic
165.png

[C] Call for Family
Search your deck for up to 2 Basic Pokémon and put them onto your Bench. Shuffle your deck afterwards.

[G] Comet Punch 10x
Flip 4 coins. This attack does 10 damage times the number of heads.

Weakness: [R] +10
Resistance: [F] -20
Retreat:

Ledian HP: 80 [G]
165.png
Stage 1: Evolves from Ledyba
166.png

[C] Pollenate
Flip 2 coins. For each heads, search your deck for a Basic Energy card and attach it to 1 of your Pokémon. Shuffle your deck afterwards.

[G][C] Baton Pass 30
Switch Ledian with 1 of your Benched Pokémon. Move an Energy card attached to Ledian to the new Active Pokémon.

Weakness: [R] +20
Resistance: [F] -20
Retreat:

Johto's regional Bird/Bugs are a little weird. For one, they're stage 1s instead of the usual stage 2s. And for two, you can still find Kanto's regional birds and bugs more commonly than Johto's own regional birds and bugs!
 
Spinarak HP: 50 [P]
Basic
167.png

[C] Spin Web
The Defending Pokémon can't retreat during your opponent's next turn.

[P] Poison sting 10
The Defending Pokémon is now Poisoned.

Weakness: [P] +10
Resistance:
Retreat: [C]

Ariados HP: 80 [P]
167.png
Stage 1: Evolves from Spinarak
168.png

Poké-BODY: Phobia Inducer
If Ariados is your Active Pokémon and is damaged by an opponent's attack (even if Ariados is knocked out), you may switch the Defending Pokémon with 1 of your opponent's Benched Pokémon.

[P][C] Spidery Thread 30
Move an Energy card attached to the Defending Pokémon to 1 of your opponent's Benched Pokémon.

Weakness: [P] +20
Resistance:
Retreat: [C]

I wanted to make a unique take on Energy denial that wasn't just "discard the energy", so here it is. Probably not too useful since it's fairly easy to play around, but I like it.
 
Crobat HP: 100 [C]
042.png
Stage 2: Evolves from Golbat
169.png

Poké-POWER: Lost Raid
Once during your turn (before your attack), if Crobat is your Active Pokémon, you may discard 3 cards from your hand. Then, your opponent chooses a card from his or her hand and puts it into the Lost Zone. This Power can't be used if Crobat is affected by a Special Condition.

[C][C] Lost Fuel 20+
Choose 1 of your Pokémon with no damage counters on it and put it and all cards attached to it into the Lost Zone. This attack does 20 damage plus 10 more damage for each card put into the Lost Zone in this way.

Weakness: [L] +30
Resistance: [F] -20
Retreat:

And if you want to check out the rest of the evolution line, made over a year ago, it's right here: http://www.pokebeach.com/forums/thr...s-pokédex-project.123841/page-11#post-2775941

It bugs me that up until the Lost World Stadium, PCL didn't do much with the lost zone. There was cards that could put stuff in it, but nothing outside of minor disruption ever came out of it. So, I'm going to try and use the Lost Zone, with no Lost World in mind, for lines and effects.
 
Chinchou HP: 60 [L]
Basic
170.png

[C] Lure
Flip a coin. If heads, your opponent switches the Defending Pokémon with 1 of his or her Benched Pokémon.

[L][C] Shock Wave 20
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.

Weakness: [F] +10
Resistance:
Retreat: [C]

Lanturn HP: 90 [L]
170.png
Stage 1: Evolves from Chinchou
171.png

Poké-POWER: Deep Dive
Once during your turn (before your attack), you may use this Power. Lanturn's type is [W] until the end of your turn. This Power can't be used if Lanturn is affected by a Special Condition.

[C][C] Electric Flood 40+
If you attached a [W] Energy card from your hand to Lanturn this turn, this attack does 40 damage plus 20 more damage. If you attached a [L] Energy card from your hand to Lanturn this turn, this attack does 40 damage and the Defending Pokémon is now Paralyzed.

Weakness: [F] +20
Resistance:
Retreat: [C][C]

Fun fact: There's been the same amount of Eletcric Lanturns that can change type to water as there has been actual water Lanturns. That being said, given the amount of pure water types, I felt it better to make this water type Electric because there's going to be a lot of water in the future.
 
Now, for the moment you've all been waiting for since I started this project, the greatest Pokémon ever...

Pichu HP: 40 [L]
Basic
172.png

Poké-POWER: Baby Evolution
Once during your turn (before your attack), you may put Pikachu from your hand onto Pichu (this counts as evolving Pichu) and remove all damage counters from Pichu.

[-] Totter Around
Draw 4 cards. If any of them are Energy cards, you may attach 1 of them to 1 of your Pokémon. Pichu is now Confused.

Weakness: [F] +10
Resistance: [M] -20
Retreat: [C]

Pichu! :D

I wanted Pichu to be good, something that all decks could benefit from. Because Pichu needs to be everywhere! :D
 
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