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Trainer Cards

Most trainer cards are bad card economy. They have okay effects, but they either have a huge setback, or just aren't worth the draw. So, look at yout trainre cards, and think what cards you could use instaed of them. That is the best way to deal with trainer cards.

Clefairy Doll
Play Clefairy Doll as if it were a Basic Pokémon. While in play, Clefairy Doll counts as a Pokémon (instead of a Trainer card). Clefairy Doll has no attacks, can't retreat, and can't be Asleep, Confused, Paralyzed, or Poisoned. If Clefairy Doll is Knocked Out, it doesn't count as a Knocked Out Pokémon. At any time during your turn before your attack, you may discard Clefairy Doll. (10HP)
Well, a stall card, I guess. I only like it because it's Clefairy. ^_^
Computer Search
Discard 2 of the other cards from your hand in order to search your deck for any card and put it into your hand. Shuffle your deck afterward.
Well, not good on the "card economy" scale, but it's okay for theme and purpose decks.
Devolution Spray
Choose 1 of your own Pokémon in play and a Stage of Evolution. Discard all Evolution cards of that Stage or higher attached to that Pokémon. That Pokémon is no longer Asleep, Confused, Paralyzed, Poisoned, or anything else that might be the result of an attack (just as if you had evolved it).
I can't think of a reason to use this card. Anyone?
Imposter Professor Oak
Your opponent shuffles his or her hand into his or her deck, then draws 7 cards.
Hmmm... Another card that befuddles me. The stuff in your opponent's hand is mostly the POKeMON cards that aren't good enough to lay down. Why give you opponent a fresh hand?
Itemfinder
Discard 2 of the other cards from your hand in order to put a Trainer card from your discard pile into your hand.
Well, I suppose you could take Professor Oak... ^_^
Lass
You and your opponent show each other your hands, then shuffle all the Trainer cards from your hands into your decks.
If you want to stop someone from using lots of trainer cards, this is the way. But, as mos people card probably read, this isn't useful
POKeMON Breeder
Put a Stage 2 Evolution card from your hand on the matching Basic Pokémon. You can only play this card when you would be allowed to evolve that Pokémon anyway.
Good in "Overgrowth"-style decks.
POKeMON Trainer
Trade 1 of the Basic Pokémon or Evolution cards in your hand for 1 of the Basic Pokémon or Evolution cards from your deck. Show both cards to your opponent. Shuffle your deck afterward.
Good for monster decks where you want a specific POKeMON. But, since it costs you a two cards to find one card, it's not too good at economy.
Scoop Up
Choose 1 of your own Pokémon in play and return its Basic Pokémon card to your hand. (Discard all cards attached to that card.)
If you use permanently basic POKeMON (Hitmonchan, Electabuzz, Zapdos, etc), this will serve you well.
Super Energy Removal
Discard 1 Energy card attached to 1 of your own Pokémon in order to choose 1 of your opponent's Pokémon and up to 2 Energy cards attached to it. Discard those Energy cards.
If you're going to use this, use a bunch of them, and a bunch of energy removals.
Defender
Attach Defender to 1 of your Pokémon. At the end of your opponent's next turn, discard Defender. Damage done to that Pokémon by attacks is reduced 20 (applying Weakness and Resistance).
Poor card economy, plain and simple.
Energy Retreival
Trade 1 of the other cards in your hand for up to 2 basic Energy cards from your discard pile.
Sounds okay. If you use Fire, this's good, as most Fire POKeMON dump Energy cards off of themselves. Also, by the time you need to use this, you'll have extra cards in your hand, anyway.
Full Heal
Your Active Pokémon is no longer Asleep, Confused, Paralyzed, or Poisoned
Another decent, but poor card economy card.
Maintainance
Shuffle 2 of the other cards from your hand into your deck in order to draw a card.
Bad. Use Bill or (better yet) Professor Oak.
Plus Power
Attach PlusPower to your Active Pokémon. At the end of your turn, discard PlusPower. If this Pokémon's attach does damage to the Defending Pokémon (after applying Weakness and Resistance), the attack does 10 more damage to the Defending Pokémon.
The Poor Card Economy Monster strikes again.
POKeMON Center
Remove all damage counters from all of your own Pokémon with damage counters on them, then discard all Energy cards attached to those Pokémon.
When you're POKeMON are damaged, it means they've been in battle, right? So, they'll likely have lots of Energy on them, right? So, this card'll usually end up discarding five or so cards, and your POKeMON will be helpless.
POKeMON Flute
Choose 1 Basic Pokémon card from your opponent's discard pile and put it onto his or her Bench. (You can't play Pokémon Flute if your opponent's Bench is full.)
Umm... The only use for this that I can think of is in a Ninetales deck. Get their weakling out, kill it, lure it, kill it again, and the Prize Card replaces this one.
POKeDEX
Look at up to 5 cards from the top of your deck and rearrange them as you like.
Hmmm.... okay, but don't put this in any deck where you can't think of a specific use for it.
Professor Oak
Discard your hand, then draw 7 cards.
Put four in nearly every deck. I'd say EVERY deck, but I don't know enough deck variants, and new ideas are bound to come up.This card is so good because 80% of the time, the cards that you have in your hand are worse than the ones you're have out. Plus, you get seven new, potentially great cards in exchange for the chaff that was your hand.
 
Revive
Put 1 Basic Pokémon card from your discard pile onto your Bench. Put damage counters on that Pokémon equal to half its HP (rounded down to the nearest 10). (You can't play Revive if your Bench is full.)
Hmmm... well, it's okay with Zapdos, Hitmonchan, and the like... Oherwise, there aren't too many Basic POKeMON worth reviving
Super Potion
Discard 1 Energy card attached to 1 of your own Pokémon in order to remove up to 4 damage counters from that Pokémon.
Put one or two in your deck. Three or four, however, will usually be too much, and will not be useful.
Bill
Draw 2 cards.
A great card. But not as good as Professor Oak. The reason why this is good? Drawing this card is like drawing two cards. The first draw replaces itself. The second draw is a bonus draw. And, no drawbacks!
Energy Removal
Choose 1 Energy card attached to 1 of your opponent's Pokémon and discard it.
As I said with Super Energy Retrival, only use these if you're going to use a bunch of them.
Gust of Wind
Choose 1 of your opponent's Benched Pokémon and switch with his or her Active Pokémon.
Not worthwhile. There are better things that you could be drawing than this.
Potion
Remove up to 2 damage counters from 1 of your Pokémon.
I'm not sure that that twenty damage is worth one card. Well, try it out.
Switch
Switch 1 of your own Benched Pokémon with your Active Pokémon.
The usability of this card is debatable. Normal stalling dogma says that your staller POKeMON dies, and you deploy your monster. But, if you use this card, your opponent doesn't get one prize card closer to winning. So, try it some, and let me know what you find.
Double Colorless Energy
Provides 2 Colorless Energy. Doesn't count as a Basic energy card.
Becfore you use this, look at the POKeMON in your deck. You should have several Normal POKeMON, as well as several POKeMON that have double colorles are requirement for their attacks. I say, for each three cards in your deck that have a double colorless energy as a requirement, put one of these in. hat's only preliminary, though. If you think 2:1 is a better ratio, or 4:1 is better, then let me know.

The creature on the POKeMON page are from the game POKeMON, and they are creatured by Nintendo, Creatures, and/or Game Freak, and are their property. The layout of the GOMF site, as well as much of the content, is made by me Tim Reilly/Moogle/GOMF and is copyright 1997,1998,1999