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Clefairy Doll
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| 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) |
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Well, a stall card, I guess. I only like it
because it's Clefairy. ^_^
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Computer Search
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| 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. |
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Well, not good on the "card economy"
scale, but it's okay for theme and purpose decks.
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Devolution Spray
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| 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). |
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I can't think of a reason to use this card.
Anyone?
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Imposter Professor
Oak
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| Your opponent shuffles his or her hand into his or her
deck, then draws 7 cards. |
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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?
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Itemfinder
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| Discard 2 of the other cards from your hand in order
to put a Trainer card from your discard pile into your
hand. |
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Well, I suppose you could take Professor Oak...
^_^
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Lass
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| You and your opponent show each other your hands, then
shuffle all the Trainer cards from your hands into your
decks. |
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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
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POKeMON Breeder
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| 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. |
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Good in "Overgrowth"-style decks.
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POKeMON Trainer
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| 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. |
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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.
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Scoop Up
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| Choose 1 of your own Pokémon in play and return its
Basic Pokémon card to your hand. (Discard all cards attached
to that card.) |
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If you use permanently basic POKeMON (Hitmonchan,
Electabuzz, Zapdos, etc), this will serve you well.
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Super Energy Removal
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| 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. |
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If you're going to use this, use a bunch of
them, and a bunch of energy removals.
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Defender
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| 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). |
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Poor card economy, plain and simple.
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Energy Retreival
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| Trade 1 of the other cards in your hand for up to 2
basic Energy cards from your discard pile. |
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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.
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Full Heal
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| Your Active Pokémon is no longer Asleep, Confused, Paralyzed,
or Poisoned |
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Another decent, but poor card economy card.
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Maintainance
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| Shuffle 2 of the other cards from your hand into your
deck in order to draw a card. |
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Bad. Use Bill or (better yet) Professor Oak.
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Plus Power
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| 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. |
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The Poor Card Economy Monster strikes again.
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POKeMON Center
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| Remove all damage counters from all of your own Pokémon
with damage counters on them, then discard all Energy
cards attached to those Pokémon. |
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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.
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POKeMON Flute
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| 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.) |
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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.
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POKeDEX
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| Look at up to 5 cards from the top of your deck and
rearrange them as you like. |
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Hmmm.... okay, but don't put this in any deck
where you can't think of a specific use for it.
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Professor Oak
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| Discard your hand, then draw 7 cards. |
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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.
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Revive
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| 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.) |
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Hmmm... well, it's okay with Zapdos, Hitmonchan, and the
like... Oherwise, there aren't too many Basic POKeMON worth
reviving
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Super Potion
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| Discard 1 Energy card attached to 1 of your own Pokémon
in order to remove up to 4 damage counters from that Pokémon. |
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Put one or two in your deck. Three or four,
however, will usually be too much, and will not be useful.
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Bill
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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!
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Energy Removal
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| Choose 1 Energy card attached to 1 of your opponent's
Pokémon and discard it. |
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As I said with Super Energy Retrival, only
use these if you're going to use a bunch of them.
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Gust of Wind
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| Choose 1 of your opponent's Benched Pokémon and switch
with his or her Active Pokémon. |
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Not worthwhile. There are better things that
you could be drawing than this.
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Potion
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| Remove up to 2 damage counters from 1 of your Pokémon. |
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I'm not sure that that twenty damage is worth
one card. Well, try it out.
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Switch
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| Switch 1 of your own Benched Pokémon with your Active
Pokémon. |
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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.
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Double Colorless
Energy
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| Provides 2 Colorless Energy. Doesn't count as a Basic
energy card. |
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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.
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