Aquapolis Set (地図にない町 / 海からの風) Trading Card Game Set |
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General information | |
Cards | English: 186 Japanese: 92 & 90 |
Series | e-Card era |
Previous Expansion | Expedition Base Set |
Following Expansion | Skyridge Set |
Associated Decks | Rock Garden Abyss |
Released | January 15, 2003 (English) March 8th, 2002 (Japanese) May 24th, 2002 (Japanese) |
Print Versions & Collectors Info
Set List with Pictures
Card Image | No. | Card name | Rarity | Card type |
H1/H32 | Ampharos | |||
Card text Flip a coin. If heads, the Defending Pokémon is now Paralyzed. |
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H2/H32 | Arcanine | |||
Card text You pay Colorless less to retreat Arcanine for each Energy attached to it. |
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H3/H32 | Ariados | |||
Card text
As long as Ariados is in play, each player must pay an additional Colorless to retreat his or her Active Pokémon. Gluey Slime can't make a player pay more than an additional Colorless to retreat a Pokémon, even if there is more than 1 Ariados in play.
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H4/H32 | Azumarill | |||
Card text
Once during your turn (before your attack), if Azumarill is on your Bench, you may flip a coin. If heads, return Azumarill and all cards attached to it to your hand.
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H5/H32 | Bellossom | |||
Card text
Once during your turn (before your attack), you may flip a coin. If heads, attach 1 basic Energy card from your hand to 1 of your Benched Pokémon. This power can't be used if Bellossom is affected by a Special Condition.
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H6/H32 | Blissey | |||
Card text
Once during your turn (before your attack), choose 1 of your Benched Pokémon and flip a coin. If heads, count the number of Energy attached to Blissey and then remove that many damage counters from the chosen Benched Pokémon. This power can't be used if Blissey is affected by a Special Condition.
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H7/H32 | Electrode | |||
Card text
Once during your turn (before your attack), if Electrode is your Active Pokémon, you may flip a coin. If heads, choose a Lightning Energy card from your discard pile and attach it to 1 of your Pokémon. This power can't be used if Electrode is affected by a Special Condition.
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H8/H32 | Entei | |||
Card text
To attach a Fire Energy card from your hand to Entei, you must discard an Energy card attached to Entei. (Attach the Fire Energy, and then discard an Energy from Entei.)
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H9/H32 | Espeon | |||
Card text
As often as you like during your turn (before your attack), choose an Energy card attached to 1 of your Pokémon and return it to your hand. This power can't be used if Espeon is affected by a Special Condition.
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H10/H32 | Exeggutor | |||
Card text
Discard any number of Energy cards attached to any number of your Pokémon. Flip a number of coins equal to the number of Energy cards discarded this way. This attack does 40 damage times the number of heads.
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H11/H32 | Houndoom | |||
Card text
Flip a coin. If tails, discard a Fire Energy card attached to Houndoom.
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H12/H32 | Hypno | |||
Card text
Once during your turn (before your attack), if Hypno is your Active Pokémon, you may make the Defending Pokémon Asleep. This power can't be used if Hypno is affected by a Special Condition.
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H13/H32 | Jumpluff | |||
Card text
During your opponent's turn, if Jumpluff would be damaged or affected by an opponent's attack and it already has at least 1 damage counter on it, flip a coin. If heads, prevent all effects of that attack (including damage).
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H14/H32 | Kingdra | |||
Card text
As often as you like during your turn (before your attack), you may move a Water Energy card from your Active Pokémon to 1 of your Benched Pokémon. This power can't be used if Kingdra is affected by a Special Condition.
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H15/H32 | Lanturn | |||
Card text
You may use this power once during each of your turns (before your attack). All Lightning Energy attached to your Active Pokémon becomes Water Energy for the rest of your turn. (This effect ends if your Active Pokémon retreats or is returned to your hand.) This power can't be used if Lanturn is affected by a Special Condition.
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H16/H32 | Magneton | |||
Card text
Once during your turn (before your attack), if Magneton is your Active Pokémon, you may flip a coin. If heads, choose 2 of your opponent's Pokémon that have Energy cards attached to them. Choose 1 of the Energy cards attached to each of those Pokémon and switch them between the Pokémon. This power can't be used if Magneton is affected by a Special Condition.
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H17/H32 | Muk | |||
Card text
As long as there is a Grass Energy attached to Muk, you must pay an additional to retreat it.
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H18/H32 | Nidoking | |||
Card text
Once during your turn (before your attack), if Nidoking is your Active Pokémon, you may flip a coin. If heads, put a damage counter on each of your opponent's Benched Pokémon. This power can't be used if Nidoking is affected by a Special Condition.
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H19/H32 | Ninetales | |||
Card text
Flip a coin. If heads, choose a Special Condition (Asleep, Burned, Confused, Paralyzed, or Poisoned). The Defending Pokémon is now affected by that Special Condition.
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H20/H32 | Octillery | |||
Card text
As long as Octillery is your Active Pokémon, whenever the Defending Pokémon retreats, discard all Energy cards attached to the Defending Pokémon when it goes to the Bench.
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H21/H32 | Scizor | |||
Card text
Scizor can't be Poisoned.
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H22/H32 | Slowking | |||
Card text
Look at your opponent's hand. This attack does 10 damage times the number of Energy cards there are.
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H23/H32 | Steelix | |||
Card text
This attack does 10 damage to each of your opponent's Benched Pokémon. (Don't apply Weakness or Resistance for Benched Pokémon.) Then, flip a coin. If tails, this attack can't be used during your next turn.
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H24/H32 | Sudowoodo | |||
Card text
Choose 1 of the Defending Pokémon's attacks. Copy copies that attack. This attack does nothing if Sudowoodo doesn't have the Energy necessary to use that attack. (You must still do anything else required in order to use that attack.)
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H25/H32 | Suicune | |||
Card text
To attach a Water Energy card from your hand to Suicune, you must discard an Energy card attached to Suicune. (Attach the Water Energy, and then discard an Energy card from Suicune.)
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H26/H32 | Tentacruel | |||
Card text
Once during your turn (before your attack), as long as the number of Energy cards attached to the Defending Pokémon is less than the number of Energy cards attached to your Active Pokémon, you may choose an Energy card, if any, in your opponent's discard pile and attach it to the Defending Pokémon. This power can't be used if Tentacruel is affected by a Special Condition.
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H27/H32 | Togetic | |||
Card text
Once during your turn (before your attack), discard a basic Energy card attached to 1 of your Pokémon. Then, choose a basic Energy card from your discard pile and attach it to that Pokémon. This power can't be used if Togetic is affected by a Special Condition.
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H28/H32 | Tyranitar | |||
Card text
Flip a coin. If heads, discard 1 Energy card attached to 1 of your opponent's Pokémon.
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H29/H32 | Umbreon | |||
Card text
As long as Umbreon is your Active Pokémon and has a Darkness Energy attached to it, once during your turn (before your attack), you may look at your opponent's hand. Choose from it a number of cards up to the number of Darkness Energy attached to Umbreon and shuffle them into your opponent's deck. Your opponent then draws the same number of cards from his or her deck. This power can't be used if Umbreon is affected by a Special Condition.
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H30/H32 | Victreebel | |||
Card text
Once during your turn (before your attack), you may flip a coin. If heads, choose 1 of your opponent's Benched Pokémon and switch the Defending Pokémon with it. This power can't be used if Victreebel is affected by a Special Condition.
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H31/H32 | Vileplume | |||
Card text
Flip a coin. If heads, the Defending Pokémon is now Poisoned and Confused. If tails, the Defending Pokémon is now Poisoned and Asleep.
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H32/H32 | Zapdos | |||
Card text You can't attach Lightning Energy cards from your hand to Zapdos. |
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1/147 | Ampharos | |||
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
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2/147 | Arcanine | |||
Card text
You pay Colorless less to retreat Arcanine for each Energy attached to it.
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3/147 | Ariados | |||
Card text
As long as Ariados is in play, each player must pay an additional Colorless to retreat his or her Active Pokémon. Gluey Slime can't make a player pay more than an additional Colorless to retreat a Pokémon, even if there is more than 1 Ariados in play.
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4/147 | Azumarill | |||
Card text
Once during your turn (before your attack), if Azumarill is on your Bench, you may flip a coin. If heads, return Azumarill and all cards attached to it to your hand.
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5/147 | Bellossom | |||
Card text
Once during your turn (before your attack), you may flip a coin. If heads, attach 1 basic Energy card from your hand to 1 of your Benched Pokémon. This power can't be used if Bellossom is affected by a Special Condition.
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6/147 | Blissey | |||
Card text
Once during your turn (before your attack), choose 1 of your Benched Pokémon and flip a coin. If heads, count the number of Energy attached to Blissey and then remove that many damage counters from the chosen Benched Pokémon. This power can't be used if Blissey is affected by a Special Condition.
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7/147 | Donphan | |||
Card text
Does 10 damage to each of your own Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.)
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8/147 | Electrode | |||
Card text
Once during your turn (before your attack), if Electrode is your Active Pokémon, you may flip a coin. If heads, choose a Lightning Energy card from your discard pile and attach it to 1 of your Pokémon. This power can't be used if Electrode is affected by a Special Condition.
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9/147 | Elekid | |||
Card text
Flip a coin. If heads, choose an Energy card attached to the Defending Pokémon. Your opponent moves that card to 1 of his or her other Pokémon. (If your opponent has no Benched Pokémon, this attack does nothing.)
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10/147 | Entei | |||
Card text
To attach a Fire Energy card from your hand to Entei, you must discard an Energy card attached to Entei. (Attach the Fire Energy, and then discard an Energy from Entei.)
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11/147 | Espeon | |||
Card text
As often as you like during your turn (before your attack), choose an Energy card attached to 1 of your Pokémon and return it to your hand. This power can't be used if Espeon is affected by a Special Condition.
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12/147 | Exeggutor | |||
Card text
Discard any number of Energy cards attached to any number of your Pokémon. Flip a number of coins equal to the number of Energy cards discarded this way. This attack does 40 damage times the number of heads.
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13/147 | Exeggutor | |||
Card text
Flip a number of coins equal to the amount of Energy attached to Exeggutor. This attack does 20 damage times the number of heads.
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14/147 | Houndoom | |||
Card text
If the Defending Pokémon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, that attack does nothing.
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15/147 | Houndoom | |||
Card text
Flip a coin. If tails, discard a Fire Energy card attached to Houndoom.
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16/147 | Hypno | |||
Card text
Once during your turn (before your attack), if Hypno is your Active Pokémon, you may make the Defending Pokémon Asleep. This power can't be used if Hypno is affected by a Special Condition.
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17/147 | Jumpluff | |||
Card text
During your opponent's turn, if Jumpluff would be damaged or affected by an opponent's attack and it already has at least 1 damage counter on it, flip a coin. If heads, prevent all effects of that attack (including damage).
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18/147 | Jynx | |||
Card text
This attack does 10 damage plus 10 more damage for each damage counter on the Defending Pokémon.
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19/147 | Kingdra | |||
Card text
As often as you like during your turn (before your attack), you may move a Water Energy card from your Active Pokémon to 1 of your Benched Pokémon. This power can't be used if Kingdra is affected by a Special Condition.
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20/147 | Lanturn | |||
Card text
Discard all Lightning Energy cards attached to Lanturn. Flip a number of coins equal to the number of Lightning Energy cards you discarded. This attack does 30 damage plus 40 more damage for each heads.
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21/147 | Lanturn | |||
Card text
You may use this power once during each of your turns (before your attack). All Lightning Energy attached to your Active Pokémon becomes Water Energy for the rest of your turn. (This effect ends if your Active Pokémon retreats or is returned to your hand.) This power can't be used if Lanturn is affected by a Special Condition.
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22/147 | Magneton | |||
Card text
Once during your turn (before your attack), if Magneton is your Active Pokémon, you may flip a coin. If heads, choose 2 of your opponent's Pokémon that have Energy cards attached to them. Choose 1 of the Energy cards attached to each of those Pokémon and switch them between the Pokémon. This power can't be used if Magneton is affected by a Special Condition.
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23/147 | Muk | |||
Card text
As long as there is a Grass Energy attached to Muk, you must pay an additional to retreat it.
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24/147 | Nidoking | |||
Card text
Once during your turn (before your attack), if Nidoking is your Active Pokémon, you may flip a coin. If heads, put a damage counter on each of your opponent's Benched Pokémon. This power can't be used if Nidoking is affected by a Special Condition.
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25/147 | Ninetales | |||
Card text
Flip a coin. If heads, choose a Special Condition (Asleep, Burned, Confused, Paralyzed, or Poisoned). The Defending Pokémon is now affected by that Special Condition.
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26/147 | Octillery | |||
Card text
As long as Octillery is your Active Pokémon, whenever the Defending Pokémon retreats, discard all Energy cards attached to the Defending Pokémon when it goes to the Bench.
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27/147 | Parasect | |||
Card text
Choose 1 of your opponent's Benched Pokémon and switch the Defending Pokémon with it. The new Defending Pokémon is now Asleep.
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28/147 | Porygon2 | |||
Card text
Once during each of your turns (before your attack), if you have 2 or fewer cards in your hand, you may draw cards from your deck until you have 3 cards in your hand. This power can't be used if Porygon2 is affected by a Special Condition.
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29/147 | Primeape | |||
Card text
Damage from this attack is reduced by 10 for each damage counter on Primeape.
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30/147 | Quagsire | |||
Card text
This attack does 20 damage plus 10 more damage for each Water Energy attached to Quagsire but not used to pay for this attack's Energy cost. You can't add more than 20 damage in this way.
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31/147 | Rapidash | |||
Card text
Flip a coin. If heads, during your opponent's next turn, prevent all effects of attacks, including damage, done to Rapidash.
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32/147 | Scizor | |||
Card text
Scizor can't be Poisoned.
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33/147 | Slowbro | |||
Card text
Any damage done to Slowbro by attacks from Basic Pokémon (excluding Baby Pokémon) is reduced by 20.
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34/147 | Slowking | |||
Card text
Look at your opponent's hand. This attack does 10 damage times the number of Energy cards there are.
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35/147 | Steelix | |||
Card text
This attack does 10 damage to each of your opponent's Benched Pokémon. (Don't apply Weakness or Resistance for Benched Pokémon.) Then, flip a coin. If tails, this attack can't be used during your next turn.
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36/147 | Sudowoodo | |||
Card text
Choose 1 of the Defending Pokémon's attacks. Copy copies that attack. This attack does nothing if Sudowoodo doesn't have the Energy necessary to use that attack. (You must still do anything else required in order to use that attack.)
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37/147 | Suicune | |||
Card text
To attach a Water Energy card from your hand to Suicune, you must discard an Energy card attached to Suicune. (Attach the Water Energy, and then discard an Energy card from Suicune.)
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38/147 | Tentacruel | |||
Card text
Once during your turn (before your attack), as long as the number of Energy cards attached to the Defending Pokémon is less than the number of Energy cards attached to your Active Pokémon, you may choose an Energy card, if any, in your opponent's discard pile and attach it to the Defending Pokémon. This power can't be used if Tentacruel is affected by a Special Condition.
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39/147 | Togetic | |||
Card text
Once during your turn (before your attack), discard a basic Energy card attached to 1 of your Pokémon. Then, choose a basic Energy card from your discard pile and attach it to that Pokémon. This power can't be used if Togetic is affected by a Special Condition.
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40/147 | Tyranitar | |||
Card text
Flip a coin. If heads, discard 1 Energy card attached to 1 of your opponent's Pokémon.
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41/147 | Umbreon | |||
Card text
As long as Umbreon is your Active Pokémon and has a Darkness Energy attached to it, once during your turn (before your attack), you may look at your opponent's hand. Choose from it a number of cards up to the number of Darkness Energy attached to Umbreon and shuffle them into your opponent's deck. Your opponent then draws the same number of cards from his or her deck. This power can't be used if Umbreon is affected by a Special Condition.
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42/147 | Victreebel | |||
Card text
Once during your turn (before your attack), you may flip a coin. If heads, choose 1 of your opponent's Benched Pokémon and switch the Defending Pokémon with it. This power can't be used if Victreebel is affected by a Special Condition.
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43/147 | Vileplume | |||
Card text
Flip a coin. If heads, the Defending Pokémon is now Poisoned and Confused. If tails, the Defending Pokémon is now Poisoned and Asleep.
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44/147 | Zapdos | |||
Card text
You can't attach Lightning Energy cards from your hand to Zapdos.
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45/147 | Bellsprout | |||
Card text
Remove 1 damage counter from Bellsprout.
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46/147 | Dodrio | |||
Card text
Flip 3 coins. This attack does 10 damage times the number of heads.
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47/147 | Flaaffy | |||
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
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48/147 | Furret | |||
Card text
Once during your turn (before your attack), you may put 2 cards from your hand into your deck. Then, search your deck for an Energy card, show it to your opponent, and put it into your hand. Shuffle your deck afterward. This power can't be used if Furret is affected by a Special Condition.
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49/147 | Gloom | |||
Card text
As long as Gloom is in play, Resistance on each player's Active Pokémon only reduces damage by 10.
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50a/147 | Golduck | |||
Card text
Flip a coin. If heads, the Defending Pokémon is now Asleep. If tails, the Defending Pokémon is now Confused.
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50b/147 | Golduck | |||
Card text Flip a coin. If heads, the Defending Pokémon is now Asleep. If tails, the Defending Pokémon is now Confused. |
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51/147 | Growlithe | |||
Card text
Discard a Fire Energy card attached to Growlithe.
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52/147 | Magnemite | |||
Card text
Choose 1 of your opponent's Benched Pokémon and switch the Defending Pokémon with it.
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53/147 | Marill | |||
Card text
The Defending Pokémon is now Asleep.
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54/147 | Marowak | |||
Card text
Choose 1 of your opponent's Benched Pokémon. Flip 3 coins. This attack does 10 damage times the number of heads to that Pokémon. Don't apply Weakness and Resistance.
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55/147 | Nidorino | |||
Card text
Flip a coin. If heads, the Defending Pokémon is now Poisoned.
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56/147 | Pupitar | |||
Card text Flip a coin. If heads, this attack does 30 damage plus 10 more damage. If tails, Pupitar does 10 damage to itself. |
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57/147 | Scyther | |||
Card text Flip 2 coins. This attack does 10 damage times the number of heads. |
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58/147 | Seadra | |||
Card text Flip a number of coins equal to the number of Water Energy attached to Seadra. This attack does 30 damage plus 10 more damage for each heads. |
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59/147 | Seaking | |||
Card text This attack does 10 damage times the number of damage counters on Seaking. |
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60/147 | Skiploom | |||
Card text You pay Colorless less to retreat Skiploom for each Grass Energy attached to it. |
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61/147 | Smoochum | |||
Card text Flip a number of coins equal to the number of Energy cards attached to the Defending Pokémon. This attack does 10 damage times the number of heads. |
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62/147 | Spinarak | |||
Card text The Defending Pokémon can't retreat during your opponent's next turn. |
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63/147 | Tyrogue | |||
Card text Flip a coin. If heads, discard a Special Energy card attached to the Defending Pokémon. If tails, this attack does nothing. |
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64/147 | Voltorb | |||
Card text Flip a coin. If heads, the Defending Pokémon is now Paralyzed. |
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65/147 | Weepinbell | |||
Card text Attach up to 2 Grass Energy cards from your hand to Weepinbell. |
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66/147 | Wooper | |||
Card text Flip 3 coins. For each heads, remove 1 damage counter from Wooper.
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67/147 | Aipom | |||
Card text Flip a coin. If heads, choose 1 of your opponent's Benched Pokémon and this attack does 10 damage to it. (Don't apply Weakness and Resistance for Benched Pokémon.)
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68/147 | Bellsprout | |||
Card text Flip a coin. If heads, the Defending Pokémon is now Poisoned. |
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69/147 | Chansey | |||
Card text Chansey does 40 damage to itself. |
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70/147 | Chinchou | |||
Card text Flip a coin. If heads, during your opponent's next turn, prevent all effects of attacks, including damage, done to Chinchou. |
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71/147 | Chinchou | |||
Card text Flip a coin. If heads, the Defending Pokémon is now Paralyzed. |
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72/147 | Cubone | |||
Card text During your opponent's next turn, any damage done to Cubone by attacks is reduced by 20. |
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73/147 | Doduo | |||
Card text Flip a coin. If heads, during your opponent's next turn, prevent all effects of attacks, including damage, done to Doduo. |
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74a/147 | Drowzee | |||
Card text Flip a coin. If heads, choose 1 of your opponent's Benched Pokémon and switch the Defending Pokémon with it. The new Defending Pokémon is now Asleep. |
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74b/147 | Drowzee | |||
Card text Flip a coin. If heads, choose 1 of your opponent's Benched Pokémon and switch the Defending Pokémon with it. The new Defending Pokémon is now Asleep. |
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75/147 | Eevee | |||
Card text Flip a coin. If heads, search your deck for an Energy card and attach it to Eevee. Shuffle your deck afterward. |
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76/147 | Exeggcute | |||
Card text Attach an Energy card from your hand to Exeggcute. |
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77/147 | Exeggcute | |||
Card text Flip a coin until you get tails. This attack does 10 damage times the number of heads. |
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78/147 | Goldeen | |||
Card text Flip a coin. If heads, this attack does 10 damage plus 10 more damage. |
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79/147 | Grimer | |||
Card text Flip a coin. If heads, the Defending Pokémon is now Poisoned. |
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80/147 | Growlithe | |||
Card text If your opponent has any Benched Pokémon, he or she chooses 1 of them and switches the Defending Pokémon with it. |
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81/147 | Hitmonchan | |||
Card text Flip 5 coins. This attack does 10 damage times the number of heads. Hitmonchan can't attack during your next turn. |
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82/147 | Hitmontop | |||
Card text Flip 2 coins. This attack does 20 damage times the number of heads. |
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83/147 | Hoppip | |||
Card text You pay Colorless less to retreat Hoppip for each Grass Energy attached to it. |
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84/147 | Horsea | |||
Card text Flip a coin. If heads, the Defending Pokémon is now Paralyzed. |
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85/147 | Horsea | |||
Card text Switch Horsea with 1 of your Benched Pokémon, if any. |
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86/147 | Houndour | |||
Card text Flip a coin. If heads, the Defending Pokémon is now Burned. |
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87/147 | Houndour | |||
Card text Choose 1 of your opponent's Pokémon. This attack does 20 damage to that Pokémon. This attack's damage isn't affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on that Pokémon. |
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88/147 | Kangaskhan | |||
Card text Look at the top 3 cards of your deck, and then choose 1 of those cards and put it into your hand. Shuffle the rest into your deck afterward. |
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89/147 | Larvitar | |||
Card text Your opponent discards the top card from his or her deck. Then you remove a damage counter from Larvitar. |
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90/147 | Lickitung | |||
Card text Choose 1 of your opponent's Pokémon in play. This attack does 10 damage to that Pokémon. Don't apply Weakness and Resistance. |
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91/147 | Magnemite | |||
Card text You pay Colorless less to retreat Magnemite for each Magnemite on your Bench. |
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92/147 | Mankey | |||
Card text Before doing damage, discard all Trainer cards attached to the Defending Pokémon. |
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93/147 | Mareep | |||
Card text Attach 1 Lightning Energy card from your discard pile to Mareep. |
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94/147 | Miltank | |||
Card text Flip a coin until you get tails. This attack does 20 damage times the number of heads. |
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95a/147 | Mr. Mime | |||
Card text If Mr. Mime would be damaged by an attack, reduce that damage by 10 for each basic Energy card attached to Mr. Mime. The maximum amount of damage that can be reduced by Energy Barrier is 20. |
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95b/147 | Mr. Mime | |||
Card text If Mr. Mime would be damaged by an attack, reduce that damage by 10 for each basic Energy card attached to Mr. Mime. The maximum amount of damage that can be reduced by Energy Barrier is 20. |
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96/147 | Nidoran♂ | |||
Card text Flip a coin. If heads, the Defending Pokémon is now Poisoned. |
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97/147 | Oddish | |||
Card text Flip a coin. If heads, the Defending Pokémon is now Paralyzed. |
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98/147 | Onix | |||
Card text Flip a number of coins equal to the amount of Energy attached to Onix. This attack does 20 damage times the number of heads. |
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99/147 | Paras | |||
Card text The Defending Pokémon is now Asleep. |
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100/147 | Phanpy | |||
Card text This attack does 10 damage times the number of damage counters on Phanpy. |
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101/147 | Pinsir | |||
Card text Flip a coin. If heads, the Defending Pokémon is now Paralyzed. If tails, this attack does nothing. |
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102/147 | Ponyta | |||
Card text Discard a Fire Energy card attached to Ponyta. |
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103a/147 | Porygon | |||
Card text Flip a coin. If heads, choose a Trainer card from your discard pile, show it to your opponent, and then shuffle it into your deck. |
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103b/147 | Porygon | |||
Card text Flip a coin. If heads, choose a Trainer card from your discard pile, show it to your opponent, and then shuffle it into your deck. |
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104/147 | Psyduck | |||
Card text Headbutt |
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105/147 | Remoraid | |||
Card text Choose 1 of your opponent's Pokémon in play. This attack does 10 damage to that Pokémon. Don't apply Weakness or Resistance for this attack. |
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106/147 | Scyther | |||
Card text This attack's damage isn't affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on the Defending Pokémon. |
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107/147 | Sentret | |||
Card text Look at the top 3 cards of your opponent's deck. Put them back in the same order. |
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108/147 | Slowpoke | |||
Card text Search your discard pile for a Baby Pokémon, Basic Pokémon, Evolution card, or basic Energy card, show it to your opponent, and then put it into your hand. |
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109/147 | Smeargle | |||
Card text Flip a coin. If heads, the Defending Pokémon is now Confused. Then, choose 1 of your Benched Pokémon and switch Smeargle with it. |
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110/147 | Sneasel | |||
Card text Look at your opponent's hand. Choose all Technical Machine and Pokémon Tool cards there and put them into his or her deck. Your opponent shuffles the deck afterward. |
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111/147 | Spinarak | |||
Card text Flip a coin. If heads, the Defending Pokémon is now Poisoned. If tails, the Defending Pokémon is now Paralyzed. |
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112/147 | Tangela | |||
Card text Flip a coin. If heads, the Defending Pokémon can't attack during your opponent's next turn. |
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113/147 | Tentacool | |||
Card text Flip a coin. If heads, the Defending Pokémon is now Poisoned. |
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114/147 | Togepi | |||
Card text Flip 2 coins. For each heads, search your deck for a basic Energy card. Show those cards to your opponent, and then put them into your hand. Shuffle your deck afterward. |
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115/147 | Voltorb | |||
Card text This attack's damage isn't affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on the Defending Pokémon. |
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116/147 | Vulpix | |||
Card text If there are any Fire Energy cards in your discard pile, flip a coin. If heads, attach 1 of them to Vulpix. |
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117/147 | Wooper | |||
Card text Flip a coin. If heads, the Defending Pokémon is now Paralyzed. |
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118/147 | Apricorn Forest | T[st] | ||
Card text Once during each player's turn (before attacking), if that player's Bench isn't full, that player flips a coin. If heads, that player shows his or her opponent a basic Energy card from his or her hand. Then, that player searches his or her deck for a Basic Pokémon card of the same type (color) as the revealed Energy card and puts it onto his or her Bench. The player shuffles his or her deck afterward. |
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119/147 | Darkness Cube 01 | T[TM] | ||
Card text Move a basic Energy card attached to 1 of your Pokémon to another of your Pokémon. |
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120/147 | Energy Switch | T | ||
Card text You may play as many Item cards as you like during your turn (before your attack). |
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121/147 | Fighting Cube 01 | T[TM] | ||
Card text Flip a number of coins equal to the number of damage counters on this Pokémon. This attack does 10 damage times the number of heads. |
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122/147 | Fire Cube 01 | T[TM] | ||
Card text Attach this card to 1 of your Fire Pokémon in play. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Fire Cube 01. |
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123/147 | Forest Guardian | T[Su] | ||
Card text You can play only one Supporter card each turn. When you play this card, put it next to your Active Pokémon. When your turn ends, discard this card. |
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124/147 | Grass Cube 01 | T[TM] | ||
Card text Attach this card to 1 of your Grass Pokémon in play. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Grass Cube 01. |
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125/147 | Healing Berry | T[Tool] | ||
Card text Attach Healing Berry to 1 of your Pokémon that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card. |
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126/147 | Juggler | T[Su] | ||
Card text You can play only one Supporter card each turn. When you play this card, put it next to your Active Pokémon. When your turn ends, discard this card. |
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127/147 | Lightning Cube 01 | T[TM] | ||
Card text Attach this card to 1 of your Lightning Pokémon in play. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Lightning Cube 01. |
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128/147 | Memory Berry | T[Tool] | ||
Card text Attach Memory Berry to 1 of your Pokémon that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card. |
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129/147 | Metal Cube 01 | T[TM] | ||
Card text Attach this card to 1 of your Metal Pokémon in play. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Metal Cube 01. |
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130/147 | Pokémon Fan Club | T[Su] | ||
Card text You can play only one Supporter card each turn. When you play this card, put it next to your Active Pokémon. When your turn ends, discard this card. |
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131/147 | Pokémon Park | T[St] | ||
Card text This card stays in play when you play it. Discard this card if another Stadium card comes into play. |
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132/147 | Psychic Cube 01 | T[TM] | ||
Card text Attach this card to 1 of your Psychic Pokémon in play. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Psychic Cube 01. |
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133/147 | Seer | T[Su] | ||
Card text You can play only one Supporter card each turn. When you play this card, put it next to your Active Pokémon. When your turn ends, discard this card. |
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134/147 | Super Energy Removal 2 | T | ||
Card text Flip 2 coins. If both are heads, discard all Energy cards attached to the Defending Pokémon. If both are tails, discard all Energy cards attached to your Active Pokémon. If 1 is heads and 1 is tails, this card does nothing. |
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135/147 | Time Shard | T[Tool] | ||
Card text Attach Time Shard to 1 of your Pokémon that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card. |
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136/147 | Town Volunteers | T[Su] | ||
Card text You can play only one Supporter card each turn. When you play this card, put it next to your Active Pokémon. When your turn ends, discard this card. |
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137/147 | Traveling Salesman | T[Su] | ||
Card text You can play only one Supporter card each turn. When you play this card, put it next to your Active Pokémon. When your turn ends, discard this card. |
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138/147 | Undersea Ruins | T[St] | ||
Card text This card stays in play when you play it. Discard this card if another Stadium card comes into play. |
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139/147 | Power Plant | T[St] | ||
Card text This card stays in play when you play it. Discard this card if another Stadium card comes into play. |
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140/147 | Water Cube 01 | T[TM] | ||
Card text Attach this card to 1 of your Water Pokémon in play. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Water Cube 01. |
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141/147 | Weakness Guard | T | ||
Card text Attach this card to 1 of your Pokémon. Discard it at the end of your opponent's next turn. As long as this card is attached, this Pokémon has no Weakness. |
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142/147 | Darkness Energy | E | ||
Card text If the Pokémon Darkness Energy is attached to damages the Defending Pokémon (after applying Weakness and Resistance), the attack does 10 more damage to the Defending Pokémon. At the end of every turn, put 1 damage counter on the Pokémon Darkness Energy is attached to, unless it's Darkness or has Dark in its name. Darkness Energy provides Darkness Energy. (Doesn't count as a basic Energy card.) |
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143/147 | Metal Energy | E | ||
Card text Damage done to the Pokémon Metal Energy is attached to is reduced by 10 (after applying Weakness and Resistance). If the Pokémon Metal Energy is attached to isn't Metal, whenever it damages a Pokémon, reduce that damage by 10 (before applying Weakness and Resistance). Metal Energy provides Metal Energy. (Doesn't count as a basic Energy card.) |
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144/147 | Rainbow Energy | E | ||
Card text Attach Rainbow Energy to 1 of your Pokémon. While in play, Rainbow Energy counts as every type of basic Energy but only provides 1 Energy at a time. (Doesn't count as a basic Energy card when not in play.) When you attach this card from your hand to 1 of your Pokémon, it does 10 damage to that Pokémon. (Don't apply Weakness and Resistance.) |
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145/147 | Boost Energy | E | ||
Card text Boost Energy can be attached only to an Evolved Pokémon. Discard Boost Energy at the end of the turn it was attached. Boost Energy provides ColorlessColorlessColorless Energy. The Pokémon Boost Energy is attached to can't retreat. If the Pokémon Boost Energy is attached to isn't an Evolved Pokémon, discard Boost Energy. |
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146/147 | Crystal Energy | E | ||
Card text Crystal Energy provides 1 Energy of all types (colors) of all basic Energy cards attached to the Pokémon Crystal Energy is attached to. If there are no basic Energy cards attached to the Pokémon Crystal Energy is attached to, Crystal Energy provides Colorless Energy. |
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147/147 | Warp Energy | E | ||
Card text Warp Energy provides 1 Colorless Energy. When you attach Warp Energy from your hand to your Active Pokémon, switch your Active Pokémon with 1 of your Benched Pokémon. |
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148/147 | Kingdra | |||
Card text Whenever you attach a Water, Lightning, or Psychic basic Energy card from your hand to Kingdra, Kingdra's type (color) becomes the same as that Energy card type until the end of the turn. |
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149/147 | Lugia | |||
Card text Whenever you attach a Fire, Water, or Psychic basic Energy card from your hand to Lugia, Lugia's type (color) becomes the same as that as that Energy card type until the end of the turn. |
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150/147 | Nidoking | |||
Card text Whenever you attach a Grass, Lightning, or Fire basic Energy card from your hand to Nidoking, Nidoking's type (color) becomes the same as that Energy card type until the end of the turn. |
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