Pokemon TCG

 

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Neo Genesis
(金、銀、新世界へ...)
Trading Card Game Set E8 / J7
General information
 Cards  English: 111
 Japanese: 96
 Series  Neo Series
 Previous Expansion  Gym Challenge
 Following Expansion  Neo Discovery
 Associated Decks  WaterElectric Cold Fusion
 FireGrass Hotfoot
 Released  December 16th, 2000 (English)
 December 10th, 1999 (Japan)
neo Genesis

 

 

Print Versions & Collectors Info


Set List with Pictures

 
Card Image No. Card name Rarity Card type
1 Ampharos 1/111 Ampharos  Rare Holo Lightning 
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed and this attack does 10 damage to each of your opponent's Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.)
2 Azumarill 2/111 Azumarill  Rare Holo Water 
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed and this attack does 10 damage to each of your opponent's Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.)
3 Bellossom 3/111 Bellossom  Rare Holo Grass 
Card text
Flip a coin. If heads, remove all damage counters from 1 of your Pokémon.
4 Feraligatr 4/111 Feraligatr  Rare Holo Water
Card text
When you play Feraligatr from your hand, flip a coin. If heads, discard the top 5 cards from your opponent's deck. If tails, discard the top 5 cards from your deck.
5 Feraligatr 5/111 Feraligatr  Rare Holo  Water
Card text
As often as you like during your turn (before your attack), you may discard a Water Energy card from your hand. This power can't be used if Feraligatr is Asleep, Confused, or Paralyzed.
6 Heracross 6/111 Heracross  Rare Holo  Grass
Card text
If Heracross's remaining HP are 20 or less, you may make its Megahorn attack's base damage 120 instead of 60. This power can't be used if Heracross is Asleep, Confused, or Paralyzed.
7 Jumpluff  7/111 Jumpluff  Rare Holo Grass 
Card text
The Defending Pokémon is now Asleep.
8 Kingdra 8/111 Kingdra  Rare Holo  Water
Card text
Flip a coin. If heads, during your opponent's next turn, prevent all effects of attacks, including damage, done to Kingdra.
9 Lugia 9/111 Lugia  Rare Holo Colorless 
Card text
Discard a Fire Energy card, a Water Energy card, and a Lightning Energy card attached to Lugia in order to use this attac
10 Meganium 10/111 Meganium  Rare Holo Grass 
Card text
When you play Meganium from your hand, you may flip a coin. If heads, remove all damage counters from all Grass Pokémon in play.
11 Meganium 11/111     Meganium  Rare Holo Grass 
Card text
As long as Meganium is in play, each Grass Energy card attached to your Grass Pokémon instead provides GrassGrass. This power stops working while Meganium is Asleep, Confused, or Paralyzed.
12 Pichu  12/111 Pichu  Rare Holo Lightning 
Card text
Does 20 damage to each Pokémon in play that has a Pokémon Power. Don't apply Weakness and Resistance.
13 Skarmory 13/111     Skarmory  Rare Holo  Metal
Card text
Flip a coin. If tails, this attack does nothing.
14 Slowking 14/111 Slowking  Rare Holo Psychic 
Card text
Whenever your opponent plays a Trainer card, you may flip a coin. If heads, that card does nothing. Put it on top of your opponent's deck. This power can't be used if Slowking is Asleep, Confused, or Paralyzed.
15 Steelix 15/111 Steelix  Rare Holo Metal 
Card text
Flip a coin. If heads, this attack does 30 damage plus 20 more damage; if tails, this attack does 30 damage.
16 Togetic 16/111 Togetic  Rare Holo Colorless
Card text
Flip a coin. If heads, choose an attack of 1 of your opponent's Pokémon. Super Metronome copies that attack except for its Energy cost. (You must still do anything else in order to use that attack.) (No matter what type the Defending Pokémon is, Togetic's type is still Colorless.) Togetic performs that attack. (Togetic can make that attack even if it does not have the appropriate number of type of Energy attached to it necessary to make the attack.)
17 Typhlosion  17/111 Typhlosion  Rare Holo  Fire
Card text
Once during your turn (before your attack), you may flip a coin. If heads, attach a Fire Energy card from your discard pile to 1 of your Fire Pokémon. This power can't be used if Typhlosion is Asleep, Confused, or Paralyzed.
18 Typhlosion 18/111      Typhlosion  Rare Holo Fire
Card text
When you play Typhlosion from your hand, you may flip a coin. If heads, search your deck for up to 4 Fire Energy cards and attach them to Typhlosion. Shuffle your deck afterward.
19 MetalEnergyDP  19/111      Metal Energy  Rare Holo Metal 
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.)
20 Cleffa  20/111 Cleffa  Rare Colorless 
Card text
Shuffle your hand into your deck, then draw 7 cards.
21 Donphan  21/111 Donphan  Rare Fighting
Card text
Does 10 damage times the number of damage counters on Donphan
22 Elekid  22/111 Elekid  Rare Lightning 
Card text
Once during your turn (before your attack), you may flip a coin. If heads, do 20 damage to your opponent's Active Pokémon. (Apply Weakness and Resistance.) Either way, this ends your turn. This power can't be used if Elekid is Asleep, Confused, or Paralyzed.
23 Magby 23/111 Magby  Rare  Fire
Card text
All Pokémon Powers stop working until the end of your next turn.
24 Murkrow 24/111 Murkrow  Rare  Darkness
Card text
The Defending Pokémon can't retreat as long as Murkrow remains your Active Pokémon. (Benching or evolving either Pokémon ends this effect.)
25 Sneasel  25/111     Sneasel  Rare  Darkness
Card text
Flip 3 coins. This attack does 10 damage times the number of heads.
26 Aipom  26/111  Aipom  Uncommon  Colorless
Card text
Shuffle Aipom and all cards attached to it into your deck. Flip a coin. If heads, shuffle a card from your discard pile into your deck.
27 Ariados 27/111 Ariados  Uncommon Grass 
Card text
Flip a coin. If heads, the Defending Pokémon can't retreat. (Benching or evolving that Pokémon ends this effect.)
28 Bayleef  28/111 Bayleef  Uncommon  Grass
Card text
Flip a coin. If heads, the Defending Pokémon is now Poisoned.
29 Bayleef  29/111 Bayleef  Uncommon  Grass
Card text
Flip a coin. If heads and if any of your Pokémon have any damage counters on them, then remove 2 damage counters from 1 of them (or 1 if it only has 1). If tails and if any of your opponent's Pokémon have any damage counters on them, choose 1 of them and remove 2 damage counters from it (or 1 if it only has 1).
30 Clefairy 30/111 Clefairy  Uncommon Colorless 
Card text
Flip 2 coins. This attack does 10 damage times the number of heads.
31 Croconaw  31/111 Croconaw  Uncommon Water 
Card text
Until the end of your next turn, if an attack damages the Defending Pokémon (after applying Weakness and Resistance), that attack does 20 more damage to the Defending Pokémon.
32 Croconaw  32/111 Croconaw  Uncommon  Water
Card text
Discard the top 3 cards from your deck.
33 Electabuzz 33/111     Electabuzz  Uncommon  Lightning
Card text
This attack's damage isn't affected by Weakness, Resistance, Pokémon Powers, or any other effects on the Defending Pokémon.
34 Flaaffy  34/111 Flaaffy  Uncommon Lightning 
Card text
Discard all Lightning Energy cards attached to Flaaffy in order to use this attack. Flip a number of coins equal to the number of Lightning Energy cards you discarded. This attack does 30 damage times the number of heads.
35 Furret 35/111 Furret  Uncommon  Colorless
Card text
Flip a coin. If heads, this attack does 20 damage plus 10 more damage; if tails, this attack does 20 damage.
36 Gloom 36/111 Gloom    Uncommon  Grass
Card text
Flip a coin. If heads, the Defending Pokémon is now Confused; if tails, the Defending Pokémon is now Asleep
37 Granbull  37/111 Granbull  Uncommon  Colorless
Card text
This attack does 10 damage plus 10 damage for each damage counter on Granbull. Then, Granbull does 20 damage to itself.
38 Lanturn 38/111 Lanturn  Uncommon Lightning 
Card text
You may make Floodlight do 10 more damage for each Water Energy attached to Lanturn but not used to pay for Floodlight's Energy cost. This power can't be used if Lanturn is Asleep, Confused, or Paralyzed.
39 Ledian 39/111 Ledian  Uncommon  Grass
Card text
If you have any Grass Pokémon on your Bench, remove all Grass Energy cards from Ledian and attach them to 1 of those Pokémon, then switch Ledian with that Pokémon.
40 Magmar  40/111 Magmar  Uncommon  Fire
Card text
Tail Slap
41 Miltank  41/111 Miltank  Uncommon Colorless
Card text
Flip 2 coins. Remove 2 damage counters times the number of heads from Miltank. If it has fewer damage counters than that, remove all of them.
42 Noctowl  42/111      Noctowl  Uncommon Colorless
Card text
Once during your turn (before your attack), you may flip a coin. If heads, look at your opponent's hand. If your opponent has any Trainer cards there, choose 1 of them. Your opponent shuffles that card into his or her deck. This power can't be used if Noctowl is Asleep, Confused, or Paralyzed.
43 Phanpy 43/111 Phanpy  Uncommon Fighting 
Card text
Flip a coin. If heads, then if, during your opponent's next turn, Phanpy would be Knocked Out by an attack, Phanpy isn't Knocked Out and its remaining HP become 10 instead.
44 Piloswine  44/111     Piloswine  Uncommon  Water
Card text
Flip a coin. If heads, the Defending Pokémon can't attack. (Benching or evolving the Defending Pokémon ends this effect.)
45 Quagsire 45/111 Quagsire  Uncommon Water 
Card text
Does 10 damage to each of your own Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.)
46 Quilava 46/111 Quilava  Uncommon Fire 
Card text
Discard 1 Fire Energy card attached to Quilava in order to use this attack
47 Quilava  47/111 Quilava  Uncommon  Fire
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.
48 Seadra  48/111 Seadra  Uncommon Water 
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
49 Skiploom  49/111     Skiploom  Uncommon Grass
Card text
The Defending Pokémon is now Poisoned.
50 Sunflora 50/111 Sunflora  Uncommon  Grass
Card text
Flip 3 coins. This attack does 30 damage times the number of heads. Sunflora is now Confused (after doing damage).
51 Togepi  51/111 Togepi  Uncommon Colorless
Card text
The Defending Pokémon is now Poisoned.
52 Xatu 52/111      Xatu  Uncommon  Psychic
Card text
Look at the top 3 cards of either player's deck and rearrange them as you like.
53 Chikorita 53/111 Chikorita  Common Grass 
Card text
During your opponent's next turn, whenever Chikorita takes damage, divide that damage in half (rounded down to the nearest 10). (Any other effects still happen.)
54 Chikorita  54/111 Chikorita  Common  Grass
Card text
If the Defending Pokémon attacks Chikorita during your opponent's next turn, any damage done to Chikorita is reduced by 10 (before applying Weakness and Resistance). (Benching or evolving either Pokémon ends this effect.)
55 Chinchou  55/111 Chinchou  Common  Lightning
Card text
Flip a coin. If heads, the Defending Pokémon is now Confused.
56 Cyndaquil 56/111 Cyndaquil  Common Fire 
Card text   
Flip a coin. If heads, the Defending Pokémon can't attack Cyndaquil during your opponent's next turn. (Benching or evolving either Pokémon ends this effect.)
57 Cyndaquil  57/111 Cyndaquil  Common Fire 
Card text
Flip a coin. If tails, discard 1 Energy card attached to Cyndaquil.
58 Girafarig 58/111 Girafarig  Common Psychic 
Card text
Flip a coin. If heads, during your opponent's next turn, prevent all effects of attacks, including damage, done to Girafarig.
59 Gligar  59/111 Gligar  Common  Fighting
Card text
Flip a coin. If heads, the Defending Pokémon is now Poisoned.
60 Hoothoot  60/111 Hoothoot  Common Colorless 
Card text
The Defending Pokémon is now Asleep.
61 Hoppip 61/111     Hoppip  Common Grass 
Card text
Search your deck for a Basic Pokémon named Hoppip and put it onto your Bench. Shuffle your deck afterward. (You can't use this attack if your Bench is full.)
62 Horsea  62/111 Horsea  Common Water 
Card text
If an attack damaged Horsea during your opponent's last turn, this attack does 20 damage plus 10 more damage. If not, this attack does 20 damage.
63 Ledyba  63/111 Ledyba  Common Grass 
Card text
Flip a coin. If heads, the Defending Pokémon is now Confused.
64 Mantine  64/111 Mantine  Common Water 
Card text
Flip a coin. If heads, during your opponent's next turn, prevent all effects of attacks, including damage, done to Mantine.
65 Mareep  65/111 Mareep  Common Lightning 
Card text
For each Mareep in play, you may search your deck for a Lightning Energy card and attach it to Mareep. Shuffle your deck afterward.
66 Marill  66/111 Marill  Common Water 
Card text
Flip a coin. If heads, prevent all damage done to Marill during your opponent's next turn. (Any other effects of attacks still happen.)
67 Natu  67/111     Natu  Common Psychic 
Card text
Choose 1 of your opponent's Pokémon. This attack does 20 damage to that Pokémon. Don't apply Weakness and Resistance for this attack. (Any other effects that would happen after applying Weakness and Resistance still happen.)
68 Oddish  68/111 Oddish  Common  Grass
Card text
Flip a coin. If heads, during your opponent's next turn, prevent all effects of attacks, including damage, done to Oddish.
69 Onix 69/111 Onix  Common Fighting 
Card text
Until the end of your next turn, if an attack damages the Defending Pokémon (after applying Weakness and Resistance), that attack does 20 more damage to the Defending Pokémon.
70 Pikachu 70/111     Pikachu  Common Lightning 
Card text
Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if tails, this attack does 10 damage.
71 Sentret  71/111 Sentret  Common Colorless 
Card text
Flip 3 coins. This attack does 10 damage times the number of heads.
72 Shuckle 72/111 Shuckle  Common Grass 
Card text
Flip a coin. If heads, prevent all damage done to Shuckle during your opponent's next turn. (Any other effects of attacks still happen.)
73 Slowpoke 73/111 Slowpoke  Common Psychic 
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
74 Snubbull  74/111 Snubbull  Common  Colorless
Card text
Flip a coin. If heads and if your opponent has any Benched Pokémon, he or she chooses 1 of them and switches it with the Defending Pokémon. (Do the damage before switching the Pokémon.)
75 Spinarak  75/111 Spinarak  Common Grass 
Card text
Flip a coin. If heads, until the end of your opponent's next turn the Defending Pokémon can't attack or retreat.
76 Stantler 76/111 Stantler  Common Colorless 
Card text
Flip a coin. If heads, this attack does 20 damage plus 10 more damage; if tails, this attack does 20 damage.
77 Sudowoodo  77/111 Sudowoodo  Common Fighting 
Card text
Does 10 damage times the number of damage counters on Sudowoodo.
78 Sunkern  78/111     Sunkern  Common  Grass
Card text
Flip a coin. If heads, you may attach up to 2 Grass Energy cards from your hand to Sunkern.
79 Swinub 79/111 Swinub  Common  Water
Card text 
The Defending Pokémon is now Asleep.
80 Totodile  80/111 Totodile  Common  Water
Card text
Does 10 damage plus 10 more damage for each damage counter on Totodile.
81 Totodile  81/111 Totodile  Common Water 
Card text
Flip a coin. If heads, the Defending Pokémon can't attack Totodile during your opponent's next turn. (Benching or evolving either Pokémon ends this effect.)
82 Wooper  82/111     Wooper  Common  Water
Card text
Choose 1 of the Defending Pokémon's attacks. That Pokémon can't use that attack during your opponent's next turn.
83 ArcadeGame 83/111 Arcade Game  Rare  T[GC]
Card text
Shuffle your deck, then reveal the top 3 cards of it. If at least 2 of those cards share the same name, put all of the ones with that name into your hand and shuffle the rest into your deck. If none of them do, shuffle all 3 into your deck.
84 Ecogym  84/111     Ecogym  Rare  T[st]
Card text
Whenever an attack, Pokémon Power, or Trainer card discards another player's non-Colorless Energy card from a Pokémon, return that Energy card to its owner's hand. (Energy cards that are discarded when that Pokémon is Knocked Out don't count.)
85 EnergyCharge  85/111 Energy Charge  Rare  T
Card text
Flip a coin. If heads, shuffle up to 2 Energy cards from your discard pile into your deck.
86 FocusBand  86/111 Focus Band  Rare T[Tool] 
Card text
If the Pokémon Focus Band is attached to would be Knocked Out by your opponent's attack, flip a coin. If heads, that Pokémon is not Knocked Out and its remaining HP become 10 instead. Then, discard Focus Band.
87 Mary  87/111 Mary  Rare T
Card text
Draw 2 cards. Then, shuffle 2 cards from your hand into your deck.
88 Pok  Gear 88/111 PokéGear Rare T
Card text
Look at the top 7 cards of your deck. If any of them are Trainer cards, you may show 1 of them to your opponent and put it into your hand. Shuffle your deck afterward. You can't play any more Trainer cards this turn.
89 SuperEnergyRETREVAL 89/111 Super Energy Retrieval Rare T
Card text
Trade 2 of the other cards in your hand for 4 Energy cards from your discard pile. If you have fewer than 4 Energy cards there, take all of them.
90 TimeCapsule 90/111 Time Capsule Rare T
Card text
Your opponent may choose 5 Basic Pokémon, Evolution, and/or basic Energy cards in his or her discard pile. (If your opponent doesn't have that many, he or she chooses all or none of them.) If your opponent chooses any cards, he or she shuffles them into his or her deck. Either way, you may do the same, and you can't play any more Trainer cards this turn.
91 BillTeleporter 91/111 Bill's Teleporter Uncommon T
Card text
Flip a coin. If heads, draw 4 cards.
92 CardFlipGame 92/111 Card-Flip Game Uncommon T[GC]
Card text
Choose 1 of your opponent's face-down Prizes. Guess whether it is an Energy card, a Trainer card, or a Pokémon (Basic or Evolution) card. Flip the card face up (and leave it face up). If you guessed right, draw 2 cards.
93 GoldBerry 93/111 Gold Berry Uncommon T[Tool]
Card text
At any time between turns, if there are at least 4 damage counters on the Pokémon Gold Berry is attached to, you may remove 4 of them and discard Gold Berry. At the start of each turn, if there are at least 4 damage counters on the Pokémon Gold Berry is attached to, remove 4 of them and discard Gold Berry.
94 MiracleBerry 94/111 Miracle Berry Uncommon T[Tool]
Card text
At any time between turns, if the Pokémon Miracle Berry is attached to is Asleep, Confused, Paralyzed, or Poisoned, you may remove all of those effects from that Pokémon and discard Miracle Berry. At the start of each turn, if the Pokémon Miracle Berry is attached to is Asleep, Confused, Paralyzed, or Poisoned, remove all of those effects from that Pokémon and discard Miracle Berry.
95 NewPok  dex 95/111     New Pokédex Uncommon T
Card text
Shuffle your deck. Then, look at up to 5 cards from the top of your deck and rearrange them as you like.
96 ProfessorElm 96/111 Professor Elm Uncommon T
Card text
Shuffle your hand into your deck. Then, draw 7 cards. You can't play any more Trainer cards this turn.
97 SproutTower 97/111 Sprout Tower Uncommon T[st]
Card text
All damage done by Colorless Pokémon's attacks is reduced by 30 (after applying Weakness and Resistance).
98 SuperScoopUp 98/111     Super Scoop Up Uncommon T
Card text
Flip a coin. If heads, return 1 of your Pokémon and all cards attached to it to your hand.
99 Berry 99/111 Berry Common T[Tool]
Card text
At any time between turns, if there are at least 2 damage counters on the Pokémon Berry is attached to, you may remove 2 of them and discard Berry. At the start of each turn, if there are at least 2 damage counters on the Pokémon Berry is attached to, remove 2 of them and discard Berry.
100 DoubleGust 100/111 Double Gust Common T
Card text
If you have any Benched Pokémon, your opponent chooses 1 of them and switches it with your Active Pokémon. Then, if your opponent has any Benched Pokémon, choose 1 of them and switch it with his or her Active Pokémon.
101 MooMooMilk 101/111 Moo-Moo Milk Common T
Card text
Choose 1 of your Pokémon. Flip 2 coins. Remove 2 damage counters times the number of heads from that Pokémon. If the Pokémon has fewer damage counters than that, remove all of them.
102 Pok  monMarch 102/111 Pokémon March Common T
Card text
Your opponent may search his or her deck for 1 Basic Pokémon card and put it onto his or her Bench. Then, you may search your deck for 1 Basic Pokémon card and put it onto your Bench. Then, each player shuffles his or her deck. (A player can't do any of this if his or her Bench is full.)
103 Feraligatr 103/111 Super Rod Common T
Card text
Flip a coin. If heads, put an Evolution card from your discard pile, if any, into your hand. If tails, put a Basic Pokémon card from your discard pile, if any, into your hand.
104 DarknessEnergyDP 104/111 Darkness Energy Rare DarknessE
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.)
105 RecycleEnergy 105/111 Recycle Energy Rare ColorlessE
Card text
Recycle Energy provides Colorless Energy. (Doesn't count as a basic Energy card.) If this card is put into your discard pile from play, return it to your hand.
106 FightingEnergy 106/111 Fighting Energy __ FightingE
 
107 FireEnergy 107/111 Fire Energy __ FireE
 
108 GrassEnergy 108/111 Grass Energy __ GrassE
 
109 LightningEnergy 109/111 Lightning Energy __ LightningE
 
110 PsychicEnergy 110/111 Psychic Energy __ PsychicE
 
111 WaterEnergy 111/111 Water Energy __ WaterE
 

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