Neo Genesis (金、銀、新世界へ...) Trading Card Game Set E8 / J7 |
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General information | |
Cards | English: 111 Japanese: 96 |
Series | Neo Series |
Previous Expansion | Gym Challenge |
Following Expansion | Neo Discovery |
Associated Decks | Cold Fusion Hotfoot |
Released | December 16th, 2000 (English) December 10th, 1999 (Japan) |
Print Versions & Collectors Info
Set List with Pictures
Card Image | No. | Card name | Rarity | Card type |
1/111 | Ampharos | |||
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.) |
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2/111 | Azumarill | |||
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.) |
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3/111 | Bellossom | |||
Card text
Flip a coin. If heads, remove all damage counters from 1 of your Pokémon.
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4/111 | Feraligatr | |||
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.
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5/111 | Feraligatr | |||
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.
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6/111 | Heracross | |||
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.
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7/111 | Jumpluff | |||
Card text
The Defending Pokémon is now Asleep.
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8/111 | Kingdra | |||
Card text
Flip a coin. If heads, during your opponent's next turn, prevent all effects of attacks, including damage, done to Kingdra.
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9/111 | Lugia | |||
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
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10/111 | Meganium | |||
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.
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11/111 | Meganium | |||
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.
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12/111 | Pichu | |||
Card text
Does 20 damage to each Pokémon in play that has a Pokémon Power. Don't apply Weakness and Resistance.
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13/111 | Skarmory | |||
Card text
Flip a coin. If tails, this attack does nothing.
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14/111 | Slowking | |||
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.
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15/111 | Steelix | |||
Card text
Flip a coin. If heads, this attack does 30 damage plus 20 more damage; if tails, this attack does 30 damage.
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16/111 | Togetic | |||
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.)
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17/111 | Typhlosion | |||
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.
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18/111 | Typhlosion | |||
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.
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19/111 | Metal Energy | |||
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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20/111 | Cleffa | |||
Card text
Shuffle your hand into your deck, then draw 7 cards.
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21/111 | Donphan | |||
Card text
Does 10 damage times the number of damage counters on Donphan
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22/111 | Elekid | |||
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.
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23/111 | Magby | |||
Card text
All Pokémon Powers stop working until the end of your next turn.
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24/111 | Murkrow | |||
Card text
The Defending Pokémon can't retreat as long as Murkrow remains your Active Pokémon. (Benching or evolving either Pokémon ends this effect.)
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25/111 | Sneasel | |||
Card text
Flip 3 coins. This attack does 10 damage times the number of heads.
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26/111 | Aipom | |||
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.
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27/111 | Ariados | |||
Card text
Flip a coin. If heads, the Defending Pokémon can't retreat. (Benching or evolving that Pokémon ends this effect.)
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28/111 | Bayleef | |||
Card text
Flip a coin. If heads, the Defending Pokémon is now Poisoned.
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29/111 | Bayleef | |||
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).
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30/111 | Clefairy | |||
Card text
Flip 2 coins. This attack does 10 damage times the number of heads.
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31/111 | Croconaw | |||
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.
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32/111 | Croconaw | |||
Card text
Discard the top 3 cards from your deck.
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33/111 | Electabuzz | |||
Card text
This attack's damage isn't affected by Weakness, Resistance, Pokémon Powers, or any other effects on the Defending Pokémon.
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34/111 | Flaaffy | |||
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.
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35/111 | Furret | |||
Card text
Flip a coin. If heads, this attack does 20 damage plus 10 more damage; if tails, this attack does 20 damage.
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36/111 | Gloom | |||
Card text
Flip a coin. If heads, the Defending Pokémon is now Confused; if tails, the Defending Pokémon is now Asleep
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37/111 | Granbull | |||
Card text
This attack does 10 damage plus 10 damage for each damage counter on Granbull. Then, Granbull does 20 damage to itself.
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38/111 | Lanturn | |||
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.
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39/111 | Ledian | |||
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.
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40/111 | Magmar | |||
Card text
Tail Slap
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41/111 | Miltank | |||
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.
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42/111 | Noctowl | |||
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.
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43/111 | Phanpy | |||
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.
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44/111 | Piloswine | |||
Card text
Flip a coin. If heads, the Defending Pokémon can't attack. (Benching or evolving the Defending Pokémon ends this effect.)
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45/111 | Quagsire | |||
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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46/111 | Quilava | |||
Card text
Discard 1 Fire Energy card attached to Quilava in order to use this attack
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47/111 | Quilava | |||
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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48/111 | Seadra | |||
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
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49/111 | Skiploom | |||
Card text
The Defending Pokémon is now Poisoned.
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50/111 | Sunflora | |||
Card text
Flip 3 coins. This attack does 30 damage times the number of heads. Sunflora is now Confused (after doing damage).
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51/111 | Togepi | |||
Card text
The Defending Pokémon is now Poisoned.
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52/111 | Xatu | |||
Card text
Look at the top 3 cards of either player's deck and rearrange them as you like.
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53/111 | Chikorita | |||
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.)
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54/111 | Chikorita | |||
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.)
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55/111 | Chinchou | |||
Card text
Flip a coin. If heads, the Defending Pokémon is now Confused.
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56/111 | Cyndaquil | |||
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.)
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57/111 | Cyndaquil | |||
Card text
Flip a coin. If tails, discard 1 Energy card attached to Cyndaquil.
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58/111 | Girafarig | |||
Card text
Flip a coin. If heads, during your opponent's next turn, prevent all effects of attacks, including damage, done to Girafarig.
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59/111 | Gligar | |||
Card text
Flip a coin. If heads, the Defending Pokémon is now Poisoned.
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60/111 | Hoothoot | |||
Card text
The Defending Pokémon is now Asleep.
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61/111 | Hoppip | |||
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.)
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62/111 | Horsea | |||
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.
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63/111 | Ledyba | |||
Card text
Flip a coin. If heads, the Defending Pokémon is now Confused.
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64/111 | Mantine | |||
Card text
Flip a coin. If heads, during your opponent's next turn, prevent all effects of attacks, including damage, done to Mantine.
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65/111 | Mareep | |||
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.
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66/111 | Marill | |||
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.)
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67/111 | Natu | |||
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.)
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68/111 | Oddish | |||
Card text
Flip a coin. If heads, during your opponent's next turn, prevent all effects of attacks, including damage, done to Oddish.
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69/111 | Onix | |||
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.
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70/111 | Pikachu | |||
Card text
Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if tails, this attack does 10 damage.
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71/111 | Sentret | |||
Card text
Flip 3 coins. This attack does 10 damage times the number of heads.
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72/111 | Shuckle | |||
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.)
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73/111 | Slowpoke | |||
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
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74/111 | Snubbull | |||
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.)
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75/111 | Spinarak | |||
Card text
Flip a coin. If heads, until the end of your opponent's next turn the Defending Pokémon can't attack or retreat.
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76/111 | Stantler | |||
Card text
Flip a coin. If heads, this attack does 20 damage plus 10 more damage; if tails, this attack does 20 damage.
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77/111 | Sudowoodo | |||
Card text
Does 10 damage times the number of damage counters on Sudowoodo.
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78/111 | Sunkern | |||
79/111 | Swinub | |||
Card text
The Defending Pokémon is now Asleep.
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80/111 | Totodile | |||
Card text
Does 10 damage plus 10 more damage for each damage counter on Totodile.
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81/111 | Totodile | |||
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.)
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82/111 | Wooper | |||
Card text
Choose 1 of the Defending Pokémon's attacks. That Pokémon can't use that attack during your opponent's next turn.
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83/111 | Arcade Game | 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.
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84/111 | Ecogym | 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.)
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85/111 | Energy Charge | T | ||
Card text
Flip a coin. If heads, shuffle up to 2 Energy cards from your discard pile into your deck.
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86/111 | Focus Band | 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.
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87/111 | Mary | T | ||
Card text Draw 2 cards. Then, shuffle 2 cards from your hand into your deck. |
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88/111 | PokéGear | 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. |
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89/111 | Super Energy Retrieval | 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. |
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90/111 | Time Capsule | 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.
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91/111 | Bill's Teleporter | T | ||
Card text Flip a coin. If heads, draw 4 cards. |
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92/111 | Card-Flip Game | 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. |
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93/111 | Gold Berry | 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. |
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94/111 | Miracle Berry | 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. |
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95/111 | New Pokédex | 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. |
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96/111 | Professor Elm | T | ||
Card text Shuffle your hand into your deck. Then, draw 7 cards. You can't play any more Trainer cards this turn. |
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97/111 | Sprout Tower | T[st] | ||
Card text All damage done by Colorless Pokémon's attacks is reduced by 30 (after applying Weakness and Resistance).
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98/111 | Super Scoop Up | T | ||
Card text Flip a coin. If heads, return 1 of your Pokémon and all cards attached to it to your hand.
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99/111 | Berry | 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. |
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100/111 | Double Gust | 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. |
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101/111 | Moo-Moo Milk | 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. |
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102/111 | Pokémon March | 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.) |
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103/111 | Super Rod | 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. |
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104/111 | 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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105/111 | Recycle Energy | E | ||
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. |
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106/111 | Fighting Energy | __ | E | |
107/111 | Fire Energy | __ | E | |
108/111 | Grass Energy | __ | E | |
109/111 | Lightning Energy | __ | E | |
110/111 | Psychic Energy | __ | E | |
111/111 | Water Energy | __ | E | |
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