| Neo Destiny (闇、そして光へ…) Trading Card Game Set E11 / J10 |
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| General information | |
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| Cards | English: 113 Japanese: 113 |
| Series | Neo Series |
| Previous Expansion | Neo Revelation |
| Following Expansion | Pokémon Card VS |
| Associated Decks | Dark![]() Light |
| Released | February 28th, 2002 (English) April 20th, 2001 (Japan) |
Neo Destiny is the fourth and final set of the Neo era of the Pokémon Trading Card Game, released in English on 28 February 2002 as an adaptation of Japan’s Darkness, and to Light… (April 2001). It closes out both the Neo run and the wider Wizards of the Coast Johto era, and it was the last English expansion to carry the 1st Edition symbol.
Its hook is right there in the Japanese title: light and darkness. The set introduced Light Pokémon — white-and-gold cards with higher HP and gentle, supportive attacks — as a counterpoint to a big roster of Dark Pokémon. On top of that it hides eight secret Shining Pokémon, led by the legendary Shining Charizard (107/105), the single most famous chase card of the entire era.
One hundred and thirteen cards deep, Neo Destiny is remembered as much for its ambition as its rarity. The Light-and-Dark split handed deck-builders a genuinely new axis to play with, while the Shining pulls turned every 1st Edition pack into a lottery ticket. For a lot of collectors it’s the crown of the whole Johto run — a fitting send-off for the Neo series.
Light and Darkness Collide
Pokémon wreathed in mysterious light and Pokémon shrouded in darkness…. What is their connection to Team Rocket?
— Original Wizards of the Coast promotional copy, 2002
Print Versions & Collectors Info
Neo Destiny shipped with four English booster arts — Celebi, Noctowl, Togetic and Tyranitar — split across its light and dark themes. In Japan it arrived as Darkness, and to Light… with its own pack art.
English booster packs
Japanese release
Set List with Pictures
| Card Image | No. | Card name | Rarity | Card type |
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1/105 | Dark Ampharos | |
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| Card text Whenever your opponent attaches an Energy card from his or her hand to a Pokémon, this power does 10 damage to that Pokémon. (Don’t apply Weakness and Resistance.) This power stops working if you have more than 1 Dark Ampharos in play or while Dark Ampharos is Asleep, Confused, or Paralyzed. |
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2/105 | Dark Crobat | |
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| Card text When you play Dark Crobat from your hand, you may choose 1 of your opponent’s Pokémon. This power does 20 damage to that Pokémon. (Don’t apply Weakness and Resistance.) |
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3/105 | Dark Donphan | |
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Card text
If your opponent has any Benched Pokémon, flip a coin. If heads, return the Defending Pokémon and all cards attached to it to your opponent’s hand. If tails, your opponent chooses 1 of his or her Benched Pokémon and switches it with the Defending Pokémon.
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4/105 | Dark Espeon | |
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Card text
Flip a coin. If heads, this attack does 10 damage plus 10 more damage; if tails, this attack does 10 damage.
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5/105 | Dark Feraligatr | |
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Card text
As long as Dark Feraligatr is your Active Pokémon, all of your opponent’s Baby Pokémon Powers stop working and your opponent’s Baby Pokémon can’t attack. This power stops working while Dark Feraligatr is Asleep, Confused, or Paralyzed.
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6/105 | Dark Gengar | |
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Card text
As long as any Dark Gengar are in play, a player flips 2 coins for each of his or her Pokémon that is Asleep at the end of each turn. If either of them is tails, that Pokémon is still Asleep. This power stops working while Dark Gengar is Asleep, Confused, or Paralyzed.
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7/105 | Dark Houndoom | |
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Card text
If your opponent’s Bench isn’t full, look at his or her hand. If your opponent has any Baby Pokémon or Basic Pokémon there, choose 1 of them and put it on his or her Bench. Then, switch it with the Defending Pokémon.
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8/105 | Dark Porygon2 | |
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Card text
Once during your turn (before your attack), you may flip a coin. If heads, choose a Stadium card from your discard pile and put it into play. (If there’s already a Stadium card in play, discard it.) This power can’t be used if Dark Porygon2 is Asleep, Confused, or Paralyzed.
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9/105 | Dark Scizor | |
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Card text
Flip a coin. If heads, look at your opponent’s hand. If he or she has any Trainer cards there, choose 1 of them. Your opponent shuffles that card into his or her deck.
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10/105 | Dark Typhlosion | |
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Card text
You may discard any number of Fire Energy cards attached to your Pokémon. Flip a coin for each Fire Energy card discarded in this way. This attack does 40 damage times the number of heads.
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11/105 | Dark Tyranitar | |
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Card text
Flip a number of coins equal to the number of Fighting Energy cards attached to Dark Tyranitar. This attack does 20 damage times the number of heads. Then, for each heads, discard the top card from your opponent’s deck.
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12/105 | Light Arcanine | |
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Card text
As long as Light Arcanine is your Active Pokémon, once during your turn (before your attack), if your opponent has any Benched Pokémon, he or she chooses 1 of them and switches it with the Defending Pokémon. This power can’t be used while Light Arcanine is Asleep, Confused, or Paralyzed.
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13/105 | Light Azumarill | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
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14/105 | Light Dragonite | |
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Card text
As long as Light Dragonite is your Active Pokémon, each Special Energy card provides Colorless Energy instead of its usual type and its other effects stop working. This power stops working while Light Dragonite is Asleep, Confused, or Paralyzed.
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15/105 | Light Togetic | |
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Card text
When you play Light Togetic from your hand, your opponent may search his or her deck for a Pokémon Tool card, show that card to you, and put it into his or her hand. Either way, you may do the same, and then each player who searched shuffles his or her deck.
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16/105 | Miracle Energy | |
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Card text
You can’t have more than 1 Miracle Energy card in your deck. Attach Miracle Energy to one of your Shining or Light Pokémon. At the end of your turn, discard Miracle Energy. While in play, Miracle Energy counts as every type of Energy but provides only 2 Energy at a time.
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17/105 | Dark Ariados | |
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Card text
If your opponent has any Benched Pokémon, choose 1 of them and switch it with the Defending Pokémon, then flip a coin. If heads, the new Defending Pokémon is now Paralyzed.
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18/105 | Dark Magcargo | |
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Card text
As long as Dark Magcargo is your Active Pokémon, whenever a player puts a Baby Pokémon or a Basic Pokémon onto his or her Bench from his or her hand, this power does 10 damage to that Pokémon. (Don’t apply Weakness and Resistance.) This power stops working while Dark Magcargo is Asleep, Confused, or Paralyzed.
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19/105 | Dark Omastar | |
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Card text
If your opponent has any evolved Pokémon in play, choose 1 of them and flip a coin. If heads, your opponent takes the highest Stage Evolution card on that Pokémon and shuffles it into his or her deck.
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20/105 | Dark Slowking | |
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Card text
Once during your turn (before your attack), you may flip a coin. If heads, look at the top card of your opponent’s deck. Then, you may have your opponent shuffle his or her deck. This power can’t be used if Dark Slowking is Asleep, Confused, or Paralyzed.
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21/105 | Dark Ursaring | |
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Card text
Look at your opponent’s hand. If he or she has any Baby Pokémon and/or Basic Pokémon there, you may put any number of them onto your opponent’s Bench (as long as there’s room). Then, your opponent looks at your hand. If you have any Baby Pokémon and/or Basic Pokémon there, your opponent may put any number of them onto your Bench (as long as there’s room).
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22/105 | Light Dragonair | |
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Card text
Remove 1 damage counter from each of your Pokémon that has any damage counters on it.
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23/105 | Light Lanturn | |
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Card text
Flip a coin. If heads, each player may choose a card from his or her discard pile and put it into his or her hand.
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24/105 | Light Ledian | |
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Card text
If you have any Benched Pokémon, switch 1 of them with Light Ledian. As long as that Pokémon is your Active Pokémon, it can’t become Asleep, Confused, Paralyzed, or Poisoned. (All other effects of attacks, Pokémon Powers, and Trainer cards still happen.)
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25/105 | Light Machamp | |
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Card text
When you play Light Machamp from your hand, if it is on your Bench, remove 3 damage counters from your Active Pokémon. If it has fewer damage counters than that, remove all of them. Then, switch Light Machamp with your Active Pokémon.
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26/105 | Light Piloswine | |
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Card text
During your opponent’s turn, if Light Piloswine is your Active Pokémon and is damaged by your opponent’s attack (even if it’s Knocked Out), flip a coin. If heads, the attacking Pokémon is now Asleep. This power stops working if Light Piloswine is already Asleep, Confused, or Paralyzed when your opponent attacks.
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27/105 | Unown G | |
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Card text
Once during your turn (before your attack), if you have Unown [G], Unown [I], Unown [V], and Unown [E] on your Bench, you may flip a coin. If heads, search your deck for a basic Energy card and attach it to 1 of your Pokémon. Shuffle your deck afterward.
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28/105 | Unown H | |
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Card text
Once during your turn (before your attack), if you have Unown [H], Unown [E], Unown [L], and Unown [P] on your Bench, you may shuffle your hand into your deck, then draw a new hand of the same number of cards.
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29/105 | Unown W | |
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Card text
Once during your turn (before your attack), if you have Unown [W], Unown [A], Unown [N], and Unown [T] on your Bench, you may flip a coin. If heads, put a Trainer card from your discard pile into your hand.
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30/105 | Unown X | |
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Card text
Whenever 1 of your Pokémon with Unown in its name uses its Hidden Power attack, flip a coin until you get tails. That attack does 10 more damage for each heads. If you have more than 1 Unown [X] in play, use only 1 [XXXXX] each turn.
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31/105 | Chansey | |
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Card text
Flip 2 coins. This attack does 20 damage times the number of heads.
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32/105 | Dark Croconaw | |
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Card text
The Defending Pokémon can’t retreat during your opponent’s next turn. If the Defending Pokémon tries to attack during your opponent’s next turn, your opponent flips a coin. If tails, that attack does nothing. (Benching either Pokémon ends this effect.)
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33/105 | Dark Exeggutor | |
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Card text
Flip 3 coins. This attack does 10 damage times the number of heads.
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34/105 | Dark Flaaffy | |
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Card text
Flip a coin. If heads, your opponent can’t play Trainer cards during his or her next turn.
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35/105 | Dark Forretress | |
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Card text
Until the end of your next turn, if Dark Forretress would be Knocked Out by damage from an attack, flip a coin. If heads, Dark Forretress is not Knocked Out and its remaining HP become 10 instead.
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36/105 | Dark Haunter | |
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Card text
Put a Baby Pokémon or Basic Pokémon card from your opponent’s discard pile onto his or her Bench. Put 1 damage counter on that Pokémon. (You can’t use this attack if your Bench is full.)
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37/105 | Dark Omanyte | |
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Card text
Choose 1 of your opponent’s Pokémon. This attack does 10 damage for each Water Energy card attached to Dark Omanyte. Don’t apply Weakness and Resistance. You can’t do more than 30 damage in this way.
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38/105 | Dark Pupitar | |
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Card text
Dark Pupitar does 10 damage to itself. Dark Pupitar can’t use this attack during your next turn.
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39/105 | Dark Quilava | |
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Card text
Show the top card of your opponent’s deck to all players. If it’s a Trainer card, discard it.
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40/105 | Dark Wigglytuff | |
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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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41/105 | Heracross | |
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Card text
Flip a coin. If heads, this attack does 30 damage plus 30 more damage. If tails, this attack does 30 damage.
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42/105 | Hitmonlee | |
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Card text
Flip 2 coins. This attack does 20 damage times the number of heads.
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43/105 | Houndour | |
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Card text
The Defending Pokémon can’t retreat during your opponent’s next turn.
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44/105 | Jigglypuff | |
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Card text
All damage done to Jigglypuff during your opponent’s next turn is reduced by 10 (after applying Weakness and Resistance).
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45/105 | Light Dewgong | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed. If tails, the Defending Pokémon is now Asleep.
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46/105 | Light Flareon | |
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Card text
If you have any benched Pokémon, search your deck for a Fire Energy card and attach it to 1 of them. Then shuffle your deck.
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47/105 | Light Golduck | |
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Card text
Your opponent looks at the top 3 cards of his or her deck. If any of them are basic Energy cards, he or she may show any number of them to you and put them into his or her hand. You do the same. Either way, each player shuffles his or her deck.
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48/105 | Light Jolteon | |
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Card text
During your opponent’s next turn, whenever 30 or more damage is done to Light Jolteon (after applying Weakness and Resistance), prevent that damage. (Any other effects of attacks still happen.)
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49/105 | Light Machoke | |
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Card text
If you have any Benched Pokémon, shuffle 1 of them and all cards attached to it into your deck.
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50/105 | Light Ninetales | |
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Card text
Put a Baby Pokémon or a Basic Pokémon card from your discard pile onto your Bench. (You can’t use this attack if your Bench is full.)
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51/105 | Light Slowbro | |
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Card text
Your opponent may choose up to 3 Baby Pokémon, Basic Pokémon, and/or Evolution cards from his or her discard pile and shuffle them into his or her deck. Either way, you may do the same.
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52/105 | Light Vaporeon | |
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Card text
If you have any Benched Pokémon, flip a coin. If heads, remove all damage counters from 1 of your Benched Pokémon and discard all Energy cards attached to it.
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53/105 | Light Venomoth | |
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Card text
Your opponent may choose a Baby Pokémon, Basic Pokémon, or Evolution card from his or her discard pile and put it into his or her hand. Either way, you may do the same.
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54/105 | Light Wigglytuff | |
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Card text
Your opponent may choose 1 of his or her Pokémon and search his or her deck for a card that evolves from that Pokémon. Your opponent attaches that card to that Pokémon. This counts as evolving that Pokémon. Either way, you may do the same, and then each player who searched shuffles his or her deck.
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55/105 | Scyther | |
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Card text
Flip a coin. If heads, during your opponent’s next turn, prevent all effects of attacks, including damage, done to Scyther.
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56/105 | Togepi | |
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Card text
If the Defending Pokémon attacks during your opponent’s next turn, any damage it does is reduced by 10 (before applying Weakness and Resistance).
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57/105 | Unown C | |
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Card text
As long as Unown [C] is your Active Pokémon, whenever your opponent’s Active Pokémon tries to retreat, flip a coin. If heads, put 1 damage counter on that Pokémon. Apply Weakness and Resistance.
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58/105 | Unown P | |
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Card text
If an attack damaged Unown [P] during your opponent’s last turn and Unown [P] was your Active Pokémon, Unown [P]’s Hidden Power attack does that much more damage to the Defending Pokémon. This power can be used even if Unown [P] is Confused.
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59/105 | Unown Q | |
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Card text
Once during your turn (before your attack), you may flip a coin. If heads, prevent all effects of attacks, including damage, done to any of your Pokémon with Unown in its name during your opponent’s next turn. If you have more than 1 Unown [Q] in play, use only 1 [Quicken] each turn. This power can be used even if Unown [Q] is Asleep, Confused, or Paralyzed.
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60/105 | Unown Z | |
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Card text
As long as Unown [Z] is Benched, you pay no Energy cost to retreat a Pokémon with Unown in its name.
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61/105 | Cyndaquil | |
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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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62/105 | Dark Octillery | |
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Card text
This attack does 20 damage plus 10 more damage for each Energy attached to Dark Octillery 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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63/105 | Dratini | |
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Card text
Remove 1 damage counter from Dratini.
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64/105 | Exeggcute | |
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Card text
The Defending Pokémon is now Asleep.
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65/105 | Gastly | |
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Card text
The Defending Pokémon is now Asleep.
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66/105 | Girafarig | |
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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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67/105 | Gligar | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed and Poisoned.
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68/105 | Growlithe | |
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Card text
Bite
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69/105 | Hitmonchan | |
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Card text
If Hitmonchan would be damaged by an attack during your opponent’s next turn, flip a coin. If heads, prevent that attack’s damage done to Hitmonchan. (Any other effects of attacks still happen.)
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70/105 | Larvitar | |
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Card text
Flip a coin. If heads, the Defending Pokémon can’t attack during your opponent’s next turn. (Benching or evolving either Pokémon ends this effect.)
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71/105 | Ledyba | |
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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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72/105 | Light Sunflora | |
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Card text
Attach up to 2 Grass Energy cards from your hand to 1 of your Grass Pokémon.
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73/105 | Machop | |
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Card text
Chop
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74/105 | Mantine | |
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Card text
Mantine can’t attack during your next turn.
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75/105 | Mareep | |
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Card text
Headbutt
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76/105 | Phanpy | |
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Card text
Flip a coin. If heads, this attack does 10 damage plus 10 more damage; if tails, this attack does 10 damage.
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77/105 | Pineco | |
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Card text
Tackle
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78/105 | Porygon | |
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Card text
Sharpen
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79/105 | Psyduck | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Confused. If tails, Psyduck is now Confused.
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80/105 | Remoraid | |
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Card text
Flip 3 coins. This attack does 10 damage times the number of heads.
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81/105 | Seel | |
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Card text
Seel does 10 damage to itself.
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82/105 | Slugma | |
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Card text
Combustion
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83/105 | Sunkern | |
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Card text
Flip a coin. If heads, remove all damage counters from Sunkern. Search your deck for a card that evolves from Sunkern and attach that card to Sunkern. This counts as evolving Sunkern. Shuffle your deck afterward.
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84/105 | Swinub | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
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85/105 | Totodile | |
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Card text
Does 10 damage plus 10 more damage for each Water Energy attached to Totodile 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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86/105 | Unown L | |
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Card text
Once during your turn (before your attack), you may flip a coin. If heads, each player shuffles his or her deck. This power can be used even if Unown [L] is Asleep, Confused, or Paralyzed.
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87/105 | Unown S | |
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| Card text Once during your turn (before your attack), you may look at 1 of your Prize cards. Return that Prize card face down. This power can be used even if Unown [S] is Asleep, Confused, or Paralyzed. |
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88/105 | Unown T | ||
| Card text Once during your turn (before your attack), you may flip a coin. If heads, look at your opponent’s hand and show your hand to your opponent. This power can be used even if Unown [T] is Asleep, Confused, or Paralyzed. |
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89/105 | Unown V | ||
| Card text When you play Unown [V] from your hand, you may flip a coin. If heads, return 1 of your Pokémon with Unown in its name (other than Unown [V]) to your hand. (Discard all cards attached to that card.) |
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90/105 | Venonat | ||
| Card text The Defending Pokémon is now Poisoned. |
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91/105 | Vulpix | ||
| Card text Discard 1 Fire Energy card attached to Vulpix in order to use this attack. |
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92/105 | Broken Ground Gym | T[st] | |
| Card text Each player pays more to retreat a Baby Pokémon or Basic Pokémon. |
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93/105 | EXP.ALL | T[Tool] | |
| Card text During your opponent’s turn, if your Active Pokémon would be Knocked Out by your opponent’s attack, you may take 1 of the basic Energy cards attached to your Active Pokémon and attach it to the Pokémon with EXP.ALL attached to it. If you do, discard EXP.ALL. |
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94/105 | Impostor Professor Oak’s Invention | T | |
| Card text Look at your opponent’s Prize cards. You may have your opponent shuffle them into his or her deck. If you do, your opponent takes that many cards from the top of his or her deck and sets them aside as his or her new Prize cards (without looking at them). |
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95/105 | Radio Tower | T[st] | |
| Card text Once during each player’s turn (before attacking), that player may look at the top 2 cards of his or her deck and put them back in the same order. |
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96/105 | Thought Wave Machine | T[R] | |
| Card text Flip a coin until you get tails. For each heads, return an Energy card attached to your opponent’s Active Pokémon to your opponent’s hand. If the Pokémon has fewer attached Energy cards than that, return all of them to your opponent’s hand. Your turn is over now (you don’t get to attack). |
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97/105 | Counterattack Claws | T[Tool] | |
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During your opponent’s turn, if the Pokémon Counterattack Claws is attached to is your Active Pokémon and an opponent’s attack damages it (even if it is Knocked Out), flip a coin. If heads, put 2 damage counters on the Defending Pokémon. Then, discard Counterattack Claws.
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98/105 | Energy Amplifier | T | |
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Choose an Energy card in your hand, show it to your opponent, and shuffle it into your deck. Then flip a coin. If heads, search your deck for up to 3 basic Energy cards. Show them to your opponent, and put them into your hand. Shuffle your deck afterward.
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99/105 | Energy Stadium | T[st] | |
| Card text Once during each player’s turn (before attacking), that player may flip a coin. If heads, that player puts a basic Energy card from his or her discard pile into his or her hand. |
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100/105 | Lucky Stadium | T[st] | |
| Card text During each player’s turn (before he or she attacks), that player may flip a coin. If heads, he or she draws a card. |
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101/105 | Magnifier | T | |
| Card text Attach Magnifier to 1 of your Pokémon. At the end of your turn, discard Magnifier. If the Pokémon Magnifier is attached to attacks, don’t apply Resistance for that attack. |
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102/105 | Pokémon Personality Test | T | |
| Card text Put an Evolution card from your hand face down in front of you. Your opponent guesses whether it is a Pokémon card with Light in its name, a Pokémon card with Dark in its name, or neither one. Flip the card over. If your opponent guessed right, he or she draws 3 cards. If your opponent guessed wrong, you draw 3 cards. Either way, return the card to your hand. |
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103/105 | Team Rocket’s Evil Deeds | T | |
| Card text Look at your opponent’s hand and choose a card there. Your opponent shuffles that card into his or her deck. Then, your opponent may draw up to 2 cards. |
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104/105 | Heal Powder | T | |
| Card text Flip a coin. If heads, your Active Pokémon is no longer Asleep, Confused, Paralyzed, or Poisoned and remove 2 damage counters from it. If your Active Pokémon has fewer damage counters than that, remove all of them. |
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105/105 | Mail from Bill | T | |
| Card text You can’t play this card if you have 5 or more cards in your hand (including this one). Draw cards until you have exactly 4 cards in your hand. |
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106/105 | Shining Celebi | ||
| Card text Remove a number of damage counters from 1 of your Benched Pokémon equal to the number of Water Energy cards attached to Shining Celebi. If the Pokémon has fewer damage counters than that, remove all of them. |
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107/105 | Shining Charizard | ||
| Card text Discard 1 Fire Energy card and 1 Lightning Energy card attached to Shining Charizard or this attack does nothing. Flip a coin. If tails, Shining Charizard does 30 damage to itself. |
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108/105 | Shining Kabutops | ||
| Card text Flip a coin. If heads, this attack does 30 damage plus 10 more damage and does 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) If tails, this attack does 30 damage and Shining Kabutops does 10 damage to itself. |
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109/105 | Shining Mewtwo | ||
| Card text If an attack does damage to Shining Mewtwo during your opponent’s next turn (even if Shining Mewtwo is Knocked Out), flip a coin. If heads, prevent all damage done to Shining Mewtwo from that attack (any other effects of attacks still happen) and do 20 damage to the attacking Pokémon. |
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110/105 | Shining Noctowl | ||
| Card text Flip 3 coins. If exactly 1 is heads, the Defending Pokémon is now Asleep. If exactly 2 are heads, the Defending Pokémon is now Confused. If all 3 are heads, the Defending Pokémon is now Paralyzed. |
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111/105 | Shining Raichu | ||
| Card text If your opponent has any Benched Pokémon, choose 1 of them and this attack does 10 damage to that Pokémon for each Water Energy attached to Shining Raichu. (Don’t apply Weakness and Resistance for Benched Pokémon.) |
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112/105 | Shining Steelix | ||
| Card text Flip a coin. If heads, this attack does 10 damage to each Benched Pokémon (yours and your opponent’s). (Don’t apply Weakness and Resistance for Benched Pokémon.) If tails, this attack does nothing. Either way, Shining Steelix can’t attack during your next turn. |
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113/105 | Shining Tyranitar | ||
| Card text Flip a coin until you get tails. For each heads, your opponent discards the top card from his or her deck. |
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Other Cards
Alongside its Pokémon, Neo Destiny packs in a deep run of Trainers and Stadiums — fourteen in all — that gave the era’s decks fresh ways to disrupt, dig and heal.
Broken Ground Gym (92/105)
A Stadium that makes Baby and Basic Pokémon pay more to retreat, quietly slowing the era’s fast, bench-hopping decks.
Radio Tower (95/105)
Peek at the top two cards of your deck each turn and reorder them — simple, reliable setup that smooths out your draws.
Energy Stadium (99/105)
A Stadium that lets either player flip once a turn to pull a basic Energy back from the discard pile, softening resource-hungry lists.
Lucky Stadium (100/105)
A symmetrical Stadium where each player may flip for a bonus card draw every turn — small edges that add up.
Team Rocket’s Evil Deeds (103/105)
Hand disruption: shuffle a card of your choice out of your opponent’s hand and back into their deck.
For Collectors: Most Valuable Cards
Neo Destiny’s value lives almost entirely in its eight secret Shining Pokémon — the metallic-finish chase cards that made 1st Edition packs the stuff of legend.
Shining Charizard (107/105)
The crown jewel — not just of Neo Destiny but arguably of the whole vintage era. A metallic-orange Charizard that remains the grail every Neo collector chases.
Shining Mewtwo (109/105)
The psychic legend rendered in shimmering silver — a fan-favourite that sits second only to Charizard among the set’s shines.
Shining Tyranitar (113/105)
The very last card in the set and a heavyweight pull — Johto’s pseudo-legendary in full metallic shine.
Shining Celebi (106/105)
First of the eight in numbering order and a mythical fan-favourite, tying back to the Johto films.
Shining Raichu (111/105)
A bright, beloved take on the Kanto classic and one of the friendlier pulls to actually complete a Shining run with.
Shining Steelix (112/105)
The steel serpent gleaming in metallic finish — a striking, sought-after chase in its own right.
Shining Kabutops (108/105)
The fossil shine, and one of the tougher-feeling pulls of the eight for collectors chasing the full set.
Shining Noctowl (110/105)
A quieter shine than the headliners, but an essential completist’s card to finish the Neo Destiny run.
Most Powerful Cards (Competitive Play)
Neo Destiny is remembered more for its Shining chase cards than for tournament dominance, but its Light and Dark Pokémon handed the Neo-on format some genuinely sharp tools.
Dark Gengar (6/105)
A control piece whose Poké-Power forces extra coin flips on Asleep Pokémon — nasty in the status-heavy decks of the era, where a single sleep could snowball.
Light Dragonite (14/105)
Its Poké-Power turns every Special Energy on the field into plain Colorless and cancels their extra effects — a rare hard-counter to the era’s energy tricks.
Dark Tyranitar (11/105)
A scaling Fighting-Energy attacker that hits harder the more you load it up — a genuine late-game finisher for heavy decks.
Trivia
- Neo Destiny closed out both the Neo era and the wider Wizards of the Coast Johto run — it was the last English expansion to carry the 1st Edition symbol.
- It introduced Light Pokémon — gentle white-and-gold cards with higher HP and supportive attacks — as a counterweight to its many Dark Pokémon.
- The set hides eight secret Shining Pokémon (106–113), crowned by Shining Charizard (107/105), arguably the most iconic chase card of the vintage era.
- The Japanese release, Darkness, and to Light… (闇、そして光へ…), actually came out almost a year earlier, in April 2001.
- Its two theme decks split along the theme: Dark (Fire/Psychic) and Light (Fighting/Water).
Images & Videos
A vintage Neo Destiny pack opening chasing the set’s secret Shining pulls.
Opening a Neo Destiny booster box on the hunt for its eight Shining Pokémon.

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