| Neo Genesis (金、銀、新世界へ…) Trading Card Game Set E8 / J7 |
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| General information | |
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| 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) |
Neo Genesis was released in English on 16 December 2000, and it is the most consequential handover in the game’s early history. Every set before it — Base Set through Gym Challenge — had drawn on the 151 Pokémon of Kanto. This one opened the door to Johto and Generation II, and carried the “rookie cards” of Lugia, Typhlosion, Feraligatr and Meganium.
It brought two additions that are still load-bearing twenty-five years later: Darkness Energy and Metal Energy. Almost nothing introduced in 2000 survives in the modern game; these two types do. The set also introduced the Pokémon Tool — a Trainer subclass that stays attached to a Pokémon in play, a direct nod to the held items that debuted in Pokémon Gold and Silver.
Then there are the Baby Pokémon. Pichu, Cleffa, Elekid and Magby all have 30 HP, no Weakness, no Resistance and no Retreat Cost, and the Baby Rule forced an opponent to flip a coin before attacking them at all. That combination made them, awkwardly, often more useful than the Pokémon they evolved into.
Neo Genesis also redesigned the card face. The evolution box became circular, the HP text changed from red to black, the Evolution Stage moved beneath the HP, and Weakness and Resistance gained a background graphic. If you can date a Wizards-era card at a glance, this is usually the change you are reading. The set runs to 111 cards, the first 19 of them holographic.
The Neo world order is here.
Here come over 60 all-new Pokémon from the Pokémon Gold™ and Pokémon Silver™ Game Boy® games! See if you can master two new Energy types and the Pokémon that go with ’em—Darkness Energy for extra power and Metal Energy for extra protection. Also, meet the Baby Pokémon! They evolve into Basic Pokémon and cause plenty of trouble.
The Pokémon®: Neo Genesis™ set introduces all-new Pokémon trading card game rules, so check out the website to find out the latest! Or look for all-new Neo Genesis preconstructed theme decks with updated rules, coming out soon!
— Original Wizards of the Coast promotional copy, 2000
Print Versions & Collectors Info
Neo Genesis exists in 1st Edition and Unlimited printings. 1st Edition is the one collectors pursue, and there is a market quirk worth knowing: Neo-era holos consistently outperform the Gym-series holos. Fewer were graded and they are simply harder to locate in high grade, so a Neo Genesis holo often costs more than a Gym equivalent of comparable rarity.
The set is unusual in offering two holographic versions of each Johto starter’s final form, distinguished by level: Feraligatr at Lv.56 (4/111) and Lv.69 (5/111), Meganium at Lv.54 (10/111) and Lv.57 (11/111), Typhlosion at Lv.55 (17/111) and Lv.57 (18/111). Master-set collectors need both of each — check the level line before assuming you have a duplicate.
Other language releases followed in February 2001, roughly two months behind English.
The pack wrappers
Neo Genesis shipped in four English booster wrappers — one for Lugia, and one each for the three Johto starters in their final forms: Typhlosion, Meganium and Feraligatr. It is a neat piece of marketing: the wrappers advertise precisely what the set was selling, a whole new generation of Pokémon making their first appearance on cards. The Japanese pack for Gold, Silver, to a New World… is shown alongside for comparison.
Set List with Pictures
| Card Image | No. | Card name | Rarity | Card type |
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1/111 | Ampharos | |
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| 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 | |
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| 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 | |
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Card text
Flip a coin. If heads, remove all damage counters from 1 of your Pokémon.
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4/111 | Feraligatr | |
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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 | |
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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 | |
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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 | |
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Card text
The Defending Pokémon is now Asleep.
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8/111 | Kingdra | |
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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 Kingdra.
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9/111 | Lugia | |
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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 | |
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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 | |
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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 | |
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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 | |
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Card text
Flip a coin. If tails, this attack does nothing.
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14/111 | Slowking | |
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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 | |
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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 | |
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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 | |
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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 | |
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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 | |
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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 | |
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Card text
Shuffle your hand into your deck, then draw 7 cards.
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21/111 | Donphan | |
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Card text
Does 10 damage times the number of damage counters on Donphan
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22/111 | Elekid | |
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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 | |
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Card text
All Pokémon Powers stop working until the end of your next turn.
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24/111 | Murkrow | |
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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 | |
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Card text
Flip 3 coins. This attack does 10 damage times the number of heads.
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26/111 | Aipom | |
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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 | |
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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 | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Poisoned.
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29/111 | Bayleef | |
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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 | |
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Card text
Flip 2 coins. This attack does 10 damage times the number of heads.
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31/111 | Croconaw | |
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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 | |
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Card text
Discard the top 3 cards from your deck.
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33/111 | Electabuzz | |
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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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34/111 | Flaaffy | |
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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 | |
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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 | |
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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 | |
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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 | |
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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 | |
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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 | |
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Card text
Tail Slap
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41/111 | Miltank | |
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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 | |
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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 | |
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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 | |
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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 | |
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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 | |
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Card text
Discard 1 Fire Energy card attached to Quilava in order to use this attack
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47/111 | Quilava | |
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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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48/111 | Seadra | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
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49/111 | Skiploom | |
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Card text
The Defending Pokémon is now Poisoned.
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50/111 | Sunflora | |
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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 | |
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Card text
The Defending Pokémon is now Poisoned.
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52/111 | Xatu | |
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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 | |
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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 | |
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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 | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Confused.
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56/111 | Cyndaquil | |
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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 | |
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Card text
Flip a coin. If tails, discard 1 Energy card attached to Cyndaquil.
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58/111 | Girafarig | |
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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 Girafarig.
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59/111 | Gligar | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Poisoned.
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60/111 | Hoothoot | |
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Card text
The Defending Pokémon is now Asleep.
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61/111 | Hoppip | |
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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 | |
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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 | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Confused.
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64/111 | Mantine | |
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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 Mantine.
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65/111 | Mareep | |
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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 | |
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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 | |
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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 | |
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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 Oddish.
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69/111 | Onix | |
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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 | |
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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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71/111 | Sentret | |
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Card text
Flip 3 coins. This attack does 10 damage times the number of heads.
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72/111 | Shuckle | |
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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 | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
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74/111 | Snubbull | |
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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 | |
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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 | |
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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 | |
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Card text
Does 10 damage times the number of damage counters on Sudowoodo.
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78/111 | Sunkern | |
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79/111 | Swinub | |
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Card text
The Defending Pokémon is now Asleep.
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80/111 | Totodile | |
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Card text
Does 10 damage plus 10 more damage for each damage counter on Totodile.
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81/111 | Totodile | |
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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 | |
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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] |
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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] |
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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 |
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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] |
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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 | ||
| 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 | ||
| 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 | __ | |
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107/111 | Fire Energy | __ | |
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108/111 | Grass Energy | __ | |
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109/111 | Lightning Energy | __ | |
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110/111 | Psychic Energy | __ | |
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111/111 | Water Energy | __ | |
For Collectors: Most Valuable Cards
Holos run 1–19 and include one Energy card. Because these are first appearances for an entire generation of Pokémon, Neo Genesis holos carry the “rookie card” premium that later Johto printings never quite match.
Lugia (9/111)
The defining chase card of the Neo era and one of the most recognisable vintage holos in the game. Lugia’s status as the cover legendary of Pokémon Silver did the groundwork, and this is where it first appeared in the TCG. In high grade it is the card that sets the ceiling for the whole set.
Steelix (15/111)
The first Steel-type Pokémon in the TCG, and still the one most associated with the type. There is a neatness to it that collectors like: the type debuts here, and its emblem is a Pokémon with “steel” in its name.
Metal Energy (19/111)
A holographic Energy card sitting inside the holo run at number 19. Easy to overlook next to Lugia, but it marks the arrival of one of only two genuinely new Energy types the game has ever added — a historical marker rather than a beauty contest.
The Baby Pokémon (Pichu 12, Cleffa 20, Elekid 22, Magby 23)
Pichu in particular carries far more affection than its rarity suggests. As the first Baby Pokémon cards ever printed they are a self-contained sub-collection, and an affordable one.
Vintage prices move constantly. Treat any quoted figure as directional and check live sold comps before buying or selling.
Most Powerful Cards (Competitive Play)
Neo Genesis contains two of the most notorious cards Wizards of the Coast ever printed — one deliberately overpowered, the other by accident.
Sneasel (25/111)
A Darkness-type Basic with zero Retreat Cost and no Weakness, whose Beat Up attack averaged around 80 damage and could reach 140 in a single turn — as early as turn two. For context, the strongest comparable two-Energy attack before it was Base Set Electabuzz, dealing 30, or 40 on a coin flip. Sneasel dominated the first two Super Trainer Showdowns after release and was banned outright by the third. When the Modified format arrived in 2001 it was singled out by name and stayed banned until Neo Genesis rotated out. Worth noting for accuracy: it was never banned in Standard — Wizards never banned a card from that format.
Slowking (14/111) — the mistranslation
The most consequential error in the game’s history. Slowking’s Mind Games Pokémon Power was meant to work only while it was Active. The English printing was mistranslated so that it worked from the Bench — and Wizards, who disliked issuing errata, decided it would simply be played as written. Players could field up to four Slowkings on the bench, giving four separate coin-flip chances to block every single Trainer card the opponent tried to play. It went on to dominate the 2002 World Championships before finally being banned, and it never received an errata for its entire life in the game.
The Baby Rule
More important than any single Baby card. A Baby Pokémon could not simply be attacked — the opponent had to flip a coin first. Combined with 30 HP, no Retreat Cost and no Weakness, that made Babies frustrating walls, and Cleffa’s draw power made it a staple opener. Igglybuff’s Gaze, which shut off one opposing Pokémon Power until end of turn, existed largely as an answer to Slowking.
Focus Band (86/111)
The Pokémon Tool that best demonstrates why the subclass mattered. Attached to a Pokémon, it gave a coin flip to survive a knockout at 10 HP. A permanent attachment that changed the maths of every attack aimed at that Pokémon was a genuinely new idea in 2000.
Trivia & Pop Culture
- Released in English on 16 December 2000 as the eighth expansion and the first of the Neo Series. The Japanese original, Gold, Silver, to a New World…, had appeared on 4 February 2000.
- It introduced Darkness and Metal Energy — among the very few things from the Wizards era still core to the modern game.
- It introduced the Pokémon Tool, a direct reference to the held-item mechanic that debuted in Pokémon Gold and Silver.
- It introduced Baby Pokémon, whose protective Baby Rule made them more useful in play than the Pokémon they evolved into.
- The card face was redesigned: circular evolution box, black HP text instead of red, Evolution Stage moved below the HP, and a background graphic behind Weakness and Resistance.
- Slowking was mistranslated into English so that its Pokémon Power worked from the Bench. Wizards chose not to correct it, and it went on to warp two years of competitive play — the single most costly translation error in Pokémon TCG history.
- Wizards produced five-foot-tall Sneasel display cards for the Super Trainer Showdown events — players photographed themselves beside the card that would shortly be banned.
- Three Pokémon appear twice in the holo run at different levels: Feraligatr, Meganium and Typhlosion.
Images & Videos
All 111 cards from Neo Genesis in official set order. Click any card to open it full size. The holographic rares run 1–19 and include Metal Energy, followed by the rares, uncommons and commons — among them the first Baby Pokémon and the debut cards of the entire Johto starter line.

Cold Fusion
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