Pokemon TCG: Neo Destiny Set /105
Pokemon TCG

 

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Neo Destiny
(闇、そして光へ...)
Trading Card Game Set E11 / J10
General information
 Cards  English: 113
 Japanese: 113
 Series  Neo Series
 Previous Expansion  Neo Revelation
 Following Expansion  Pokémon Card VS
 Associated Decks  FirePsychic Dark
 WaterFighting Light
 Released  February 28th, 2002 (English)
 March 9th, 2001 (Japan)

Print Versions & Collectors Info

 

 

Set List with Pictures

Card Image No. Card name Rarity Card type
1 DarkAmpharos 1/105 Dark Ampharos  Rare Holo Lightning 
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.
2 DarkCrobat 2/105 Dark Crobat  Rare Holo Grass 
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.)
3 DarkDonphan 3/105 Dark Donphan  Rare Holo Fighting 
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.
4 DarkEspeon 4/105  Dark Espeon  Rare Holo Psychic
Card text
Flip a coin. If heads, this attack does 10 damage plus 10 more damage; if tails, this attack does 10 damage.
5 DarkFeraligatr 5/105 Dark Feraligatr  Rare Holo  Water
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.
6 DarkGengar 6/105     Dark Gengar  Rare Holo  Psychic
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.
7 DarkHoundoom  7/105 Dark Houndoom  Rare Holo Fire 
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.
8 DarkPorygon2 8/105 Dark Porygon2  Rare Holo  Colorless
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.
9 DarkScizor 9/105 Dark Scizor      Rare Holo Metal 
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.
10 DarkTyphlosion 10/105 Dark Typhlosion  Rare Holo  Fire
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.
11 DarkTyranitar 11/105 Dark Tyranitar  Rare Holo Fighting
 
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.
12 LightArcanine  12/105 Light Arcanine  Rare Holo Fire
 
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.
13 LightAzumarill 13/105 Light Azumarill  Rare Holo  Water
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
14 LightDragonite 14/105 Light Dragonite  Rare Holo Colorless 
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.
15 LightTogetic 15/105 Light Togetic  Rare Holo Colorless 
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.
16 MiracleEnergy 16/105 Miracle Energy  Rare Holo  E
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.
17 DarkAriados  17/105 Dark Ariados  Rare  Grass
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.
18 DarkMagcargo 18/105 Dark Magcargo  Rare Fire
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.
19 DarkOmastar  19/105 Dark Omastar  Rare Water
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.
21 DarkSlowking  20/105 Dark Slowking  Rare Psychic 
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.
21 DarkUrsaring  21/105 Dark Ursaring  Rare Colorless 
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).
22 LightDragonair  22/105 Light Dragonair  Rare Colorless 
Card text
Remove 1 damage counter from each of your Pokémon that has any damage counters on it.
23 LightLanturn 23/105 Light Lanturn  Rare  Lightning
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.
24 LightLedian 24/105     Light Ledian  Rare  Grass
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.)
25 LightMachamp  25/105     Light Machamp  Rare  Fighting
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.
26 LightPiloswine  26/105 Light Piloswine  Rare  Water
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.
27 UnownG 27/105 Unown G   Rare Psychic 
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.
28 UnownH  28/105 Unown H  Rare  Psychic
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.
29 UnownW  29/105 Unown W  Rare  Psychic
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.
30 UnownX   30/105     Unown X  Rare Psychic 
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.
31 Chansey  31/105     Chansey  Uncommon Colorless 
Card text
Flip 2 coins. This attack does 20 damage times the number of heads.
32 DarkCroconaw  32/105 Dark Croconaw  Uncommon  Water
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.)
33 DarkExeggutor 33/105 Dark Exeggutor  Uncommon  Psychic
Card text
Flip 3 coins. This attack does 10 damage times the number of heads.
34 DarkFlaaffy  34/105 Dark Flaaffy  Uncommon Lightning 
Card text
Flip a coin. If heads, your opponent can't play Trainer cards during his or her next turn.
35 DarkForretress 35/105     Dark Forretress  Uncommon  Grass
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.
36 DarkHaunter 36/105 Dark Haunter     Uncommon Psychic 
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.)
37 DarkOmanyte  37/105 Dark Omanyte  Uncommon  Water
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.
38 DarkPupitar 38/105     Dark Pupitar  Uncommon Fighting
Card text
Dark Pupitar does 10 damage to itself. Dark Pupitar can't use this attack during your next turn.
39 DarkQuilava 39/105 Dark Quilava  Uncommon  Fire
Card text
Show the top card of your opponent's deck to all players. If it's a Trainer card, discard it.
40 DarkWigglytuff  40/105 Dark Wigglytuff  Uncommon  Colorless
Card text
Flip a coin. If heads, the Defending Pokémon is now Asleep. If tails, the Defending Pokémon is now Confused.
41 Heracross  41/105 Heracross  Uncommon Grass 
Card text
Flip a coin. If heads, this attack does 30 damage plus 30 more damage. If tails, this attack does 30 damage.
42 Hitmonlee  42/105 Hitmonlee  Uncommon Fighting 
Card text
Flip 2 coins. This attack does 20 damage times the number of heads.
43 Houndour 43/105     Houndour  Uncommon Darkness 
Card text
The Defending Pokémon can't retreat during your opponent's next turn.
44 Jigglypuff  44/105 Jigglypuff  Uncommon  Colorless
Card text
All damage done to Jigglypuff during your opponent's next turn is reduced by 10 (after applying Weakness and Resistance).
45 LightDewgong 45/105 Light Dewgong  Uncommon Water 
Card text   
Flip a coin. If heads, the Defending Pokémon is now Paralyzed. If tails, the Defending Pokémon is now Asleep.
46 LightFlareon 46/105 Light Flareon  Uncommon Fire 
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.
47 LightGolduck  47/105 Light Golduck  Uncommon  Water
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.
48 LightJolteon    48/105 Light Jolteon  Uncommon Lightning 
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.)
49 LightMachoke  49/105     Light Machoke  Uncommon Fighting 
Card text
If you have any Benched Pokémon, shuffle 1 of them and all cards attached to it into your deck.
50 LightNinetales 50/105 Light Ninetales  Uncommon Fire
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.)
51 LightSlowbro  51/105 Light Slowbro  Uncommon Psychic 
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.
52 LightVaporeon 52/105 Light Vaporeon  Uncommon  Water
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.
53 LightVenomoth 53/105 Light Venomoth  Uncommon  Grass
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.
54 LightWigglytuff  54/105 Light Wigglytuff  Uncommon  Colorless
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.
55 Scyther  55/105 Scyther  Uncommon  Grass
Card text
Flip a coin. If heads, during your opponent's next turn, prevent all effects of attacks, including damage, done to Scyther.
56 Togepi 56/105 Togepi  Uncommon Colorless 
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).
57 UnownC  57/105 Unown C  Uncommon Psychic 
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.
58 UnownP 58/105 Unown P  Uncommon Psychic
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.
59 UnownQ  59/105 Unown Q  Uncommon  Psychic
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.
60 UnownZ  60/105 Unown Z  Uncommon Psychic
Card text
As long as Unown [Z] is Benched, you pay no Energy cost to retreat a Pokémon with Unown in its name.
61 Cyndaquil 61/105 Cyndaquil  Common Fire
Card text
If the Defending Pokémon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, that attack does nothing.
62 DarkOctillery  62/105 Dark Octillery  Common Water 
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.
63 Dratini  63/105 Dratini  Common Colorless 
Card text
Remove 1 damage counter from Dratini.
64 Exeggcute  64/105 Exeggcute  Common Psychic 
Card text
The Defending Pokémon is now Asleep.
65 Gastly  65/105 Gastly  Common Psychic 
Card text
The Defending Pokémon is now Asleep.
66 Girafarig  66/105 Girafarig  Common Colorless 
Card text
Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if tails, this attack does 10 damage.
67 Gligar  67/105     Gligar  Common Fighting
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed and Poisoned.
68 Growlithe  68/105      Growlithe  Common  Fire
Card text
Bite
69 Hitmonchan 69/105 Hitmonchan  Common Fighting
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.)
70 Larvitar 70/105 Larvitar  Common Fighting
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.)
71 Ledyba  71/105 Ledyba  Common Grass 
Card text
This attack's damage isn't affected by Weakness, Resistance, Pokémon Powers, or any other effects on the Defending Pokémon.
72 LightSunflora 72/105 Light Sunflora  Common Grass 
Card text
Attach up to 2 Grass Energy cards from your hand to 1 of your Grass Pokémon.
73 Machop 73/105 Machop  Common Fighting 
Card text
Chop
74 Mantine  74/105 Mantine  Common  Water
Card text
Mantine can't attack during your next turn.
75 Mareep  75/105 Mareep      Common Lightning 
Card text
Headbutt
75 Phanpy 76/105 Phanpy      Common Fighting 
Card text
Flip a coin. If heads, this attack does 10 damage plus 10 more damage; if tails, this attack does 10 damage.
77 Pineco  77/105 Pineco  Common Grass
Card text
Tackle
78 Porygon  78/105 Porygon  Common  Colorless
Card text
Sharpen
79 Psyduck 79/105 Psyduck  Common  Water
Card text
Flip a coin. If heads, the Defending Pokémon is now Confused. If tails, Psyduck is now Confused.
80 Remoraid  80/105 Remoraid  Common  Water
Card text
Flip 3 coins. This attack does 10 damage times the number of heads.
81 Seel  81/105 Seel      Common Water 
Card text
Seel does 10 damage to itself.
82 Slugma  82/105     Slugma  Common  Fire
Card text
Combustion
83 Sunkern 83/105 Sunkern  Common  Grass
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.
84 Swinub  84/105 Swinub  Common  Water
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
85 Totodile  85/105 Totodile  Common  Water
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.
86 UnownL  86/105 Unown L  Common Psychic 
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.
87 UnownS  87/105 Unown S  Common Psychic 
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.
88 UnownT 88/105 Unown T Common Psychic
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.
89 UnownV 89/105 Unown V Common Psychic
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.)
90 Venonat 90/105 Venonat Common Grass
Card text
The Defending Pokémon is now Poisoned.
91 Vulpix 91/105     Vulpix Common Fire
Card text
Discard 1 Fire Energy card attached to Vulpix in order to use this attack.
92 BrokenGroundGym 92/105 Broken Ground Gym Rare T[st]
Card text
Each player pays   more to retreat a Baby Pokémon or Basic Pokémon.
93 ExpALL 93/105 EXP.ALL Rare 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.
94 ImpostorProfessorOakInvention 94/105 Impostor Professor Oak's Invention Rare 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).
95 RadioTower 95/105 Radio Tower Rare 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.
96 ThoughtWaveMachine 96/105 Thought Wave Machine Rare 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).
97 CounterattackClaws 97/105 Counterattack Claws Uncommon T[Tool]
Card text
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.
98 EnergyAmplifier 98/105     Energy Amplifier Uncommon T
Card text
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.
99 EnergyStadium 99/105 Energy Stadium Uncommon 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.
100 LuckyStadium 100/105 Lucky Stadium Uncommon 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.
101 Magnifier 101/105 Magnifier Uncommon 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.
102 Pok  monPersonalityTest 102/105 Pokémon Personality Test Uncommon 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.

103 TeamRocketEvilDeeds
103/105 Team Rocket's Evil Deeds Uncommon 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.
104 HealPowder 104/105 Heal Powder Common 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.
105 MailfromBill 105/105 Mail from Bill Common 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.
106 ShiningCelebi 106/105 Shining Celebi Rare Grass
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.
107 ShiningCharizard 107/105 Shining Charizard Rare Fire
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.
108 ShiningKabutops 108/105 Shining Kabutops Rare Fighting
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.
109 ShiningMewtwo 109/105 Shining Mewtwo Rare Psychic
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.
110 ShiningNoctowl 110/105 Shining Noctowl Rare Colorless
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.
111 ShiningRaichu 111/105 Shining Raichu Rare Lightning
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.)
112 ShiningSteelix 112/105 Shining Steelix Rare Metal
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.
113 ShiningTyranitar 113/105 Shining Tyranitar Rare Darkness
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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