Neo Revelation (めざめる伝説) Trading Card Game Set E10 / J09 |
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General information | |
Cards | English: 66 Japanese: 57 |
Series | Neo Series |
Previous Expansion | Neo Discovery |
Following Expansion | Neo Destiny |
Associated Decks | N/A |
Released | September 21, 2001 (English) November 23, 2000 (Japanese) |
Print Versions & Collectors Info
Set List with Pictures
Card Image | No. | Card name | Rarity | Card type |
1/64 | Ampharos | |||
Card text Flip 3 coins. For each heads, you may search your deck for a Lightning Energy card and attach it to 1 of your Lightning Pokémon. Shuffle your deck afterward. |
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2/64 | Blissey | |||
Card text When you play Blissey from your hand, you may flip a coin. If heads, remove 8 damage counters from Blissey. If tails, remove 4 damage counters from Blissey. Either way, if Blissey has fewer damage counters than that, remove all of them. |
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3/64 | Celebi | |||
Card text
If an opponent's attack would Knock Out Celebi, flip a coin. If heads, Celebi isn't Knocked Out and you shuffle it and all cards attached to it into your deck. This power doesn't work if Celebi is already Asleep, Confused, or Paralyzed.
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4/64 | Crobat | |||
Card text
If your opponent attaches an Energy card to the Defending Pokémon during his or her next turn, that Pokémon becomes Poisoned.
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5/64 | Delibird | |||
Card text
Flip 3 coins. If exactly 1 is heads, this attack does 40 damage. If exactly 2 are heads, remove 3 damage counters from the Defending Pokémon. If the Defending Pokémon has fewer damage counters than that, remove all of them. If all 3 are heads, this attack does 60 damage. If all 3 are tails, remove all damage counters from the Defending Pokémon.
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6/64 | Entei | |||
Card text
When you play Entei from your hand, you may discard the top 5 cards of your deck. (If you have fewer cards in your deck than that, discard all of them.) If any of those are Fire Energy cards, attach them to any of your Fire Pokémon of your choice. Using this power ends your turn.
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7/64 | Ho-Oh | |||
Card text
You may search your deck for a Fire Energy card and attach it to Ho-Oh. Shuffle your deck afterward.
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8/64 | Houndoom | |||
Card text
Discard 1 Fire Energy card attached to Houndoom or this attack does nothing. If there are any Darkness Energy cards in your discard pile, attach 1 of them to Houndoom.
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9/64 | Jumpluff | |||
Card text
Choose any number of your Hoppips and Skiplooms. Then, for each Pokémon you chose in this way, you may search your deck for a card that evolves from that Pokémon and attach it to that Pokémon. (This counts as evolving those Pokémon.) Shuffle your deck afterward.
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10/64 | Magneton | |||
Card text
As often as you like during your turn (before your attack), you may take 1 Energy card attached to 1 of your Magnemites, Magnetons, or Dark Magnetons and attach it to a different 1 of your Magnemites, Magnetons, or Dark Magnetons. This power can't be used if Magneton is Asleep, Confused, or Paralyzed.
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11/64 | Misdreavus | |||
Card text
The Defending Pokémon is now Asleep.
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12/64 | Porygon2 | |||
Card text
Once during your turn (before your attack), you may choose 1 basic Energy card attached to 1 of your Pokémon and choose an Energy type. Treat that Energy card as that type until the end of your turn. This power can't be used if Porygon2 is Asleep, Confused, or Paralyzed. If Porygon2 becomes Asleep, Confused, or Paralyzed, the Energy card goes back to its original type.
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13/64 | Raikou | |||
Card text
Whenever you attach a Lightning Energy card from your hand to Raikou, if your opponent has any Benched Pokémon, he or she chooses 1 of them and switches it with the Defending Pokémon. This power stops working while Raikou is Asleep, Confused, or Paralyzed.
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14/64 | Suicune | |||
Card text
Prevent all effects of your opponent's attacks, other than damage, done to Suicune. This power stops working while Suicune is Asleep, Confused, or Paralyzed.
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15/64 | Aerodactyl | |||
Card text
Whenever an Evolved Pokémon attacks (even if it's your opponent's), it can use any attack from its Basic Pokémon card or any Evolution card attached to it. It still has to pay for that attack's Energy cost. This power stops working while Aerodactyl is Asleep, Confused, or Paralyzed.
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16/64 | Celebi | |||
Card text
Flip a coin for each Energy attached to the Defending Pokémon. This attack does 10 damage plus 10 more damage for each heads. Remove a number of damage counters from Celebi equal to the damage done to the Defending Pokémon (after applying Weakness and Resistance). If Celebi has fewer damage counters than that, remove all of them.
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17/64 | Entei | |||
Card text
As long as Entei is your Active Pokémon, Entei and Energy cards attached to it aren't affected by effects from Trainer cards other than Stadium cards. As long as this Power is active, discard any Trainer cards attached to Entei. (This power works even if Entei is Asleep, Confused, or Paralyzed.)
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18/64 | Ho-Oh | |||
Card text
This attack does 30 damage plus 10 more damage for each type of Basic Energy card, if any, attached to Ho-Oh.
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19/64 | Kingdra | |||
Card text
Use any attack from Kingdra's Basic Pokémon card or Evolution card. (Kingdra doesn't have to pay for that attack's Energy cost.)
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20/64 | Lugia | |||
Card text
You may flip a coin. If heads, this attack does 80 damage. If tails, this attack does nothing.
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21/64 | Raichu | |||
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
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22/64 | Raikou | |||
Card text
As long as Raikou is your Active Pokémon, Raikou and Energy cards attached to it aren't affected by effects from Trainer cards other than Stadium cards. As long as this Power is active, discard any Trainer cards attached to Raikou. (This power works even if Raikou is Asleep, Confused, or Paralyzed.)
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23/64 | Skarmory | |||
Card text
Flip 2 coins. This attack does 10 damage times the number of heads.
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24/64 | Sneasel | |||
Card text
Flip a coin. If heads, discard all Trainer cards attached to your opponent's Pokémon.
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25/64 | Starmie | |||
Card text
Flip a coin. If heads, the Defending Pokémon is now Confused.
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26/64 | Sudowoodo | |||
Card text
As long as Sudowoodo is your Active Pokémon, it copies all of the Defending Pokémon's attacks, including their costs. This power can't be used if Sudowoodo is Asleep, Confused, or Paralyzed.
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27/64 | Suicune | |||
Card text
As long as Suicune is your Active Pokémon, Suicune and Energy cards attached to it aren't affected by effects from Trainer cards other than Stadium cards. As long as this Power is active, discard any Trainer cards attached to Suicune. (This power works even if Suicune is Asleep, Confused, or Paralyzed.)
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28/64 | Flaaffy | |||
Card text
Flip a coin. If heads, 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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29/64 | Golbat | |||
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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30/64 | Graveler | |||
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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31/64 | Jynx | |||
Card text
The Defending Pokémon is now Asleep.
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32/64 | Lanturn | |||
Card text
Once during your turn (before your attack), you may change Lanturn's type to Water until the end of your turn. This power can't be used if Lanturn is Asleep, Confused, or Paralyzed. If Lanturn becomes Asleep, Confused, or Paralyzed after you have used this power, its type changes back to Lightning.
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33/64 | Magcargo | |||
Card text
If Magcargo is your Active Pokémon and moves to the Bench, remove 1 Fire Energy card attached to Magcargo, if any, and attach it to the new Active Pokémon. (You can't choose an Energy card that you used to pay the Retreat Cost.)
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34/64 | Octillery | |||
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
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35/64 | Parasect | |||
Card text
As long as Parasect is in play, cards in any player's discard piles are not affected by attacks or Pokémon Powers. This power stops working if Parasect becomes Asleep, Confused, or Paralyzed.
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36/64 | Piloswine | |||
Card text
Remove 3 damage counters from Piloswine. If it has fewer damage counters than that, remove all of them.
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37/64 | Seaking | |||
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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38/64 | Stantler | |||
Card text
If the Defending Pokémon is a Basic Pokémon, choose 1 of its attacks. That Pokémon can't use that attack during your opponent's next turn.
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39/64 | Unown B | |||
Card text
Once during your turn (before your attack), you may move 1 damage counter from 1 of your Pokémon with Unown in its name to Unown [B]. This power can't be used if Unown [B] has 10 HP left. This power can be used even if Unown [B] is Asleep, Confused, or Paralyzed.
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40/64 | Unown Y | |||
Card text
Once during your turn (before your attack), you may flip a coin. If heads, search your deck for a Psychic Energy card and attach it to 1 of your Pokémon with Unown in its name. Shuffle your deck afterward. This power can be used even if Unown [Y] is Asleep, Confused, or Paralyzed.
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41/64 | Aipom | |||
Card text
Choose a Trainer card attached to 1 of your opponent's Pokémon. Your opponent shuffles that card into his or her deck.
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42/64 | Chinchou | |||
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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43/64 | Farfetch'd | |||
Card text
This attack can't be used during your next turn. (Benching Farfetch'd ends this effect.)
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44/64 | Geodude | |||
Card text
Knuckle Punch
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45/64 | Goldeen | |||
Card text
Flip 2 coins. This attack does 10 damage times the number of heads.
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46/64 | Murkrow | |||
Card text
Search your deck for a Basic Pokémon card named Murkrow 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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47/64 | Paras | |||
Card text
Flip a coin. If heads, the Defending Pokémon is now Asleep.
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48/64 | Quagsire | |||
Card text
If the Defending Pokémon has any Energy cards attached to it, choose 1 of them and discard it.
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49/64 | Qwilfish | |||
Card text
Flip a coin. If heads, the Defending Pokémon is now Poisoned.
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50/64 | Remoraid | |||
Card text
Flip a coin. If heads, choose 1 of your opponent's Pokémon. This attack does 20 damage to that Pokémon. Don't apply Weakness and Resistance.
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51/64 | Shuckle | |||
Card text
Whenever an attack (including your own) does 40 or less damage to Shuckle (after applying Weakness and Resistance), reduce that damage to 10. (Any other effects of attacks still happen.) This power stops working while Shuckle is Asleep, Confused, or Paralyzed.
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52/64 | Skiploom | |||
Card text
Flip a coin. If heads, the Defending Pokémon is now Confused.
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53/64 | Slugma | |||
Card text
The Defending Pokémon can't retreat during your opponent's next turn.
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54/64 | Smoochum | |||
Card text
Flip a coin. If heads, choose a Special Energy card attached to 1 of your opponent's Pokémon. Your opponent shuffles that card into his or her deck.
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55/64 | Snubbull | |||
Card text
Flip a coin. If heads, this attack does 10 damage plus 10 damage times the number of damage counters on Snubbull. If tails, this attack does 10 damage.
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56/64 | Staryu | |||
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
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57/64 | Swinub | |||
Card text
Swinub does 10 damage to itself.
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58/64 | Unown K | |||
Card text
Your opponent's attacks, Pokémon Powers, and Trainer cards can't discard Energy cards from your Pokémon with Unown in their names. (Any other effects still happen.)
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59/64 | Zubat | |||
Card text
The Defending Pokémon is now Poisoned.
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60/64 | Balloon Berry | T[Tool] |
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Card text
When the Pokémon Balloon Berry is attached to retreats, discard Balloon Berry instead of discarding Energy cards.
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61/64 | Healing Field | T[st] | ||
Card text
Once during each player's turn, he or she may flip a coin. If heads, that player removes 2 damage counters from his or her Active Pokémon (1 if it only has 1).
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62/64 | Pokémon Breeder Fields | T | ||
Card text
Flip a coin for 1 or 2 of your non-Baby Pokémon that can evolve. For each heads, search your deck for a later-Stage card that matches that Pokémon. Then put that card into your hand. Shuffle your deck afterward.
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63/64 | Rocket's Hideout | T[st] | ||
Card text
Each Pokémon in play with Dark in its name (even your opponent's) gets +20 HP.
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64/64 | Old Rod | T | ||
Card text
Flip 2 coins. If both are heads, put a Baby Pokémon, Basic Pokémon, or Evolution card from your discard pile into your hand. If both are tails, put a Trainer card from your discard pile into your hand. |
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65/64 | Shining Gyarados | |||
Card text
Flip a coin. If heads, this attack does 30 damage plus 10 more damage for each damage counter on Shining Gyarados. If tails, this attack does nothing.
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66/64 | Shining Magikarp | |||
Card text
Your opponent may draw 2 cards. Either way, you may draw 2 cards
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