Pokemon TCG: Neo Revelation Set
Pokemon TCG

 

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Neo Revelation
(めざめる伝説)
Trading Card Game Set E10 / J09
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 Ampharos 1/64 Ampharos  Rare Holo Lightning 
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.
2 Blissey 2/64 Blissey  Rare Holo Colorless 
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.
3 Celebi 3/64 Celebi  Rare Holo Psychic 
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.
4 Crobat 4/64  Crobat  Rare Holo Grass
Card text
If your opponent attaches an Energy card to the Defending Pokémon during his or her next turn, that Pokémon becomes Poisoned.
5 Delibird 5/64 Delibird  Rare Holo  Colorless
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.
6 Entei 6/64 Entei  Rare Holo  Fire
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.
7 Ho Oh  7/64 Ho-Oh  Rare Holo Fire 
Card text
You may search your deck for a Fire Energy card and attach it to Ho-Oh. Shuffle your deck afterward.
8 Houndoom 8/64 Houndoom  Rare Holo  Darkness
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.
9 Jumpluff 9/64 Jumpluff  Rare Holo Grass 
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.
10 Magneton 10/64 Magneton  Rare Holo Metal 
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.
11 Misdreavus 11/64 Misdreavus  Rare Holo Psychic 
Card text
The Defending Pokémon is now Asleep.
12 Porygon2  12/64 Porygon2  Rare Holo Colorless 
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.
13 Raikou 13/64 Raikou  Rare Holo  Lightning
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.
14 Suicune 14/64 Suicune  Rare Holo Water 
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.
15 Aerodactyl 15/64 Aerodactyl  Rare Fighting 
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.
16 Celebi 16/64 Celebi  Rare Grass 
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.
17 Entei  17/64 Entei  Rare  Fire
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.)
18 Ho Oh 18/64     Ho-Oh  Rare Colorless
Card text
This attack does 30 damage plus 10 more damage for each type of Basic Energy card, if any, attached to Ho-Oh.
19 Kingdra  19/64 Kingdra  Rare Water 
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.)
20 Lugia  20/64 Lugia  Rare Psychic 
Card text
You may flip a coin. If heads, this attack does 80 damage. If tails, this attack does nothing.
21 Raichu  21/64 Raichu  Rare Lightning 
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
22 Raikou  22/64 Raikou  Rare Lightning 
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.)
23 Skarmory 23/64 Skarmory  Rare  Metal
Card text
Flip 2 coins. This attack does 10 damage times the number of heads.
24 Sneasel 24/64 Sneasel  Rare  Darkness
Card text
Flip a coin. If heads, discard all Trainer cards attached to your opponent's Pokémon.
25 Starmie  25/64 Starmie  Rare  Psychic
Card text
Flip a coin. If heads, the Defending Pokémon is now Confused.
26 Sudowoodo  26/64 Sudowoodo  Rare  Fighting
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.
27 Suicune 27/64 Suicune   Rare Water 
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.)
28 Flaaffy  28/64 Flaaffy  Uncommon  Lightning
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.)
29 Golbat  29/64 Golbat  Uncommon  Grass
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.
30 Graveler 30/64 Graveler  Uncommon Fighting 
Card text
Does 10 damage to each of your own Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.)
31 Jynx  31/64     Jynx  Uncommon Water
Card text
The Defending Pokémon is now Asleep.
32 Lanturn  32/64     Lanturn  Uncommon  Lightning
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.
33 Magcargo 33/64 Magcargo  Uncommon  Fire
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.)
34 Octillery  34/64 Octillery  Uncommon Water 
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
35 Parasect 35/64 Parasect  Uncommon  Grass
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.
36 Piloswine 36/64 Piloswine     Uncommon Fighting 
Card text
Remove 3 damage counters from Piloswine. If it has fewer damage counters than that, remove all of them.
37 Seaking  37/64 Seaking  Uncommon  Water
Card text
Flip a coin. If heads, this attack does 10 damage plus 10 more damage. If tails, this attack does 10 damage.
38 Stantler 38/64 Stantler  Uncommon Colorless 
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.
39 UnownB 39/64 Unown B  Uncommon  Psychic
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.
40 UnownY  40/64 Unown Y  Uncommon  Psychic
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.
41 Aipom  41/64 Aipom  Common Colorless 
Card text
Choose a Trainer card attached to 1 of your opponent's Pokémon. Your opponent shuffles that card into his or her deck.
42 Chinchou  42/64 Chinchou  Common Lightning 
Card text
Flip a coin. If heads, this attack does 10 damage plus 10 more damage. If tails, this attack does 10 damage.
43 Farfetch d 43/64 Farfetch'd  Common Colorless 
Card text
This attack can't be used during your next turn. (Benching Farfetch'd ends this effect.)
44 Geodude  44/64     Geodude  Common  Fighting
Card text
Knuckle Punch
45 Goldeen 45/64 Goldeen  Common Water 
Card text
Flip 2 coins. This attack does 10 damage times the number of heads.
46 Murkrow 46/64     Murkrow  Common Darkness 
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.)
47 Paras  47/64 Paras  Common  Grass
Card text
Flip a coin. If heads, the Defending Pokémon is now Asleep.
48 Quagsire  48/64 Quagsire  Common Water 
Card text
If the Defending Pokémon has any Energy cards attached to it, choose 1 of them and discard it.
49 Qwilfish  49/64 Qwilfish  Common Water 
Card text
Flip a coin. If heads, the Defending Pokémon is now Poisoned.
50 Remoraid 50/64 Remoraid  Common  Water
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.
51 Shuckle  51/64 Shuckle  Common Fighting 
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.
52 Skiploom 52/64 Skiploom  Common  Grass
Card text
Flip a coin. If heads, the Defending Pokémon is now Confused.
53 Slugma 53/64     Slugma  Common Fire 
Card text
The Defending Pokémon can't retreat during your opponent's next turn.
54 Smoochum  54/64 Smoochum  Common  Psychic
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.
55 Snubbull  55/64 Snubbull  Common  Colorless
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.
56 Staryu 56/64 Staryu  Common Water
Card text   
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
57 Swinub  57/64 Swinub  Common Fighting 
Card text
Swinub does 10 damage to itself.
58 UnownK 58/64 Unown K  Common Psychic 
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.)
59 Zubat  59/64 Zubat  Common  Grass
Card text
The Defending Pokémon is now Poisoned.
60 BalloonBerry  60/64 Balloon Berry  Uncommon T[Tool]
 
Card text
When the Pokémon Balloon Berry is attached to retreats, discard Balloon Berry instead of discarding Energy cards.
61 HealingField 61/64 Healing Field      Uncommon  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).
62 Pok  monBreederFields  62/64 Pokémon Breeder Fields  Uncommon 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.
63 RocketHideout  63/64 Rocket's Hideout  Uncommon T[st]
Card text
Each Pokémon in play with Dark in its name (even your opponent's) gets +20 HP.
64 OldRod 64/64 Old Rod Uncommon 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.
65 ShiningGyarados 65/64 Shining Gyarados Rare Holo Water
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.
66 ShiningMagikarp 66/64 Shining Magikarp Rare Holo Water
Card text
Your opponent may draw 2 cards. Either way, you may draw 2 cards

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