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FAQ/Walkthrough by nucleargamer12

Version: 1.8 | Updated: 08/24/2006

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| ___ \ |  _  | |  |/  | | ___ | |  \/  | |  _  | |  \| |    ---------
|  ___/ | |_| | |     <  | ___|  |      | | |_| | |     |     T  C  G
|_|     |_____| |__|\__| |_____| |_|\/|_| |_____| |_|\__|    ---------


POKEMON TRADING CARD GAME--GAMEBOY COLOR

Pokemon TCG FAQ/Walkthrough by Kevin Zhu (nucleargamer12)

Visit my site for more walkthroughs and guides: http://www.g-cubed.co.nr

-------------------------------------------------------------------------------
===============================================================================
     *** 0: Contents     *** 
===============================================================================
-------------------------------------------------------------------------------

0) Contents
 0.1) Notes on the FAQ

1) Introduction--About Me

2) Version History

3) Legal Information

4) Dr. Mason's Surprise
 4.1) Knowing the controls
 4.2) Rules of the Game
 4.3) Dueling Procedures
 4.4) Building a Deck
 4.5) Common Deck Archetypes

5) Walkthrough
 5.1) World Map
 5.2) Mason Laboratory
 5.3) Rock Club
 5.4) Grass Club
 5.5) Fire Club
 5.6) Lightning Club
 5.7) Science Club
 5.8) Psychic Club
 5.9) Fighting Club
 5.10) Water Club
 5.11) Pokemon Dome
 5.12) Challenge Hall
 5.13) Ishihara
 5.14) Ronald
 5.15) Imakuni?

6) Card Lists
 6.1) Gameboy Order
 6.2) Real World Order
 6.3) Pokedex Order

7) Card Ratings

8) Auto Deck Machines
 8.1) Auto Machine
 5.2) Rock Machine
 5.3) Grass Machine
 5.4) Fire Machine
 5.5) Lightning Machine
 5.6) Science Machine
 5.7) Psychic Machine
 5.8) Fighting Machine
 5.9) Water Machine
 5.10) Legendary Machine

9) FAQ--Frequently Asked Questions
 9.1) Tips and Tricks
 9.2) Gameshark Help
 9.3) Linking Up

10) Credits

11) End

-------------------------------------------------------------------------------
0.1: Notes on the FAQ
-------------------------------------------------------------------------------

~ Printing:

You should print only important parts of this FAQ as it is 12912+ lines long.

~ Searching:

Type Ctrl+F to find what you're looking for in this FAQ.

~ Finding a Pokemon:

Type the Pokemon's Pokedex # (including the # sign) when finding to bring up 
the Pokemon instantly.

~ Finding a section:

Copy and Paste the whole name of the section/subsection onto the Find Bar.

~ About the game:

The Pokemon Trading Card Game is copyrighted by Nindendo, Wizards, and Hudson.

~ Contacting the author:

Suggestions, questions, or comments should be sent to nucleargamer12@gmail.com.
Please read the guide before mailing me!

-------------------------------------------------------------------------------
===============================================================================
     *** 1: Introduction--About Me     *** 
===============================================================================
-------------------------------------------------------------------------------

This FAQ has been written by me, nucleargamer12, to help the many players of 
the Pokemon Trading Card Game. My Email address is nucleargamer12@gmail.com, 
and my AOL screen name is nucleargamer12. Please send feedback, questions, and 
anything else related to this FAQ. Suggestions and/or contributions would be
very much appreciated to make this guide a better one.

The Gameboy Color version of this once hugely popular card game is perhaps the 
last port in the United States. Due to the game's somewhat low sales, this 
game's sequel (released in Japan) never made it across the ocean. My guide is 
designed to help you through this addictive game. Enjoy this FAQ!

What unique and additional features does this huge walkthrough include? For
one, I have a Ratings section, discussing my ratings about the various cards.
Also, my card lists are in Pokedex, Card #, and Real World orders. That way,
you can use the lists not only as refrences to the Gameboy game, but to the
real game as well.

-------------------------------------------------------------------------------
===============================================================================
     *** 2: Version History     *** 
===============================================================================
-------------------------------------------------------------------------------


V. 1.8 8/23/06 Additions: Some user-submitted tactics added. Keep those 
e-mails coming, I'll still read 'em!

V. 1.7b (unreleased) Changes: I made the section dividers more prominent. The
new layout should look nicer.

V. 1.7 9/3/04 Additions: Added to FAQ, corrected minor accuracy problems in
walkthrough and such.

V. 1.5 8/19/04 Changes: Continued Ratings, changed Legal Information.

V. 1.2 5/27/04 Additions: Added Legendary deck and progressed on ratings.

V. 1.0 9/16/03 Initial release: Walkthrough completely finished. Ratings in
progress. Please email suggestions or comments so this FAQ can become better.

-------------------------------------------------------------------------------
===============================================================================
     *** 3: Legal Information     *** 
===============================================================================
-------------------------------------------------------------------------------

The text you're reading is my own work. Therefore, it is copyrighted 2004-2005
by nucleargamer12. It may not be reproduced in any way without my permission.
This FAQ is designed for personal use only. However...

The FAQ may appear on the following sites, because permission was granted:

~ www.gamefaqs.com
~ www.freewebs.com/gameguidegalaxy
~ www.g-cubed.co.nr

If, for some reason, you'd like to put my FAQ on your site, please send an
Email to me regarding the use of this document. Please include the URL of your
site so that I can view it. Consent will be given at my leisure. If permission
is given, do not make any changes to my FAQ; paste it onto your site as it is,
WITH the legal information included. Failure to use any of the above procedures
may result in legal action. If you wish to print these pages, please do so, but
only for your private enjoyment and leisure.

Please note that I should not be held responsible to any problems of your own
resulting in the reading, following, or downloading of this guide. Thank you in
advance.

Now that the Legal stuff is taken care of, it's time for the FUN!!!

-------------------------------------------------------------------------------
===============================================================================
     *** 4: Dr. Mason's Surprise     *** 
===============================================================================
-------------------------------------------------------------------------------

Well, this part is the story of the game. The story in the instruction booklet 
comes first, followed by my version of the story.

                        *******************************                        

It was just another typical day of Pokemon card trading with Ronald, a kid from
your neighborhood. As always, you were trying to complete your collection of 
Pokemon Trading Cards when you overheard an ear-catching rumor...

The Legendary Pokemon Cards...mysterious and extremely rare cards held by the 
four greatest Pokemon card players of all time - the Grand Masters! Rumor has
it, the Grand Masters are looking for one player to inherit the legend...a 
player who can defeat all four of the Grand Masters...one player worthy of the 
Legendary Cards and worthy of carrying on the legend!

"I wish I could have those cards," you say to yourself. "I will be the one! I 
will be the player who defeats the Grand Masters and inherits the Legendary 
Pokemon Cards!" But by the look on Ronald's face, you can tell he has the exact
same idea!

"I know," you think to yourself, "I'll enlist the help of Dr. Mason - the 
Pokemon Trading Card Game researcher!* He knows all there is to know about 
Pokemon Trading Cards! He'll teach me how to play the Trading Card Game. Then, 
I'll collect all the cards - including those of the Grand Masters 
themselves!!!"

"Why the rush, Mark?" Dr. Mason asks as you race into his lab. "THE LEGENDARY 
POKEMON CARDS!" He cries, after hearing your plan. Thinking out loud, Dr. Mason
mutters, "clearly, playing the card game is much more fun than just collecting 
the cards...I know this day would come...but if this truly is your dream... 
Perhaps, with my help..."

Suddenly he turns to you and warns, "you'll never get those cards if you aren't
dedicated."

"I am ready to do whatever it takes to defeat the Grand Masters," you assure 
him.

"Very well, then! You must not simply learn the card game - you must master it!
Start with this deck! Your deck is the set of cards you will use in duels. One 
deck consists of 60 cards. Your first opponent will be my assistant, Sam. 
First, we'll tell you the basics of the game. Then, I'll help you through your 
first duel!"

* Research pieces of paper? Dr. Mason needs to get a life...

                        *******************************                        

One day, you learn about the ultra-rare Legendary Cards of the Grand Masters of
Pokemon and the powers they possess. Being a rookie Pokemon Trading Card Game 
player, you head to Dr. Mason's laboratory. Your friend Dr. Mason, a respected 
authority on Trading Card Game information, hears about your goal to inherit 
the Legendary Cards. 

After a brief tutorial about the game's rules and guidelines, Dr. Mason gives
you your very first deck of cards. And so, your journey to become a Pokemon 
Trading Card master begins!

-------------------------------------------------------------------------------
4.1: Knowing the Controls
-------------------------------------------------------------------------------

This section contains the basic controls you need to know. The Gameboy's
buttons and functions are listed below.

*Button*    *Location on Gameboy*   *Function*

Start       Bottom center (right)   Starts game, Menu

A           Top right (right)       Confirms choices, Scrolls text

Select      Bottom center (left)    In-duel shortcuts

B           Top right (left)        Cancels choices, Scrolls text

D-pad       Top left                Moves cursor, Moves character

Note: Pressing A, B, Start, and Select simultaneously will restart the game.

                        *******************************                        

Using the B button, use the D-pad to view your own or your opponent's play area
or discard pile. Push B + down to view your play area, B + left to view your 
discard pile, B + up to view your opponent's play area, and B + right to view 
your opponent's discard pile. Remember these handy functions!

If you turned your Gameboy off when you were in the middle of a duel, you will 
have the option in the starting menu to continue the duel from your last turn 
(before you attacked).

Press Select when viewing your Hand in a duel. It will let you arrange your 
hand as you like. Press Select in a duel to view your Play Area, the opponent's
Play Area, or the entire dueling table. Press Select when your Pokemon is 
Knocked Out to view your hand or the Knocked Out card.

                        *******************************                        

Here are the procedures taken in a regular Pokemon Duel. If some of the terms 
used appear unclear to you, read the next section (section 4.2) for information
on the rules of the game.

~ First, both your deck and the opponent's deck are shuffled.

~ Each player draws seven cards. This is the Hand. If a player has no base 
Pokemon in his/her hand, he/she will shuffle his/her hand into her deck, re-
shuffle the deck, and draw seven more cards. 

~ Now, Set a Basic Pokemon on the Arena. This is your Active Pokemon, or the 
one you'll be attacking with at the start of the game.

~ Place up to 5 Pokemon on your Bench (if you drew more than one Pokemon in 
your hand). The Bench is where you charge up your Pokemon in case they are 
needed.

~ You will place Prize Cards, chosen randomly from your deck. The number of 
Prizes varies depending on who you're facing. A player will choose a Prize Card
when he/she Knocks Out a Pokemon.

~ A coin will be tossed in the beginning of the game to decide which player 
goes first. In the Gameboy game, you go first if the coin lands heads.

~ The player going first will draw one card from his/her deck. From there, 
these actions can be done as many times as desired in the turn:

 Place Basic Pokemon on the Bench. You cannot place more than five.
 Retreat the Active Pokemon by paying the Retreat Cost.
 Evolve compatible Active/Bench Pokemon that was placed more than 1 turn ago. 
 Attach an Energy Card on a Pokemon only once (barring Rain Dance).
 Use Trainer Cards. Discard them after being used.
 Some Pokemon Powers may be used depending on its description.

~ Attack with the Active Pokemon if you have enough Energy Cards attached to it
to meet the cost of the attack.

~ End your turn. Attacking manually ends your turn, but you may choose to end 
it without attacking.
 
Now, this procedure continues until someone wins using the methods listed in 
the next section.

-------------------------------------------------------------------------------
4.2: Rules of the Game
-------------------------------------------------------------------------------

The rules of the Pokemon Trading Card Game are explained by Dr. Mason at the 
beginning of the game. However, here are some quick guidelines that I made for 
you:

~ The objective of the Trading Card Game is to defeat the opponent using one of
three methods: to take all of your prizes that you placed at the beginning of 
the game, to make your opponent run out of Active Pokemon, or to make your 
opponent run out of cards.

~ In this game, you will be able to collect cards from the Base Set, Jungle 
Set, and Fossil Set. Use these to create decks!

~ A Basic Pokemon is the only kind of card that can be put into play at the 
beginning of a match. They are unevolved and usually are able to attack 
quickly.

~ Evolution Pokemon cards are placed on top of matching Basic Pokemon cards. 
These Pokemon are often stronger than their counterparts.

~ Trainer Cards are one-time use cards that have a special function. They are 
discarded after they are played. There are various functions of Trainers, so 
look at the card before playing it!

~ There are six types of Basic Energy in the game: Grass, Fire, Lightning, 
Water, Fighting, and Psychic. Basic Energys are attached to your Pokemon, once 
per turn, to make them attack or retreat. You can put as many of these energys 
as you want in your deck.

~ Double Colorless Energy is a Special Energy Card. It provides two energies, 
but they are both of the colorless type. Use these cards to quickly power up 
your Pokemon!

                        *******************************                        

The Pokemon Trading Card game might still be foggy to you, so here are some 
terms that are used in the game:

~ Active Pokemon are the Pokemon that currently face each other. They're the 
only Pokemon that can attack or be attacked (with some exceptions), and they 
can be switched with Bench Pokemon for a cost. If a person runs out of Active 
Pokemon and is unable to send out another one, he or she loses the match.

~ Bench Pokemon are Pokemon that a person has in reserve. There can be up to 
five Bench Pokemon on a player's bench. Bench Pokemon cannot be attacked, 
unless the attack specifies so.

~ Prizes are placed in the beginning of the match. When you knock out an 
opponent's Pokemon, choose a prize. When all of the prizes are taken, a winner 
is decided.

~ Attacks are commands issued by the person. Attacks can damage either Pokemon,
or give them a status alignment. They can also heal or defend certain Pokemon. 
Attacks can only be executed if there is as much energy attached to the 
attacker as required.

~ HP is a Pokemon's ability to take hits. The more HP a Pokemon has, the more 
damage it can take before it is knocked out.

~ Damage is what Pokemon recieve from attacks. It is represented by Damage 
counters, each one giving 10 damage. If a Pokemon has less or equal HP than 
Damage, it is knocked out.

~ "Knocked Out" happens to a Pokemon when its HP reaches zero (or below). When 
this happens, the Pokemon and all cards attached to it will be moved into the 
discard pile.

~ Discard Pile is where Knocked Out Pokemon, Energys attached to the Pokemon, 
and used-up Trainer Cards go. Certain cards will let you remove cards from the 
Discard Pile.

~ Your Hand is where you keep all of your drawn cards. There is no limit to how
many cards you have in your hand.

~ Your Deck must contain 60 cards. See the next section for details. Each turn,
you draw a card from your deck. Some Trainers and Attacks will let you draw
more cards. If your deck's cards reach zero, you lose the game on the next time
you have to draw a card.

~ Retreats are commands issued by the duelist. If the Pokemon has enough 
Energys to fulfill its Retreat Cost, it will have the option to switch with a 
Bench Pokemon. You will have to discard the same number of energies as the 
Retreat Cost in order to do this.

~ Retreat Costs vary from Pokemon to Pokemon. They represent the amount of 
Energy Cards you must discard in order to retreat.

~ Weaknesses of a Pokemon mean that it takes double damage from attacks from 
its weakness type.

~ Resistances of a Pokemon mean that it takes thirty less damage from attacks 
of its resistance type. Plan the weaknesses and resistances of your deck 
carefully!

~ The level of a Pokemon card has nothing to do with how good the card is. 
Don't be fooled into putting worthless high-level Pokemon in your deck!

~ Pokemon Powers are special effects a Pokemon may have. The usage of Pokemon 
Powers depends on what is written on the card.

~ Invincibility happens when a Pokemon uses a move, like Scrunch or Agility, 
that promises no damage to be taken on the following turn. Invincibility is 
gone on the next turn.

~ Stalling is when someone sends out a Pokemon that is very hard to take down 
because of its tremendous HP and/or invincibility potential.

                        *******************************                        

The terms above are most of the basics involved in Pokemon Trading Card Game. 
However, your Pokemon may be affected with a Status Alignment. They are listed 
below:

~ Confusion: Your active Pokemon must flip a coin before attacking or 
retreating. If the coin turns heads, the action works normally. If the coin 
flips tails, the Pokemon will be unable to perform that action. If the coin 
lands tails when the infected Pokemon attempts to attack, the attacker will do
20 damage to itself while still being unable to attack. Cure confusion with:

 A successful retreat
 The Trainer "Full Heal"
 The Trainer "Scoop Up"
 The Trainer "Switch"
 The Trainer "Devolution Spray"
 An evolution card
 A successful attack (ignores it)

~ Paralyzation: Your active Pokemon cannot attack or retreat for the turn it is
infected barring the help of a Trainer Card. Paralyzation wears off in one 
turn. Cure paralyzation with:

 The Trainer "Full Heal"
 The Trainer "Scoop Up"
 The Trainer "Switch"
 The Trainer "Devolution Spray"
 An evolution card
 Waiting until the next turn

~ Poison: This will slowly drain the energy of the Pokemon affected. After each
player's turn, the Pokemon affected with Poison will take an additional 10 
damage. Nidoking's Toxic attack is even more deadly; the affected Pokemon will 
take 20 damage a turn instead of 10. Cure poison with:

 The Trainer "Full Heal"
 The Trainer "Scoop Up"
 The Trainer "Switch"
 The Trainer "Devolution Spray"
 An evolution card

~ Sleep: Pokemon cannot attack or retreat when asleep. Between each turn, a 
coin is flipped. If the coin lands heads, the alignment is cured. If it turns 
tails, the Pokemon is still asleep. Cure sleep with:

 The Trainer "Full Heal"
 The Trainer "Scoop Up"
 The Trainer "Switch"
 The Trainer "Devolution Spray"
 An evolution card
 Getting heads on the coin toss between turns

                        *******************************                        

All the information above and more can be found by looking at the bookshelves 
scattered around the game. These are the basics upon becoming a Pokemon Card 
Game master!

-------------------------------------------------------------------------------
4.3: Weaknesses/Resistances
-------------------------------------------------------------------------------

There are seven types of Pokemon in the Pokemon Trading Card game. Each type of
Pokemon has its own set of strengths and weaknesses. They are listed below.

Fire
Fighting
Grass
Lightning
Water
Psychic
Colorless

There are, however, certain subtypes of Pokemon that have slightly different 
traits than others of the type. These are listed here.

Poison (Grass type)
Rock (Fighting type)
Ghost (Psychic type)
Flying (Colorless type)
Dragon (Colorless type)
Legendary (various types)

                        *******************************                        

These subtypes deal the same type of damage as thier basic types. For example, 
a Weezing (Poison) using Selfdestruct will be super effective against an Onix 
(Rock). For players of the RPG, this may be confusing to you, but bear along. 
Below is a list of all the types/subtypes' Weaknesses and Resistances:

Fire weak to Water
Fighting weak to Psychic
Grass weak to Fire
Lightning weak to Fighting
Water weak to Lightning/Grass
Psychic weak to Psychic
Colorless weak to Fighting

Poison weak to Psychic
Rock weak to Grass
Ghost weak to nothing
Flying weak to Lightning
Dragon weak to nothing
Legendary weak to nothing

Fire strong against nothing/Fighting
Fighting strong against nothing
Grass strong against nothing/Fighting
Lightning strong against nothing
Water strong against nothing
Psychic strong against nothing
Colorless strong against Psychic

Poison strong against Fighting/nothing
Rock strong against nothing/Lightning
Ghost strong against Fighting
Flying strong against Fighting
Dragon strong against Psychic/Fighting
Legendary strong against Fighting

Hopefully this will give you an idea of which cards are strong and weak to
which other cards. Read on to see how to build a deck!

-------------------------------------------------------------------------------
4.4: Building a Deck
-------------------------------------------------------------------------------

Using the analysis above, you could tell apart the types of Pokemon. Now, to 
arrange the Pokemon you've chosen into a deck:

Deck-building is one of the many fun parts of this game. All the cards that you
own are organized by type, so it's easy to find where each card is. To start 
building a deck, Press the Start button to be taken to the menu. Select "Deck" 
from there, and pick the deck you want to modify. from there...

~ Select Deck: Select this deck as your dueling deck.

~ Change Name: Change the name of your deck.

~ Cancel: Return to the previous menu.

~ Modify Deck: Modify the deck. See below.

                        *******************************                        

While modifying your deck, you can press these buttons:

~ The D-pad lets you choose a type of cards (the element). Press A when you've 
chosen. Now, you can use the D-pad to select the card, and the amount desired. 
Press B to return to the element menu.

~ Pressing Start in the element menu will let you view your current deck and 
its contents. Use the D-pad to scroll up and down, and the A button to check 
the card.

~ When selecting a card, press the A button to view its attacks, information, 
and evolution stage.

~ At the element menu, pressing B will result in another menu. Pressing Confirm
is like pressing Start in the element menu (see above). Press Modify to 
continue modifying the deck. Select Name to rename the deck. Press save to save
the deck configuration, and press Dismantle to delete the current deck. Select 
Cancel to return to the deck menu.

                        *******************************                        

Now that you know the controls of deck-building, here are some tips on how to 
make a good, balanced deck (you need to play a little of the game to get what I
mean).

~ Cover up your weaknesses. Do you notice that Aaron (a man in Dr. Mason's lab 
who is willing to duel you) has a Water and Fighting deck, a Grass and Psychic 
deck, and a Fire and Lightning deck? This is because he built his decks 
smartly, relying on one element's strengths to overlap another element's 
weaknesses. For example:

 Water types are weak to Lightning types, who are weak to Fighting types.
 Poison types (grass) are weak to Psychic types, who are weak to Psychic types.
 Fire types are weak to Water types, who are weak to Lightning types.

~ However, you may notice that Aaron never seems to get the right cards out in 
play at the right time, so he still loses to you. This is where good Trainer 
Cards come into the situation. Since Aaron has two types in his deck, he needs 
to have the right type of energy to successfully attack. For this, you need the
Trainers Energy Search and Energy Retrieval. Use Energy Search to search in 
your deck for a certain kind of energy, and use Energy Retrieval to take them 
out of your discard pile.

~ A deck must have the right amount of energy to win. Depending on your 
situation, you might need more or less energys in your deck. In my opinion, you
should have anywhere from 20 to 28 energy in your deck. Keep in mind that if 
you have more than one element in your deck, be sure to balance your energys 
accordingly.

~ The kinds of Pokemon in the deck need to be right. Your deck needs to have a 
strategy, not just to pray for a good card.

~ Be wary of the time your deck needs to set up. If your Pokmeon need lots of 
Energy to attack or retreat, be sure to include some Stall Pokemon in your deck
to buy some time.

~ Take a look at some of the most common decks below!

-------------------------------------------------------------------------------
4.5: Common Deck Archetypes
-------------------------------------------------------------------------------

Archetypes are common deck themes, they constitute most of the decks people
use out there. No matter which you choose, archetypess can give you an edge 
over in-game opponents. These are the top archetypes in the Pokemon Trading
Card game. Use these archetypes as you wish, but feel free to modify the
samples I have created in your own decks:

 1. Haymaker: An extremely fast attacking deck focused on winning on or before
 turn 10. Pokemon requiring only a few Energy to attack are often seen here.
 They include Scyther, Electabuzz (base), Magmar (fossil), and Hitmonchan. Here
 is a sample Haymaker deck. Note that there are no evolved Pokemon and lots of
 Trainer Cards:

  *Pokemon (13)*
  4x Scyther L25
  3x Magmar L31
  3x Hitmonchan L33
  3x Electabuzz L35

  *Trainers (24)*
  3x Bill
  2x Professor Oak
  4x Energy Search
  3x Potion
  3x Energy Removal
  2x Energy Retrieval
  2x Gust of Wind
  3x Pluspower
  2x Computer Search

  *Energy (23)*
  7x Fire Energy
  8x Fighting Energy
  7x Lightning Energy
  1x Double Colorless Energy

 2. Rain Dance: This deck relies on Blastoise's Pokemon Power, Rain Dance. It
 lets you attach as many Water Energy as you like to your Pokemon, not just 1
 per turn. This deck plans on getting a Squirtle to a Blastoise by turn 3.
 Water Pokemon, like Lapras and Dewgong, are commonly found in this deck.

  *Pokemon (18)*
  4x Squirtle L8
  2x Wartortle L22
  4x Blastoise L52
  3x Lapras L31
  3x Seel L12 ^
  2x Dewgong L42 ^

  *Trainers (19)*
  4x Bill
  2x Professor Oak
  2x Potion
  1x Super Potion
  2x Energy Removal
  1x Super Energy Removal
  2x Pokemon Breeder
  3x Pokemon Trader
  1x Pluspower
  1x Gust of Wind

  *Energy (23)*
  23x Water Energy

  ^ Seel and Dewgong can be replaced with Magikarp and Gyarados if you're
    facing a Lightning-heavy foe.

 3. Damage Swap: Using Alakazam's Pokemon Power Damage Swap and Chansey's great
 stalling potential, one is able to create a formidable deck. You can add
 Pokemon like Mr. Mime and Mew to improve your defense. Full Heal is good in
 this deck, since Damage Swap only works if Alakazam is healthy. When your
 stallers are about to get knocked out, use Pokemon Center or Scoop Up to
 recover them. This is sort of a Stall deck variation.

  *Pokemon (19)*
  4x Abra L10
  3x Kadabra L38
  3x Alakazam L42
  3x Chansey L55
  2x Mew L8
  2x Mr. Mime L28
  2x Kangaskhan L40

  *Trainers (20)*
  3x Potion
  1x Super Potion
  4x Scoop Up
  3x Pokemon Center
  1x Computer Search
  4x Energy Removal
  2x Super Energy Removal
  2x Full Heal

  *Energy (21)*
  20x Psychic Energy
  1x Double Colorless Energy

 4. Stall: The point of this deck is to make CPU players run out of cards, and
 to make human opponents get so annoyed that they forfeit the match. The deck
 includes great stall Pokemon, like Chansey and Lickitung, plus many Trainer
 Cards that shuffle cards back into your deck. Beware, though: a match using
 this deck could take up to 60 turns! Very few Energys are in this deck.

  *Pokemon (16)*
  4x Chansey L55
  4x Lickitung L26
  4x Kangaskhan L40
  4x Snorlax L20

  *Trainers (32)*
  4x Pokemon Center
  4x Scoop Up
  4x Potion
  4x Energy Removal
  4x Item Finder
  4x Maintenance
  4x Gambler
  4x Energy Retrieval

  *Energy (12)*
  4x Fighting Energy ^
  4x Psychic Energy ^
  4x Double Colorless Energy

  ^ Doesn't matter which kinds of Energy you choose; just keep the colorless.

 5. Do the Wave: Wigglytuff's Do the Wave attack does damage depending on the
 number of Pokemon you have on the bench. Putting 5 Pokemon on the bench means
 that you have a 60-power attack each turn. Plus, Lullaby isn't bad either.
 Using Trainers like Clefairy Doll and Mysterious Fossil in place of real
 Pokemon isn't a bad idea. Feel free to experiment!

  *Pokemon (15)*
  2x Jigglypuff L13
  2x Jigglypuff L14
  4x Wigglytuff L36
  4x Scyther L25
  3x Chansey L55

  *Trainers (22)*
  4x Bill
  2x Professor Oak
  3x Clefairy Doll
  1x Scoop Up
  3x Potion
  2x Poke Ball
  4x Energy Removal
  3x Pokemon Trader

  *Energy (23)*
  19x Grass Energy
  4x Double Colorless Energy

 6. Energy Destruction: Without Energy Cards, your opponent won't be able to do
 much. Hyper Beam, Whirlpool, and Energy Removal will discard energys from the
 opponent at lightning speed. Seemingly foolproof plans can be demolished using
 this great strategy. Pluspower is added because Hyper Beam is somewhat weak.

  *Pokemon (19)*
  3x Psyduck L15
  2x Golduck L27
  3x Dratini L10
  2x Dragonair L33
  4x Poliwag L13
  3x Poliwhirl L28
  2x Poliwrath L48

  *Trainers (18)*
  2x Bill
  4x Energy Removal
  3x Super Energy Removal
  2x Pokemon Trader
  1x Energy Search
  3x Pluspower
  2x Potion
  1x Super Potion

  *Energy (23)*
  18 Water Energy
  3 Psychic Energy
  2 Double Colorless Energy

 7. Prehistoric Power: This deck is a slight variation of the Haymaker. There's
 one big difference: Aerodactyl's Pokemon Power will stop any and all
 evolutions, making decks like Rain Dance practically useless. Of course, do
 not try to use this against other Haymaker decks. You won't do very well. Here
 is a sample deck:

  *Pokemon (16)*
  4x Aerodactyl L28
  4x Scyther L25
  4x Hitmonchan L33
  4x Electabuzz L35

  *Trainers (22)*
  3x Bill
  2x Professor Oak
  2x Energy Removal
  1x Super Energy Removal
  3x Energy Search
  4x Mysterious Fossil
  2x Pokemon Trader
  2x Potion
  1x Super Potion
  2x Pluspower

  *Energy (22)*
  9x Lightning Energy
  10x Fighting Energy
  3x Double Colorless Energy

 8. Energy Trans: Using Venusaur's Pokemon Power, Energy Trans, you have the
 ability to move Energys from one Pokemon to another as many times as you wish.
 Exeggutor's Big Eggsplosion takes a big advantage from this. Build up your
 other Pokemon with Energys, get out Venusaur and Exeggutor, and transfer all
 the Energy from other Pokemon onto yours. Then, Eggsplode! Pokemon Breeder is
 useful in here, too.

  *Pokemon (23)*
  4x Bulbasaur L13
  3x Ivysaur L20
  4x Venusaur L67
  2x Nidoran M L20
  1x Nidorino L25
  2x Nidoking L48
  4x Exeggcute Lv.14
  3x Exeggutor Lv.35

  *Trainers (15)*
  1x Professor Oak
  3x Bill
  2x Pokemon Breeder
  1x Pokemon Trader
  2x Energy Removal
  1x Energy Search
  1x Gust of Wind
  1x Switch
  3x Potion

  *Energy (22)*
  19x Grass Energy
  3x Psychic Energy 

                        *******************************                        

~ Of course, you don't have to follow these Archetypes, although they can give 
you a good chance of victory. Follow my guidelines to make a good deck, and be 
creative!

~ Good deck-making tips can also be found in Ishihara's bookshelves. See 
section 5.13 for more information.

~ You can only carry 4 decks with you at a time. Save all the additional decks 
you have made in the Save Machine in Dr. Mason's Lab (more on saving in the 
walkthrough).

-------------------------------------------------------------------------------
===============================================================================
     *** 5: Walkthrough     *** 
===============================================================================
-------------------------------------------------------------------------------

The walkthrough will cover every aspect of your quest. Your goal is to achieve 
the Legendary Cards through earning eight Master Medals in the game. If you 
defeat the four Grand Masters, guardians of the LegendaryCards, the Legendary
Pokemon--Articuno, Zapdos, Moltres, and Dragonite--will be yours! The eight 
Master  Medals are possessions of the leaders of the 8 Dueling Clubs (Grass, 
Fire, Lightning, Water, Fighting, Psychic, Rock, and Science). 

You will face a minimum of 30 duelists in the game:

1 Tech
14 Club Members
8 Club Masters
4 Grand Masters
3 Ronald

You can face a maximum of 42 duelists in this game:

2 Techs
21 Club Members
8 Club Masters
4 Grand Masters
5 Ronald
1 Imakuni?

Your other goal is to collect all the cards in the Pokemon Trading Card Game. 
You recieve cards from various Booster Packs that you earn from defeating your 
opponents. You can get Colosseum, Mystery, Evolution, or Laboratory packs. Each
pack has different cards, so you must duel lots of people to get all the cards.
Also, some cards can be traded for others, given to people in the game, or 
earned by winning contests. Let's get started on your journey!

Note: If "!!!RONALD!!!" ever appears when you're reading this, it means that 
Ronald will be waiting to duel you either outside the club or in the Challenge 
Hall. Also, a "(+)" by anyone's name means you'll have to duel him/her in order
to progress. Enjoy the Walkthrough!

-------------------------------------------------------------------------------
5.1: World Map
-------------------------------------------------------------------------------

This is the world of Pokemon Trading Card Game. Your whole game takes place on 
this busy island.

                       ____---__       
                     _/    5    \      The numbers on the map
  -_______    __    |            |     represent what section     
 |13___   \  |12|  /          7  |     the place is talked about.
       |   \__||__/    8         |
   ___/                           \    For example, there is a
  /                                |   "9" where the Fighting
 |   3                        4    |   Club is. That means the
 |              11                 |   walkthrough for the
  \____                   _____   /    Fighting Club is section
       | 6            ___/     | |     5.9. (add a "5")
     _/              /   __    | |
  ---          _    |   |10|   | |     You will start at "2",
 | 2        9 | \_  |____||___/ /      Mason's Lab. Good luck!
 |           /    \____________/
  ----------

-------------------------------------------------------------------------------
5.2: Mason Laboratory
-------------------------------------------------------------------------------

Start a new game and type in your name. You'll be arriving at Dr. Mason's lab. 
Dr.Mason, a Pokemon Trading Card Game researcher and top authority, will tell 
you all about the game. He will call his fellow researcher, Sam, to have a 
practice duel with you. Before that, though, you might want to ask Sam about 
the rules of the game...if you skipped section 4.2 of my guide.

                        *******************************                        

Practice Duel: Tech Sam (+)
Prizes: 2
Deck: Sam's Practice Deck
Reward: Colosseum Booster

This is your first duel in the game. Sam will explain everything to you, so 
you'll have no problem winning the game (in fact, you can't lose). If you don't
do what Sam says, you won't be able to continue with the duel. After dueling 
him the first time, you may talk to Sam and select "Normal Duel". This duel 
will go just like the practice duel, but you won't be told what to do. You can 
stock up on Energys by winning against Sam, because the Booster Packs he gives 
you only contain Energys.

                        *******************************                        

After winning the duel, Dr. Mason asks you to choose the deck you want to start
off with in your journey. You may choose these decks:

 1. Bulbasaur and Friends
 A Grass, Lightning, and Psychic deck: Bulbasaur, Pikachu, and Abra.

  *Pokemon*
  2x Bulbasaur L13
  1x Ivysaur L20
  1x Venusaur L67
  2x Nidoran F L13
  2x Nidoran M L20
  1x Nidorino L25
  1x Tangela L12
  2x Pikachu L12
  1x Raichu L40
  1x Magnemite L13
  1x Electabuzz L35
  2x Abra L10
  1x Kadabra L38
  2x Gastly L8
  1x Haunter L22
  1x Jynx L23
  1x Jigglypuff L14
  1x Meowth L14
  1x Kangaskhan L40
 
  *Trainers*
  1x Professor Oak
  1x Bill
  1x Switch
  1x Poke Ball
  2x Pluspower
  1x Defender
  1x Gust of Wind
  2x Potion
  2x Full Heal 

  *Energy*
  9x Grass Energy
  8x Lightning Energy
  6x Psychic Energy

 2. Charmander and Friends
 A Fire, Grass, and Water deck: Charmander, Pinsir, and Seel. 

  *Pokemon*
  2x Caterpie L13
  1x Metapod L21
  2x Nidoran F L13
  1x Nidoran M L20
  1x Pinsir L24
  2x Charmander L10
  1x Charmeleon L32
  1x Charizard L76
  2x Growlithe L18
  1x Arcanine L45
  2x Ponyta L10
  1x Magmar L24
  2x Seel L12
  1x Dewgong L42
  2x Goldeen L12
  1x Seaking L28
  2x Rattata L9
  1x Raticate L41
  1x Meowth L14

  *Trainers*
  1x Professor Oak
  2x Bill
  1x Switch
  1x Computer Search
  1x Pluspower
  2x Potion
  1x Full Heal

  *Energy*
  8x Grass Energy
  10x Fire Energy
  6x Water Energy

 3. Squirtle and Friends
 A Water, Fire, and Lightning deck: Squirtle, Charmander, and Pikachu. 

  *Pokemon*
  2x Charmander L10
  1x Charmeleon L32
  1x Growlithe L18
  1x Arcanine L45
  1x Magmar L25
  2x Squirtle L8
  1x Wartortle L22
  1x Blastoise L52
  2x Seel L12
  1x Dewgong L42
  1x Goldeen L12
  1x Seaking L28
  1x Staryu L15
  1x Starmie L28
  1x Lapras L31
  2x Pikachu L12
  1x Magnemite L13
  1x Magenton L28
  1x Electabuzz L35
  2x Rattata L9
  1x Raticate L41
  1x Meowth L14

  *Trainers*
  1x Professor Oak
  1x Bill
  1x Switch
  1x Poke Ball
  1x Scoop Up
  1x Item Finder
  1x Potion
  1x Full Heal 
 
  *Energy*
  11x Water Energy
  8x Fire Energy
  6x Lightning Energy

Pick the deck that you like most. All of the decks have three types of Pokemon 
and very little Trainers. Dr. Mason will give you the cards you need and build 
the deck for you. If you talk to Sam again, you may review the rules of the 
game. The bookcases have good information, but those topics were already 
covered in Section 4. There is a PC in the lab (and everywhere else), and you 
can read the Mail that Dr. Mason has sent you. Check your mail often, as Dr. 
Mason often includes Booster Packs with his mail!

Now, you can go right into the Deck Machine area. Only the Auto Deck Machine is
working right now, since you have to insert Master Medals into the other 
machines to make them work. One of the Lab Techs, Aaron, will challenge you to 
a duel. Select Yes to accept.

                        *******************************                        

Normal Duel: Tech Aaron
Prizes: 4
Decks: Fire and Lightning Deck
      Water and Fighting Deck
      Grass and Psychic Deck
Reward: Colosseum Booster

Aaron lets you test your deck against his well-balanced decks. The weaknesses 
of some types in his deck are covered by some other types. Plan your deck 
carefully. Aaron tends to use lots of Pokemon and Energy in his three decks, 
but very little Trainer Cards. Use this flaw to your advantage, and try to 
overpower his deck. The Booster Pack he gives you if you win contains only 
Basic Energy Cards.

                        *******************************                        

If you plan on making your own deck, duel Aaron and Sam to get lots of Energy. 
Depending on your starting deck, you can choose the Club that you want to head 
next. If you have Bulbasaur and Friends, head to the Rock Club. If you picked 
Charmander and Friends, go to the Grass Club. If you took Squirtle and Friends,
make your way to the Fire Club. You can visit any of the Clubs whenever you 
like, so feel free to skip around in the walkthrough. For my guide, go to the 
Rock Club first, and meet Gene, a rock-hard duelist!

-------------------------------------------------------------------------------
5.3: Rock Club
-------------------------------------------------------------------------------

Note: You will see Ronald, your rival, as you enter your first Club (whichever 
one it is). He will brag that defeating the first Club Leader was a piece of 
cake, and tell you some rules of the Club Leaders. It's kind of ironic if he 
tells you about defeating the Grass, Psychic, or Fighting leaders, since you 
normally can't duel them yet. 

Club Lounge: Every Club has a lounge where people, sometimes other duelists, 
hang out. The Rock Club members all focus on fast damage, minimal strategy. Get
some of your best Grass Pokemon into your deck, like Venusaur and Scyther. 
After you talk to the Club Leader, check your Mail. Mason will have sent a 
Booster Pack! 

In this lounge, there is a woman who tells you when Ishihara wants to trade a 
card. Chris, a pupil of the Fighting Club Leader, is waiting to duel you by the
Club Entrance. Also, you can duel Matthew, a Rock Club Member, for some easy 
Booster Packs.

                        *******************************                        

Normal Duel: Rock Club Member Matthew
Prizes: 4
Deck: Hard Pokemon Deck
Reward: Mystery Booster

Matthew uses many Geodudes, Gravelers, and Onixes. They will pose a big threat 
to your Lightning Pokemon, but hopefully you remembered to change your deck to 
Grass-types. If you did, you should have no problem with his boulders. Matthew 
likes to play defensive, so you'll have a couple of problems here and there. 
Onix's Rock Throw can only do 10 damage at a time, and Geodude isn't a problem 
until it evolves. It is good to have a Grass Pokemon with a Poison-inducing 
attack, so your victory will come sooner.

                        *******************************                        

Club Center: Now, head inside the Club Center. This is where most of your 
opponents are. As you enter, three duelists will be awaiting your challenge. To
the left of the area is Andrew.

                        *******************************                        

Normal Duel: Rock Club Member Andrew
Prizes: 4
Deck: Blistering Pokemon Deck
Reward: Colosseum Booster

Andrew uses mainly Rock Pokemon like Cubone, Onix and Rhyhorn, but there is a 
twist: he has Ponyta and Rapidash, which can mean a quick end to your 
Grasslings. Use a couple of Water Pokemon in your deck, like Lapras and 
Vaporeon, and you'll get rid of his Fire-types. He seems to draw few Fighting 
energy, so his Rocks won't get powered up very fast.From there, just use your 
Plants to finish him off!

                        *******************************                        

Head right to face Ryan, who will play with only 3 Prize Cards.

                        *******************************                        

Normal Duel: Rock Club Member Ryan
Prizes: 3
Deck: Excavation Deck
Reward: Evolution Booster

Ryan is almost pathetically easy, I even defeated him with all Lightning 
Pokemon. He uses Sandshrew and Sandslash alot, along with Shellder, Omanyte,
and Kabuto. Use good Grass Pokemon to easily win over this guy. He also uses
Hitmonchan, but he has too many Water Energy in his deck for Hitmonchan to be
effective.

                        *******************************                        

Now, face the Club Leader, Gene! Notice that he looks like Professor Oak a 
little, and he appears to have a toothpick in his mouth.

                        *******************************                        

Club Leader Duel: Rock Club Master Gene (+)
Prizes: 6
Deck: Rock Crusher Deck
Reward: Mystery Booster, Rock Medal

The Club Master, Gene, has a deck full of powerful Rock Pokemon. He takes a 
long time to attach Energys to his Rhyhorns and Digletts, but when he adds 
enough, they become very powerful! Eliminate this problem by knocking out his 
stones before they pelt you back. His deck is made entirely out of Rock 
Pokemon.

Here is Gene's deck:

 *Pokemon*
 4x Diglett L8
 2x Dugtrio L36
 4x Geodude L16
 3x Graveler L29
 2x Golem L36
 3x Onix L12
 3x Rhyhorn L18

 *Trainers*
 2x Professor Oak
 1x Pokemon Breeder
 2x Energy Removal
 2x Switch
 1x Computer Search
 2x Defender
 2x Potion
 1x Super Potion

 *Energy*
 24x Fighting Energy
 2x Double Colorless Energy

Gene power ups his Geodudes into Golems on his bench, so try to Gust of Wind 
his Geodude in while it's still molting. He will add Defenders to his Golems 
before using Selfdestruct, and use Potion to get them back in healthy 
condition. All his Pokemon are weak to Grass types, especially Scyther (with
a Fighting Resistance).

                        *******************************                        
                        *******************************                        
Gene will give you two Booster Packs once he is defeated, along with the Rock 
Master Medal! Remember to insert it into the Rock Medal Deck Machine back at 
Mason Laboratory, and make new decks with it. Now, you can head to the Grass 
Club and face Nikki, queen of Grass Pokemon.

-------------------------------------------------------------------------------
5.4: Grass Club
-------------------------------------------------------------------------------

Club Lounge: This Club's Pokemon can almost all be defeated with solid Fire 
Pokemon, like Magmar. A girl in the Grass Club wants to trade an Oddish for a 
Vileplume because of her obssession with the sprout Pokemon. It's a rip-off for
her, really.

Make the trade if you have the card. You may notice Michael from the Fighting 
Club hanging out here. Proceed to duel Brittany, who is by the card desk in the
Lounge. She will tell you to beat three of the Members to be able to duel the 
Club Leader.

                        *******************************                        

Normal Duel: Grass Club Member Brittany (+)
Prizes: 4
Deck: Etcetera Deck
Reward: Mystery Booster

Although Brittany uses mostly Grass Pokemon, she has too many other types of 
Pokemon bunched in (hence her deck's name). She has too many excess Gastlys, 
Jynx, and Machops in her deck, with not enough correct Energy types to power 
them up. Since Colorless, non-flying Pokemon have a resistance to Ghost-types, 
you should add some Colorless-types (does that even make sense?) to your Fire 
army to make the duel go quicker.

                        *******************************                        

Club Center: After you beat Brittany, head to the Club Center. Duel Heather,
the first person you'll see.

                        *******************************                        

Normal Duel: Grass Club Member Heather (+)
Prizes: 4
Deck: Kaleidoscope Deck
Reward: Colosseum Booster

Along with using Grass Pokemon, like Oddish, Heather likes to mess things up a 
bit using Colorless Pokemon like Porygon and Ditto. Ditto isn't much of a 
threat, but Porygon may change its resistance to your type. Also, Porygon can 
change your weakness to Grass, then whip out a Grassling. Deal with Porygon and
Ditto with strong Fighters, like Machop and Hitmonchan, and use Fire Pokemon 
and finish off the rest of her Pokemon. Also, she sometimes may whip out a 
Vaporeon, which can mean trouble for your Fire pals, so be prepared.

                        *******************************                        

Now, head to Kristin. She is to your upper left.

                        *******************************                        

Normal Duel: Grass Club Member Kristin (+)
Prizes: 4
Deck: Flower Garden Deck
Reward: Evolution Booster

Kristin's deck focuses on the Oddish family (Oddish, Gloom, Vileplume) and the 
Bellsprout family (Bellsprout, Weepinbell, Victrebell). In these Pokemon, the 
first stage evolution is actually more powerful than the second stage, in terms
of attacks. Be prepared for Gloom's  and Weepinbell's Razor Leaf. Kristin uses 
a couple of Lickitung to stall while she powers up Oddish and Bellsprout on the
bench. Use a couple of Gust of Winds to knock out these sprouts early in the 
game with Fire Pokemon. 

                        *******************************                        

After you defeat the last Club Member, she will tell you that Nikki, the Club 
Leader, is hanging out at Ishihara's house. Go there, and talk to her. she will 
come back to her Club and duel you. If you do not defeat the Grass Club 
members, Nikki won't appear.

                        *******************************                        

Club Leader Duel: Grass Club Master Nikki (+)
Prizes: 6
Deck: Flower Power Deck
Reward: Laboratory Booster, Grass Medal

Nikki has some awesome potential in her deck. She has two formidable Grass 
Pokemon, Venusaur and Exeggutor, and together, they may be able to defeat you. 
Venusaur, using its Pokemon Power of Energy Trans, can transfer Energys to 
Exeggutor, who can use Big Eggsplosion to cause tons of damage. Venusaur's 
Solarbeam isn't bad, either. 

Here is Nikki's deck:

 *Pokemon*
 4x Bulbasaur L13
 3x Ivysaur Lv.20
 2x Venusaur Lv.67
 4x Oddish Lv.8
 3x Gloom Lv.22
 2x Vileplume Lv.35
 4x Exeggcute Lv.14
 3x Exeggutor Lv.35

 *Trainers*
 2x Professor Oak
 3x Bill
 2x Pokemon Breeder
 2x Energy Retrieval
 2x Switch
 2x Potion

 *Energy*
 18x Grass Energy
 4x Psychic Energy 

With some good Fire Pokemon, like Arcanine and Rapidash, and a bit of luck on 
your side (i.e. when the Big Eggsplosion coin flips tails), you should be able 
to come out victorious. Nikki also includes some other Grass types, like 
Oddish, in her deck. Burn them to a crisp. Watch out for her Pokemon Breeder, 
as her Vileplume/Venusaur can catch you off-guard.

                        *******************************                        

You'll be awarded with the Grass Master Medal if you win, along with two 
Laboratory Booster Packs. Now, make your way over to the Fire Club for your 
showdown with the fiery foe, Ken!

!!!RONALD!!!

Your rival, Ronald, will appear after you get your second Master Medal, and he 
will challenge you to a duel that you can't refuse. If you win, you get a 
Promotional Card, Jigglypuff, which brings you a step closer to your goal of 
getting all the cards. Check section 5.14 for information on how to beat him.

-------------------------------------------------------------------------------
5.5: Fire Club
-------------------------------------------------------------------------------

Club Lounge: Water-Types are a neccessity to defeat this Club's opponents. In 
this lounge, a Lad wants you to give him all of your Energy Cards that are not 
in your decks. It may seem rediculous at first, but if you do give the Energys 
to the guy, he'll tell you about a rare card hidden in the picture beside the 
bookcases. Here is a trick: put as many Energy Cards in your decks (all four of
them) and just add a Basic Pokemon to make the game think it's a deck. 

Now, give the Lad your extra Energy only, and you won't lose so much! But, if 
you empty ALL of your Energys in your decks, he will leave and not give you the
card. This is a one-time offer, so don't miss out! You'll get a Promotional 
Slowpoke for your kindness. Also, someone in the club tells you that Ishihara 
wants to trade a rare card! It's in your best interest to go. Finally, Jessica 
from the Fighting Club is training here.

Club Center: When you're finished, head towards the Club Center, where four 
duelists are lurking. John is the first duelist in line.

                        *******************************                        

Normal Duel: Fire Club Member John
Prizes: 4
Deck: Anger Deck
Reward: Evolution Booster

Although John mainly uses Fire Pokemon, he has a few Fighting Pokemon up his 
sleeve. Also, he likes playing Tauros excessively, and he has a lot of Double 
Colorless Energy to quickly power him up. Use Water and Fighting Pokemon to 
extinguish his Pokemon. You may have some trouble with Tauros' Rampage attack, 
since it can do 70 damage in a pinch if he's about to die. Just use some Energy
Removals to do the job.

                        *******************************                        

Now, head to the next duelist, Adam.

                        *******************************                        

Normal Duel: Fire Club Member Adam
Prizes: 4
Deck: Flamethrower Deck
Reward: Colosseum Booster

Adam's deck is made strictly of Fire Pokemon (with the exception of Eevee, who 
doesn't count because it evolves into a Fire Pokemon). Use this to your 
advantage, and build a deck solely out of Water Pokemon. You'll win the battle 
very easily. Be wary, though: once his heavy hitters, like Arcanine and 
Flareon, are powered up, they can rule the battlefield with thier Flamethrower 
(also the name of his deck) attacks.

                        *******************************                        

After defeating Adam, go ahead and face Johnathan. Isn't his name the longer
version of John's?

                        *******************************                        

Normal Duel: Fire Club Member Johnathan
Prizes: 4
Deck: Reshuffle Deck
Reward: Colosseum Booster

Johnathan has a lot of Colorless Pokemon in his deck, including Lickitung, 
Tauros, Kangaskhan, and Pidgey. He uses three families of Fire Pokemon: 
Growlithe/Arcanine, Ponyta/Rapidash, and Vulpix/Ninetails. Build a Water and 
Fighting deck, with quick hitters like Hitmonchan, Lapras, and Hitmonlee to 
counter Johnathan's deck. Add a couple Gust of Winds to switch his weak Pokemon
in. You shouldn't have a real problem defeating him.

                        *******************************                        

Head to the Fire Club Leader, Ken, and let the match begin!

                        *******************************                        

Club Leader Duel: Fire Club Master Ken (+)
Prizes: 6
Deck: Fire Charge Deck
Reward: Mystery Booster, Fire Medal

You have to collect over 130 cards in order to face the Fire Club Master, Ken. 
Ken uses a balance between Fire and Colorless Pokemon. He has many Chanseys, 
who post not a big threat, but are hard to take out. When you're working on his
Chanseys, though, he'll power up his other Pokemon, like Arcanine and 
Jigglypuff. 

Here is Ken's deck:

 *Pokemon*
 4x Growlithe L18
 3x Arcanine L45
 2x Magmar L24
 1x Jigglypuff L14
 3x Jigglypuff L12
 1x Wigglytuff L36
 2x Tauros L32
 2x Chansey L55

 *Trainers*
 2x Bill
 2x Energy Retrieval
 1x Professor Oak
 1x Poke Ball
 1x Computer Search
 2x Defender
 3x Potion
 1x Recycle
 1x Gambler

 *Energy*
 21x Fire Energy
 4x Double Colorless Energy

You may notice that many of his attacks do recoil damage back to his Pokemon. 
Use this to your advantage. When his Chansey/Arcanine are about to use their 
recoil moves, retreat to a weak Pokemon and absorb the damage. Now, switch to 
your heavy attackers and finish the weakened opponent off. Keep this strategy 
up, and you will eventually defeat Ken.

                        *******************************                        

Ken will give you two Mystery Booster Packs when he is doused, along with the 
Fire Medal. You should be getting lots of cards by now, so try and build a deck
resembling one of the archetypes I've listed in section 4.5. Dueling with 
archetypes will make your life easier. After you're done, head to the Lightning
Club and face its electifying Club Leader, Issac!

!!!RONALD!!!

After winnig the third Master Medal, the Challenge Cup will be held in the 
Challenge Hall. Face three duelists, the final one being Ronald, to win a 
Promotional Card, Mewtwo. See section 5.12 for details.

-------------------------------------------------------------------------------
5.6: Lightning Club
-------------------------------------------------------------------------------

Club Lounge: Chap is hanging around in this Club Lounge and is willing to
exchange your L35 Electabuzz for his L20 Electabuzz. The L20 is a Promotional
Card, so you might want to make the trade. However, the L35 one does much 
better in a duel. After trading, go the the Club Center

The Club Leader, Issac, is fixing the lights on the stage, so you need to duel 
the other members first in order for him to finish. Use Fighting and Rock 
Pokemon like Hitmonchan, Machamp, Sandslash, and Rhydon to get rid of all the 
Lightning Club duelists.

Club Center: Head to the Club Center, where you'll have to face three duelists.
Jennifer will be the nearest person.

                        *******************************                        

Normal Duel: Lightning Club Member Jennifer (+)
Prizes: 4
Deck: Pikachu Deck
Reward: Mystery Booster

Pika-Pika-Pikachu! Jennifer uses only Pikachu in her deck. They all only have 
between 40-60 HP. That means a good blow from any type of attacker (expecially 
Fighting) will knock them out. With the exception of Flying Pikachu, all the 
Pikachus have a Weakness to Fighting. But, Flying Pikachu has a Fighting 
Resistance, so it might be good to pack a few Colorless Pokemon (not flying) 
along with your fighters. If you use only Lightning-Resistance Pokemon, you 
won't take any damage, since her Pikachus are unable to cause more than 30 
damage per turn.

                        *******************************                        

Head to your left, and face Nicholas, who likes to Self-Destruct his poor 
Lightning Pokemon.

                        *******************************                        

Normal Duel: Lightning Club Member Nicholas (+)
Prizes: 4
Deck: Boom Boom Self-Destruct Deck
Reward: Colosseum Booster

Nicholas uses a strange balance between Lightning Pokemon, Fighting Pokemon, 
and Grass Pokemon of the poison variety. Most of his Pokemon know the 
Selfdestruct attack, which deals lots of damage to both his Pokemon and yours. 
Selfdestruct can attack your/his Bench Pokemon, too, so don't think your Bench 
is safe! Many Magnetons, Golems and Weezings are found in his deck, so use 
Psychic, Grass, and Fighting Pokemon to counter them.

                        *******************************                        

Go to the last Club Member, Brandon. He'll tell you what Issac is doing.

                        *******************************                        

Normal Duel: Lightning Club Member Brandon (+)
Prizes: 4
Deck: Power Generator Deck
Reward: Colosseum Booster

Brandon's deck contains only Lightning Pokemon, like Voltorb, Pikachu, and 
Electabuzz. Use lots of Fighting Pokemon to capitalize on that. Unfortunately, 
Brandon has Zapdos in his deck that has a Resistance to Fighting and no 
Weakness. Moreso, it has two extremely powerful attacks that will harm your 
Pokemon, even if they have Lightning Resistance. Be sure to add some other 
types of Pokemon, like Tauros and Scyther, into your deck.

                        *******************************                        

Now, face the Lightning Club Leader, Issac, who is finally done fixing the 
stage's lights.

                        *******************************                        

Club Leader Duel: Lightning Club Master Issac (+)
Prizes: 6
Deck: Zapping Self-destruct Deck
Reward: Mystery Booster, Lightning Medal

Like fellow Club Member, Nicholas, Issac's deck is built on the Selfdestruct 
attacks of his Pokemon. Kangaskhan and other Colorless Pokemon are ever-present
in his deck along with his Lightning rods. All of his Pokemon are weak to 
Fighting Pokemon, so Build an all-Fighting deck to counter his electrical 
onslaught.

Here is Issac's deck:

 *Pokemon*
 4x Voltorb L10
 2x Electrode L35
 4x Magnemite L13
 3x Magneton L28
 4x Electabuzz L35
 1x Tauros L32
 2x Kangaskhan L40

 *Trainers*
 2x Switch
 2x Bill
 1x Professor Oak
 4x Defender
 4x Potion
 1x Gust of Wind

 *Energy*
 24x Lightning Energy
 2x Double Colorless Energy

Issac will attach Defender onto his Pokemon before using Selfdestruct, and use 
lots of Potions to get them back in healthy condition. Then, he'll try to 
repeat the strategy and do a lot of damage. Watch out for Electabuzz's quick 
Thunderpunch attack and Tauros' Rampage. You'll win soon enough with your 
Hitmonchan and Machamp.

                        *******************************                        

The Lightning Master Medal will be yours after he is defeated, along with two 
Mystery Booster Packs. Make your way over to the Science Club to face Rick, the
scientist wonder!

-------------------------------------------------------------------------------
5.7: Science Club
-------------------------------------------------------------------------------

Club Lounge: There is a boy in the Club Lounge that is a good friend of 
Ishihara's. He will tell you about how Ishihara wants to trade a rare card. 
About Ishihara, see section 5.13 on what cards he wants to trade. Check your 
computer. You should have gotten lots of Booster Packs as gifts from Dr. Mason 
by now.

This Club's members focus on Grass (poison), Colorless (flying), and Psychic 
Pokemon. A deck with Psychic and Colorless Pokemon will do you well in
countering the club's duelists. 

Club Center: Head into the Club Center and face the four scientists there. Erik 
is first in line.

                        *******************************                        

Normal Duel: Science Club Member Erik
Prizes: 4
Deck: Poison Deck
Reward: Evolution Booster

As stated by his deck name, Erik likes to inflict the status effect Poison onto
your Pokemon to gain the advantage. To do so, he has toxic pals like Arbok, 
Beedrill, and Weezing. Most of his Pokemon are weak to Psychic but strong 
against Fighting (rock), so make a Psychic deck and you'll do well. Don't 
forget some Full Heals and Switches! Oh, and always hope the Poison coin will 
land tails.

                        *******************************                        

Head rightwards and upwards to face David, who is currently fixing a deck-
making machine.

                        *******************************                        

Normal Duel: Science Club Member David
Prizes: 4
Deck: Lovely Nidoran Deck
Reward: Mystery Booster

David likes Nidoran and its evolutions. With Nidoqueen's Boyfriends, he can do 
20 damage plus 20 more damage for each Nidoking. Be extremely careful about 
Nidoran F's Call for Family, as it can call for Nidoran M and evolve them into 
Nidoking. David has many Pokemon Breeders in his deck, making the evolution 
process faster. Nidoqueen's Mega Punch and Nidoking's Toxic are both things you
should watch out for. Use a powerful Psychic deck for an easy win.

                        *******************************                        

Go to the man who's blocking the Club Master. Joseph tells you that Rick is 
busy, and you must face him first.

                        *******************************                        

Normal Duel: Science Club Member Joseph (+)
Prizes: 4
Deck: Flyin' Pokemon Deck
Reward: Laboratory Booster

Take off! Joseph has Colorless (flying) and Grass (poison) Pokemon in his 
possession. To defeat these high-flyers, zap them with bolts of electricity or 
confuse them with ESP skills. In other words, use an Lightning and Psychic 
Pokemon deck to defeat his Pokemon. Watch out for Golbat's Mega Drain and 
Dodrio's Retreat Aid, though.

                        *******************************                        

Joseph will arrogantly clear your path to Rick, who will challenge you.

                        *******************************                        

Club Leader Duel: Science Club Master Rick (+)
Prizes: 6
Deck: Wonders of Science Deck
Reward: Laboratory Booster, Science Medal

The deck Rick is dueling with focuses on Muk's Pokemon Power, Toxic Gas. This 
power will prevent other Pokemon Powers from being used. So, keep your Rain 
Dance and Energy Trans decks in the shoebox and try to overpower him with brute
force. Rick also has Koffings and Weezings in his deck, but they take a long 
time to power up.

Here is Rick's deck:

 *Pokemon*
 2x Porygon L12
 2x Mewtwo L53
 1x Mewtwo L60
 1x Mewtwo L60 (different illustration)
 4x Grimer L17
 4x Koffing L13
 3x Muk L34
 3x Weezing L27

 *Trainers*
 2x Professor Oak
 1x Imposter Professor Oak
 2x Bill
 2x Energy Search
 2x Switch
 2x Computer Search
 2x Maintenance
 2x Pokedex
 2x Full Heal

 *Energy*
 15x Grass Energy
 8x Psychic Energy

Note that Rick has four Mewtwos. Mewtwo is weak to Psychic types, so put a lot 
of Gastlys (fossil), Haunters (fossil), and Gengars in your deck for best 
results. The ghosts have no weakness while Mewtwo has one, giving you the 
advantage. Just don't expect their Pokemon Powers Transparency and Curse to 
work when Muk is in play. You'll have little trouble defeating him otherwise.

                        *******************************                        

Rick will hand over the Science Master Medal when you win over him and two 
Laboratory Booster Packs (I wonder why). Make your way to the Psychic Club and 
Murray, the Psychic Strategist!

!!!RONALD!!!

Well, your pal Ronald happens to meet you after you earn your fifth Medal. He 
wants to challenge you to a duel, just like before, with a Super Energy 
Retrieval at stake. But this time, his deck has improved significantly, and it 
takes some more strategy to take him out. Your rival is also waiting for you at
the Challenge Hall, so be sure to check out the appropriate sections of the FAQ
for hints!

-------------------------------------------------------------------------------
5.8: Psychic Club
-------------------------------------------------------------------------------

Club Lounge: Pappy in the Psychic Club Lounge is tired about Murray's ever-
constant boasting. Pappy hates people who think too highly of themselves, and 
wants you to beat Murray in a duel. He will willingly give you a promotional 
card, Mewtwo, if you successfully beat his Psychic Pokemon.

Psychic Pokemon are weak to themselves. That means you'll also have to stay on 
the defensive side when attacking in a Psychic versus Psychic situation. Ghost-
types are a variation of Psychics that aren't weak to anything. Robert, a guy 
hanging out by the bookshelves, boasts about his Ghost Pokemon and how strong 
they are because they have no weaknesses.

                        *******************************                        

Normal Duel: Psychic Club Member Robert
Prizes: 4
Deck: Ghost Deck
Reward: Evolution Booster

Like his deck's name implies, Robert uses Gastly, Haunter, and Gengar as the 
strongholds in his deck. He has also thrown in some Colorless Pokemon, like 
Ditto and Meowth. Finally, Robert has a bunch of Zubats. Build a strong deck of
Colorless (non-flying) Pokemon, like Tauros and Raticate, since they are 
resistant to Psychic attacks. Robert likes to Recycle his Ghosts, but Recycle 
is not very reliable. Also, he has lots of Base Gastlys and Haunters, who are 
weak and should be used to your advantage.

                        *******************************                        

Club Center: The Psychic Club Members will not want to challenge you if you 
aren't experienced enough. You must have 2 Master Medals before you can duel
anyone. Go left to face Daniel.

                        *******************************                        

Normal Duel: Psychic Club Member Daniel
Prizes: 4
Deck: Nap Time Deck
Reward: Evolution Booster

Sleep is a side effect that relies on luck. If you don't get heads on the coin 
toss on your turn, it's like being paralyzed. So, for whatever reason, you keep
getting tails on the coin tosses, you might want to add some Full Heals and 
Switches to your deck for insurance. Daniel uses the families of Paras, Gastly,
Jigglypuff, and Exeggcute in his deck. One more thing, Snorlax owns Daniel's 
deck with its Thick Skinned Pokemon Power.

                        *******************************                        

Over to your right is Stephanie.

                        *******************************                        

Normal Duel: Psychic Club Member Stephanie
Prizes: 4
Deck: Strange Power Deck
Reward: Laboratory Booster

Stephanie's deck focuses on having the Pokemon Powers of her different Psychic 
Pokemon to protect her from enemy assults. She has Mew, whose Neurtalizing 
Shield protects it from Evolution Pokemon, Mr. Mime, whose Invisible Wall 
absorbs heavy damage for it, and Snorlax, whose Thick Skinned keeps it from 
being Paralyzed, Confused, Asleep, or Poisoned. To defeat this deck, use a 
Haymaker archetype from section 4.5, as Haymaker Pokemon aren't affected by 
these Pokemon Powers.

                        *******************************                        

Three down, one to go. Psychic Club Leader Murray and his Psychic deck make a 
formidable team!

                        *******************************                        

Club Leader Duel: Psychic Club Leader Murray (+)
Prizes: 6
Deck: Strange Psyshock Deck
Reward: Laboratory Booster, Psychic Medal

Murray unleashes the full potential of his Stall deck variation using 
Alakazam's Damage Swap and many Stallers. Along with the Abra family, Murray 
also has some annoying Pokemon to stall. Chansey has Scrunch and 120 HP, 
Snorlax has protection from status effects, Kangaskhan has Fetch to get more 
cards, and Mr. Mime provides extra defense. Use a Colorless Deck with Gengar
and Sandslash to defeat Murray.

Here is Murray's deck:

 *Pokemon*
 2x Mr. Mime L28
 4x Abra L10
 3x Kadabra L38
 2x Alakazam L42
 2x Snorlax L20
 3x Chansey L55
 3x Kanghaskhan L40

 *Trainers*
 2x Professor Oak
 3x Energy Removal
 4x Switch
 2x Pokemon Center
 4x Scoop Up
 3x Gust of Wind
 1x Gambler

 *Energy*
 22x Psychic Energy

The thing that'll really freak you out is when Murray uses Scoop Up or Pokemon 
Center on his Chansey when it has 10 HP left. This is when Gust of Wind and 
Pluspower come into play. Gust of Wind his Abras out to kill them early, and 
use Pluspower for some extra damage that just might knock Chansey out. Read 
section 4.5 for more information on how a Damage Swap deck works. Murray has a 
lot of Energy Removals to keep you uncharged, so you better retaliate with some
Removals of your own.

Here is a good strategy submitted by DonCorleone2002:
>> Basically I used the same stall strategy he does. I built a deck made up of 
>> Psychic Pokemon and Colourless Pokemon that are hard to knock out. For 
>> example Porygon, which can become resistant to psychic Pokemon if you use 
>> one of its attacks, and Mr. Mime, which has a Pokemon power that blocks 
>> powerful attacks. Also the Mew that has "Neutralise Shield" is helpful. 
>> Additionally I put in cards like Super Potion to reduce damage even further 
>> to my Pokemon. Even if you don't have exactly the same cards Murray does, 
>> you can still use the same techniques against him. My deck worked. He ran 
>> out of cards he could draw from his deck whilst I still had cards left. So 
>> he lost. I beat him easily, without having to take any of his prizes. All I 
>> had to do was build the right kind of deck and wait for him to run out of 
>> cards. Even if you are the one who plays first, instead of him, you can 
>> still win using Mr. [Fuji] to put your own cards back in the deck (otherwise
>> you'll run out of cards before he does.)

                        *******************************                        

After the demise of Murray, you'll be rewarded with the Psychic Master Medal 
and two Laboratory Booster Packs. Well, now it's time to replace strategy with 
force and head to Mitch, the ferocious Fighting foe!

-------------------------------------------------------------------------------
5.9: Fighting Club
-------------------------------------------------------------------------------

Club Lounge: There is a man in the Fighting Club Lounge who asks you for lots 
of rare cards. You may think this is an unfair deal, but when you give him the 
five cards he asks for, he'll give you a L16 Promotional Pikachu. I think it's
a major rip-off, since you have to give a Golem, an Omastar, a Parasect, a 
Rapidash, and a Weezing. You do not give all these cards to him at once, since 
he only asks for one card at a time.

The Fighting Club's main weakness is Psychic Pokemon, but I suggest only 
putting a couple of Psychics in your deck. Why? most the Club Members have 
Colorless Pokemon, who have Resistances to Psychic Pokemon. Many Pokemon, like 
Scyther, Pidgeot, and Golbat, have Fighting Resistances, which can be a real 
help against the quick Fighters. Plan your deck carefully...

Club Center: The first time you enter the Fighting Club Center, you might 
notice there's only one guy here. Mitch, the Club Leader, will tell you about 
his pupils training in various different Gyms. He will only challenge you when 
you have defeated his pupils. Head to the Rock Club and face Chris, who is by 
the bookshelves.

                        *******************************                        

Normal Duel: Fighting Club Member Chris (+)
Prizes: 4
Deck: Muscles for Brains Deck
Reward: Evolution Booster

Chris uses many Hitmonlees and Hitmonchans in his deck, along with some Mankeys
and Colorless Pokemon. Use a balance between Psychic and Fighting Pokemon to 
deal the most damage on this guy. Be sure to bring some Potions, as Chris tends
to attack rather quickly. If you are using a Fighting-resistant deck, watch out
for Hitmonlee's Stretch Kick, which ignores Weakness and Resistance. Scyther 
and Farfetch'd are good Pokemon with Fighting Resistance.

                        *******************************                        

Go to the Fire Club and meet up with Jessica, who is sitting at the table in 
the Club.

                        *******************************                        

Normal Duel: Fighting Club Member Jessica (+)
Prizes: 4
Deck: Love to Battle Deck
Reward: Colosseum Booster

It appears that Jessica actually has more Colorless Pokemon than Fighting 
Pokemon. The only Fighters she seems to use are the Machop family and the 
Mankey family, who pose little threat until evolved. Jessica's Colorless 
Pokemon include Rattata, Tauros, and Doduo. Use a Fighting Pokemon deck to win 
against Jessica. Watch out when she gets a Machamp out, since it is very hard 
to take out!

                        *******************************                        

Head for the Grass Club and duel with Michael, who is at the Club Entrance.

                        *******************************                        

Normal Duel: Fighting Club Member Michael (+)
Prizes: 4
Deck: Heated Battle Deck
Reward: Colosseum Booster

The deck Michael uses has a big weakness: too many types! Michael has Fire, 
Fighting, Lightning, and Colorless Pokemon in his deck, like Mankey, Magmar, 
Kangaskhan, and Electabuzz. He never seems to get the right type of Energys to 
attack, so use this to your advantage. His Magmar should be the biggest threat 
with its Fire Punch and Flamethrower. Build up a deck of Fighting and Water 
Pokemon to counter his team.

                        *******************************                        

Go back to the Fighting Club. Mitch will be surprised that all his pupils have 
been defeated, and will agree to test your strength!

                        *******************************                        

Club Leader Duel: Fighting Club Master Mitch (+)
Prizes: 6
Deck: First-Strike Deck
Reward: Laboratory Booster, Fighting Metal

This deck is probably the closest the game ever comes to a Haymaker deck, and 
it's not very close to the real thing. Mitch only has Fighting Pokemon and no 
Colorless ones, making him a prime target for your Psychic Pokemon to defeat. 
Use the Gastly family for best results, since they have a Fighting Resistance, 
too. Gengar's Curse is good for Knocking Out Benched Pokemon.

Here is Mitch's deck:

 *Pokemon*
 4x Mankey L7
 1x Primeape L35
 4x Machop L20
 3x Machoke L40
 2x Machamp L67
 2x Hitmonchan L33
 4x Hitmonlee L30

 *Trainers*
 4x Bill
 2x Switch
 2x Pluspower
 2x Defender
 3x Gust of Wind
 2x Potion

 *Energy*
 25x Fighting Energy

Mitch will Gust of Wind any of your weaker Pokemon into the Arena for a quick 
kill, so don't leave Pokemon on the Bench unaided. His Hitmonlee has two 
attacks that can actually do decent damage to your I recommend a deck with 
Abra, Gastly (fossil), Mewtwo (Promo), and Scyther (free Retreat). You should 
beat him quickly by following my guidelines.

                        *******************************                        

After being defeated, Mitch will fork over your Fighting Medal and two 
Laboratory Booster Packs to add to your collection. You should be getting a lot
of cards by now, so you might want to make some decks of your own; decks that 
follow a theme instead of a type. Afterwards, head for the Water Club and face 
Amy for the final Master Medal!

-------------------------------------------------------------------------------
5.10: Water Club
-------------------------------------------------------------------------------

Club Lounge: In the Lounge of this Club, a girl wants to trade her Promotional 
Arcanine for your Lapras. Make the trade if you have a Lapras, but beware that 
the Promotional Arcanine isn't as good as the regular one. Someone else in the 
Club will make Imakuni? appear randomly in the Club Lounges. Imakuni?, a strange
dancing duelist, is explained in section 5.15.

The Water Pokemon used in this Club have a main weakness to Lightning Pokemon. 
However, two families of Water-types, Poliwag and Magikarp, are weak to Grass 
Pokemon. Use a couple of each type, like Scyther and Electabuzz, to defeat the 
Water Club Members. Head to the Club Center.

Club Center: It's too bad you can't swim in the pool here... Go to the nearest 
duelist, Sara. She's to your left, by the chair.

                        *******************************                        

Normal Duel: Water Club Member Sara (+)
Prizes: 2
Deck: Waterfront Pokemon Deck
Reward: Colosseum Booster

Other than Sam, this is your only duel with two prizes. Use this easy duel to 
brush up on your skills. The battle should go very quickly not just because of 
the prizes, but because Sara has weak Pokemon, like Goldeen and Magikarp. Use 
Lightning Pokemon like Raichu and Electrode as a base to your deck, and add 
some Scythers to top it off.

                        *******************************                        

Head to your right and face Sara's twin sister, Amanda.

                        *******************************                        

Normal Duel: Water Club Member Amanda (+)
Prizes: 3
Deck: Lovely Friends Deck
Reward: Mystery Booster

Amanda uses an archetype-based deck: using Wigglytuff's Do The Wave attack and 
a full Bench, she can do 60 HP per turn. Things can get ugly when it's set up.
To counter her deck, use an archetype of your own, preferably the Haymaker. See
section 4.5 for more information. Amanda uses Mysterious Fossils and Clefairy 
Dolls as Pokemon substitutes in her Bench. Watch out for her Scyther, as it is
resistant against Fighters.

                        *******************************                        

Go upwards to meet Joshua, the Club Leader's "bodyguard". He commands you to 
fight Sara and Amanda first, but since you've already done that (or are you not
following my walkthrough?), he'll challenge you. Joshua won't let you duel Amy 
until you beat him first.

                        *******************************                        

Normal Duel: Water Club Member Joshua (+)
Prizes: 4
Deck: Sound of the Waves Deck
Reward: Mystery Booster

This is the only member in the Club that actually uses four prizes. Joshua 
likes to have Krabby and Kingler in his deck. He uses Krabby's Call For Family 
attack to bring more Krabbys into the Bench. Keep an eye out for Kingler's 
Crabhammer attack and the various Energy Removals he uses. Have Lightning-types 
like Electabuzz ready to dry out his team.

                        *******************************                        

Joshua will let you through. After a short conversation with Amy, the Club 
Leader, you will be able to duel.

                        *******************************                        

Club Leader Duel: Water Club Master Amy (+)
Prizes: 6
Deck: Go Go Rain Dance Deck
Reward: Laboratory Booster, Water Medal

Amy is another duelist who uses an archetype in her deck. In case you haven't 
read section 4.5, Blastoise's Rain Dance Pokemon Power allows for the user to 
attach as many Energy as desired, on any turn. The power is very powerful! You 
have to get your Electabuzzes and Scythers out as soon as possible to gain the 
upper hand. 

Here is Amy's deck:

 *Pokemon*
 4x Squirtle L8
 3x Wartortle L22
 2x Blastoise L52
 2x Lapras L31
 3x Horsea L19
 2x Seadra L23
 4x Goldeen L12
 3x Seaking L28

 *Trainers*
 2x Professor Oak
 1x Energy Retrieval
 1x Gambler
 1x Pokemon Breeder
 1x Super Energy Retrieval
 2x Energy Removal
 1x Super Energy Removal
 2x Potion
 2x Switch

 *Energy*
 24x Water Energy

Make turtle soup from her Squirtles before they become more formidable, and 
Amy's strategy will be demolished. Watch out for Amy's Pokemon Breeder; it 
comes when you least expect it. Notice that the Pokemon Power will not work if 
Blastoise is infected with a status alignment, so try to Paralyze of Confuse 
Blastoise if it does get put in play.

                        *******************************                        

Hopefully, you'll have thwarted Amy's Rain Dance plans and gotten your final 
Medal. Now, grab your Laboratory Booster Packs and head for the Pokemon Dome, 
where your final challenges await!

-------------------------------------------------------------------------------
5.11: Pokemon Dome
-------------------------------------------------------------------------------

Dome Lounge: Be sure to read the books on the bookshelves to your left. They 
tell about the Grand Masters and the types of cards they're using. Modify your 
deck as you feel fit, check your computer for any new mail from Dr. Mason, and 
go to the Grand Hall!

Below is a list of the stuff written on the bookshelves.

~ The first of the Legendary Pokemon Cards is Lv37 Moltres. With Firegiver, you
can place Fire Energy Cards in your Hand! Also, Dive Bomb is a powerful attack!
Grand Master Courtney, the Fire Queen, owns this card!

~ The second Legendary Pokemon Card is Lv68 Zapdos. With Peal of Thunder, just 
putting this card on the bench causes damage! Also, Big Thunder is a powerful 
attack! The Thunder Grand Master, Steve, owns this card!

~ The third Legendary Pokemon Card is Lv37 Articuno. Its Quickfreeze will 
paralyze opponents' Pokemon when the card is in play! Also, Ice Breath is a 
powerful attack! Grand Master Jack, the Ice-man, owns this card!

~ The fourth Legendary Pokemon Card is Lv41 Dragonite. Its Healing Wind will 
heal damage done to Pokemon when this card is played! Also, Slam is a powerful 
attack! Rod, Leader of the Grand Masters, owns this card!

~ Courtney, Steve, Jack and Rod - the 4 Grand Masters who defend the Legendary 
Pokemon Cards - are all master players of the Pokemon Trading Card Game!

~ There are a total of 8 Master Medals owned by the Club Masters. It is said 
that the secret of their Club's deck is encrypted in the Master Medals. Some 
say the Medals were a gift from the Grand Masters.

Enter the Grand Hall, and face your first challenge, Courtney, the Fire Grand 
Master. Rod will be your host in the duels, and he gives you the option to 
prepare before each duel. Use that time to modify your deck and save the game. 
If you lose a match to someone and your game was saved before, simply restart 
and duel again.

                        *******************************                        

Grand Master Duel: Grand Master Courtney (+)
Prizes: 6
Deck: Legendary Moltres Deck
Reward: Advance to Steve

Finally, some different music in the duel... Courtney uses power Fire Pokemon 
in her deck like Arcanine, Ninetails, and Moltres. Firegiver, Moltres' Pokemon 
Power, will bring Energy Cards to her Hand and power up her Pokemon. Dive Bomb 
is powerful, but unreliable. All of her Pokemon require tremendous amounts of 
Energy to power up. Use this to your advantage.

Here is Courtney's deck:

 *Pokemon*
 4x Vulpix L11
 3x Ninetailes L35
 4x Growlithe L18
 2x Arcanine L45
 2x Moltres L35
 2x Moltres L37 (Legendary)
 2x Magmar L24
 2x Magmar L31

 *Trainers*
 2x Lass
 1x Energy Retrieval
 1x Super Energy Retrieval
 3x Bill
 1x Pokemon Trader
 2x Energy Removal
 1x Potion
 2x Switch
 1x Super Potion

 *Energy*
 25x Fire Energy

This is your chance to use the Energy Destruction archetype listed in section 
4.5. Since Courtney cannot attach more than one energy at a time, your 
Dragonair/Poliwrath/Golduck will make short work of her. Watch out for her 
Energy Removals, though. If you don't have the right cards for Energy 
Destruction (or you simply don't want to), you can make an all-Water Pokemon 
deck to defeat Courtney.

                        *******************************                        

After defeating her, Courtney will step aside and Steve, the Lightning Grand 
Master, will take her place. Save your game before dueling him!

                        *******************************                        

Grand Master Duel: Grand Master Steve (+)
Prizes: 6
Deck: Legendary Zapdos Deck
Reward: Advance to Jack

The Lightning Grand Master, Steve, can be tricky to defeat. His Lightning 
deck's main weakness is Fighting, but he uses four Zapdos cards who have 
Fighting Resistances. To defeat the Zapdos, have some Scythers in your deck to 
do the trick. If a Zapdos appears and you don't have Scyther, have Pokemon 
Trader to find Scyther and Switch to make Scyther active. Scyther was chosen 
because it can take any type of Energy.

Here is Steve's deck:

 *Pokemon*
 4x Electabuzz L35
 4x Voltorb L10
 3x Electrode L35
 3x Eevee L12
 2x Jolteon L29
 1x Zapdos L40
 1x Zapdos L64
 2x Zapdos L68 (Legendary)

 *Trainers*
 4x Bill
 1x Gambler
 2x Energy Retrieval
 2x Switch
 3x Potion
 3x Pluspower

 *Energy*
 25x Lightning Energy

If you don't have many Scyther in your deck yet, use some non-Flying Colorless 
Pokemon, like Tauros and Kangaskhan. Like Courtney, most of Steve's Pokemon 
take at least 3 turns to power up. He likes to attack quickly with Electabuzz 
active and power up Zapdos and Electrode on the Bench. Energy Removal and Gust 
of Wind are very good against him! Watch out for his Pluspower, and pack a 
couple of Potions just in case.

                        *******************************                        

Steve, when defeated, will be replaced by the Ice Grand Master, Jack. Save your
game and modify your deck before dueling.

                        *******************************                        

Grand Master Duel: Grand Master Jack (+)
Prizes: 6
Deck: Legendary Articuno Deck
Reward: Advance to Rod

If you hate Stall decks (and most people do), you will hate Jack's deck without
a doubt. Jack's deck is a more aggressive Stall than Murray's deck from the 
Psychic Club, and its main focus is to power up heavy hitters on the Bench. 
Jack's Chanseys and Laprases will do the stalling and absorb HP, while Dewgong 
and Articuno are powered up. Watch Jack's Bench, and don't let it overpower 
yours!

Here is Jack's deck:

 *Pokemon*
 3x Chansey L55
 4x Seel L12
 3x Dewgong L42
 2x Articuno L35
 2x Articuno L37 (Legendary)
 4x Lapras L31
 2x Ditto L19

 *Trainers*
 2x Professor Oak
 2x Pokemon Trader
 3x Energy Retrieval
 3x Switch
 4x Gambler
 4x Scoop Up

 *Energy*
 25x Water Energy

Once again, watch out for Jack's Scoop Up. Chansey will be fully healed in the 
blink of an eye the minute he uses it. When you think Jack has a Scoop Up and 
is about to use it, use the Trainer Lass to mess him up greatly. Lass will make
both duelists shuffle their Trainers back into their decks. Use a Lightning and
Fighting deck against Jack. I've found that the Haymaker archetype (section 
4.5) works well. Base Articuno has powerful attacks!

                        *******************************                        

If you manage to beat Jack, you're in for a duel with the Leader of the Grand 
Masters, Dragon Grand Master Rod! For the fourth time, save your game and 
modify your deck before you duel.

                        *******************************                        

Grand Master Duel: Grand Master Rod (+)
Prizes: 6
Deck: Legendary Dragonite Deck
Reward: Advance to Ronald

Rod seems easier than the other Grand Masters to defeat, but that's probably 
because his Legendary Card, Dragonite, is a Stage 2 Evolution instead of a 
Basic Pokemon. Use this to your advantage, and Knock Out Dratini as fast as 
possible. Do the same with Magikarp and Charmander, and Rod will be toast with 
no Basic Pokemon to evolve.

Here is Rod's deck:

 *Pokemon*
 3x Magikarp L8
 2x Gyarados L41
 3x Charmander L10
 2x Charmeleon L32
 2x Charizard L76
 2x Kangaskhan L40
 4x Dratini L10
 3x Dragonair L33
 2x Dragonite L41 (Legendary)
 2x Lapras L31

 *Trainers*
 1x Energy Retrieval
 1x Super Energy Retrieval
 2x Professor Oak
 2x Pokemon Breeder
 2x Pokemon Trader
 1x Gambler
 2x Switch

 *Energy*
 20x Water Energy
 4x Double Colorless Energy

Use a powerful Water-type deck to take out Rod and his Pokemon. I suggest using
a Rain Dance archetype from section 4.5. Blastoise, with a potential 60-damage
attack, will finish Rod's Legendary Pokemon very fast. The fact that Rod has no
Potions/Defenders of any sort just makes your task a lot easier. As an 
irrelevent side note, Rod has only 24 Energys, while all the other Grand 
Masters have 25.

                        *******************************                        

Phew... You've beaten the last Grand Master, and deserve congratulations for 
that feat. But if you've played Pokemon: Red/Blue/Yellow before, you already 
sense that your quest is not over...

!!!RONALD!!!

Well, it seems that Ronald was somehow one step ahead of you again. He has 
beaten the Grand Masters before you have, and therefore, he already has the 
Legendary Cards (but the Grand Masters still have them...). Duel him to see who
truly is worthy of the title, "Pokemon Card Game Master"! Head over to section
5.14 for strategy on defeating Ronald.

                        *******************************                        

Remember to save before dueling Ronald! When he is defeated, the Legendary 
Cards in his deck will float away. You will gain permission to go in the 
Legendary Chamber. The cards are on the podium in the center of the room. 
Before you take them, you should check out the Legendary Auto Deck Machine so 
you can build the decks of the Grand Masters themselves (section 8.10). When 
you're ready, talk to the Legendary Cards for a rather corny speech. The
credits and ending will proceed.

The four new cards you've recieved will help you complete your album, for your 
quest is not complete until doing so. Battle the duelists again for rare cards.
Also, Dr. Mason, using his genious, has built a Challenge Machine. You will 
duel five random opponents using a single deck--no saving or deck modifying in 
between battles! 

Congratulations on beating the Pokemon Trading Card Game!

-------------------------------------------------------------------------------
5.12: Challenge Hall
-------------------------------------------------------------------------------

The Challenge Hall is where Pokemon Trading Card touraments are held. Entrants 
of the Challenge Cup will duel three opponents consecutively. The winner will 
inherit a Promotional Card! Read on for information, rules, and strategies 
about the Challenge Cup.

                        *******************************                        

~ The Challenge Cup will be held for the first two times after you win your 
third and fifth Master Medals.

~ In the above occasions, your rival, Ronald, will always be your last 
opponent. Check out section 5.14 on how to beat him. Your first two opponents 
are randomly chosen.

~ The prizes for the first and second tournaments are Promotionals L60 Mewtwo 
and L8 Mew, respectively.

~ If you miss one of the tournaments mentioned above (by getting another Master
Medal), Ronald will win the prize and smirk at you in the Lounge for missing 
the Cup.

~ After you beat the game, the Challenge Cup will be held randomly. The prize 
will be a random Promotional Card, even including the ones you haven't earned 
(or ones you missed).

~ The opponents in the tournaments after you beat the game are chosen randomly 
from the duelists you have beaten.

~ You will be given the option to prepare your deck each time you defeat an 
opponent. Use this time to save your game and modify your deck.

~ If you lose to an opponent and have saved beforehand, simply restart the game
and duel him/her again.

~ If your second/third opponent seems impossible to beat, make sure you haven't
saved before dueling him/her. Also, make sure you've saved before dueling the 
opponent before. You can now restart, duel the person before again, and your 
next opponent will be changed.

~ Save your game before facing the third guy in a tournament. If the prize you 
win is not the one you desire, restart the game and win again. You will get a 
different prize. This only works after you've beaten the game.

~ All matches in the tournament will have four Prizes (including Ronald's).

                        *******************************                        

Since you don't know which duelists you may be facing, it is crucial that you 
save before each duel, and modify your deck according to the opponent's 
weakness. The strategies of the duelists you'll be facing are all listed in 
sections 5.2 through 5.11. Ronald's tips will be listed in section 5.14. Good 
luck with the tournament!

-------------------------------------------------------------------------------
5.13: Ishihara
-------------------------------------------------------------------------------

Ishihara is a nice guy who can aid you on your quest by trading cards and 
giving you information. He is a master card collector. Here is a description, 
according to the woman in the Rock Club:

 "Oh, excuse me! Did you hear? Ishihara who lives on the cape to the 
 northwest... He owns 10,000 cards! He probably even has rare cards!"

...Right. Well, Ishihara will trade with you three times during your journey. 
He will trade you Promotional Pikachus for some rare cards of yours. In order 
for him to trade the cards, you must talk to the woman in the Rock Club to see 
if there's any news of him wanting to trade. If so, you can head to his house 
and make the trade. Here is a list of the cards he'll be willing to trade:

~ Trade L34 Clefable for L13 Surfing Pikachu.

~ Trade L19 Ditto for L12 Flying Pikachu.

~ Trade L55 Chansey for L13 Surfing Pikachu.

His two Surfing Pikachus are told apart only by the details on the upper right 
of the second Pikachu. After you beat the game, Ishihara will take his leave 
forever, in search of a rare card. Ronald will take his place in his house, 
building a deck that's better than yours.

Also, Ishihara has some useful deck-making tips written on his bookshelves. 
Some Combos, Pokemon Powers, and other information is listed there. The stuff 
written on the shelves is listed below.

                        *******************************                        

~ You can create powerful Combos by combining the abilities of 2 cards. Pokemon
Powers and Trainers are useful in creating Combos! Find card combinations that 
will create your own powerful Combos.

~ What if you place Exeggutor in the arena, but you don't have any Energy 
Cards? In this case, use Venusaur's Energy Trans to transfer Grass Energy and 
use Big Eggsplosion! If you attach 8 Energy Cards, you can give your opponent 
up to 160 damage.

~ Muk's Toxic Gas is very powerful! It can block all Pokemon Powers! But be 
careful because it also blocks your own Pokemon's Powers!

~ Blastoise's Pokemon Power, Rain Dance, is a great boon for your Water 
Pokemon! You can attach as many Water Energy Cards as you have to your Water 
Pokemon. Power up your Pokemon and attack!

~ It's a good idea to use Defender when attacking with Selfdestruct. That way, 
you'll be able t give major damage to your opponent's Active and Benched 
Pokemon without your Pokemon getting Knocked Out.

~ You can use Alakazam's Damage Swap to move Damage Counters off of a Pokemon 
that is almost Knocked Out, or you can create a Combo by combining it with 
Chansey and Scoop Up. Keep moving Damage Counters to Chansey and use Scoop Up 
to return Chansey to your Hand. Then put Chansey back in play. You will have 
lost all Damage Counters!

~ Hyper Beam is extremely powerful! You can remove the Energy Cards attached to
your opponent's Pokemon! Without Energy, they won't be able to attack or 
retreat!

~ Use Aerodactyl's Prehistoric Power to block your opponent's Pokemon from 
evolving. Your own Pokemon can't evolve? In that case, use Devolution Spray on 
Aerodactyl and turn it back into a Mysterious Fossil. Then you'll be able to 
evolve your Pokemon!
~ It is rumored that there is a Phantom Card that can only be gotten by using 
Card Pop! It is believed that there are 2 such cards, but no one knows what 
kind of cards they are. I'm off to search for someone who will give me these 
cards! -Ishihara

~ If a Pokemon has a Weakness, it takes double damage when attacked by Pokemon 
of a certain type! If a water Pokemon attacks a Fire Pokemon, the Fire Pokemon 
will recieve double damage! If a Pokemon has a Resistance, it takes 30 less 
damage when attacked by Pokemon of a certain type. If an attack gives a damage 
of 30, the Pokemon will not recieve damage! Beware of the Weaknesses and 
Resistances of your Pokemon!

~ The Trainer Card, Computer Search, is useful when you want to draw a certain 
card! Item Finder and Poke Ball will also help!

~ Retreating your Active Pokemon to the Bench is a good strategy in certain 
situations! Retreating a Pokemon requires Energy Cards. Dodrio's Retreat Aid 
decreases the number Energy Cards required to retreat. If you retreat right 
away, your Pokemon won't get Knocked Out!

                        *******************************                        

Use these strategies (and mine, of course) to build great decks! You can read 
these books even when Ishihara has left.

-------------------------------------------------------------------------------
5.14: Ronald
-------------------------------------------------------------------------------

Ronald is your arch-rival in the Pokemon Trading Card Game. As long as you can 
remember, you've always competed with Ronald in just about everything - 
especially Pokemon Card Collecting. Now that you've both heard the rumor about 
the Legendary Cards, you're determined to get the Legendary Cards and put 
Ronald in his place. You will duel Ronald 5 times throughout the game, and he 
becomes harder to beat as you progress.

Your rival helps you in the game by giving you Promotional Cards that you 
cannot get anywhere else before you beat the game. Of course, he only gives 
these to you if you beat him in a duel!

You'll see Ronald after you've won two Master Medals, five Master Medals, in 
the first two Challenge Cups, and after you've defeated all four Grand Masters.
After you beat the game, there is a small chance (1:33 ratio) that you'll duel 
him. I personally have never dueled him in the above situation, but if you have
any information, please let me know (section 1).

                        *******************************                        

Rival Duel: Ronald (+)
Requirement: 2 Master Medals
Prizes: 6
Reward: Jigglypuff L12

Your rival will stop you at the Club Entrance of the Club where you earned your
second Master Medal and challenge you to a duel. Ronald's deck is like one of 
the beginning decks that Dr. Mason gives you. Your rival has many Basic
Pokemon, very little evolution cards, and not enough Trainers. He also has 
three types of Pokemon and never seems to get the right types of Energys to 
power them up. Sounds pretty easy, huh?

Ronald's Pokemon include the families of:

Seel
Charmander
Squirtle
Growlithe
Machop

The Pokemon you should use:

Kadabra
Farfetch'd
Scyther
Electabuzz

                        *******************************                        

Rival Duel: Ronald 2
Requirement: 3 Master Medals
Prizes: 4
Reward: Mewtwo L60

Ronald will be your last opponent during the first Challenge Cup tournament, 
held only after you recieve your third Master Medal. Your rival has taken 
somewhat of a Stall/Haymaker archetype deck, with many Pokemon to Paralyze 
yours. He focuses on Grass types and Poison types. Use good Fire Pokemon to 
take him out. Ronald still doesn't have enough Trainer Cards, so use that as 
your main advantage.

Ronald's Pokemon include the families of:

Chansey
Grimer
Scyther
Tangela

The Pokemon you should use:

Hitmonchan
Ninetails
Arcanine
Gengar
Scyther

                        *******************************                        

Rival Duel: Ronald 3 (+)
Requirement: 5 Master Medals
Prizes: 6
Reward: Super Energy Retrieval

After you earn five Master Medals, Ronald will stop you at the Club Entrance as
soon as you exit the Club Center. This time, he has a fast deck focusing on 
Electabuzz's Thunderpunch and Dodrio's Retreat Aid. The types of Pokemon he is 
using are Lightning, Colorless, and Psychic. Use fast Pokemon to counter 
Ronald's, and you will be fine. Watch out for his Double Colorless Energys; 
Comet Punch might come sooner than you think.

Ronald's Pokemon include the families of:

Electabuzz
Jynx
Mewtwo
Doduo
Kanghaskhan
Hitmonlee

The Pokemon you should use:

Scyther
Gengar
Aerodactyl
Electabuzz

                        *******************************                        

Rival Duel: Ronald 4
Requirement: 5 Master Medals
Prizes: 6
Reward: L8 Mew

In the second Challenge Cup after you've won five Master Medals, Ronald will be
your last opponent once again. This time, he still uses some of the same 
Pokemon, but he has some new types added in. Ronald now has Fighting, Grass, 
Fire, and Colorless Pokemon in his deck. Use the large amount of types to your 
advantage, and don't let him catch you off-guard with a powered-up Scyther! 
Kill the strong Pokemon first, and you'll win.

Ronald's Pokemon include the families of:

Geodude
Scyther
Magmar
Grimer
Chansey

The Pokemon you should use:

Magmar
Hitmonchan
Golbat
Fearow


                        *******************************                        

Rival Duel: Ronald 5
Requirement: 8 Master Medals, Grand Masters Defeated
Prizes: 6
Reward: L37 Articuno, L68 Zapdos, L37 Moltres, L41 Dragonite

This is it, the final battle between you and Ronald! He has a quite formidable 
Legendary Ronald Deck, with the powers of all the Legendary Pokemon! Ronald 
uses three types of Pokemon (Fire, Water, Lightning), plus Colorless ones. He 
likes to play defense using Scoop Up and Switch, and power up using Firegiver 
and Energy Search. Attack using a Haymaker deck, since Haymaker Pokemon have 
much better speed than Ronald's.

Consider replacing the Hitmonlee and Hitmonchan of a Haymaker Deck with 
Farfetch'd and Dragonair. You'll have one less type to worry about, and the 
Legendary Cards all have Fighting Resistance. Good Luck! When you are 
victorious against Ronald, check the bottom of section 5.11 for the conclusion 
of the game.

Ronald's Pokemon include the families of:

Articuno
Moltres
Zapdos
Dratini
Lapras
Eevee

The Pokemon you should use:

Scyther
Magmar
Electabuzz

                        *******************************                        

Rival Duel: Ronald?
Requirement: Game Beaten
Prizes: 4
Reward: Random Promotional Card

If you have any information about Ronald's deck in the Challenge Hall after 
you've beaten the game, please contact me. You will recieve credit in section 
ten.

                        *******************************                        

Now that you know of Ronald's strategies, why not check out the section below 
on Imakuni??

-------------------------------------------------------------------------------
5.15: Imakuni?
-------------------------------------------------------------------------------

What can I say about this duelist? He's a weird dancing guy that lurks randomly
in the Lounges of Clubs. First, though, you need to activate his presence by 
talking to the girl in the Water Club Lounge. She will tell you what a strange 
guy Imakuni is, and that he may have rare cards. Now, if you go to a Club 
Lounge, there is a chance that Imakuni? is here.

The reason you want to activate Imakuni? is that he will challenge you to a 
duel. If you win, you'll get FOUR Booster Packs, instead of just one or two 
from normal duelists. You'll get one of each type of Booster Pack: Colosseum, 
Mystery, Laboratory, and Evolution. Dueling Imakuni? is a great way to build up
your Album. Imakuni is insanely easy, and you'll have no trouble winning at 
all. Below are some tips:

                        *******************************                        

Rival Duel: Strange Life-Form Imakuni
Prizes: 6
Deck: Imakuni? Deck
Reward: All Boosters, Imakuni?

This guy uses Water, Psychic, and Colorless Pokemon in his deck. He uses 
Maintenance for no apparent reason, and the Imakuni? Trainer Card to confuse 
his Pokemon. His OWN Pokemon! Confusing. That's what makes him so easy to beat,
especially when he confuses his Psychic Pokemon and does 40 damage to himself. 
Watch out for Farfetch'd, since this is his only reliable attacker. He also 
uses some evolutions, but that isn't likely to happen.

Here is Imakuni?'s Deck:

 *Pokemon*
 4x Psyduck L14
 3x Golduck L27
 4x Drowzee L12
 3x Hypno L36
 4x Farfetch'd L20
 2x Slowpoke L18
 2x Slowpoke L8
 3x Slowbro L26

 *Trainers*
 2x Pokemon Flute
 2x Maintenance
 4x Imakuni?
 1x Gambler

 *Energy*
 10x Water Energy
 16x Psychic Energy

Here is some advice submitted by espio_draak:
>> I got [a] good deck for beating imakumi? [and] i want to help [you] a 
>> little bit with your FAQ.
>>
>>  10 Fighting Energy
>>  17 Lightning Energy
>>  2 Double Colorless Energy
>>  1 Pikachu lvl 14
>>  1 Pikachu lvl 16
>>  1 Raichu lvl 45
>>  1 Magnemite lvl 13
>>  1 Magneton lvl 28
>>  2 Manky lvl 7
>>  1 Cubone lvl 13
>>  1 Marowak lvl 26
>>  1 Hitmonlee lvl 30
>>  1 Hitmonchan lvl 33
>>  1 Ryhorn lvl 18
>>  3 Bill
>>  1 Pokemon Trader
>>  2 Energy Retrieval
>>  2 Energy Search
>>  2 Energy Removal
>>  1 Switch
>>  2 Gust Of Wind
>>  2 Potion
>>  1 Super Potion
>>
>> you will see that he has psychic pokemon and most of your fighting has
>> psychic weakness but I put them into it because they can attack quick thats
>> one point i wil say how you best can use some pokemon
>> 
>> Hitmonlee: if you see that imakuni? plays an farfetch'd (on the bench) use
>> your hitmonlee to knock him out on the bench (if you have hitmonlee in play)
>> Raichu: i put him in here because his atack you may choose 3 pokemon on the
>> bench and do 10 damage to it ([mostly] if you can use raichu you will win)
>> Mankey: oh this is not easy you must play him and then use his pokemon power
>> "peek" to look at your deck, prize, [or] Imakuni's? hand....
>> Cubone: use his snivel until he has 10 hp left then use rage you can do 40
>> damage to your [opponents].
>> 
>> There [is] much more but i dont put them all here.
>> 
>> There are some things to to use [a] disadvantage to your advantage like
>> slowbro: you defeat his slowpoke to but if he wil play slowbro (on the
>> bench) you can do this if you attack his active pokemon he wil put 1 damage
>> counter to slowbro power up a hitmonlee to use stretch kick and wait until
>> he has 20 hp left then switch hitmonlee as your active pokemon and make a
>> grave for his slowbro (other words use your stretch kick on slowbro)
>> 
>> I hope this will help and if you dont have some cards put other cards
>> in like gust of winds or pluspowers.

                        *******************************                        

If you beat him three times, you'll receive the four booster packs, plus his
signature Imakuni? card. Beat him six times to win another. Read the text on 
the card for a good laugh, and make sure your friends don't sneak this card 
into your deck! Hehe.

Note: Imakuni? is a real Japanese singer. He has a guest appearance in this 
game. He is even listed in the credits! Imakuni?'s singing can be heard in the 
Pokemon Soundtracks. By the way, the ? at the end of the name is how it's 
supposed to be.

-------------------------------------------------------------------------------
===============================================================================
     *** 6: Card Lists     *** 
===============================================================================
-------------------------------------------------------------------------------

This is a Pokedex of the Pokemon Cards, or so to speak. This section contains 
many arrangements of the Pokemon Cards and details about them, for quick 
reference. This is probably the part of the FAQ you don't want to print, as 
you'll use up your paper very fast.

-------------------------------------------------------------------------------
6.1: Gameboy Order
-------------------------------------------------------------------------------

This section contains minimal info on all the cards of the game, listing their 
level, card number, and evolution. It's useful if you want to know which cards 
you're missing from your album. This arrangement is the same as the game's
arrangement for listing the cards.

                        *******************************                        

Key

NXX: Pokemon Level, Stage

N       = Letter representing Booster Pack (A-D)
XX      = 2-digit Pokemon Number
Pokemon = Name of Pokemon
Level   = Level of Pokemon
Stage   = Pokemon's evolution stage (Basic, Stage 1, Stage 2)

Trainer Cards and Energys will be listed only by their name, followed by (T) 
for Trainer and (E) for Energy.

                        *******************************                        

Colosseum

Cards: 56

 A01: Nidoran M L20, Basic
 A02: Nidorino L25, Stage 1
 A03: Tangela L12, Basic
 A04: Scyther L25, Basic
 A05: Pinsir L24, Basic
 A06: Charmander L10, Basic
 A07: Charmeleon L32, Stage 1
 A08: Growlithe L18, Basic
 A09: Arcanine L45, Stage 1
 A10: Ponyta L10, Basic
 A11: Magmar L24, Basic
 A12: Seel L12, Basic
 A13: Dewgong L42, Stage 1
 A14: Goldeen L12, Basic
 A15: Seaking L28, Stage 1
 A16: Staryu L15, Basic
 A17: Magikarp L8, Basic
 A18: Gyarados L41, Stage 1
 A19: Pikachu L12, Basic
 A20: Raichu L40, Stage 1
 A21: Magnemite L13, Basic
 A22: Magneton L28, Stage 1
 A23: Electabuzz L35, Basic
 A24: Zapdos L64, Basic
 A25: Diglett L8, Basic
 A26: Dugtrio L36, Stage 1
 A27: Machop L20, Basic
 A28: Hitmonchan L33, Basic
 A29: Abra L10, Basic
 A30: Kadabra L38, Stage 1
 A31: Rattata L9, Basic
 A32: Raticate L41, Stage 1
 A33: Jigglypuff L14, Basic
 A34: Wigglytuff L36, Stage 1
 A35: Meowth L14, Basic
 A36: Chansey L55, Basic
 A37: Kangaskhan L40, Basic
 A38: Snorlax L20, Basic
 A39: Professor Oak (T)
 A40: Bill (T)
 A41: Switch (T)
 A42: Poke Ball (T)
 A43: Scoop Up (T)
 A44: Computer Search (T)
 A45: Pluspower (T)
 A46: Defender (T)
 A47: Item Finder (T)
 A48: Potion (T)
 A49: Full Heal (T)
 A50: Revive (T)
 A51 (E01): Grass Energy (E)
 A52 (E02): Fire Energy (E)
 A53 (E03): Water Energy (E)
 A54 (E04): Lightning Energy (E)
 A55 (E05): Fighting Energy (E)
 A56 (E06): Psychic Energy (E)

                        *******************************                        

Evolution

Cards: 50

 B01: Bulbasaur L13, Basic
 B02: Ivysaur L20, Stage 1
 B03: Venusaur L67, Stage 2
 B04: Caterpie L13, Basic
 B05: Metapod L21, Stage 1
 B06: Butterfree L28, Stage 2
 B07: Weedle L12, Basic
 B08: Kakuna L23, Stage 1
 B09: Beedril L32, Stage 2
 B10: Nidoking L48, Stage 2
 B11: Bellsprout L11, Basic
 B12: Weepinbell L28, Stage 1
 B13: Victreebell L42, Stage 2
 B14: Charizard L76, Stage 2
 B15: Rapidash L33, Stage 1
 B16: Flareon L28, Stage 1
 B17: Squirtle L8, Basic
 B18: Wartortle L22, Stage 1
 B19: Blastoise L52, Stage 2
 B20: Krabby L20, Basic
 B21: Kingler L27, Stage 1
 B22: Starmie L28, Stage 1
 B23: Vaporeon L42, Stage 1
 B24: Jolteon L29, Stage 1
 B25: Sandshrew L12, Basic
 B26: Sandslash L33, Stage 1
 B27: Machoke L40, Stage 1
 B28: Machamp L67, Stage 2
 B29: Geodude L16, Basic
 B30: Graveler L29, Stage 1
 B31: Golem L36, Stage 2
 B32: Cubone L13, Basic
 B33: Marowak L32, Stage 1
 B34: Gastly L8, Basic
 B35: Haunter L22, Stage 1
 B36: Gengar L38, Stage 2
 B37: Jynx L23, Basic
 B38: Pidgey L8, Basic
 B39: Pidgeotto L36, Stage 1
 B40: Pidgeot L40, Stage 2
 B41: Jigglypuff L13, Basic
 B42: Eevee L12, Basic
 B43: Pokemon Trader (T)
 B44: Pokemon Breeder (T)
 B45: Clefairy Doll (T)
 B46: Energy Retrieval (T)
 B47: Energy Search (T)
 B48: Gust of Wind (T)
 B49: Super Potion (T)
 B50: Pokemon Flute (T)

                        *******************************                        

Mystery

Cards: 51

 C01: Nidoran F L13, Basic
 C02: Nidorina L24, Stage 1
 C03: Nidoqueen L43, Stage 2
 C04: Oddish L8, Basic
 C05: Gloom L22, Stage 1
 C06: Vileplume L35, Stage 2
 C07: Paras L8, Basic
 C08: Parasect L28, Stage 1
 C09: Exeggcute L14, Basic
 C10: Exeggutor L35, Stage 1
 C11: Vulpix L11, Basic
 C12: Ninetails L32, Stage 1
 C13: Flareon L22, Stage 1
 C14: Moltres L35, Basic
 C15: Shellder L8, Basic
 C16: Cloyster L25, Stage 1
 C17: Lapras L31, Basic
 C18: Vaporeon L29, Stage 1
 C19: Omanyte L19, Stage 1
 C20: Omastar L32, Stage 2
 C21: Articuno L35, Basic
 C22: Pikachu L14, Basic
 C23: Raichu L45, Stage 1
 C24: Voltorb L10, Basic
 C25: Electrode L42, Stage 1
 C26: Jolteon L24, Stage 1
 C27: Zapdos L40, Basic
 C28: Mankey L7, Basic
 C29: Primeape L35, Stage 1
 C30: Rhyhorn L18, Basic
 C31: Rhydon L48, Stage 1
 C32: Kabuto L9, Stage 1
 C33: Kabutops L30, Stage 2
 C34: Aerodactyl L28, Stage 1
 C35: Alakazam L42, Stage 2
 C36: Drowzee L12, Basic
 C37: Mew L23, Basic
 C38: Clefairy L14, Basic
 C39: Meowth L15, Basic
 C40: Persian L25, Stage 1
 C41: Farfetch'd L20, Basic
 C42: Lickitung L26, Basic
 C43: Tauros L32, Basic
 C44: Dratini L10, Basic
 C45: Dragonair L33, Stage 1
 C46: Dragonite L45, Stage 2
 C47: Mr. Fuji (T)
 C48: Mysterious Fossil (T)
 C49: Energy Removal (T)
 C50: Pokemon Center (T)
 C51 (E07): Double Colorless Energy (E)

                        *******************************                        

Laboratory

Cards: 51

 D01: Ekans L10, Basic
 D02: Arbok L27, Stage 1
 D03: Zubat L10, Basic
 D04: Golbat L29, Stage 1
 D05: Venonat L12, Basic
 D06: Venomoth L28, Stage 1
 D07: Grimer L17, Basic
 D08: Muk L34, Stage 1
 D09: Koffing L13, Basic
 D10: Weezing L27, Stage 1
 D11: Tangela L8, Basic
 D12: Ninetails L35, Stage 1
 D13: Magmar L31, Basic
 D14: Psyduck L15, Basic
 D15: Golduck L27, Stage 1
 D16: Poliwag L13, Basic
 D17: Poliwhirl L28, Stage 1
 D18: Poliwrath L48, Stage 2
 D19: Tentacool L10, Basic
 D20: Tentacruel L21, Stage 1
 D21: Horsea L19, Basic
 D22: Seadra L23, Stage 1
 D23: Magnemite L15, Basic
 D24: Magneton L35, Stage 1
 D25: Electrode L35, Stage 1
 D26: Onix L12, Basic
 D27: Marowak L26, Stage 1
 D28: Hitmonlee L30, Basic
 D29: Slowpoke L18, Basic
 D30: Slowbro L26, Stage 1
 D31: Gastly L17, Basic
 D32: Haunter L17, Stage 1
 D33: Hypno L36, Stage 1
 D34: Mr. Mime L28, Basic
 D35: Mewtwo L53, Basic
 D36: Pidgeot L38, Stage 2
 D37: Spearow L13, Basic
 D38: Fearow L27, Stage 1
 D39: Clefable L34, Stage 1
 D40: Doduo L10, Basic
 D41: Dodrio L28, Stage 1
 D42: Ditto L19, Basic
 D43: Porygon L12, Basic
 D44: Imposter Professor Oak (T)
 D45: Lass (T)
 D46: Super Energy Removal (T)
 D47: Pokedex (T)
 D48: Devolution Spray (T)
 D49: Maintenance (T)
 D50: Gambler (T)
 D51: Recycle (T)

                        *******************************                        

Promotional Card

Cards: 18 (20 with Phantom Cards)

 P01: Arcanine L34, Stage 1
 P02: Moltres L37, Basic
 P03: Articuno L37, Basic
 P04: Pikachu L16, Basic
 P05: Pikachu L16, Basic
 P06: Flying Pikachu L12, Basic
 P07: Surfing Pikachu L13, Basic
 P08: Surfing Pikachu L13, Basic
 P09: Electabuzz L20, Basic
 P10: Zapdos L68, Basic
 P11: Slowpoke L9, Basic
 P12: Mewtwo L60, Basic
 P13: Mewtwo L60, Basic
 P14: Mew L8, Basic
 P15: Jigglypuff L12, Basic
 P16: Dragonite L41, Stage 2
 P17: Imakuni? (T)
 P18: Super Energy Retrieval (T)
 PXX: Venusaur L64, Stage 2
 PXX: Mew L15, Basic

-------------------------------------------------------------------------------
6.2: Real World Order
-------------------------------------------------------------------------------

The Pokemon Cards are listed in the order of the real set they came from. Base 
Set, Fossil, Jungle, Game Boy Exclusive, and Promotional Cards are included.
Use this and the list below as in-depth Card Lists if you're looking forward to
building a deck.

                        *******************************                        

Key

Pokemon Cards are arranged like in the samples below:

Pokemon
Evolution, Card #
Rarity, Type, HP
Weakness, Resistance, Retreat
Species, Level, Pokemon #
Pokemon Power
Attack(s)

Trainer
Type, Card # 
Rarity
Text

Energy
Type, Card # 
Rarity
Text

                        *******************************                        

The color abbreviations used in the Card List:

*number* = Colorless
G = Grass
R = Fire
L = Lightning
W = Water
F = Fighting
P = Psychic

So, if the Energy Cost of an attack is [2W], it means you need two Colorless
Energys (Energys of any type) and one Water Energy to use the attack.

                        *******************************                        

Base Set

Cards: 102

                        *******************************                        

C35: Alakazam 
Evolution: Stage 2 - evolves from Kadabra 1/102 
Rarity: Holo Type: Psychic HP: 80 
Weakness: P Resistance: -- Retreat: 3 
Species: Psi L42 #65 

Pokemon Power: "Damage Swap" As often as you like during your turn (before you 
attack), you may move 1 damage counter from one of your Pokemon to another as 
long as you don't Knock Out that Pokemon. This power can't be used if Alakazam 
is Asleep, Confused, or Paralyzed. 

Attack: [PPP] Confuse Ray (30) Flip a coin. If heads, the defending Pokemon is 
now Confused. 

                        *******************************                        

B19: Blastoise 
Evolution: Stage 2 - evolves from Wartortle 2/102 
Rarity: Holo Type: Water HP: 100 
Weakness: L Resistance: -- Retreat: 3
Species: Shellfish L52 #9

Pokemon Power: "Rain Dance" As often as you like during your turn (before your 
attack), you may attach 1 Water Energy Card to 1 of your Water Pokemon. (This 
doesn't use up your 1 Energy Card attachment for the turn.) This power can't be
used if Blastoise is Asleep, Confused, or Paralyzed. 

Attack: [WWW] Hydro Pump (40+) Does 40 damage plus 10 damage for each Water 
Energy attached to this Pokemon but not used to pay for this attack. (You 
cannot add more than 20 damage this way.) 

                        *******************************                        

A36: Chansey 
Evolution: Basic Pokemon 3/102 
Rarity: Holo Type: Colorless HP: 120 
Weakness: F Resistance: P -30 Retreat: 1 
Species: Egg L55 #113 

Attack: [2] Scrunch Flip a coin. If heads, prevent all damage done to Chansey 
during your opponent's next turn. (Any other effects of attacks still happen.) 

Attack: [4] Double-Edge (80) Chansey does 80 damage to itself. 

                        *******************************                        

B14: Charizard 
Evolution: Stage 2 - evolves from Charmeleon 4/102 
Rarity: Holo Type: Fire HP: 120 
Weakness: W Resistance: F -30 Retreat: 3 
Species: Flame L76 #6 

Pokemon Power: "Energy Burn" As often as you like during your turn (before your
attack), you may turn all Energy attached to Charizard into Fire Energy for the
rest of the turn. This power can't be used if Charizard is Asleep, Confused, or
Paralyzed. 

Attack: [RRRR] Fire Spin (100) Discard 2 Fire Energy Cards to use this attack.

                        *******************************                        

C38: Clefairy 
Evolution: Basic Pokemon 5/102 
Rarity: Holo Type: Colorless HP: 40 
Weakness: F Resistance: P -30 Retreat: 1 
Species: Fairy L14 #35 

Attack: [1] Sing Flip a coin. If heads, the defending Pokemon is now Asleep. 

Attack: [3] Metronome Choose one of the defending Pokemon's attacks. Metronome 
copies that attack except for its Energy costs and anything else required in 
order to use that attack, such as discarding Energy Cards. (No matter what type
the the defending Pokemon is, Clefairy's type is still colorless) 

                        *******************************                        

A18: Gyarados 
Evolution: Stage 1 - evolves from Magikarp 6/102 
Rarity: Holo Type: Water HP: 100 
Weakness: G Resistance: F -30 Retreat: 3 
Species: Atrocious L41 #130 

Attack: [WWW] Dragon Rage (50) 

Attack: [WWWW] Bubblebeam (40) Flip a coin. If heads, the defending Pokemon is 
now Paralyzed. 

                        *******************************                        

A28: Hitmonchan 
Evolution: Basic Pokemon 7/102 
Rarity: Holo Type: Fighting HP: 70 
Weakness: P Resistance: -- Retreat: 2 
Species: Punching L33 #107 
Attack: [F] Jab (20) 
Attack: [1FF] Special Punch (40) 

                        *******************************                        

B28: Machamp 
Evolution: Stage 2 - evolves from Machoke 8/102 
Rarity: Holo Type: Fighting HP: 100 
Weakness: P Resistance: -- Retreat: 3 
Species: Superpower L67 #68 

Pokemon Power: "Strikes Back" Whenever opponent damages Machamp (even if it 
knocks out Machamp), this power does 10 damage to attacker (no weakness or 
Resistance.) This power cannot be used if Machamp is already Asleep, Confused, 
or Paralyzed when opponent attacks. 

Attack: [1FFF] Seismic Toss (60) 

                        *******************************                        

A22: Magneton 
Evolution: Stage 1 - evolves from Magnemite 9/102 
Rarity: Holo Type: Lightning HP: 60 
Weakness: F Resistance: -- Retreat: 1 
Species: Magnet L28 #82 

Attack: [1LL] Thunder Wave (30) Flip a coin. If heads, the defending Pokemon is
now paralyzed. 

Attack: [2LL] Selfdestruct (80) Does 20 damage to each Pokemon on each bench. 
(Do not apply Weakness or Resistance for benched Pokemon.) Magneton does 80 
damage to itself. 

                        *******************************                        

D35: Mewtwo 
Evolution: Basic Pokemon 10/102 
Rarity: Holo Type: Psychic HP: 60 
Weakness: P Resistance: -- Retreat: 3 
Species: Genetic L53 #150 

Attack: [1P] Psychic (10+) Does 10 damage plus 10 more damage for each Energy 
Card attached to the defending Pokemon. 

Attack: [PP] Barrier Discard 1 Psychic Energy Card in order to prevent all 
effects of attacks, including damage, done to Mewtwo during opponent's next 
turn. 

                        *******************************                        

B10: Nidoking 
Evolution: Stage 2 - evolves from Nidorino 11/102 
Rarity: Holo Type: Grass HP: 90 
Weakness: P Resistance: -- Retreat: 3 
Species: Drill L48 #34 

Attack: [2G] Thrash (30+) Flip a coin. If heads, this attack does 30 damage 
plus 10 more damage; If tails, this attack does 30 damage plus Nidoking does 10
damage to itself. 

Attack: [GGG] Toxic (20) The defending Pokemon is now Poisoned. It now takes 20
Poison damage instead of 10 after each player's turn (even if it was already 
Poisoned). 

                        *******************************                        

C12: Ninetails 
Evolution: Stage 1 - evolves from Vulpix 12/102 
Rarity: Holo Type: Fire HP: 80 
Weakness: W Resistance: -- Retreat: 1 
Species: Fox L32 #38 

Attack: [2] Lure If your opponent has any Benched Pokemon, choose 1 and switch 
it with his or her active Pokemon. 

Attack: [RRRR] Fire Blast (80) Discard 1 Fire Energy Card to use this attack. 

                        *******************************                        

D18: Poliwrath 
Evolution: Stage 2 - evolves from Poliwhirl 13/102 
Rarity: Holo Type: Water HP: 90 
Weakness: G Resistance: -- Retreat: 3 
Species: Tadpole L48 #62 

Attack: [1WW] Water Gun (30+) Does 30 damage plus 10 damage for each Water 
Energy attached to Poliwrath but not used to pay for this attack. (You may not 
add more than 20 damage this way.) 

Attack: [2WW] Whirlpool (40) If the defending Pokemon has Energy Cards 
attached, choose 1 and discard. 

                        *******************************                        

A20: Raichu 
Evolution: Stage 1 - evolves from Pikachu 14/102 
Rarity: Holo Type: Lightning HP: 80 
Weakness: F Resistance: -- Retreat: 1 
Species: Mouse L40 #26 

Attack: [2L] Agility (20) Flip a coin. If heads, during opponent's next turn, 
prevent all effects of attacks, including damage, done to Raichu. 

Attack: [1LLL] Thunder (60) Flip a coin. If tails, Raichu does 30 damage to 
itself. 

                        *******************************                        

B03: Venusaur 
Evolution: Stage 2 - evolves from Ivysaur 15/102 
Rarity: Holo Type: Grass HP: 100 
Weakness: R Resistance: -- Retreat: 2 
Species: Seed L67 #3 

Pokemon Power: "Energy Trans" As often as you like during your turn (before 
attack), you may take 1 Grass Energy Card attached to 1 of your Pokemon and 
attach it to a different one. This power can't be used if Venusaur is Asleep, 
Confused, or Paralyzed. 

Attack: [GGGG] Solarbeam (60) 

                        *******************************                        

A24: Zapdos 
Evolution: Basic Pokemon 16/102 
Rarity: Holo Type: Lightning HP: 90 
Weakness: -- Resistance: F -30 Retreat: 3 
Species: Lightning L64 #145 

Attack: [1LLL] Thunder (60) Flip a coin. If tails, Zapdos does 30 damage to 
itself. 

Attack: [LLLL] Thunderbolt (100) Discard all Energy Cards attached to Zapdos to
use this attack. 

                        *******************************                        

B09: Beedrill 
Evolution: Stage 2 - evolves from Kakuna 17/102 
Rarity: Rare Type: Grass HP: 80 
Weakness: R Resistance: F -30 Retreat: -- 
Species: Poison Bee L32 #15 

Attack: [3] Twineedle (30×) Flip 2 coins. This attack does 30 times number of 
heads.

Attack: [GGG] Poison Sting (40) Flip a coin. If heads, the defending Pokemon is
now poisoned. 

                        *******************************                        

C45: Dragonair 
Evolution: Stage 1 - evolves from Dratini 18/102 
Rarity: Rare Type: Colorless HP: 80 
Weakness: -- Resistance: P -30 Retreat: 2 
Species: Dragon L33 #148 

Attack: [3] Slam (30×) Flip 2 coins. This attack does 30 times number of heads.
Attack: [4] Hyper Beam (20) If the defending Pokemon has Energy Cards attached,
choose 1 and discard. 

                        *******************************                        

A26: Dugtrio 
Evolution: Stage 1 - evolves from Diglett 19/102 
Rarity: Rare Type: Fighting HP: 70 
Weakness: G Resistance: L -30 Retreat: 2 
Species: Mole L36 #51 

Attack: [1FF] Slash (40) 

Attack: [FFFF] Earthquake (70) Does 10 damage to each of your own Benched 
Pokemon. (Don't apply Weakness or Resistance for Benched Pokemon.) 

                        *******************************                        

A23: Electabuzz 
Evolution: Basic Pokemon 20/102 
Rarity: Rare Type: Lightning HP: 70 
Weakness: F Resistance: -- Retreat: 2 
Species: Electric L35 #125 

Attack: [L] Thundershock (10) Flip a coin. If heads, the defending Pokemon is 
now paralyzed. 

Attack: [1L] Thunderpunch (30+) Flip a coin. If heads, this attack does an 
additional 10 damage to the defending Pokemon. If tails, Electabuzz does 10 
damage to itself. 

                        *******************************                        

(Note: This card is not in the actual game. It is just part of the Base Set, 
and that is why I chose to add it.)

X00: Electrode 
Evolution: Stage 1 - evolves from Voltorb 21/102 
Rarity: Rare Type: Lightning HP: 80 
Weakness: F Resistance: -- Retreat: 1 
Species: Ball L40 #101 

Pokemon Power: "Buzzap" At any time during your turn (before attack) you may 
Knock Out Electrode and attach it to 1 of your other Pokemon. Electrode becomes
an Energy Card of choice providing 2 Energy of that type. You can't use this 
power if Electrode is Asleep, Confused or Paralyzed. 

Attack: [LLL] Electric Shock (50) Flip a coin. If tails, Electrode does 10 
damage to itself. 

                        *******************************                        

B39: Pidgeotto 
Evolution: Stage 1 - evolves from Pidgey 22/102 
Rarity: Rare Type: Colorless HP: 60 
Weakness: L Resistance: F -30 Retreat: 1 
Species: Bird L36 #17 

Attack: [2] Whirlwind (20) If opponent has Benched Pokemon, he or she chooses 1
of them and switches it with the defending Pokemon. (do damage dealing before 
switching Pokemon.) 

Attack: [3] Mirror Move If Pidgeotto was attacked last turn, do the final 
result of that attack on Pidgeotto to the defending Pokemon. 

                        *******************************                        

A09: Arcanine 
Evolution: Stage 1 - evolves from Growlithe 23/102 
Rarity: Uncommon Type: Fire HP: 100 
Weakness: W Resistance: -- Retreat: 3 
Species: Legendary L45 #59 

Attack: [1RR] Flamethrower (50) Discard 1 Fire Energy Card to use this attack. 

Attack: [2RR] Take Down (80) Arcanine does 30 damage to itself. 

                        *******************************                        

A07: Charmeleon 
Evolution: Stage 1 - evolves from Charmander 24/102 
Rarity: Uncommon Type: Fire HP: 80 
Weakness: W Resistance: -- Retreat: 1 
Species: Flame L32 #5 

Attack: [3] Slash (30) 

Attack: [1RR] Flamethrower (50) Discard 1 Fire Energy Card to use this attack. 

                        *******************************                        

A13: Dewgong 
Evolution: Stage 1 - evolves from Seel 25/102 
Rarity: Uncommon Type: Water HP: 80 
Weakness: L Resistance: -- Retreat: 3 
Species: Sea Lion L42 #87 

Attack: [1WW] Aurora Beam (50) 

Attack: [2WW] Ice Beam (30) Flip a coin. If heads, the defending Pokemon is now
Paralyzed. 

                        *******************************                        

C44: Dratini 
Evolution: Basic Pokemon 26/102 
Rarity: Uncommon Type: Colorless HP: 40 
Weakness: -- Resistance: P -30 Retreat: 1 
Species: Dragon L10 #147 

Attack: [1] Pound (10) 

                        *******************************                        

C41: Farfetch'd 
Evolution: Basic Pokemon 27/102 
Rarity: Uncommon Type: Colorless HP: 50 
Weakness: L Resistance: F -30 Retreat: 1 
Species: Wild Duck L20 #83 

Attack: [1] Leek Slap (30) Flip a coin. If tails, this attack does nothing. 
Either way, you can't use this attack again as long as Farfetch'd stays in play
(even after benching Farfetch'd). 

Attack: [3] Pot Smash (30) 

                        *******************************                        

A08: Growlithe 
Evolution: Basic Pokemon 28/102 
Rarity: Uncommon Type: Fire HP: 60 
Weakness: W Resistance: -- Retreat: 1 
Species: Puppy L18 #58 

Attack: [1R] Flare (20) 

                        *******************************                        

B35: Haunter 
Evolution: Stage 1 - evolves from Gastly 29/102 
Rarity: Uncommon Type: Psychic HP: 60 
Weakness: -- Resistance: F -30 Retreat: 1 
Species: Gas L22 #93 

Attack: [P] Hypnosis The defending Pokemon is now Asleep. 

Attack: [PP] Dream Eater (50) Can't use unless the defending Pokemon is Asleep.

                        *******************************                        

B02: Ivysaur 
Evolution: Stage 1 - evolves from Bulbasaur 30/102 
Rarity: Uncommon Type: Grass HP: 60 
Weakness: R Resistance: -- Retreat: 1 
Species: Seed L20 #2 

Attack: [2G] Vine Whip (30) 

Attack: [GGG] Poisonpowder (20) The defending Pokemon is now Poisoned. 

                        *******************************                        

B37: Jynx 
Evolution: Basic Pokemon 31/102 
Rarity: Uncommon Type: Psychic HP: 70 
Weakness: P Resistance: -- Retreat: 2 
Species: Human Shape L23 #124 

Attack: [P] Doubleslap (10×) Flip 2 coins. Attack does 10 damage times the 
number of heads 

Attack: [1PP] Meditate (20+) Does 20 damage plus 10 more damage for each damage
counter on the defending Pokemon. 

                        *******************************                        

A30: Kadabra 
Evolution: Stage 1 - evolves from Abra 32/102 
Rarity: Uncommon Type: Psychic HP: 60 
Weakness: P Resistance: -- Retreat: 3 
Species: Psi L38 #64 

Attack: [PP] Recover Discard 1 Energy Card to use this attack. Remove all 
damage counters from Kadabra. 

Attack: [1PP] Super Psy (50) 

                        *******************************                        

B08: Kakuna 
Evolution: Stage 1 - evolves from Weedle 33/102 
Rarity: Uncommon Type: Grass HP: 80 
Weakness: R Resistance: -- Retreat: 2 
Species: Cocoon L23 #14 

Attack: [2] Stiffen Flip a coin. If heads, prevent all damage done to Kakuna 
during opponent's next turn. (any other effects of attacks still happen.) 

Attack: [GG] Poisonpowder (20) Flip a coin. If heads, the defending Pokemon is 
now Poisoned. 

                        *******************************                        

B27: Machoke 
Evolution: Stage 1 - evolves from Machop 34/102 
Rarity: Uncommon Type: Fighting HP: 80 
Weakness: P Resistance: -- Retreat: 3 
Species: Superpower L40 #67 

Attack: [1FF] Karate Chop (50-) Does 50 damage minus 10 for each damage counter
on Machoke. 

Attack: [2FF] Submission (60) Does 20 damage to itself. 

                        *******************************                        

A17: Magikarp 
Evolution: Basic Pokemon 35/102 
Rarity: Uncommon Type: Water HP: 30 
Weakness: L Resistance: -- Retreat: 1 
Species: Fish L8 #129 

Attack: [1] Tackle (10) 

Attack: [W] Flail (10×) Does 10 damage times number of damage counters on 
Magikarp. 

                        *******************************                        

A11: Magmar 
Evolution: Basic Pokemon 36/102 
Rarity: Uncommon Type: Fire HP: 50 
Weakness: W Resistance: -- Retreat: 2 
Species: Spitfire L24 #126 

Attack: [RR] Fire Punch (30) 

Attack: [1RR] Flamethrower (50) Discard 1 Fire Energy Card card to use this 
attack. 

                        *******************************                        

A02: Nidorino 
Evolution: Stage 1 - evolves from Nidoran M 37/102 
Rarity: Uncommon Type: Grass HP: 60 
Weakness: P Resistance: -- Retreat: 1 
Species: Poison Pin L25 #33 

Attack: [2G] Double Kick (30×) Flip 2 coins. Does 30 damage times number of 
heads. 

Attack: [2GG] Horn Drill (50) 

                        *******************************                        

D17: Poliwhirl 
Evolution: Stage 1 - evolves from Poliwag 38/102 
Rarity: Uncommon Type: Water HP: 60 
Weakness: G Resistance: -- Retreat: 1 
Species: Tadpole L28 #61 

Attack: [WW] Amnesia Choose 1 of the defending Pokemons attacks. The defending 
Pokemon cannot use that attack next turn. 

Attack: [1WW] Doubleslap (30×) Flip 2 coins. Does 30 damage times number of 
heads. 

                        *******************************                        

D43: Porygon 
Evolution: Basic Pokemon 39/102 
Rarity: Uncommon Type: Colorless HP: 30 
Weakness: F Resistance: P -30 Retreat: 1 
Species: Virtual L12 #137 

Attack: [1] Conversion 1 If the defending Pokemon has a weakness, change to a 
type of your choice other than Colorless. 

Attack: [2] Conversion 2 Change Porygon's Resistance to a type of your choice 
other than Colorless. 

                        *******************************                        

A32: Raticate 
Evolution: Stage 1 - evolves from Rattata 40/102 
Rarity: Uncommon Type: Colorless HP: 60 
Weakness: F Resistance: P -30 Retreat: 1 
Species: Rat L41 #20 

Attack: [1] Bite (20) 

Attack: [3] Super Fang (?) Does damage to the defending Pokemon equal to half 
the the defending Pokemon's remaining HP (rounded up to the nearest 10). 

                        *******************************                        

A12: Seel 
Evolution: Basic Pokemon 41/102 
Rarity: Uncommon Type: Water HP: 60 
Weakness: L Resistance: -- Retreat: 1 
Species: Sea Lion L12 #86 

Attack: [W] Headbutt (10) 

                        *******************************                        

B18: Wartortle 
Evolution: Stage 1 - evolves from Squirtle 42/102 
Rarity: Uncommon Type: Water HP: 70 
Weakness: L Resistance: -- Retreat: 1 
Species: Turtle L22 #8 

Attack: [1W] Withdraw Flip a coin. If heads, prevent all damage done to 
Wartortle during your opponent's next turn. (Any other effects of attacks still
happen.) 

Attack: [2W] Bite (40) 

                        *******************************                        

A29: Abra 
Evolution: Basic Pokemon 43/102 
Rarity: Common Type: Psychic HP: 30 
Weakness: P Resistance: -- Retreat: -- 
Species: Psi L10 #63 

Attack: [P] Psyshock (10) Flip a coin. If heads, the defending Pokemon is now
Paralyzed. 

                        *******************************                        

B01: Bulbasaur 
Evolution: Basic Pokemon 44/102 
Rarity: Common Type: Grass HP: 40 
Weakness: R Resistance: -- Retreat: 1 
Species: Seed L13 #1 

Attack: [GG] Leech Seed (20) Unless all damage from this attack is prevented,
you may remove 1 damage counter from Bulbasaur. 

                        *******************************                        

B04: Caterpie 
Evolution: Basic Pokemon 45/102 
Rarity: Common Type: Grass HP: 40 
Weakness: R Resistance: -- Retreat: 1 
Species: Worm L13 #10 

Attack: [G] String Shot (10) Flip a coin. If heads, the the defending Pokemon 
is now Paralyzed. 

                        *******************************                        

A06: Charmander 
Evolution: Basic Pokemon 46/102 
Rarity: Common Type: Fire HP: 50 
Weakness: W Resistance: -- Retreat: 1 
Species: Lizard L10 #4 

Attack: [1] Scratch (10) 

Attack: [1R] Ember (30) Discard 1 Fire Energy Card to use this attack. 

                        *******************************                        

A25: Diglett 
Evolution: Basic Pokemon 47/102 
Rarity: Common Type: Fighting HP: 30 
Weakness: G Resistance: L -30 Retreat: -- 
Species: Mole L8 #50 

Attack: [F] Dig (10) 

Attack: [FF] Mud Slap (30) 

                        *******************************                        

D40: Doduo 
Evolution: Basic Pokemon 48/102 
Rarity: Common Type: Colorless HP: 50 
Weakness: L Resistance: F -30 Retreat: -- 
Species: Twin Bird L10 #84 

Attack: [1] Fury Attack (10×) Flip 2 coins. Does 10 damage times number of 
heads. 

                        *******************************                        

C36: Drowzee 
Evolution: Basic Pokemon 49/102 
Rarity: Common Type: Psychic HP: 50 
Weakness: P Resistance: -- Retreat: 1 
Species: Hypnosis L12 #96 

Attack: [1] Pound (10) 

Attack: [PP] Confuse Ray (10) Flip a coin. If heads, the defending Pokemon is 
now Confused. 

                        *******************************                        

B34: Gastly 
Evolution: Basic Pokemon 50/102 
Rarity: Common Type: Psychic HP: 30 
Weakness: -- Resistance: F -30 Retreat: -- 
Species: Gas L8 #92 

Attack: [P] Sleeping Gas Flip a coin. If heads, the defending Pokemon is now 
Asleep. 

Attack: [1P] Destiny Bond Discard 1 Psychic Energy Card to use this attack. If 
a Pokemon Knocks Out Gastly on opponent's next turn, Knock Out that Pokemon. 

                        *******************************                        

D09: Koffing 
Evolution: Basic Pokemon 51/102 
Rarity: Common Type: Grass HP: 50 
Weakness: P Resistance: -- Retreat: 1 
Species: Poison Gas L13 #109 

Attack: [GG] Foul Gas (10) Flip a coin. If heads, the defending Pokemon is now 
Poisoned; If tails, the defending Pokemon is now Confused. 

                        *******************************                        

A27: Machop 
Evolution: Basic Pokemon 52/102 
Rarity: Common Type: Fighting HP: 50 
Weakness: P Resistance: -- Retreat: 1 
Species: Superpower L20 #66 

Attack: [F] Low Kick (20) 

                        *******************************                        

A21: Magnemite 
Evolution: Basic Pokemon 53/102 
Rarity: Common Type: Lightning HP: 40 
Weakness: F Resistance: -- Retreat: 1 
Species: Magnet L13 #81 

Attack: [L] Thunder Wave (10) Flip a coin. If heads, the defending Pokemon is 
now Paralyzed. 

Attack: [1L] Selfdestruct (40) Does 10 damage to each Pokemon on each Bench. 
(no weakness or Resistance for benched Pokemon.) Magnemite does 40 damage to 
itself. 

                        *******************************                        

B05: Metapod 
Evolution: Stage 1 - evolves from Caterpie 54/102 
Rarity: Common Type: Grass HP: 70 
Weakness: R Resistance: -- Retreat: 2 
Species: Cocoon L21 #11 

Attack: [2] Stiffen Flip a coin. If heads, prevent all damage done to Metapod 
on opponent's next turn. (any other effects of attacks still happen.) 

Attack: [GG] Stun Spore (20) Flip a coin. If heads, the defending Pokemon is 
now Paralyzed. 

                        *******************************                        

A01: Nidoran M
Evolution: Basic Pokemon 55/102 
Rarity: Common Type: Grass HP: 40 
Weakness: P Resistance: -- Retreat: 1 
Species: Poison Pin L20 #32 

Attack: [G] Horn Hazard (30) Flip a coin. If tails, this attack does nothing. 

                        *******************************                        

D26: Onix 
Evolution: Basic Pokemon 56/102 
Rarity: Common Type: Fighting HP: 90 
Weakness: G Resistance: -- Retreat: 3 
Species: Rock Snake L12 #95 

Attack: [F] Rock Throw (10) 

Attack: [FF] Harden During opponent's next turn, prevent 30 or less damage 
(after applying weakness and Resistance). (any other effects of attacks still 
happen.) 

                        *******************************                        

B38: Pidgey 
Evolution: Basic Pokemon 57/102 
Rarity: Common Type: Colorless HP: 40 
Weakness: L Resistance: F -30 Retreat: 1 
Species: Tiny Bird L8 #16 

Attack: [2] Whirlwind (10) After damage dealing, opponent chooses 1 benched 
Pokemon and switches it with defending Pokemon (only if opponent has benched 
Pokemon). 

                        *******************************                        

A19: Pikachu 
Evolution: Basic Pokemon 58/102 
Rarity: Common Type: Lightning HP: 40 
Weakness: F Resistance: -- Retreat: 1 
Species: Mouse L12 #25 

Attack: [1] Gnaw (10) 

Attack: [1L] Thunder Jolt (30) Flip a coin. If tails, Pikachu does 10 damage to
itself. 

                        *******************************                        

D16: Poliwag 
Evolution: Basic Pokemon 59/102 
Rarity: Common Type: Water HP: 40 
Weakness: G Resistance: -- Retreat: 1 
Species: Tadpole L13 #60 

Attack: [W] Water Gun (10+) Does 10 damage plus 10 damage for each W attached 
to Poliwag but not used to pay for this attack (max 2 extra). 

                        *******************************                        

A10: Ponyta 
Evolution: Basic Pokemon 60/102 
Rarity: Common Type: Fire HP: 40 
Weakness: W Resistance: -- Retreat: 1 
Species: Fire Horse L10 #77 

Attack: [2] Smash Kick (20) 

Attack: [RR] Flame Tail (30) 

                        *******************************                        

A31: Rattata 
Evolution: Basic Pokemon 61/102 
Rarity: Common Type: Colorless HP: 30 
Weakness: F Resistance: P -30 Retreat: -- 
Species: Rat L9 #19 

Attack: [1] Bite (20) 

                        *******************************                        

B25: Sandshrew 
Evolution: Basic Pokemon 62/102 
Rarity: Common Type: Fighting HP: 40 
Weakness: G Resistance: L -30 Retreat: 1 
Species: Mouse L12 #27 

Attack: [F] Sand-attack (10) If the Defending Pokemon tries to attack during 
your opponent's next turn, your opponent flips a coin. If tails, that attack 
does nothing. 

                        *******************************                        

B17: Squirtle 
Evolution: Basic Pokemon 63/102 
Rarity: Common Type: Water HP: 40 
Weakness: L Resistance: -- Retreat: 1 
Species: Tiny Turtle L8 #7 

Attack: [W] Bubble (10) Flip a coin. If heads, the defending Pokemon is now 
Paralyzed. 

Attack: [1W] Withdraw Flip a coin. If heads, prevent all damage done to 
Squirtle during opponent's next turn. (Any other effects of attacks still 
happen.) 

                        *******************************                        

B22: Starmie 
Evolution: Stage 1 - evolves from Staryu 64/102 
Rarity: Common Type: Water HP: 60 
Weakness: L Resistance: -- Retreat: 1 
Species: Mysterious L28 #121 

Attack: [WW] Recover Discard 1 Energy Card to use this attack. Remove all 
damage counters from Starmie. 

Attack: [2W] Star Freeze (20) Flip a coin. If heads, the defending Pokemon is 
now Paralyzed. 

                        *******************************                        

A16: Staryu 
Evolution: Basic Pokemon 65/102 
Rarity: Common Type: Water HP: 40 
Weakness: L Resistance: -- Retreat: 1 
Species: Starshape L15 #120 

Attack: [W] Slap (20) 

                        *******************************                        

D11: Tangela 
Evolution: Basic Pokemon 66/102 
Rarity: Common Type: Grass HP: 50 
Weakness: R Resistance: -- Retreat: 2 
Species: Vine L8 #114 

Attack: [1G] Bind (20) Flip a coin. If heads, the defending Pokemon is now 
Paralyzed. 

Attack: [GGG] Poisonpowder (20) The defending Pokemon is now Poisoned. 

                        *******************************                        

C24: Voltorb 
Evolution: Basic Pokemon 67/102 
Rarity: Common Type: Lightning HP: 40 
Weakness: F Resistance: -- Retreat: 1 
Species: Ball L10 #100 

Attack: [1] Tackle (10) 

                        *******************************                        

C11: Vulpix 
Evolution: Basic Pokemon 68/102 
Rarity: Common Type: Fire HP: 50 
Weakness: W Resistance: -- Retreat: 1 
Species: Fox L11 #37 

Attack: [RR] Confuse Ray (10) Flip a coin. If heads, the defending Pokemon is 
now Confused. 

                        *******************************                        

B07: Weedle 
Evolution: Basic Pokemon 69/102 
Rarity: Common Type: Grass HP: 40 
Weakness: R Resistance: -- Retreat: 1 
Species: Hairy Bug L12 #13 

Attack: [G] Poison Sting (10) Flip a coin. If heads, the defending Pokemon is 
now Poisoned. 

                        *******************************                        

B45: Clefairy Doll (10 HP) 
Type: Trainer 70/102 
Rarity: Rare 

Text: Play Clefairy Doll as if it were a Basic Pokemon. While in play, Clefairy
Doll counts as a Pokemon (instead of a Trainer card.) Clefairy Doll has no 
attacks, can't retreat, and can't be Asleep, Confused, Paralyzed, or Poisoned. 
If Clefairy Doll is Knocked Out, it doesn't count as a Knock Out. At any time 
during your turn (before attack), you may discard Clefairy Doll. 

                        *******************************                        

A44: Computer Search 
Type: Trainer 71/102 
Rarity: Rare 

Text: Discard 2 other cards from your hand in order to search your deck for any
card and put it into your hand. Shuffle your deck afterward. 

                        *******************************                        

D48: Devolution Spray 
Type: Trainer 72/102 
Rarity: Rare 

Text: Choose 1 of your own Pokemon in play and a Stage of Evolution. Discard 
all Evolution cards of that Stage or higher attached to that Pokemon. That 
Pokemon is no longer Asleep, Confused, Paralyzed, Poisoned, or anything else 
that might be the result of an attack (just as if you had evolved it). 

                        *******************************                        

D44: Impostor Professor Oak 
Type: Trainer 73/102 
Rarity: Rare 

Text: Your opponent shuffles his or her hand into his or her deck, then draws 7
cards. 

                        *******************************                        

A47: Item Finder 
Type: Trainer 74/102 
Rarity: Rare 

Text: Discard 2 other cards from your hand in order to put a Trainer Card from 
your discard pile into your hand. 

                        *******************************                        

D45: Lass 
Type: Trainer 75/102 
Rarity: Rare 

Text: You and your opponent show each other your hands, then shuffle all the 
Trainer cards from you hands into your decks. 

                        *******************************                        

B44: Pokemon Breeder 
Type: Trainer 76/102 
Rarity: Rare 

Text: Put a Stage 2 Evolution card from your hand on the matching Basic 
Pokemon. You can only play this card when you would be allowed to evolve that 
Pokemon anyway. 

                        *******************************                        

B43: Pokemon Trader 
Type: Trainer 77/102 
Rarity: Rare 

Text: Trade 1 of the Basic Pokemon or Evolution cards in your hand for 1 of the
Basic Pokemon or Evolution cards from your deck. Show both cards to your 
opponent. Shuffle your deck afterward. 

                        *******************************                        

A43: Scoop Up 
Type: Trainer 78/102 
Rarity: Rare 

Text: Choose 1 of your own Pokemon in play and return its Basic Pokemon card to
your hand. (Discard all cards attached to that card.) 

                        *******************************                        

D46: Super Energy Removal 
Type: Trainer 79/102 
Rarity: Rare 

Text: Discard 1 Energy Card attached to 1 of your own Pokemon in order to 
choose 1 of your opponent's Pokemon and up to 2 Energy Cards attached to it. 
Discard those Energy Cards. 

                        *******************************                        

A46: Defender 
Type: Trainer 80/102 
Rarity: Uncommon 

Text: Attach Defender to 1 of your Pokemon. At the end of your opponent's next 
turn, discard Defender. Damage done to that Pokemon by attacks is reduced by 20
(after applying Weakness and Resistance.) 

                        *******************************                        

B46: Energy Retrieval 
Type: Trainer 81/102 
Rarity: Uncommon 

Text: Trade 1 of other cards in your hand for up to 2 basic Energy Cards from 
your discard pile. 

                        *******************************                        

A49: Full Heal 
Type: Trainer 82/102 
Rarity: Uncommon 

Text: Your Active Pokemon is no longer Asleep, Confused, Paralyzed, or 
Poisoned. 

                        *******************************                        

D49: Maintenance 
Type: Trainer 83/102 
Rarity: Uncommon 

Text: Shuffle 2 of the other cards from your hand into your deck in order to 
draw a card. 

                        *******************************                        

A45: Pluspower 
Type: Trainer 84/102 
Rarity: Uncommon 

Text: Attach Pluspower to your Active Pokemon. At the end of your turn, discard
Pluspower. If this Pokemon's attack does damage to the defending Pokemon (after
applying Weakness and Resistance), the attack does 10 more damage to the the 
defending Pokemon. 

                        *******************************                        

C50: Pokemon Center 
Type: Trainer 85/102 
Rarity: Uncommon 

Text: Remove all damage counters from all of your own Pokemon with damage 
counters on them, then discard all Energy Cards attached to those Pokemon. 

                        *******************************                        

B50: Pokemon Flute 
Type: Trainer 86/102 
Rarity: Uncommon 

Text: Choose 1 basic Pokemon card from your opponent's discard pile and put it 
on his or her Bench. (You can't play Pokemon Flute if your opponent's Bench is 
full.) 

                        *******************************                        

D47: Pokédex 
Type: Trainer 87/102 
Rarity: Uncommon 

Text: Look at up to 5 cards from the top of your deck and rearrange them as you
like. 

                        *******************************                        

A39: Professor Oak 
Type: Trainer 88/102 
Rarity: Uncommon 

Text: Discard your hand, then draw 7 cards. 

                        *******************************                        

A50: Revive 
Type: Trainer 89/102 
Rarity: Uncommon 

Text: Put 1 Basic Pokemon card from your discard pile onto your Bench. Put 
damage counters on that Pokemon equal to half its HP (rounded down to the 
nearest 10). (You can't play Revive if your Bench is full.) 

                        *******************************                        

B49: Super Potion 
Type: Trainer 90/102 
Rarity: Uncommon 

Text: Discard 1 Energy Card attached to 1 of your own Pokemon in order to 
remove up to 4 damage counters from that Pokemon. 

                        *******************************                        

A40: Bill 
Type: Trainer 91/102 
Rarity: Common 
Text: Draw 2 cards. 

                        *******************************                        

C49: Energy Removal 
Type: Trainer 92/102 
Rarity: Common 

Text: Choose 1 Energy Card attached to 1 of your opponent's Pokemon and discard
it. 

                        *******************************                        

B48: Gust of Wind 
Type: Trainer 93/102 
Rarity: Common 

Text: Choose 1 of your opponent's Benched Pokemon and switch it with his/her 
Active Pokemon. 

                        *******************************                        

A48: Potion 
Type: Trainer 94/102 
Rarity: Common 

Text: Remove up to 2 damage counters from 1 of your Pokemon. 

                        *******************************                        

A41: Switch 
Type: Trainer 95/102 
Rarity: Common 

Text: Switch 1 of your own Benched Pokemon with your Active Pokemon. 

                        *******************************                        

E07 (C51): Double Colorless Energy 
Type: Energy 96/102 
Rarity: Uncommon 

Text: Provides 2 Colorless Energys. Doesn't count as a Basic Energy Card. 

                        *******************************                        

Fighting Energy 
Type: Energy 97/102 
Rarity: Common 

Text: Provides 1 Fighting Energy. 

                        *******************************                        

E02 (A52): Fire Energy 
Type: Energy 98/102 
Rarity: Common 

Text: Provides 1 Fire Energy. 

                        *******************************                        

E01 (A51): Grass Energy 
Type: Energy 99/102 
Rarity: Common 

Text: Provides 1 Grass Energy. 

                        *******************************                        

E04 (A54): Lightning Energy 
Type: Energy 100/102 
Rarity: Common 

Text: Provides 1 Lightning Energy. 

                        *******************************                        

Psychic Energy 
Type: Energy 101/102 
Rarity: Common 

Text: Provides 1 Psychic Energy. 

                        *******************************                        

E03 (A53): Water Energy 
Type: Energy 102/102 
Rarity: Common 

Text: Provides 1 Water Energy. 

                        *******************************                        

Jungle Expansion Set

Cards: 64

                        *******************************                        

D39: Clefable 
Evolution: Stage 1 - evolves from Clefairy 1/64 
Rarity: Holo Type: Colorless HP: 70 
Weakness: F Resistance: P -30 Retreat: 2 
Species: Fairy L34 #36

Attack: [1] Metronome Choose 1 of the Defending Pokemon's attacks. Metronome 
copies that attack except for its Energy costs and anything else required in 
order to use that attack, such as discarding Energy Cards. (No matter what type
the Defending Pokemon is, Clefable's type is still Colorless.) 

Attack: [2] Minimize All damage done by attacks to Clefable during your 
opponent's next turn is reduced by 20 (after applying Weakness and Resistance).

                        *******************************                        

C25: Electrode 
Evolution: Stage 1 - evolves from Voltorb 2/64 
Rarity: Holo Type: Lightning HP: 90 
Weakness: F Resistance: -- Retreat: 1 
Species: Ball L42 #101

Attack: [2] Tackle (20) 

Attack: [LLL] Chain Lightning (20) If the Defending Pokemon isn't Colorless, 
this attack does 10 damage to each Benched Pokemon of the same type as the 
Defending Pokemon (including your own). 

                        *******************************                        

B16: Flareon 
Evolution: Stage 1 - evolves from Eevee 3/64 
Rarity: Holo Type: Fire HP: 70 
Weakness: W Resistance: -- Retreat: 1 
Species: Flame L28 #136

Attack: [2] Quick Attack (10+) Flip a coin. If heads, this attack does 10 
damage plus 20 more damage; if tails, this attack does 10 damage. 

Attack: [2RR] Flamethrower (60) Discard 1 Fire Energy Card attached to Flareon
in order to use this attack. 

                        *******************************                        

B24: Jolteon 
Evolution: Stage 1 - evolves from Eevee 4/64 
Rarity: Holo Type: Lightning HP: 70 
Weakness: F Resistance: -- Retreat: 1 
Species: Lightning L29 #135

Attack: [2] Quick Attack (10+) Flip a coin. If heads, this attack does 10 
damage plus 20 more damage; if tails, this attack does 10 damage. 

Attack: [1LL] Pin Missile (20x) Flip 4 coins. This attack does 20 damage times
the number of heads. 

                        *******************************                        

A37: Kangaskhan 
Evolution: Basic Pokemon 5/64 
Rarity: Holo Type: Colorless HP: 90 
Weakness: F Resistance: P -30 Retreat: 3 
Species: Parent L40 #115

Attack: [1] Fetch Draw a card. 

Attack: [4] Comet Punch (20x) Flip 4 coins. This attack does 20 damage times 
the number of heads. 

                        *******************************                        

D34: Mr. Mime 
Evolution: Basic Pokemon 6/64 
Rarity: Holo Type: Psychic HP: 40 
Weakness: P Resistance: -- Retreat: 1 
Species: Barrier L28 #122

Pokemon Power: "Invisible Wall" Whenever an attack (including your own) does 30
or more damage to Mr. Mime (after applying Weakness and Resistance), prevent 
that damage. (Any other effects of attacks still happen.) This power can't be 
used if Mr. Mime is Asleep, Confused, or Paralyzed. 

Attack: [1P] Meditate (10+) Does 10 damage plus 10 more damage for each damage 
counter On the Defending Pokemon. 

                        *******************************                        

C03: Nidoqueen 
Evolution: Stage 2 - evolves from Nidorina 7/64 
Rarity: Holo Type: Grass HP: 90 
Weakness: P Resistance: -- Retreat: 3 
Species: Drill L43 #31

Attack: [1G] Boyfriends (20+) Does 20 damage plus 20 more damage for each 
Nidoking you have in play. 

Attack: [2GG] Mega Punch (50) 

                        *******************************                        

B40: Pidgeot 
Evolution: Stage 2 - evolves from Pidgeotto 8/64 
Rarity: Holo Type: Colorless HP: 80 
Weakness: L Resistance: F -30 Retreat: -- 
Species: Bird L40 #18

Attack: [2] Wing Attack (20) 

Attack: [3] Hurricane (30) Unless this attack Knocks Out the Defending Pokemon,
return the Defending Pokemon and all cards attached to it to your opponent's 
hand. 

                        *******************************                        

A05: Pinsir 
Evolution: Basic Pokemon 9/64 
Rarity: Holo Type: Grass HP: 60 
Weakness: R Resistance: -- Retreat: 1 
Species: Stagbeetle L24 #127

Attack: [GG] Irongrip (20) Flip a coin. If heads, the Defending Pokemon is now 
Paralyzed. 

Attack: [2GG] Guillotine (50) 

                        *******************************                        

A04: Scyther 
Evolution: Basic Pokemon 10/64 
Rarity: Holo Type: Grass HP: 70 
Weakness: R Resistance: F -30 Retreat: -- 
Species: Mantis L25 #123

Attack: [G] Swords Dance During your next turn, Scyther's Slash attack's base 
damage is 60 instead of 30. 

Attack: [3] Slash (30) 

                        *******************************                        

A38: Snorlax 
Evolution: Basic Pokemon 11/64 
Rarity: Holo Type: Colorless HP: 90 
Weakness: F Resistance: P -30 Retreat: 4 
Species: Sleeping L20 #143

Pokemon Power: "Thick Skinned" Snorlax can't become Asleep, Confused, 
Paralyzed, or Poisoned. This power can't be used if Snorlax is already Asleep, 
Confused, or Paralyzed. 

Attack: [4] Body Slam (30) Flip a coin. If heads, the Defending Pokemon is now 
Paralyzed. 

                        *******************************                        

B23: Vaporeon 
Evolution: Stage 1 - evolves from Eevee 12/64 
Rarity: Holo Type: Water HP: 80 
Weakness: L Resistance: -- Retreat: 1 
Species: Bubble Jet L42 #134 

Attack: [2] Quick Attack (10+) Flip a coin. If heads, this attack does 10 
damage plus 20 more damage; if tails, this attack does 10 damage. 

Attack: [1WW] Water Gun (30+) Does 30 damage plus 10 more damage for each Water
Energy attached to Vaporeon but not used to pay for this attack's Energy cost. 
Extra Water Energy after the 2nd doesn't count. 

                        *******************************                        

D06: Venomoth 
Evolution: Stage 1 - evolves from Venonat 13/64 
Rarity: Holo Type: Grass HP: 70 
Weakness: R Resistance: F -30 Retreat: -- 
Species: Poisonmoth L28 #49 

Pokemon Power: "Shift" Once during your turn (before your attack), you may 
change the type of Venomoth to the type of any other Pokemon in play other than
Colorless. This power can't be used if Venomoth is Asleep, Confused, or 
Paralyzed. 

Attack: [GG] Venom Powder (10) Flip a coin. If heads, the Defending Pokemon is 
now Confused and Poisoned. 

                        *******************************                        

B13: Victreebel 
Evolution: Stage 2 - evolves from Weepinbell 14/64 
Rarity: Holo Type: Grass HP: 80 
Weakness: R Resistance: -- Retreat: 2 
Species: Flycatcher L42 #71 

Attack: [G] Lure If your opponent has any Benched Pokemon, choose 1 of them and
switch it with his or her Active Pokemon. 

Attack: [GG] Acid (20) Flip a coin. If heads, the Defending Pokemon can't 
retreat during your opponent's next turn. 

                        *******************************                        

C06: Vileplume 
Evolution: Stage 2 - evolves from Gloom 15/64 
Rarity: Holo Type: Grass HP: 80 
Weakness: R Resistance: -- Retreat: 2 
Species: Flower L35 #45  

Pokemon Power: "Heal" Once during your turn (before your attack), you may flip 
a coin. If heads, remove 1 damage counter from 1 of your Pokemon. This power 
can't be used if Vileplume is Asleep, Confused, or Paralyzed. 

Attack: [GGG] Petal Dance (40x) Flip 3 coins. This attack does 40 damage times 
the number of heads. Vileplume is now Confused (after doing damage). 

                        *******************************                        

A34: Wigglytuff 
Evolution: Stage 1 - evolves from Jigglypuff 16/64 
Rarity: Holo Type: Colorless HP: 80 
Weakness: F Resistance: P -30 Retreat: 2 
Species: Balloon L36 #40  

Attack: [1] Lullaby The Defending Pokemon is now Asleep. 

Attack: [3] Do the Wave (10+) Does 10 damage plus 10 more damage for each of 
your Benched Pokemon. 

                        *******************************                        

(Note: These following Pokemon are the same as their Holographic counterparts. 
They are just listed to follow suit for the cards in the real set.)

D39: Clefable 
Evolution: Stage 1 - evolves from Clefairy 17/64 
Rarity: Rare Type: Colorless HP: 70 

Same as Holo. 

                        *******************************                        

C25: Electrode 
Evolution: Stage 1 - evolves from Voltorb 18/64 
Rarity: Rare Type: Lightning HP: 90 

Same as Holo. 

                        *******************************                        

B16: Flareon 
Evolution: Stage 1 - evolves from Eevee 19/64 
Rarity: Rare Type: Fire HP: 70 

Same as Holo. 

                        *******************************                        

B24: Jolteon 
Evolution: Stage 1 - evolves from Eevee 20/64 
Rarity: Rare Type: Lightning HP: 70 

Same as Holo. 

                        *******************************                        

A37: Kangaskhan 
Evolution: Basic Pokemon 21/64 
Rarity: Rare Type: Colorless HP: 90 

Same as Holo. 

                        *******************************                        

D34: Mr. Mime 
Evolution: Basic Pokemon 22/64 
Rarity: Rare Type: Psychic HP: 40 

Same as Holo. 

                        *******************************                        

C03: Nidoqueen 
Evolution: Stage 2 - evolves from Nidorina 23/64 
Rarity: Rare Type: Grass HP: 90 

Same as Holo. 

                        *******************************                        

B40: Pidgeot 
Evolution: Stage 2 - evolves from Pidgeotto 24/64 
Rarity: Rare Type: Colorless HP: 80 

Same as Holo. 

                        *******************************                        

A05: Pinsir 
Evolution: Basic Pokemon 25/64 
Rarity: Rare Type: Grass HP: 60 

Same as Holo. 

                        *******************************                        

A04: Scyther 
Evolution: Basic Pokemon 26/64 
Rarity: Rare Type: Grass HP: 70 

Same as Holo. 

                        *******************************                        

A38: Snorlax 
Evolution: Basic Pokemon 27/64 
Rarity: Rare Type: Colorless HP: 90 

Same as Holo. 

                        *******************************                        

B23: Vaporeon 
Evolution: Stage 1 - evolves from Eevee 28/64 
Rarity: Rare Type: Water HP: 80 

Same as Holo. 

                        *******************************                        

D06: Venomoth 
Evolution: Stage 1 - evolves from Venonat 29/64 
Rarity: Rare Type: Grass HP: 70 

Same as Holo. 

                        *******************************                        

B13: Victreebel 
Evolution: Stage 2 - evolves from Weepinbell 30/64 
Rarity: Rare Type: Grass HP: 80 

Same as Holo. 

                        *******************************                        

C06: Vileplume 
Evolution: Stage 2 - evolves from Gloom 31/64 
Rarity: Rare Type: Grass HP: 80 

Same as Holo. 

                        *******************************                        

A24: Wigglytuff 
Evolution: Stage 1 - evolves from Jigglypuff 32/64 
Rarity: Rare Type: Colorless HP: 80 

Same as Holo. 

                        *******************************                        

B06: Butterfree 
Evolution: Stage 2 - evolves from Metapod 33/64 
Rarity: Uncommon Type: Grass HP: 70 
Weakness: R Resistance: F -30 Retreat: -- 
Species: Butterfly L28 #12 

Attack: [2] Whirlwind (20) If your opponent has any Benched Pokemon, he or she 
chooses 1 of them and switches it with the Defending Pokemon. (Do the damage 
before switching the Pokemon.) 

Attack: [GGGG] Mega Drain (40) Remove a number of damage counters from 
Butterfree equal to half the damage done to the Defending Pokemon (after 
applying Weakness and Resistance) (rounded up to the nearest 10). 

                        *******************************                        

D41: Dodrio 
Evolution: Stage 1 - evolves from Doduo 34/64 
Rarity: Uncommon Type: Colorless HP: 70 
Weakness: L Resistance: F -30 Retreat: -- 
Species: Triplebird L28 #85 

Pokemon Power: "Retreat Aid" As long as Dodrio is Benched, pay 1 Energy less to
retreat your Active Pokemon. 

Attack: [3] Rage (10+) Does 10 damage plus 10 more damage for each damage 
counter on Dodrio. 

                        *******************************                        

C10: Exeggutor 
Evolution: Stage 1 - evolves from Exeggcute 35/64 
Rarity: Uncommon Type: Grass HP: 80 
Weakness: R Resistance: -- Retreat: 3 
Species: Coconut L35 #103 

Attack: [P] Teleport Switch Exeggutor with 1 of your Benched Pokemon. 

Attack: [1] Big Eggsplosion (20x) Flip a number of coins equal to the number of
Energy attached to Exeggutor. This attack does 20 damage times the number of 
heads. 

                        *******************************                        

D38: Fearow 
Evolution: Stage 1 - evolves from Spearow 36/64 
Rarity: Uncommon Type: Colorless HP: 70 
Weakness: L Resistance: F -30 Retreat: -- 
Species: Beak L27 #22 

Attack: [3] Agility (20) Flip a coin. If heads, during your opponent's next 
turn, prevent all effects of attacks, including damage, done to Fearow. 

Attack: [4] Drill Peck (40) 

                        *******************************                        

C05: Gloom 
Evolution: Stage 1 - evolves from Oddish 37/64 
Rarity: Uncommon Type: Grass HP: 60 
Weakness: R Resistance: -- Retreat: 1 
Species: Weed L22 #44 

Attack: [G] Poisonpowder The Defending Pokemon is now Poisoned. 

Attack: [GG] Foul Odor (20) Both the Defending Pokemon and Gloom are now 
Confused (after doing damage). 

                        *******************************                        

C42: Lickitung 
Evolution: Basic Pokemon 38/64 
Rarity: Uncommon Type: Colorless HP: 90 
Weakness: F Resistance: P -30 Retreat: 3 
Species: Licking L26 #108 

Attack: [1] Tongue Wrap (10) Flip a coin. If heads, the Defending Pokemon is 
now Paralyzed. 

Attack: [2] Supersonic Flip a coin. If heads, the Defending Pokemon is now 
Confused. 

                        *******************************                        

B33: Marowak 
Evolution: Stage 1 - evolves from Cubone 39/64 
Rarity: Uncommon Type: Fighting HP: 60 
Weakness: G Resistance: L -30 Retreat: 1 
Species: Bonekeeper L26 #105 

Attack: [FF] Bonemerang (30x) Flip 2 coins. This attack does 30 damage times 
the number of heads. 

Attack: [1FF] Call for Friend Search your deck for a Fighting Basic Pokemon 
card and put it onto your Bench. Shuffle your deck afterward. (You can't use 
this attack if your Bench is full.) 

                        *******************************                        

C02: Nidorina 
Evolution: Stage 1 - evolves from Nidoran (F) 40/64 
Rarity: Uncommon Type: Grass HP: 70 
Weakness: P Resistance: -- Retreat: 1 
Species: Poison Pin L24 #30 

Attack: [G] Supersonic Flip a coin. If heads, the Defending Pokemon is now 
Confused. 

Attack: [2G] Double Kick (30x) Flip 2 coins. This attack does 30 damage times 
the number of heads. 

                        *******************************                        

C08: Parasect 
Evolution: Stage 1 - evolves from Paras 41/64 
Rarity: Uncommon Type: Grass HP: 60 
Weakness: R Resistance: -- Retreat: 1 
Species: Mushroom L28 #47 

Attack: [GG] Spore The Defending Pokemon is now Asleep. 

Attack: [3] Slash (30) 

                        *******************************                        

C40: Persian 
Evolution: Stage 1 - evolves from Meowth 42/64 
Rarity: Uncommon Type: Colorless HP: 70 
Weakness: F Resistance: P -30 Retreat: -- 
Species: Classy Cat L25 #53 

Attack: [2] Scratch (20) 

Attack: [3] Pounce (30) If the Defending Pokemon attacks Persian during your 
opponent's next turn, any damage done by the attack is reduced by 10 (after 
applying Weakness and Resistance). (Benching either Pokemon ends this effect.) 

                        *******************************                        

C29: Primeape 
Evolution: Stage 1 - evolves from Mankey 43/64 
Rarity: Uncommon Type: Fighting HP: 70 
Weakness: P Resistance: -- Retreat: 1 
Species: Pig Monkey L35 #57 

Attack: [FF] Fury Swipes (20x) Flip 3 coins. This attack does 20 damage times 
the number of heads. 

Attack: [1FF] Tantrum (50) Flip a coin. If tails, Primeape is now Confused 
(after doing damage). 

                        *******************************                        

B15: Rapidash 
Evolution: Stage 1 - evolves from Ponyta 44/64 
Rarity: Uncommon Type: Fire HP: 70 
Weakness: W Resistance: -- Retreat: -- 
Species: Fire Horse L33 #78 

Attack: [2] Stomp (20+) Flip a coin. If heads, this attack does 20 damage plus 
10 more damage; if tails, this attack does 20 damage. 

Attack: [1RR] Agility (30) Flip a coin. If heads, during your opponent's next 
turn, prevent all effects of attacks, including damage, done to Rapidash. 

                        *******************************                        

C31: Rhydon 
Evolution: Stage 1 - evolves from Rhyhorn 45/64 
Rarity: Uncommon Type: Fighting HP: 100 
Weakness: G Resistance: L -30 Retreat: 3 
Species: Drill L48 #112 

Attack: [2F] Horn Attack (30) 

Attack: [FFFF] Ram (50) Rhydon does 20 damage to itself. If your opponent has 
any Benched Pokemon, he or she chooses 1 of them and switches it with the 
Defending Pokemon. (Do the damage before switching the Pokemon. Switch the 
Pokemon even if Rhydon is knocked out.) 

                        *******************************                        

A15: Seaking 
Evolution: Stage 1 - evolves from Goldeen 46/64 
Rarity: Uncommon Type: Water HP: 70 
Weakness: L Resistance: -- Retreat: 1 
Species: Goldfish L28 #119 

Attack: [W] Horn Attack (10) 

Attack: [1W] Waterfall (30) 

                        *******************************                        

C43: Tauros 
Evolution: Basic Pokemon 47/64 
Rarity: Uncommon Type: Colorless HP: 60 
Weakness: F Resistance: P -30 Retreat: 2 
Species: Wild Bull L32 #128 

Attack: [2] Stomp (20+) Flip a coin. If heads, this attack does 20 damage plus 
10 more damage; if tails, this attack does 20 damage. 

Attack: [3] Rampage (20+) Does 20 damage plus 10 more damage for each damage 
counter on Tauros. Flip a coin. If tails, Tauros is now Confused (after doing 
damage). 

                        *******************************                        

B12: Weepinbell 
Evolution: Stage 1 - evolves from Bellsprout 48/64 
Rarity: Uncommon Type: Grass HP: 70 
Weakness: R Resistance: -- Retreat: 1 
Species: Flycatcher L28 #70 

Attack: [G] Poisonpowder (10) Flip a coin. If heads, the Defending Pokemon is 
now Poisoned. 

Attack: [GG] Razor Leaf (30) 

                        *******************************                        

B11: Bellsprout 
Evolution: Basic Pokemon 49/64 
Rarity: Common Type: Grass HP: 40 
Weakness: R Resistance: -- Retreat: 1 
Species: Flower L11 #69 

Attack: [G] Vine Whip (10) 

Attack: [G] Call for Family Search your deck for a Basic Pokemon named 
Bellsprout and put it onto your Bench. Shuffle your deck afterward. (You can't 
use this attack if your Bench is full.) 

                        *******************************                        

B32: Cubone 
Evolution: Basic Pokemon 50/64 
Rarity: Common Type: Fighting HP: 40 
Weakness: G Resistance: L -30 Retreat: 1 
Species: Lonely L13 #104 

Attack: [1] Snivel If the Defending Pokemon attacks Cubone during your 
opponent's next turn, any damage done by the attack is reduced by 20 (after 
applying Weakness and Resistance). (Benching either Pokemon ends this effect.) 

Attack: [FF] Rage (10+) Does 10 damage plus 10 more damage for each damage 
counter on Cubone. 

                        *******************************                        

B42: Eevee 
Evolution: Basic Pokemon 51/64 
Rarity: Common Type: Colorless HP: 50 
Weakness: F Resistance: P -30 Retreat: 1 
Species: Evolution L12 #133 

Attack: [1] Tail Wag Flip a coin. If heads, the Defending Pokemon can't attack 
Eevee during your opponent's next turn. (Benching either Pokemon ends this 
effect.) 

Attack: [2] Quick Attack (10+) Flip a coin. If heads, this attack does 10 
damage plus 20 more damage; if tails, this attack does 10 damage. 

                        *******************************                        

C09: Exeggcute 
Evolution: Basic Pokemon 52/64 
Rarity: Common Type: Grass HP: 50 
Weakness: R Resistance: -- Retreat: 1 
Species: Egg L14 #102 

Attack: [P] Hypnosis The Defending Pokemon is now Asleep. 

Attack: [GG] Leech Seed (20) Unless all damage from this attack is prevented, 
you may remove 1 damage counter from Exeggcute. 

                        *******************************                        

A14: Goldeen 
Evolution: Basic Pokemon 53/64 
Rarity: Common Type: Water HP: 40 
Weakness: L Resistance: -- Retreat: -- 
Species: Goldfish L12 #118 

Attack: [W] Horn Attack (10) 

                        *******************************                        

A33: Jigglypuff 
Evolution: Basic Pokemon 54/64 
Rarity: Common Type: Colorless HP: 60 
Weakness: F Resistance: P -30 Retreat: 1 
Species: Balloon L14 #39 

Attack: [1] Lullaby The Defending Pokemon is now Asleep. 

Attack: [2] Pound (20) 

                        *******************************                        

C28: Mankey 
Evolution: Basic Pokemon 55/64 
Rarity: Common Type: Fighting HP: 30 
Weakness: P Resistance: -- Retreat: -- 
Species: Pig Monkey L7 #56 

Pokemon Power: "Peek" Once during your turn (before your attack), you may look 
at one of the following: the top card of either player's deck, a random card 
from your opponent's hand, or one of either player's Prizes. This power can't 
be used if Mankey is Asleep, Confused, or Paralyzed. 

Attack: [1] Scratch (10) 

                        *******************************                        

C39: Meowth 
Evolution: Basic Pokemon 56/64 
Rarity: Common Type: Colorless HP: 50 
Weakness: F Resistance: P -30 Retreat: 1 
Species: Scratch Cat L15 #52 

Attack: [2] Pay Day (10) Flip a coin. If heads, draw a card. 

                        *******************************                        

C01: Nidoran F 
Evolution: Basic Pokemon 57/64 
Rarity: Common Type: Grass HP: 60 
Weakness: P Resistance: -- Retreat: 1 
Species: Poison Pin L13 #29 

Attack: [G] Fury Swipes (10x) Flip 3 coins. This attack does 10 damage times 
the number of heads. 

Attack: [GG] Call for Family Search your deck for a Basic Pokemon named Nidoran
M or Nidoran F and put it onto your Bench. Shuffle your deck 
afterward. (You can't use this attack if your Bench is full.) 

                        *******************************                        

C04: Oddish 
Evolution: Basic Pokemon 58/64 
Rarity: Common Type: Grass HP: 50 
Weakness: R Resistance: -- Retreat: 1 
Species: Weed L8 #43 

Attack: [G] Stun Spore (10) Flip a coin. If heads, the Defending Pokemon is now
Paralyzed. 

Attack: [GG] Sprout Search your deck for a Basic Pokemon named Oddish and put 
it onto your Bench. Shuffle your deck afterward. (You can't use this attack if 
your Bench is full.) 

                        *******************************                        

C07: Paras 
Evolution: Basic Pokemon 59/64 
Rarity: Common Type: Grass HP: 40 
Weakness: R Resistance: -- Retreat: 1 
Species: Mushroom L8 #46 

Attack: [2] Scrach (20) 

Attack: [GG] Spore The Defending Pokemon is now Asleep. 

                        *******************************                        

C22: Pikachu 
Evolution: Basic Pokemon 60/64 
Rarity: Common Type: Lightning HP: 50 
Weakness: F Resistance: -- Retreat: 1 
Species: Mouse L14 #25 

Attack: [LL] Spark (20) If your opponent has any Benched Pokemon, choose 1 of 
them and this attack does 10 damage to it. (Don't apply Weakness and Resistance
for Benched Pokemon.) 

                        *******************************                        

C30: Rhyhorn 
Evolution: Basic Pokemon 61/64 
Rarity: Common Type: Fighting HP: 70 
Weakness: G Resistance: L -30 Retreat: 3 
Species: Spikes L18 #111 

Attack: [1] Leer Flip a coin. If heads, the Defending Pokemon can't attack 
Rhyhorn during your opponent's next turn. (Benching either Pokemon ends this 
effect.) 

Attack: [2F] Horn Attack (30) 

                        *******************************                        

D37: Spearow 
Evolution: Basic Pokemon 62/64 
Rarity: Common Type: Colorless HP: 50 
Weakness: L Resistance: F -30 Retreat: -- 
Species: Tiny Bird L13 #21 

Attack: [1] Peck (10) 

Attack: [3] Mirror Move If Spearow was attacked last turn, do the final result 
of that attack on Spearow to the Defending Pokemon. 

                        *******************************                        

D05: Venonat 
Evolution: Basic Pokemon 63/64 
Rarity: Common Type: Grass HP: 40 
Weakness: R Resistance: -- Retreat: 1 
Species: Insect L12 #48 

Attack: [G] Stun Spore (10) Flip a coin. If heads, the Defending Pokemon is now
Paralyzed. 

Attack: [1G] Leech Life (10) Remove a number of damage counters from Venonat 
equal to the damage done to the Defending Pokemon (after applying Weakness and 
Resistance). 

                        *******************************                        

A42: Poke Ball 
Type: Trainer 64/64 
Rarity: Common 

Text: Flip a coin. If heads, you may search your deck for any Basic Pokemon or 
Evolution card. Show that card to your opponent, then put it into your hand. 
Shuffle your deck afterward. 

                        *******************************                        

Fossil Expansion Set

Cards: 62

                        *******************************                        

C37: Mew
Evolution: Basic Pokemon 0/62
Rarity: Rare Type: Psychic HP: 50
Weakness: P Resistance: -- Retreat: 1
Species: New Species L23 #151

Attack: [P] Psywave (10x) Does 10 damage times the number of energy cards 
attahced to the Defending Pokemon.

Attack: [PP] Devolution Beam Choose an Evolved Pokemon (your own or your 
opponent's), return the highest stage Evolution Card on that Pokemon to it's 
player's hand.) 

                        *******************************                        

C34: Aerodactyl 
Evolution: Stage 1 - evolves from Mysterious Fossil 1/62 
Rarity: Holo Type: Fighting HP: 60 
Weakness: G Resistance: F -30 Retreat: 2 
Species: Fossil L28 #142 

Pokemon Power: "Prehistoric Power" No more Evolution cards can be played. This 
power stops working while Aerodactyl is Asleep, Confused, or Paralyzed. 

Attack: [3] Wing Attack (30) 

                        *******************************                        

C21: Articuno 
Evolution: Basic Pokemon 2/62 
Rarity: Holo Type: Water HP: 70 
Weakness: -- Resistance: F -30 Retreat: 2 
Species: Freeze L35 #144  

Attack: [WWW] Freeze Dry (30) Flip a coin. If heads, the Defending Pokemon is 
now Paralyzed. 

Attack: [WWWW] Blizzard (50) Flip a coin. If heads, this attack does 10 damage 
to each of your opponent's Benched Pokemon. If tails, this attack does 10 
damage to each of your own Benched Pokemon. (Don't apply Weakness and 
Resistance for Benched Pokemon.) 

                        *******************************                        

(Note: This card is not in the actual game. It is just part of the Base Set, 
and that is why I chose to add it.)

X00: Ditto 
Evolution: Basic Pokemon 3/62 
Rarity: Holo Type: Colorless HP: 50 
Weakness: F Resistance: P -30 Retreat: 1 
Species: Transform L20 #132 

Pokemon Power: "Transform" If Ditto is your Active Pokemon, treat it as if it 
were the same card as the Defending Pokemon, including type, Hit Points, 
Weakness, and so on, except Ditto can't evolve, always has this Pokemon Power, 
and you may treat any Energy attached to Ditto as Energy of any type. Ditto 
isn't a copy of any other Pokemon while Ditto is Asleep, Confused, or 
Paralyzed. 

                        *******************************                        

C46: Dragonite 
Evolution: Stage 2 - evolves from Dragonair 4/62 
Rarity: Holo Type: Colorless HP: 100 
Weakness: -- Resistance: F -30 Retreat: 1 
Species: Dragon L45 #149 

Pokemon Power: "Step In" Once during your turn (before you attack) if Dragonite
is on your Bench, you may switch it with your Active Pokemon. 

Attack: [4] Slam (40×) Flip 2 coins. This attack does 40 damage times the 
number of heads. 

                        *******************************                        

B36: Gengar 
Evolution: Stage 2 - evolves from Haunter 5/62 
Rarity: Holo Type: Psychic HP: 80 
Weakness: -- Resistance: F -30 Retreat: 1 
Species: Shadow L38 #94 

Pokemon Power: "Curse" Once during your turn (before your attack), you may move
1 damage counter from 1 of your opponent's Pokemon to another (even if it would
Knock Out the other Pokemon). This power can't be used if Gengar is Asleep, 
Confused, or Paralyzed. 

Attack: [PPP] Dark Mind (30) If your opponent has any Benched Pokemon, choose 1
of them and this attack does 10 damage to it. (Don't apply Weakness and 
Resistance for Benched Pokemon.) 

                        *******************************                        

D32: Haunter 
Evolution: Stage 1 - evolves from Gastly 6/62 
Rarity: Holo Type: Psychic HP: 50 
Weakness: -- Resistance: F -30 Retreat: -- 
Species: Gas L17 #93 

Pokemon Power: "Transparency" Whenever an attack does anything to Haunter, flip
a coin. If heads, prevent all effects of that attack, including damage, done to
Haunter. This power stops working while Haunter is Asleep. 

Attack: [1P] Nightmare (10) The Defending Pokemon is now Asleep. 

                        *******************************                        

D28: Hitmonlee 
Evolution: Basic Pokemon 7/62 
Rarity: Holo Type: Fighting HP: 60 
Weakness: P Resistance: -- Retreat: 1 
Species: Kicking L30 #106 

Attack: [FF] Stretch Kick If your opponent has any Benched Pokemon, choose 1 of
them and this attack does 20 damage to it. (Don't apply Weakness and Resistance
for Benched Pokemon.) 

Attack: [FFF] High Jump Kick (50) 

                        *******************************                        

D33: Hypno 
Evolution: Stage 1 - evolves from Drowzee 8/62 
Rarity: Holo Type: Psychic HP: 90 
Weakness: P Resistance: -- Retreat: 2 
Species: Hypnosis L36 #97 

Attack: [P] Prophecy Look at up to 3 cards from the top of either player's deck
and rearrange them as you like. 

Attack: [PPP] Dark Mind (30) If your opponent has any Benched Pokemon, choose 1
of them and this attack does 10 damage to it. (Don't apply Weakness and 
Resistance for Benched Pokemon.) 

                        *******************************                        

C33: Kabutops 
Evolution: Stage 2 - evolves from Kabuto 9/62 
Rarity: Holo Type: Fighting HP: 60 
Weakness: G Resistance: -- Retreat: 1 
Species: Shellfish L30 #141 

Attack: [FF] Sharp Sickle (30) 

Attack: [FFFF] Absorb (40) Remove a number of damage counters from Kabutops 
equal to half the damage done to Defending Pokemon (after applying Weakness and
Resistance) (rounded up to the nearest 10). If Kabutops has fewer damage 
counters than that, remove all of them. 

                        *******************************                        

C17: Lapras 
Evolution: Basic Pokemon 10/62 
Rarity: Holo Type: Water HP: 80 
Weakness: L Resistance: -- Retreat: 2 
Species: Transport L31 #131 

Attack: [W] Water Gun (10+) Does 10 damage plus 10 more damage for each W 
Energy attached to Lapras but not used to pay for this attack's Energy cost. 
You can't add more than 20 damage this way. 

Attack: [WW] Confuse Ray (10) Flip a coin. If heads, the Defending Pokemon is 
now Confused. 

                        *******************************                        

D24: Mangeton 
Evolution: Stage 1 - evolves from Magnemite 11/62 
Rarity: Holo Type: Lightning HP: 80 
Weakness: F Resistance: -- Retreat: 2 
Species: Magnet L35 #82 

Attack: [1L] Sonicboom (20) Don't apply Weakness and Resistance for this 
attack. (Any other effects that would happen after applying Weakness and 
Resistance still happen.) 

Attack: [LLLL] Selfdestruct (100) Does 20 damage to each Pokemon on each 
player's Bench. (Don't apply Weakness and Resistance for Benched Pokemon.) 
Magneton does 100 damage to itself. 

                        *******************************                        

C14: Moltres 
Evolution: Basic Pokemon 12/62 
Rarity: Holo Type: Fire HP: 70 
Weakness: -- Resistance: F -30 Retreat: 2 
Species: Flame L35 #146 

Attack: [R] Wildfire You may discard any number of Energy cards attached to 
Moltres when you use this attack. If you do, discard that many cards from the 
top of your opponent's deck. 

Attack: [RRRR] Dive Bomb (80) Flip a coin. If tails, this attack does nothing. 

                        *******************************                        

D08: Muk 
Evolution: Stage 1 - evolves from Grimer 13/62 
Rarity: Holo Type: Grass HP: 70 
Weakness: P Resistance: -- Retreat: 2 
Species: Sludge L34 #89 

Pokemon Power: "Toxic Gas" Ignore all Pokemon Powers other than Toxic Gases. 
This power stops working while Muk is Asleep, Confused, or Paralyzed. 

Attack: [GGG] Sludge (30) Flip a coin. If heads, the Defending Pokemon is now 
Poisoned. 

                        *******************************                        

C23: Raichu 
Evolution: Stage 1 - evolves from Pikachu 14/62 
Rarity: Holo Type: Lightning HP: 90 
Weakness: F Resistance: -- Retreat: 1 
Species: Mouse L45 #26 

Attack: [LLLL] Gigashock (30) Choose 3 of your opponent's Benched Pokemon and 
this attack does 10 damage to each of them. (Don't apply Weakness and 
Resistance for Benched Pokemon.) If your opponent has fewer than 3 Benched 
Pokemon, do the damage to each of them. 

                        *******************************                        

C27: Zapdos 
Evolution: Basic Pokemon 15/62 
Rarity: Holo Type: Lightning HP: 80 
Weakness: -- Resistance: F -30 Retreat: 2 
Species: Lightning L40 #145

Attack: [LLLL] Thunderstorm (40) For each of your opponent's Benched Pokemon, 
flip a coin. If heads, this attack does 20 damage to that Pokemon. (Don't apply
Weakness and Resistance for Benched Pokemon.) Then, Zapdos does 10 damage times
the number of tails to itself. 

                        *******************************                        

(Note: These following Pokemon are the same as their Holographic counterparts.
They are just listed to follow suit for the cards in the real set.)

C34: Aerodactyl 
Evolution: Stage 1 - evolves from Fossil 16/62 
Rarity: Rare Type: Fighting HP: 60 

Same as Holo. 

                        *******************************                        

C21: Articuno 
Evolution: Basic Pokemon 17/62 
Rarity: Rare Type: Water HP: 70 

Same as Holo. 

                        *******************************                        

(Note: Again, this card is not in the game.)

X00: Ditto 
Evolution: Basic Pokemon 18/62 
Rarity: Rare Type: Colorless HP: 50 

Same as Holo. 

                        *******************************                        

C46: Dragonite 
Evolution: Stage 2 - evolves from Dragonair 19/62 
Rarity: Rare Type: Colorless HP: 100 

Same as Holo. 

                        *******************************                        

B36: Gengar 
Evolution: Stage 2 - evolves from Haunter 20/62 
Rarity: Rare Type: Psychic HP: 80 

Same as Holo. 

                        *******************************                        

D32: Haunter 
Evolution: Stage 1 - evolves from Gastly 21/62 
Rarity: Rare Type: Psychic HP: 50 

Same as Holo. 

                        *******************************                        

D28: Hitmonlee 
Evolution: Basic Pokemon 22/62 
Rarity: Rare Type: Fighting HP: 60 

Same as Holo. 

                        *******************************                        

D33: Hypno 
Evolution: Stage 1 - evolves from Drowzee 23/62 
Rarity: Rare Type: Psychic HP: 90 

Same as Holo. 

                        *******************************                        

C33: Kabutops 
Evolution: Stage 2 - evolves from Kabuto 24/62 
Rarity: Rare Type: Fighting HP: 60 

Same as Holo. 

                        *******************************                        

C17: Lapras 
Evolution: Basic Pokemon 25/62 
Rarity: Rare Type: Water HP: 80 

Same as Holo. 

                        *******************************                        

D24: Mangeton 
Evolution: Stage 1 - evolves from Magnemite 26/62 
Rarity: Rare Type: Lightning HP: 80 

Same as Holo. 

                        *******************************                        

C14: Moltres 
Evolution: Basic Pokemon 27/62 
Rarity: Rare Type: Fire HP: 70 

Same as Holo. 

                        *******************************                        

D08: Muk 
Evolution: Stage 1 - evolves from Grimer 28/62 
Rarity: Rare Type: Grass HP: 70 

Same as Holo. 

                        *******************************                        

C23: Raichu 
Evolution: Stage 1 - evolves from Pikachu 29/62 
Rarity: Rare Type: Lightning HP: 90 

Same as Holo. 

                        *******************************                        

C27: Zapdos 
Evolution: Basic Pokemon 30/62 
Rarity: Rare Type: Lightning HP: 80 

Same as Holo. 

                        *******************************                        

D02: Arbok 
Evolution: Stage 1 - evolves from Ekans 31/62 
Rarity: Uncommon Type: Grass HP: 60 
Weakness: P Resistance: -- Retreat: 2 
Species: Cobra L27 #24 

Attack: [G] Terror Strike (10) Flip a coin. If heads and if your opponent has 
any Benched Pokemon, he or she chooses 1 of them and switches it with the 
Defending Pokemon. (Do the damage before switching the Pokemon.) 

Attack: [1GG] Poison Fang (20) The Defending Pokemon is now Poisoned. 

                        *******************************                        

C16: Cloyster 
Evolution: Stage 1 - evolves from Shelder 32/62 
Rarity: Uncommon Type: Water HP: 50 
Weakness: L Resistance: -- Retreat: 2 
Species: Bivalve L25 #91 

Attack: [WW] Clamp (30) Flip a coin. If heads, the Defending Pokemon is now 
Paralyzed. If tails, this attack does nothing (not even damage). 

Attack: [WW] Spike Cannon (30×) Flip 2 coins. This attack does 30 damage times 
the number of heads. 

                        *******************************                        

D31: Gastly 
Evolution: Basic Pokemon 33/62 
Rarity: Uncommon Type: Psychic HP: 50 
Weakness: -- Resistance: F -30 Retreat: --
Species: Gas L17 #92 

Attack: [P] Lick (10) Flip a coin. If heads, the Defending Pokemon is now 
Paralyzed. 

Attack: [PP] Energy Conversion Put up to 2 Energy cards from your discard pile 
into your hand. Gastly does 10 damage to itself. 

                        *******************************                        

D04: Golbat 
Evolution: Stage 1 - evolves from Zubat 34/62 
Rarity: Uncommon Type: Grass HP: 60 
Weakness: P Resistance: F -30 Retreat: --
Species: Bat L29 #42 

Attack: [3] Wing Attack (30) 

Attack: [1GG] Leech Life (20) Remove a number of damage counters from Golbat 
equal to the damage done to the Defending Pokemon (after applying Weakness and 
Resistance). If Golbat has fewer damage counters than that, remove all of them.

                        *******************************                        

D15: Golduck 
Evolution: Stage 1 - evolves from Psyduck 35/62 
Rarity: Uncommon Type: Water HP: 70 
Weakness: L Resistance: -- Retreat: 1 
Species: Duck L27 #55 

Attack: [P] Psyshock (10) Flip a coin. If heads, the Defending Pokemon is now 
Paralyzed. 

Attack: [1WW] Hyper Beam (20) If the Defending Pokemon has any Energy cards 
attached to it, choose 1 of them and discard it. 

                        *******************************                        

B31: Golem 
Evolution: Stage 2 - evolves from Graveler 36/62 
Rarity: Uncommon Type: Fighting HP: 80 
Weakness: G Resistance: -- Retreat: 4 
Species: Megaton L36 #76 

Attack: [1FFF] Avalanche (60) 

Attack: [FFFF] Selfdestruct (100) Does 20 damage to each Pokemon on each 
player's Bench. (Don't apply Weakness and Resistance for Benched Pokemon.) 
Golem does 100 damage to itself. 

                        *******************************                        

B30: Graveler 
Evolution: Stage 1 - evolves from Geodude 37/62 
Rarity: Uncommon Type: Fighting HP: 60 
Weakness: G Resistance: -- Retreat: 2 
Species: Rock L29 #75 

Attack: [FF] Harden During your opponent's next turn, whenever 30 or less 
damage is done to Graveler (after applying Weakness and Resistance), prevent 
that damage. (Any other effects of attacks still happen.) 

                        *******************************                        

B21: Kingler 
Evolution: Stage 1 - evolves from Krabby 38/62 
Rarity: Uncommon Type: Water HP: 60 
Weakness: L Resistance: -- Retreat: 3 
Species: Pincer L27 #99 

Attack: [W] Flail (10×) Does 10 damage times the number of damage counters on 
Kingler. 

Attack: [1WW] Crabhammer (40) 

                        *******************************                        

D13: Magmar 
Evolution: Basic Pokemon 39/62 
Rarity: Uncommon Type: Fire HP: 70 
Weakness: W Resistance: -- Retreat: 1 
Species: Spitfire L31 #126 

Attack: [R] Smokescreen (10) If the Defending Pokemon tries to attack during 
your opponent's next turn, your opponent flips a coin. If tails, that attack 
does nothing. 

Attack: [RR] Smog (20) Flip a coin. If heads, the Defending Pokemon is now 
Poisoned. 

                        *******************************                        

C20: Omastar 
Evolution: Stage 2 - evolves from Omanyte 40/62 
Rarity: Uncommon Type: Water HP: 70 
Weakness: G Resistance: -- Retreat: 1 
Species: Spiral L32 #139 

Attack: [1W] Water Gun (20+) Does 20 damage plus 10 more damage for each Energy
attached to Omastar but not used to pay for this attack's Energy cost. You 
can't add more than 20 damage in this way. 

Attack: [WW] Spike Cannon (30x) Flip 2 coins. This attack does 30 damage times 
the number of heads.

                        *******************************                        

B26: Sandslash 
Evolution: Stage 1 - evolves from Sandshrew 41/62 
Rarity: Uncommon Type: Fighting HP: 70 
Weakness: G Resistance: L -30 Retreat: 1 
Species: Mouse L33 #28 

Attack: [2] Slash (20) 

Attack: [FF] Fury Swipes (20×) Flip 3 coins. This attack does 20 damage times 
the number of heads. 

                        *******************************                        

D22: Seadra 
Evolution: Stage 1 - evolves from Horsea 42/62 
Rarity: Uncommon Type: Water HP: 60 
Weakness: L Resistance: -- Retreat: 1 
Species: Dragon L23 #117 

Attack: [1W] Water Gun (20+) Does 20 damage plus 10 more damage for each Energy
attached to Seadra but not used to pay for this attack's Energy cost. You can't
add more than 20 damage in this way. 

Attack: [2W] Agility (20) Flip a coin. If heads, during your opponent's next 
turn, prevent all effects of attacks, including damage, done to Seadra. 

                        *******************************                        

D30: Slowbro 
Evolution: Stage 1 - evolves from Slowpoke 43/62 
Rarity: Uncommon Type: Psychic HP: 60 
Weakness: P Resistance: -- Retreat: 1 
Species: Hermitcrab L26 #80 

Pokemon Power: "Strange Behavior" As often as you like during your turn (before
your attack), you may move 1 damage counter from 1 of your Pokemon to Slowbro 
as long as you don't Knock Out Slowbro. This power can't be used if Slowbro is 
Asleep, Confused, or Paralyzed. 

Attack: [PP] Psyshock (20) Flip a coin. If heads, the Defending Pokemon is now 
Paralyzed. 

                        *******************************                        

D20: Tentacruel 
Evolution: Stage 1 - evolves from Tentacool 44/62 
Rarity: Uncommon Type: Water HP: 60 
Weakness: L Resistance: -- Retreat: -- 
Species: Jellyfish L21 #73 

Attack: [W] Supersonic Flip a coin. If heads, the Defending Pokemon is now 
Confused. 

Attack: [WW] Jellyfish Sting (10) The Defending Pokemon is now Poisoned. 

                        *******************************                        

D10: Weezing 
Evolution: Stage 1 - evolves from Koffing 45/62 
Rarity: Uncommon Type: Grass HP: 60 
Weakness: P Resistance: -- Retreat: 1 
Species: Poison Gas L27 #110 

Attack: [GG] Smog (20) Flip a coin. If heads, the Defending Pokemon is now 
Poisoned. 

Attack: [1GG] Selfdestruct (60) Does 10 damage to each Pokemon on each player's
Bench. (Don't apply Weakness and Resistance for Benched Pokemon.) Weezing does 
60 damage to itself. 

                        *******************************                        

D01: Ekans 
Evolution: Basic Pokemon 46/62 
Rarity: Common Type: Grass HP: 40 
Weakness: P Resistance: -- Retreat: 1 
Species: Snake L10 #23 

Attack: [G] Spit Poison Flip a coin. If heads, the Defending Pokemon is now 
Poisoned. 

Attack: [1G] Wrap (20) Flip a coin. If heads, the Defending Pokemon is now 
Paralyzed. 

                        *******************************                        

B29: Geodude 
Evolution: Basic Pokemon 47/62 
Rarity: Common Type: Fighting HP: 50 
Weakness: G Resistance: -- Retreat: 1 
Species: Rock L16 #74 

Attack: [1F] Stone Barrage (10×) Flip a coin until you get tails. This attack 
does 10 damage times the number of heads. 

                        *******************************                        

D07: Grimer 
Evolution: Basic Pokemon 48/62 
Rarity: Common Type: Grass HP: 50 
Weakness: P Resistance: -- Retreat: 1 
Species: Sludge L17 #88 

Attack: [1] Nasty Goo (10) Flip a coin. If heads, the Defending Pokemon is now 
Paralyzed. 

Attack: [G] Minimize All damage done by attacks to Grimer during your 
opponent's next turn is reduced by 20 (after applying Weakness and Resistance).

                        *******************************                        

D21: Horsea 
Evolution: Basic Pokemon 49/62 
Rarity: Common Type: Water HP: 40 
Weakness: L Resistance: -- Retreat: -- 
Species: Dragon L19 #116 

Attack: [W] Smokescreen (10) If the Defending Pokemon tries to attack during 
your opponent's next turn, your opponent flips a coin. If tails, that attack 
does nothing. 

                        *******************************                        

C32: Kabuto 
Evolution: Stage 1 - evolves from Fossil 50/62 
Rarity: Common Type: Fighting HP: 30 
Weakness: G Resistance: -- Retreat: 1 
Species: Shellfish L9 #140 

Pokemon Power: "Kabuto Armor" Whenever an attack (even your own) does damage to
Kabuto (after applying Weakness and Resistance), that attack only does half the
damage to Kabuto (rounded down to nearest 10). (Any other effects of attacks 
still happen.) This power stops working while Kabuto is Asleep, Confused, or 
Paralyzed. 

Attack: [1] Scratch (10) 

                        *******************************                        

B20: Krabby 
Evolution: Basic Pokemon 51/62 
Rarity: Common Type: Water HP: 50 
Weakness: L Resistance: -- Retreat: 2 
Species: River Crab L20 #98 

Attack: [W] Call for Family Search your deck for a Basic Pokemon named Krabby 
and put it onto your Bench. Shuffle your deck afterward. (You can't use this 
attack if your Bench is full.) 

Attack: [1W] Irongrip (20) 

                        *******************************                        

C19: Omanyte 
Evolution: Stage 1 - evolves from Fossil 52/62 
Rarity: Common Type: Water HP: 40 
Weakness: G Resistance: -- Retreat: 1 
Species: Spiral L19 #138 

Pokemon Power: "Clairvoyance" Your opponent plays with his or her hand face up.
This power stops working while Omanyte is Asleep, Confused, or Paralyzed. 

Attack: [W] Water Gun (10+) Does 10 damage plus 10 more damage for each Energy 
attached to Omanyte but not used to pay for this attack's Energy cost. You 
can't add more than 20 damage in this way. 

                        *******************************                        

D14: Psyduck 
Evolution: Basic Pokemon 53/62 
Rarity: Common Type: Water HP: 50 
Weakness: L Resistance: -- Retreat: 1 
Species: Duck L15 #54 

Attack: [P] Headache Your opponent can't play Trainer cards during his or her 
next turn. 

Attack: [W] Fury Swipes (10×) Flip 3 coins. This attack does 10 damage times 
the number of heads. 

                        *******************************                        

C15: Shellder 
Evolution: Basic Pokemon 54/62 
Rarity: Common Type: Water HP: 30 
Weakness: L Resistance: -- Retreat: 1 
Species: Bivalve L8 #90 

Attack: [W] Supersonic Flip a coin. If heads, the Defending Pokemon is now 
Confused. 

Attack: [W] Hide in Shell Flip a coin. If heads, prevent all damage done to 
Shellder during your oponent's next turn. (Any other effects of attacks still 
happen.) 

                        *******************************                        

D29: Slowpoke 
Evolution: Basic Pokemon 55/62 
Rarity: Common Type: Psychic HP: 50 
Weakness: P Resistance: -- Retreat: 1 
Species: Dopey L18 #79 

Attack: [1] Spacing Out Flip a coin. If heads, remove a damage counter from 
Slowpoke. This attack can't be used if Slowpoke has no damage counters on it. 

Attack: [PP] Scavenge Discard 1 Energy card attached to Slowpoke in order to 
use this attack. Put a Trainer card from your discard pile into your hand. 

                        *******************************                        

D19: Tentacool 
Evolution: Basic Pokemon 56/62 
Rarity: Common Type: Water HP: 30 
Weakness: L Resistance: -- Retreat: -- 
Species: Jellyfish L10 #72 

Pokemon Power: "Cowardice" At any time during your turn (before your attack), 
you may return Tentacool to your hand. (Discard all cards attached to 
Tentacool.) This power can't be used the turn you put Tentacool into play or if
Tentacool is Asleep, Confused, or Paralyzed. 

Attack: [W] Acid (10)

                        *******************************                        

D03: Zubat 
Evolution: Basic Pokemon 57/62 
Rarity: Common Type: Grass HP: 40 
Weakness: P Resistance: F -30 Retreat: -- 
Species: Bat L10 #41 

Attack: [2] Supersonic Flip a coin. If heads, the Defending Pokemon is now 
Confused. 

Attack: [1G] Leech Life (10) Remove a number of damage counters from Zubat 
equal to the damage done to the Defending Pokemon (after applying Weakness and 
Resistance). If Zubat has fewer damage counters than that, remove all of them. 

                        *******************************                        

C47: Mr. Fuji 
Type: Trainer 58/62 
Rarity: Uncommon 

Text: Choose a Pokemon on your Bench. Shuffle it and any cards attached to it 
into your deck. 

                        *******************************                        

B47: Energy Search 
Type: Trainer 59/62 
Rarity: Common 

Text: Search your deck for a basic Energy card and put it into your hand. 
Shuffle your deck afterward. 

                        *******************************                        

D50: Gambler 
Type: Trainer 60/62 
Rarity: Common 

Text: Shuffle your hand into your deck. Flip a coin. If heads, draw 8 cards. If
tails, draw 1 card. 

                        *******************************                        

D51: Recycle 
Type: Trainer 61/62 
Rarity: Common 

Text: Flip a coin. If heads, put a card in your discard pile on top of your 
deck. 

                        *******************************                        

C48: Mysterious Fossil 
Type: Trainer 62/62 
Rarity: Common 

Text: Play Mysterious Fossil as if it were a Basic Pokemon. While in play, 
Mysterious Fossil counts as a Pokemon (instead of a Trainer card). Mysterious 
Fossil has no attacks, can't retreat, and can't be Asleep, Confused, Paralyzed,
or Poisoned. If Mysterious Fossil is Knocked Out, it doesn't count as a Knocked
Out Pokemon. (Discard it anyway.) At any time during your turn before your 
attack, you may discard Mysterious Fossil from play.

                        *******************************                        

Gameboy Exclusive/Promotional

Cards: 

                        *******************************                        

A03: Tangela
Evolution: Basic Pokemon 1/32
Rarity: Common Type: Grass HP: 50
Weakness: R Resistance: -- Retreat: 2
Species: Vine L12 #114

Attack: [G] Stun Spore (10) Flip a coin. If heads, the Defending Pokemon is now
Paralyzed. 

Attack: [1GG] Poison Whip (10) The Defending Pokemon is now Poisoned. 

                        *******************************                        

A35: Meowth
Evolution: Basic Pokemon 2/32
Rarity: Promo Type: Colorless HP: 50
Weakness: F Resistance: P Retreat: 1
Species: Scratch Cat L14 #52

Attack: [CC] Cat Punch (20) Does 20 damage to 1 of your opponent's Pokemon
chosen at random. Don't apply Weakness or Resistance for this attack. (Any 
other effects that would happen after applying Weakness and Resistance still
happen.) 

                        *******************************                        

B33: Marowak
Evolution: Stage 1 - evolves from Cubone 3/32
Rarity: Uncommon Type: Fighting HP: 70
Weakness: G Resistance: L -30 Retreat: 2
Species: Bonekeeper L32 #105

Attack: [1F] Bone Attack (10) Flip a coin. If heads, the Defending Pokemon 
can't attack during your opponent's next turn. 

Attack: [FFF] Wail Each player fills his or her bench with Basic Pokemon chosen
at random from his or her deck. If a player has fewer Basic Pokemon than that 
in his or her deck, he or she chooses all of them. Each player shuffles his or 
her deck afterward. 

                        *******************************                        

B41: Jigglypuff
Evolution: Basic Pokemon 4/32
Rarity: Common Type: Colorless HP: 50
Weakness: F Resistance: P -30 Retreat: 1
Species: Balloon L13 #39

Attack: [1] Friendship Song Flip a coin. If heads, put a Basic Pokemon card 
chosen at random from your deck onto your bench. (You can't use this attack if 
your bench is full.)

Attack: [2] Expand (10) All damage done to Jigglypuff during your opponent's 
next turn is reduced by 10 (after applying Weakness and Resistance). 

                        *******************************                        

C13: Flareon
Evolution: Stage 1 - evolves from Eevee 5/32
Rarity: Uncommon Type: Fire HP: 60
Weakness: W Resistance: -- Retreat: 1
Species: Flame L22 #136

Attack: [3] Bite (30) 

Attack: [3] Rage (10+) Does 10 damage plus 10 more damage for each damage 
counter on Flareon. 

                        *******************************                        

C18: Vaporeon
Evolution: Stage 1 - evolves from Eevee 6/32
Rarity: Uncommon Type: Water HP: 60
Weakness: L Resistance: -- Retreat: 1
Species: Bubble Jet L29 #134

Attack: [1] Focus Energy During your next turn, Vaporeon's Bite attack's base 
damage is doubled. 

Attack: [1] Bite (30) 

                        *******************************                        

C26: Jolteon
Evolution: Stage 1 - evolves from Eevee 7/32
Rarity: Uncommon Type: Lightning HP: 60
Weakness: F Resistance: -- Retreat: 1
Species: Lightning L24 #135

Attack: [2] Double Kick (20x) Flip 2 coins. This attack does 20 damage times 
the number of heads.

Attack: [4] Stun Needle (30) Flip a coin. If heads, the Defending Pokemon is 
now Paralyzed. 

                        *******************************                        

D12: Ninetails
Evolution: Stage 1 - evolves from Vulpix 8/32
Rarity: Rare Type: Fire HP: 80
Weakness: W Resistance: -- Retreat: 1
Species: Fox L35 #38

Attack: [RR] Mix-Up If your opponent has any Basic Pokemon or Evolution Cards 
in his or her hand, your opponent shuffles them into his or her deck. Then, 
your opponent puts an equal number of Basic Pokemon or Evolution Cards chosen 
at random from his or her deck into his or her hand. Your opponent shuffles his
or her deck afterward.

Attack: [RRR] Dancing Embers (10x) Flip 8 coins. This attack does 10 damage 
times the number of heads. 

                        *******************************                        

D23: Magnemite
Evolution: Basic Pokemon 9/32
Rarity: Common Type: Lightning HP: 40
Weakness: F Resistance: -- Retreat: 1
Species: Magnet L15 #81

Attack: [1] Tackle (10)

Attack: [1L] Magnetic Storm Remove all Energy Cards attached to all of your 
Pokemon. Then randomly reattach each of them. 

                        *******************************                        

D25: Electrode
Evolution: Stage 1 - evolves from Voltorb 10/32
Rarity: Rare Type: Lightning HP: 70
Weakness: F Resistance: -- Retreat: 1
Species: Ball L35 #101

Attack: [LL] Sonicboom (30) Don't apply Weakness and Resistance for this 
attack. (Any other effects that would happen after applying Weakness and 
Resistance still happen.)

Attack: [LLL] Energy Spike Search your deck for a Basic Energy Card and attach 
it to 1 of your Pokemon. Shuffle your deck afterward. 

                        *******************************                        

D36: Pidgeot
Evolution: Stage 2 - evolves from Pidgeotto 11/32
Rarity: Rare Type: Colorless HP: 80
Weakness: L Resistance: F -30 Retreat: 1
Species: Bird L38 #18

Attack: [3] Slicing Wind (30) Does 30 damage to 1 of your opponent's Pokemon 
chosen at random. Don't apply Weakness and Resistance for this attack. (Any 
other effects that would happen after applying Weakness and Resistance still 
happen.) 

Attack: [4] Gale (20) Switch Pidgeot with 1 of your Benched Pokemon chosen at 
random. If your opponent has any Benched Pokemon, switch the Defending Pokemon 
with 1 of them chosen at random. (Do the damage before switching the Pokemon.) 

                        *******************************                        

D42: Ditto 
Evolution: Basic Pokemon 12/32
Rarity: Rare Type: Colorless HP: 50 
Weakness: F Resistance: P -30 Retreat: 1
Species: Transform L19 #132 

Attack: [1] Pound (10)

Attack: [3] Morph Remove all damage counters from Ditto. For the rest of the 
game, replace Ditto with a copy of a Basic Pokemon Card (other than Ditto) 
chosen at random from your deck. Ditto is no longer Asleep, Confused, 
Paralyzed, Poisoned, or anything else that might be the result of an attack 
(just as if you had evolved it). 

                        *******************************                        

P01: Arcanine 
Evolution: Stage 1 - Evolves from Growlithe 13/32
Rarity: Promo Type: Fire HP: 70 
Weakness: W Resistance: -- Retreat: 1
Species: Legendary L34 #59 

Attack: [2] Quick Attack (10+) Flip a coin. If heads, this attack does 10 
damage plus 20 more damage; if tails, this attack does 10 damage. 

Attack: [RR] Flames of Rage (40+) Discard 2 Fire Energy Cards attached to 
Arcanine in order to use this attack. This attack does 40 damage plus 10 more 
damage for each damage counter on Arcanine. 

                        *******************************                        

P02: Moltres
Evolution: Basic Pokemon 14/32
Rarity: Promo Type: Fire HP: 100
Weakness: -- Resistance: F -30 Retreat: 2
Species: Flame L37 #146

Pokemon Power: "Firegiver" When you put Moltres into play during your turn (not
during set-up), put from 1 to 4 (chosen at random) R energy cards from your 
deck into your hand. Shuffle your deck afterward. 

Attack: [RRR] Dive Bomb (70) Flip a coin. If tails, this attack does nothing. 

                        *******************************                        

P03: Articuno 
Evolution: Basic Pokemon 15/32
Rarity: Promo Type: Water HP: 100
Weakness: -- Resistance: F -30 Retreat: 2
Species: Freeze L37 #144

Pokemon Power: "Quickfreeze" When you put Articuno into play during your turn 
(not during set-up), flip a coin. If heads, the Defending Pokemon is now 
Paralyzed.

Attack: [WWW] Ice Breath (40) Does 40 damage to 1 of your opponent's Pokemon 
chosen at random. Don't apply Weakness and Resistance for this attack. (Any 
other effects that would happen after applying Weakness and Resistance still 
happen.)

                        *******************************                        

P04: Pikachu
Evolution: Basic Pokemon 16/32
Rarity: Promo Type: Lightning HP: 60
Weakness: F Resistance: Retreat: 1
Species: Mouse L16 #25

Attack: [1] Growl If the Defending Pokemon attacks Pikachu during your 
opponent's next turn, any damage dome by the attack is reduced by 10 (after 
applying Weakness and Resistance). (Benching or evolving either Pokemon ends 
this effect.) 

Attack: [LL] Thundershock (20) Flip a coin. If heads, the Defending Pokemon is 
now Paralyzed. 

                        *******************************                        

(Note: This card is the same as the above, only with a different illustration 
as compared to the other.)

P05: Pikachu
Evolution: Basic Pokemon 17/32
Rarity: Promo Type: Lightning HP: 60
Weakness: F Resistance: Retreat: 1
Species: Mouse L16 #25

Attack: [1] Growl If the Defending Pokemon attacks Pikachu during your 
opponent's next turn, any damage dome by the attack is reduced by 10 (after 
applying Weakness and Resistance). (Benching or evolving either Pokemon ends 
this effect.) 

Attack: [LL] Thundershock (20) Flip a coin. If heads, the Defending Pokemon is 
now Paralyzed. 

                        *******************************                        

P06: Flying Pikachu
Evolution: Basic Pokemon 18/32
Rarity: Promo Type: Lightning HP: 40
Weakness: -- Resistance: F -30 Retreat: 1
Species: Mouse L12 #25

Attack: [L] Thundershock (10) Flip a coin. If heads, the Defending Pokemon is 
now Paralyzed. 

Attack: [3] Fly (30) Flip a coin. If heads, during your opponent's next turn, 
prevent all effects of attacks, including damage, done to Flying Pikachu. If 
tails, this attack does nothing (not even damage).

                        *******************************                        

P07: Surfing Pikachu 
Evolution: Basic Pokemon 19/32
Rarity: Promo Type: Lightning HP: 50
Weakness: F Resistance: -- Retreat: 1
Species: Mouse L14 #25

Attack: [WW] Surf (30)

                        *******************************                        

(Note: This card is the same as the above, only with a different illustration 
as compared to the other.)

P08: Surfing Pikachu 
Evolution: Basic Pokemon 20/32
Rarity: Promo Type: Lightning HP: 50
Weakness: F Resistance: -- Retreat: 1
Species: Mouse L14 #25

Attack: [WW] Surf (30)

                        *******************************                        

P09: Electabuzz 
Evolution: Basic Pokemon 21/32
Rarity: Promo Type: Lightning HP: 60
Weakness: F Resistance: -- Retreat: 2
Species: Electric L20 #125

Attack: [L] Light Screen Whenever an attack does damage to Electabuzz (after 
applying Weakness and Resistance) during your opponent's next turn, that attack
only does half the damage to Electabuzz (rounded down to the nearest 10). (Any 
other effects of attacks still happen.) 

Attack: [2] Quick Attack (10+) Flip a coin. If heads, this attack does 10 
damage plus 20 more damage; if tails, this attack does 10 damage.

                        *******************************                        

P10: Zapdos 
Evolution: Basic Pokemon 22/32
Rarity: Promo Type: Lightning HP: 100
Weakness: -- Resistance: F -30 Retreat: 2
Species: Lightning L68 #145

Pokemon Power: "Peal of Thunder" When you put Zapdos into play during your turn
(not during set-up), do 30 damage to a Pokemon other than Zapdos chosen at 
random. (Don't apply Weakness and Resistance.) 

Attack: [LLL] Big Thunder Choose a Pokemon other than Zapdos at random. This 
attack does 70 damage to that Pokemon. Don't apply Weakness or Resistance for 
this attack. (Any other effects that would happen after applying Weakness and 
Resistance still happen.)

                        *******************************                        

P11: Slowpoke
Evolution: Basic Pokemon 23/32
Rarity: Promo Type: Psychic HP: 40
Weakness: P Resistance: -- Retreat: 1
Species: Dopey L9 #79

Attack: [C] Headbutt (10)

Attack: [PP] Amnesia Choose 1 of the Defending Pokemon's attacks. That Pokemon 
can't use that attack during your opponent's next turn.

                        *******************************                        

P12: Mewtwo
Evolution: Basic Pokemon 24/32
Rarity: Promo Type: Psychic HP: 70
Weakness: P Resistance: -- Retreat: 2
Species: Genetic L60 #150

Attack: [P] Energy Absorption Choose up to 2 Energy Cards from your Discard 
Pile and attach them to Mewtwo.

Attack: [PPC] Psyburn (40) 

                        *******************************                        

(Note: This card is the same as the above, only with a different illustration 
as compared to the other.)

P13: Mewtwo
Evolution: Basic Pokemon 25/32
Rarity: Promo Type: Psychic HP: 70
Weakness: P Resistance: -- Retreat: 2
Species: Genetic L60 #150

Attack: [P] Energy Absorption Choose up to 2 Energy Cards from your Discard 
Pile and attach them to Mewtwo.

Attack: [PPC] Psyburn (40) 

                        *******************************                        

P14: Mew
Evolution: Basic Pokemon 26/32
Rarity: Promo Type: Psychic HP: 40
Weakness: P Resistance: -- Retreat: 1
Species: New Species L8 #151

Pokemon Power: "Neutralizing Shield" Prevent all effects of attacks, including 
damage, done to Mew by evolved Pokemon (excluding your own). This power stops 
working while Mew is Asleep, Confused, or Paralyzed. 

Attack: [P] Psyshock (10) Flip a coin. If heads, the Defending Pokemon is now 
Paralyzed. 

                        *******************************                        

P15: Jigglypuff 
Evolution: Basic Pokemon 27/32
Rarity: Promo Type: Colorless HP: 50
Weakness: F Resistance: P -30 Retreat: 1
Species: Balloon L12 #39

Attack: [1] First Aid Remove 1 damage counter from Jigglypuff.

Attack: [3] Double-Edge (40) Jigglypuff does 20 damage to itself.

                        *******************************                        

P16: Dragonite
Evolution: Stage 2 - evolves from Dragonair 28/32
Rarity: Promo Type: Colorless HP: 100
Weakness: -- Resistance: F Retreat: 2
Species: Dragon L41 #149 

Pokemon Power: "Healing Wind" When you put Dragonite into play, remove 2 damage
counters from each of your Pokemon. If a Pokemon has fewer damage counter than 
that, remove all of them from that Pokemon.

Attack: [3] Slam (30x) Flip 2 coins. This attack does 30 damage times the 
number of heads.

                        *******************************                        

P17: Imakuni? 
Type: Trainer 29/32
Rarity: Promo

Text: Your Active Pokemon is now Confused. Imakuni wants you to play him as a 
Basic Pokemon, but you can't. A mysterious creature not listed in the Pokedex, 
he asks kids around the world, "Who is cuter - Pikachu or me?"

                        *******************************                        

P18: Super Energy Retrieval
Type: Trainer 30/32
Rarity: Promo

Text: Trade 2 of the other cards in your hand for up to 4 basic energy cards 
from your discard pile.

                        *******************************                        

PXX: Venusaur
Evolution: Stage 2 - evolves from Ivysaur 31/32
Rarity: Promo Type: Grass HP: 100
Weakness: R Resistance: -- Retreat: 2
Species: Seed L67 #3

Pokemon Power: "Solar Power" Once during your turn (before you attack), you may
use this power. Your Active Pokemon and the Defending Pokemon are no longer 
Asleep, Confused, Paralyzed, or Poisoned. This power can't be used if Venusaur 
is Asleep, Confused, or Paralyzed. 

Attack: [GGGG] Mega Drain (40) Remove a number of damage counters from Venusaur
equal to half the damage done to the Defending Pokemon (after applying Weakness
and Resistance) (rounded up to the nearest 10). If Venusaur has fewer damage 
counters than that, remove all of them.

                        *******************************                        

PXX: Mew
Evolution: Basic Pokemon 32/32
Rarity: Promo Type: Psychic
Weakness: P Resistance: -- Retreat: --
Species: New Species L15 #151

Attack: [PC] Mystery Attack Does a random amount of damage to the Defending 
Pokemon and may cause a random effect to the Defending Pokemon. 

-------------------------------------------------------------------------------
6.3: Pokedex Order
-------------------------------------------------------------------------------

As I was once a hardcore fan of the Pokemon RPG series (Red/Blue/Yellow/Gold/
Silver/Crystal/Ruby/Sapphire) myself, I've decided to list the cards like the
Pokedex lists Pokemon in the original games. Of course, Trainers and Energy 
Cards are not listed, as this list only deals with Pokemon.

                        *******************************                        

Key

Pokemon Cards are arranged like in the samples below:

Pokemon
Evolution, Card #
Rarity, Type, HP
Weakness, Resistance, Retreat
Species, Level, Pokemon #
Pokemon Power
Attack(s)

Trainer
Type, Card # 
Rarity
Text

Energy
Type, Card # 
Rarity
Text

                        *******************************                        

The color abbreviations used in the Card List:

*number* = Colorless
G = Grass
R = Fire
L = Lightning
W = Water
F = Fighting
P = Psychic

So, if the Energy Cost of an attack is [2W], it means you need two Colorless
Energys (Energys of any type) and one Water Energy to use the attack.

                        *******************************                        

POKEMON

                        *******************************                        


B01: Bulbasaur 
Evolution: Basic Pokemon 44/102 
Rarity: Common Type: Grass HP: 40 
Weakness: R Resistance: -- Retreat: 1 
Species: Seed L13 #1 

Attack: [GG] Leech Seed (20) Unless all damage from this attack is prevented,
you may remove 1 damage counter from Bulbasaur. 

                        *******************************                        

B02: Ivysaur 
Evolution: Stage 1 - evolves from Bulbasaur 30/102 
Rarity: Uncommon Type: Grass HP: 60 
Weakness: R Resistance: -- Retreat: 1 
Species: Seed L20 #2 

Attack: [2G] Vine Whip (30) 

Attack: [GGG] Poisonpowder (20) The defending Pokemon is now Poisoned. 

                        *******************************                        

B03: Venusaur 
Evolution: Stage 2 - evolves from Ivysaur 15/102 
Rarity: Holo Type: Grass HP: 100 
Weakness: R Resistance: -- Retreat: 2 
Species: Seed L67 #3 

Pokemon Power: "Energy Trans" As often as you like during your turn (before 
attack), you may take 1 Grass Energy Card attached to 1 of your Pokemon and 
attach it to a different one. This power can't be used if Venusaur is Asleep, 
Confused, or Paralyzed. 

Attack: [GGGG] Solarbeam (60) 

                        *******************************                        

PXX: Venusaur
Evolution: Stage 2 - evolves from Ivysaur 30/32
Rarity: Promo Type: Grass HP: 100
Weakness: R Resistance: -- Retreat: 2
Species: Seed L67 #3

Pokemon Power: "Solar Power" Once during your turn (before you attack), you may
use this power. Your Active Pokemon and the Defending Pokemon are no longer 
Asleep, Confused, Paralyzed, or Poisoned. This power can't be used if Venusaur 
is Asleep, Confused, or Paralyzed. 

Attack: [GGGG] Mega Drain (40) Remove a number of damage counters from Venusaur
equal to half the damage done to the Defending Pokemon (after applying Weakness
and Resistance) (rounded up to the nearest 10). If Venusaur has fewer damage 
counters than that, remove all of them.

                        *******************************                        

A06: Charmander 
Evolution: Basic Pokemon 46/102 
Rarity: Common Type: Fire HP: 50 
Weakness: W Resistance: -- Retreat: 1 
Species: Lizard L10 #4 

Attack: [1] Scratch (10) 

Attack: [1R] Ember (30) Discard 1 Fire Energy Card to use this attack. 

                        *******************************                        

A07: Charmeleon 
Evolution: Stage 1 - evolves from Charmander 24/102 
Rarity: Uncommon Type: Fire HP: 80 
Weakness: W Resistance: -- Retreat: 1 
Species: Flame L32 #5 

Attack: [3] Slash (30) 

Attack: [1RR] Flamethrower (50) Discard 1 Fire Energy Card to use this attack. 

                        *******************************                        

B14: Charizard 
Evolution: Stage 2 - evolves from Charmeleon 4/102 
Rarity: Holo Type: Fire HP: 120 
Weakness: W Resistance: F -30 Retreat: 3 
Species: Flame L76 #6 

Pokemon Power: "Energy Burn" As often as you like during your turn (before your
attack), you may turn all Energy attached to Charizard into Fire Energy for the
rest of the turn. This power can't be used if Charizard is Asleep, Confused, or
Paralyzed. 

Attack: [RRRR] Fire Spin (100) Discard 2 Fire Energy Cards to use this attack. 

                        *******************************                        

B17: Squirtle 
Evolution: Basic Pokemon 63/102 
Rarity: Common Type: Water HP: 40 
Weakness: L Resistance: -- Retreat: 1 
Species: Tiny Turtle L8 #7 

Attack: [W] Bubble (10) Flip a coin. If heads, the defending Pokemon is now 
Paralyzed. 

Attack: [1W] Withdraw Flip a coin. If heads, prevent all damage done to 
Squirtle during opponent's next turn. (Any other effects of attacks still 
happen.)

                        *******************************                        

B18: Wartortle 
Evolution: Stage 1 - evolves from Squirtle 42/102 
Rarity: Uncommon Type: Water HP: 70 
Weakness: L Resistance: -- Retreat: 1 
Species: Turtle L22 #8 

Attack: [1W] Withdraw Flip a coin. If heads, prevent all damage done to 
Wartortle during your opponent's next turn. (Any other effects of attacks still
happen.) 

Attack: [2W] Bite (40) 

                        *******************************                        

B19: Blastoise 
Evolution: Stage 2 - evolves from Wartortle 2/102 
Rarity: Holo Type: Water HP: 100 
Weakness: L Resistance: -- Retreat: 3
Species: Shellfish L52 #9

Pokemon Power: "Rain Dance" As often as you like during your turn (before your 
attack), you may attach 1 Water Energy Card to 1 of your Water Pokemon. (This 
doesn't use up your 1 Energy Card attachment for the turn.) This power can't be
used if Blastoise is Asleep, Confused, or Paralyzed. 

Attack: [WWW] Hydro Pump (40+) Does 40 damage plus 10 damage for each Water 
Energy attached to this Pokemon but not used to pay for this attack. (You 
cannot add more than 20 damage this way.) 

                        *******************************                        

B04: Caterpie 
Evolution: Basic Pokemon 45/102 
Rarity: Common Type: Grass HP: 40 
Weakness: R Resistance: -- Retreat: 1 
Species: Worm L13 #10 

Attack: [G] String Shot (10) Flip a coin. If heads, the the defending Pokemon 
is now Paralyzed. 

                        *******************************                        

B05: Metapod 
Evolution: Stage 1 - evolves from Caterpie 54/102 
Rarity: Common Type: Grass HP: 70 
Weakness: R Resistance: -- Retreat: 2 
Species: Cocoon L21 #11 

Attack: [2] Stiffen Flip a coin. If heads, prevent all damage done to Metapod 
on opponent's next turn. (any other effects of attacks still happen.) 

Attack: [GG] Stun Spore (20) Flip a coin. If heads, the defending Pokemon is 
now Paralyzed. 

                        *******************************                        

B06: Butterfree 
Evolution: Stage 2 - evolves from Metapod 33/64 
Rarity: Uncommon Type: Grass HP: 70 
Weakness: R Resistance: F -30 Retreat: -- 
Species: Butterfly L28 #12 

Attack: [2] Whirlwind (20) If your opponent has any Benched Pokemon, he or she 
chooses 1 of them and switches it with the Defending Pokemon. (Do the damage 
before switching the Pokemon.) 

Attack: [GGGG] Mega Drain (40) Remove a number of damage counters from 
Butterfree equal to half the damage done to the Defending Pokemon (after 
applying Weakness and Resistance) (rounded up to the nearest 10). 

                        *******************************                        

B07: Weedle 
Evolution: Basic Pokemon 69/102 
Rarity: Common Type: Grass HP: 40 
Weakness: R Resistance: -- Retreat: 1 
Species: Hairy Bug L12 #13 

Attack: [G] Poison Sting (10) Flip a coin. If heads, the defending Pokemon is 
now Poisoned.

                        *******************************                        

B08: Kakuna 
Evolution: Stage 1 - evolves from Weedle 33/102 
Rarity: Uncommon Type: Grass HP: 80 
Weakness: R Resistance: -- Retreat: 2 
Species: Cocoon L23 #14 

Attack: [2] Stiffen Flip a coin. If heads, prevent all damage done to Kakuna 
during opponent's next turn. (any other effects of attacks still happen.) 

Attack: [GG] Poisonpowder (20) Flip a coin. If heads, the defending Pokemon is 
now Poisoned. 

                        *******************************                        

B09: Beedrill
Evolution: Stage 2 - evolves from Kakuna 17/102
Rarity: Rare Type: Grass HP: 80
Weakness: R Resistance: F -30 Retreat: --
Species: Poison Bee L32 #15 

Attack: [3] Twineedle (30×) Flip 2 coins. This attack does 30 times number of 
heads.

Attack: [GGG] Poison Sting (40) Flip a coin. If heads, the defending Pokemon is
now poisoned.

                        *******************************                        

B38: Pidgey 
Evolution: Basic Pokemon 57/102 
Rarity: Common Type: Colorless HP: 40 
Weakness: L Resistance: F -30 Retreat: 1 
Species: Tiny Bird L8 #16 

Attack: [2] Whirlwind (10) If your opponent has any Benched Pokemon, he or she
chooses 1 of them and switches it with the Defending Pokemon. (Do the damage 
before switching the Pokemon.)

                        *******************************                        

B39: Pidgeotto 
Evolution: Stage 1 - evolves from Pidgey 22/102 
Rarity: Rare Type: Colorless HP: 60 
Weakness: L Resistance: F -30 Retreat: 1 
Species: Bird L36 #17 

Attack: [2] Whirlwind 20 If your opponent has any Benched Pokemon, he or she
chooses one of them and switches it with the Defending Pokemon. (Do the damage
before switching Pokemon.) 

Attack: [3] Mirror Move If Pidgeotto was attacked last turn, do the final 
result of that attack on Pidgeotto to the Defending Pokemon.

                        *******************************                        

B40: Pidgeot 
Evolution: Stage 2 - evolves from Pidgeotto 8/64 
Rarity: Holo Type: Colorless HP: 80 
Weakness: L Resistance: F -30 Retreat: -- 
Species: Bird L40 #18

Attack: [2] Wing Attack (20) 

Attack: [3] Hurricane (30) Unless this attack Knocks Out the Defending Pokemon,
return the Defending Pokemon and all cards attached to it to your opponent's 
hand. 

                        *******************************                        

D36: Pidgeot
Evolution: Stage 2 - evolves from Pidgeotto 10/32
Rarity: Rare Type: Colorless HP: 80
Weakness: L Resistance: F -30 Retreat: 1
Species: Bird L38 #18

Attack: [3] Slicing Wind (30) Does 30 damage to 1 of your opponent's Pokemon 
chosen at random. Don't apply Weakness and Resistance for this attack. (Any 
other effects that would happen after applying Weakness and Resistance still 
happen.) 

Attack: [4] Gale (20) Switch Pidgeot with 1 of your Benched Pokemon chosen at 
random. If your opponent has any Benched Pokemon, switch the Defending Pokemon 
with 1 of them chosen at random. (Do the damage before switching the Pokemon.) 

                        *******************************                        

A32: Rattata 
Evolution: Basic Pokemon 61/102 
Rarity: Common Type: Colorless HP: 30 
Weakness: F Resistance: P -30 Retreat: -- 
Species: Rat L9 #19 

Attack: [1] Bite (20)

                        *******************************                        

A32: Raticate 
Evolution: Stage 1 - evolves from Rattata 40/102 
Rarity: Uncommon Type: Colorless HP: 60 
Weakness: F Resistance: P -30 Retreat: 1 
Species: Rat L41 #20 

Attack: [1] Bite (20) 

Attack: [3] Super Fang (?) Does damage to the defending Pokemon equal to half 
the the defending Pokemon's remaining HP (rounded up to the nearest 10). 

                        *******************************                        

D37: Spearow 
Evolution: Basic Pokemon 62/64 
Rarity: Common Type: Colorless HP: 50 
Weakness: L Resistance: F -30 Retreat: -- 
Species: Tiny Bird L13 #21 

Attack: [1] Peck (10) 

Attack: [3] Mirror Move If Spearow was attacked last turn, do the final result 
of that attack on Spearow to the Defending Pokemon. 

                        *******************************                        

D38: Fearow 
Evolution: Stage 1 - evolves from Spearow 36/64 
Rarity: Uncommon Type: Colorless HP: 70 
Weakness: L Resistance: F -30 Retreat: -- 
Species: Beak L27 #22 

Attack: [3] Agility (20) Flip a coin. If heads, during your opponent's next 
turn, prevent all effects of attacks, including damage, done to Fearow. 

Attack: [4] Drill Peck (40) 

                        *******************************                        

D01: Ekans 
Evolution: Basic Pokemon 46/62 
Rarity: Common Type: Grass HP: 40 
Weakness: P Resistance: -- Retreat: 1 
Species: Snake L10 #23 

Attack: [G] Spit Poison Flip a coin. If heads, the Defending Pokemon is now 
Poisoned. 

Attack: [1G] Wrap (20) Flip a coin. If heads, the Defending Pokemon is now 
Paralyzed.

                        *******************************                        

D02: Arbok 
Evolution: Stage 1 - evolves from Ekans 31/62 
Rarity: Uncommon Type: Grass HP: 60 
Weakness: P Resistance: -- Retreat: 2 
Species: Cobra L27 #24 

Attack: [G] Terror Strike (10) Flip a coin. If heads and if your opponent has 
any Benched Pokemon, he or she chooses 1 of them and switches it with the 
Defending Pokemon. (Do the damage before switching the Pokemon.) 

Attack: [1GG] Poison Fang (20) The Defending Pokemon is now Poisoned. 

                        *******************************                        

A19: Pikachu 
Evolution: Basic Pokemon 58/102 
Rarity: Common Type: Lightning HP: 40 
Weakness: F Resistance: -- Retreat: 1 
Species: Mouse L12 #25 

Attack: [1] Gnaw (10) 

Attack: [1L] Thunder Jolt (30) Flip a coin. If tails, Pikachu does 10 damage to
itself. 

                        *******************************                        

C22: Pikachu 
Evolution: Basic Pokemon 60/64 
Rarity: Common Type: Lightning HP: 50 
Weakness: F Resistance: -- Retreat: 1 
Species: Mouse L14 #25 

Attack: [LL] Spark (20) If your opponent has any Benched Pokemon, choose 1 of 
them and this attack does 10 damage to it. (Don't apply Weakness and Resistance
for Benched Pokemon.) 

                        *******************************                        

P04: Pikachu
Evolution: Basic Pokemon 16/32
Rarity: Promo Type: Lightning HP: 60
Weakness: F Resistance: Retreat: 1
Species: Mouse L16 #25

Attack: [1] Growl If the Defending Pokemon attacks Pikachu during your 
opponent's next turn, any damage dome by the attack is reduced by 10 (after 
applying Weakness and Resistance). (Benching or evolving either Pokemon ends 
this effect.) 

Attack: [LL] Thundershock (20) Flip a coin. If heads, the Defending Pokemon is 
now Paralyzed. 

                        *******************************                        

(Note: This card is the same as the above, only with a different illustration 
as compared to the other.)

P05: Pikachu
Evolution: Basic Pokemon 17/32
Rarity: Promo Type: Lightning HP: 60
Weakness: F Resistance: Retreat: 1
Species: Mouse L16 #25

Attack: [1] Growl If the Defending Pokemon attacks Pikachu during your 
opponent's next turn, any damage dome by the attack is reduced by 10 (after 
applying Weakness and Resistance). (Benching or evolving either Pokemon ends 
this effect.) 

Attack: [LL] Thundershock (20) Flip a coin. If heads, the Defending Pokemon is 
now Paralyzed. 

                        *******************************                        

P06: Flying Pikachu
Evolution: Basic Pokemon 18/32
Rarity: Promo Type: Lightning HP: 40
Weakness: -- Resistance: F -30 Retreat: 1
Species: Mouse L12 #25

Attack: [L] Thundershock (10) Flip a coin. If heads, the Defending Pokemon is 
now Paralyzed. 

Attack: [3] Fly (30) Flip a coin. If heads, during your opponent's next turn, 
prevent all effects of attacks, including damage, done to Flying Pikachu. If 
tails, this attack does nothing (not even damage).

                        *******************************                        

P07: Surfing Pikachu 
Evolution: Basic Pokemon 19/32
Rarity: Promo Type: Lightning HP: 50
Weakness: F Resistance: -- Retreat: 1
Species: Mouse L14 #25

Attack: [WW] Surf (30)

                        *******************************                        

(Note: This card is the same as the above, only with a different illustration 
as compared to the other.)

P08: Surfing Pikachu 
Evolution: Basic Pokemon 20/32
Rarity: Promo Type: Lightning HP: 50
Weakness: F Resistance: -- Retreat: 1
Species: Mouse L14 #25

Attack: [WW] Surf (30)

                        *******************************                        

A20: Raichu 
Evolution: Stage 1 - evolves from Pikachu 14/102 
Rarity: Holo Type: Lightning HP: 80 
Weakness: F Resistance: -- Retreat: 1 
Species: Mouse L40 #26 

Attack: [2L] Agility (20) Flip a coin. If heads, during opponent's next turn, 
prevent all effects of attacks, including damage, done to Raichu. 

Attack: [1LLL] Thunder (60) Flip a coin. If tails, Raichu does 30 damage to 
itself. 

                        *******************************                        

C23: Raichu 
Evolution: Stage 1 - evolves from Pikachu 14/62 
Rarity: Holo Type: Lightning HP: 90 
Weakness: F Resistance: -- Retreat: 1 
Species: Mouse L45 #26 

Attack: [LLLL] Gigashock (30) Choose 3 of your opponent's Benched Pokemon and 
this attack does 10 damage to each of them. (Don't apply Weakness and 
Resistance for Benched Pokemon.) If your opponent has fewer than 3 Benched 
Pokemon, do the damage to each of them. 

                        *******************************                        

B25: Sandshrew 
Evolution: Basic Pokemon 62/102 
Rarity: Common Type: Fighting HP: 40 
Weakness: G Resistance: L -30 Retreat: 1 
Species: Mouse L12 #27 

Attack: [F] Sand-attack (10) If the Defending Pokemon tries to attack during 
your opponent's next turn, your opponent flips a coin. If tails, that attack 
does nothing. 

                        *******************************                        

B26: Sandslash 
Evolution: Stage 1 - evolves from Sandshrew 41/62 
Rarity: Uncommon Type: Fighting HP: 70 
Weakness: G Resistance: L -30 Retreat: 1 
Species: Mouse L33 #28 

Attack: [2] Slash (20) 

Attack: [FF] Fury Swipes (20×) Flip 3 coins. This attack does 20 damage times 
the number of heads. 

                        *******************************                        

C01: Nidoran F 
Evolution: Basic Pokemon 57/64 
Rarity: Common Type: Grass HP: 60 
Weakness: P Resistance: -- Retreat: 1 
Species: Poison Pin L13 #29 

Attack: [G] Fury Swipes (10x) Flip 3 coins. This attack does 10 damage times 
the number of heads. 

Attack: [GG] Call for Family Search your deck for a Basic Pokemon named Nidoran
M or Nidoran F and put it onto your Bench. Shuffle your deck 
afterward. (You can't use this attack if your Bench is full.) 

                        *******************************                        

C02: Nidorina 
Evolution: Stage 1 - evolves from Nidoran F 40/64 
Rarity: Uncommon Type: Grass HP: 70 
Weakness: P Resistance: -- Retreat: 1 
Species: Poison Pin L24 #30 

Attack: [G] Supersonic Flip a coin. If heads, the Defending Pokemon is now 
Confused. 

Attack: [2G] Double Kick (30x) Flip 2 coins. This attack does 30 damage times 
the number of heads. 

                        *******************************                        

C03: Nidoqueen 
Evolution: Stage 2 - evolves from Nidorina 7/64 
Rarity: Holo Type: Grass HP: 90 
Weakness: P Resistance: -- Retreat: 3 
Species: Drill L43 #31

Attack: [1G] Boyfriends (20+) Does 20 damage plus 20 more damage for each 
Nidoking you have in play. 

Attack: [2GG] Mega Punch (50) 

                        *******************************                        

A01: Nidoran M
Evolution: Basic Pokemon 55/102 
Rarity: Common Type: Grass HP: 40 
Weakness: P Resistance: -- Retreat: 1 
Species: Poison Pin L20 #32 

Attack: [G] Horn Hazard (30) Flip a coin. If tails, this attack does nothing. 

                        *******************************                        

A02: Nidorino 
Evolution: Stage 1 - evolves from Nidoran M 37/102 
Rarity: Uncommon Type: Grass HP: 60 
Weakness: P Resistance: -- Retreat: 1 
Species: Poison Pin L25 #33 

Attack: [2G] Double Kick (30×) Flip 2 coins. Does 30 damage times number of 
heads. 

Attack: [2GG] Horn Drill (50) 

                        *******************************                        

B10: Nidoking 
Evolution: Stage 2 - evolves from Nidorino 11/102 
Rarity: Holo Type: Grass HP: 90 
Weakness: P Resistance: -- Retreat: 3 
Species: Drill L48 #34 

Attack: [2G] Thrash (30+) Flip a coin. If heads, this attack does 30 damage 
plus 10 more damage; If tails, this attack does 30 damage plus Nidoking does 10
damage to itself. 

Attack: [GGG] Toxic (20) The defending Pokemon is now Poisoned. It now takes 20
Poison damage instead of 10 after each player's turn (even if it was already 
Poisoned). 

                        *******************************                        

C38: Clefairy 
Evolution: Basic Pokemon 5/102 
Rarity: Holo Type: Colorless HP: 40 
Weakness: F Resistance: P -30 Retreat: 1 
Species: Fairy L14 #35 

Attack: [1] Sing Flip a coin. If heads, the defending Pokemon is now Asleep. 

Attack: [3] Metronome Choose one of the defending Pokemon's attacks. Metronome 
copies that attack except for its Energy costs and anything else required in 
order to use that attack, such as discarding Energy Cards. (No matter what type
the the defending Pokemon is, Clefairy's type is still colorless) 

                        *******************************                        

D39: Clefable 
Evolution: Stage 1 - evolves from Clefairy 1/64 
Rarity: Holo Type: Colorless HP: 70 
Weakness: F Resistance: P -30 Retreat: 2 
Species: Fairy L34 #36
Attack: [1] Metronome Choose 1 of the Defending Pokemon's attacks. Metronome 
copies that attack except for its Energy costs and anything else required in 
order to use that attack, such as discarding Energy Cards. (No matter what type
the Defending Pokemon is, Clefable's type is still Colorless.) 

Attack: [2] Minimize All damage done by attacks to Clefable during your 
opponent's next turn is reduced by 20 (after applying Weakness and Resistance).

                        *******************************                        

C11: Vulpix 
Evolution: Basic Pokemon 68/102 
Rarity: Common Type: Fire HP: 50 
Weakness: W Resistance: -- Retreat: 1 
Species: Fox L11 #37 

Attack: [RR] Confuse Ray (10) Flip a coin. If heads, the defending Pokemon is 
now Confused. 

                        *******************************                        

C12: Ninetails 
Evolution: Stage 1 - evolves from Vulpix 12/102 
Rarity: Holo Type: Fire HP: 80 
Weakness: W Resistance: -- Retreat: 1 
Species: Fox L32 #38 

Attack: [2] Lure If your opponent has any Benched Pokemon, choose 1 and switch 
it with his or her active Pokemon. 

Attack: [RRRR] Fire Blast (80) Discard 1 Fire Energy Card to use this attack. 

                        *******************************                        

A33: Jigglypuff 
Evolution: Basic Pokemon 54/64 
Rarity: Common Type: Colorless HP: 60 
Weakness: F Resistance: P -30 Retreat: 1 
Species: Balloon L14 #39 

Attack: [1] Lullaby The Defending Pokemon is now Asleep. 

Attack: [2] Pound (20) 

                        *******************************                        

B41: Jigglypuff
Evolution: Basic Pokemon 3/32
Rarity: Common Type: Colorless HP: 50
Weakness: F Resistance: P -30 Retreat: 1
Species: Balloon L13 #39

Attack: [1] Friendship Song Flip a coin. If heads, put a Basic Pokemon card 
chosen at random from your deck onto your bench. (You can't use this attack if 
your bench is full.)

Attack: [2] Expand (10) All damage done to Jigglypuff during your opponent's 
next turn is reduced by 10 (after applying Weakness and Resistance). 

                        *******************************                        

P15: Jigglypuff 
Evolution: Basic Pokemon 26/32
Rarity: Promo Type: Colorless HP: 50
Weakness: F Resistance: P -30 Retreat: 1
Species: Balloon L12 #39

Attack: [1] First Aid Remove 1 damage counter from Jigglypuff.

Attack: [3] Double-Edge (40) Jigglypuff does 20 damage to itself.

                        *******************************                        

A34: Wigglytuff 
Evolution: Stage 1 - evolves from Jigglypuff 16/64 
Rarity: Holo Type: Colorless HP: 80 
Weakness: F Resistance: P -30 Retreat: 2 
Species: Balloon L36 #40  

Attack: [1] Lullaby The Defending Pokemon is now Asleep. 

Attack: [3] Do the Wave (10+) Does 10 damage plus 10 more damage for each of 
your Benched Pokemon. 

                        *******************************                        

D03: Zubat 
Evolution: Basic Pokemon 57/62 
Rarity: Common Type: Grass HP: 40 
Weakness: P Resistance: F -30 Retreat: -- 
Species: Bat L10 #41 

Attack: [2] Supersonic Flip a coin. If heads, the Defending Pokemon is now 
Confused. 

Attack: [1G] Leech Life (10) Remove a number of damage counters from Zubat 
equal to the damage done to the Defending Pokemon (after applying Weakness and 
Resistance). If Zubat has fewer damage counters than that, remove all of them. 

                        *******************************                        

D04: Golbat 
Evolution: Stage 1 - evolves from Zubat 34/62 
Rarity: Uncommon Type: Grass HP: 60 
Weakness: P Resistance: F -30 Retreat: --
Species: Bat L29 #42 

Attack: [3] Wing Attack (30) 

Attack: [1GG] Leech Life (20) Remove a number of damage counters from Golbat 
equal to the damage done to the Defending Pokemon (after applying Weakness and 
Resistance). If Golbat has fewer damage counters than that, remove all of them.

                        *******************************                        

C04: Oddish 
Evolution: Basic Pokemon 58/64 
Rarity: Common Type: Grass HP: 50 
Weakness: R Resistance: -- Retreat: 1 
Species: Weed L8 #43 

Attack: [G] Stun Spore (10) Flip a coin. If heads, the Defending Pokemon is now
Paralyzed. 

Attack: [GG] Sprout Search your deck for a Basic Pokemon named Oddish and put 
it onto your Bench. Shuffle your deck afterward. (You can't use this attack if 
your Bench is full.) 

                        *******************************                        

C05: Gloom 
Evolution: Stage 1 - evolves from Oddish 37/64 
Rarity: Uncommon Type: Grass HP: 60 
Weakness: R Resistance: -- Retreat: 1 
Species: Weed L22 #44 

Attack: [G] Poisonpowder The Defending Pokemon is now Poisoned. 

Attack: [GG] Foul Odor (20) Both the Defending Pokemon and Gloom are now 
Confused (after doing damage). 

                        *******************************                        

C06: Vileplume 
Evolution: Stage 2 - evolves from Gloom 15/64 
Rarity: Holo Type: Grass HP: 80 
Weakness: R Resistance: -- Retreat: 2 
Species: Flower L35 #45  

Pokemon Power: "Heal" Once during your turn (before your attack), you may flip 
a coin. If heads, remove 1 damage counter from 1 of your Pokemon. This power 
can't be used if Vileplume is Asleep, Confused, or Paralyzed. 

Attack: [GGG] Petal Dance (40x) Flip 3 coins. This attack does 40 damage times 
the number of heads. Vileplume is now Confused (after doing damage). 

                        *******************************                        

C07: Paras 
Evolution: Basic Pokemon 59/64 
Rarity: Common Type: Grass HP: 40 
Weakness: R Resistance: -- Retreat: 1 
Species: Mushroom L8 #46 

Attack: [2] Scrach (20) 

Attack: [GG] Spore The Defending Pokemon is now Asleep. 

                        *******************************                        

C08: Parasect 
Evolution: Stage 1 - evolves from Paras 41/64 
Rarity: Uncommon Type: Grass HP: 60 
Weakness: R Resistance: -- Retreat: 1 
Species: Mushroom L28 #47 

Attack: [GG] Spore The Defending Pokemon is now Asleep. 

Attack: [3] Slash (30) 

                        *******************************                        

D05: Venonat 
Evolution: Basic Pokemon 63/64 
Rarity: Common Type: Grass HP: 40 
Weakness: R Resistance: -- Retreat: 1 
Species: Insect L12 #48 

Attack: [G] Stun Spore (10) Flip a coin. If heads, the Defending Pokemon is now
Paralyzed. 

Attack: [1G] Leech Life (10) Remove a number of damage counters from Venonat 
equal to the damage done to the Defending Pokemon (after applying Weakness and 
Resistance). 

                        *******************************                        

D06: Venomoth 
Evolution: Stage 1 - evolves from Venonat 13/64 
Rarity: Holo Type: Grass HP: 70 
Weakness: R Resistance: F -30 Retreat: -- 
Species: Poisonmoth L28 #49 

Pokemon Power: "Shift" Once during your turn (before your attack), you may 
change the type of Venomoth to the type of any other Pokemon in play other than
Colorless. This power can't be used if Venomoth is Asleep, Confused, or 
Paralyzed. 

Attack: [GG] Venom Powder (10) Flip a coin. If heads, the Defending Pokemon is 
now Confused and Poisoned. 

                        *******************************                        

A25: Diglett 
Evolution: Basic Pokemon 47/102 
Rarity: Common Type: Fighting HP: 30 
Weakness: G Resistance: L -30 Retreat: -- 
Species: Mole L8 #50 

Attack: [F] Dig (10) 

Attack: [FF] Mud Slap (30) 

                        *******************************                        

A26: Dugtrio 
Evolution: Stage 1 - evolves from Diglett 19/102 
Rarity: Rare Type: Fighting HP: 70 
Weakness: G Resistance: L -30 Retreat: 2 
Species: Mole L36 #51 

Attack: [1FF] Slash (40) 

Attack: [FFFF] Earthquake (70) Does 10 damage to each of your own Benched 
Pokemon. (Don't apply Weakness or Resistance for Benched Pokemon.) 

                        *******************************                        

A35: Meowth
Evolution: Basic Pokemon 2/32
Rarity: Promo Type: Colorless HP: 50
Weakness: F Resistance: P Retreat: 1
Species: Scratch Cat L14 #52

Attack: [CC] Cat Punch (20) Does 20 damage to 1 of your opponent's Pokemon
chosen at random. Don't apply Weakness or Resistance for this attack. (Any
other effects that would happen after applying Weakness and Resistance still 
happen.) 

                        *******************************                        

C39: Meowth 
Evolution: Basic Pokemon 56/64 
Rarity: Common Type: Colorless HP: 50 
Weakness: F Resistance: P -30 Retreat: 1 
Species: Scratch Cat L15 #52 

Attack: [2] Pay Day (10) Flip a coin. If heads, draw a card. 

                        *******************************                        

C40: Persian 
Evolution: Stage 1 - evolves from Meowth 42/64 
Rarity: Uncommon Type: Colorless HP: 70 
Weakness: F Resistance: P -30 Retreat: -- 
Species: Classy Cat L25 #53 

Attack: [2] Scratch (20) 

Attack: [3] Pounce (30) If the Defending Pokemon attacks Persian during your 
opponent's next turn, any damage done by the attack is reduced by 10 (after 
applying Weakness and Resistance). (Benching either Pokemon ends this effect.)

                        *******************************                        

D14: Psyduck 
Evolution: Basic Pokemon 53/62 
Rarity: Common Type: Water HP: 50 
Weakness: L Resistance: -- Retreat: 1 
Species: Duck L15 #54 

Attack: [P] Headache Your opponent can't play Trainer cards during his or her 
next turn. 

Attack: [W] Fury Swipes (10×) Flip 3 coins. This attack does 10 damage times 
the number of heads. 

                        *******************************                        

D15: Golduck 
Evolution: Stage 1 - evolves from Psyduck 35/62 
Rarity: Uncommon Type: Water HP: 70 
Weakness: L Resistance: -- Retreat: 1 
Species: Duck L27 #55 

Attack: [P] Psyshock (10) Flip a coin. If heads, the Defending Pokemon is now 
Paralyzed. 

Attack: [1WW] Hyper Beam (20) If the Defending Pokemon has any Energy cards 
attached to it, choose 1 of them and discard it. 

                        *******************************                        

C28: Mankey 
Evolution: Basic Pokemon 55/64 
Rarity: Common Type: Fighting HP: 30 
Weakness: P Resistance: -- Retreat: -- 
Species: Pig Monkey L7 #56 

Pokemon Power: "Peek" Once during your turn (before your attack), you may look 
at one of the following: the top card of either player's deck, a random card 
from your opponent's hand, or one of either player's Prizes. This power can't 
be used if Mankey is Asleep, Confused, or Paralyzed. 

Attack: [1] Scratch (10) 

                        *******************************                        

C29: Primeape 
Evolution: Stage 1 - evolves from Mankey 43/64 
Rarity: Uncommon Type: Fighting HP: 70 
Weakness: P Resistance: -- Retreat: 1 
Species: Pig Monkey L35 #57 

Attack: [FF] Fury Swipes (20x) Flip 3 coins. This attack does 20 damage times 
the number of heads. 

Attack: [1FF] Tantrum (50) Flip a coin. If tails, Primeape is now Confused 
(after doing damage). 

                        *******************************                        

A08: Growlithe 
Evolution: Basic Pokemon 28/102 
Rarity: Uncommon Type: Fire HP: 60 
Weakness: W Resistance: -- Retreat: 1 
Species: Puppy L18 #58 

Attack: [1R] Flare (20) 

                        *******************************                        

A09: Arcanine 
Evolution: Stage 1 - evolves from Growlithe 23/102 
Rarity: Uncommon Type: Fire HP: 100 
Weakness: W Resistance: -- Retreat: 3 
Species: Legendary L45 #59 

Attack: [1RR] Flamethrower (50) Discard 1 Fire Energy Card to use this attack. 

Attack: [2RR] Take Down (80) Arcanine does 30 damage to itself. 

                        *******************************                        

D16: Poliwag 
Evolution: Basic Pokemon 59/102 
Rarity: Common Type: Water HP: 40 
Weakness: G Resistance: -- Retreat: 1 
Species: Tadpole L13 #60 

Attack: [W] Water Gun (10+) Does 10 damage plus 10 damage for each W attached 
to Poliwag but not used to pay for this attack (max 2 extra). 

                        *******************************                        

D17: Poliwhirl 
Evolution: Stage 1 - evolves from Poliwag 38/102 
Rarity: Uncommon Type: Water HP: 60 
Weakness: G Resistance: -- Retreat: 1 
Species: Tadpole L28 #61 

Attack: [WW] Amnesia Choose 1 of the defending Pokemons attacks. The defending 
Pokemon cannot use that attack next turn. 

Attack: [1WW] Doubleslap (30×) Flip 2 coins. Does 30 damage times number of 
heads. 

                        *******************************                        

D18: Poliwrath 
Evolution: Stage 2 - evolves from Poliwhirl 13/102 
Rarity: Holo Type: Water HP: 90 
Weakness: G Resistance: -- Retreat: 3 
Species: Tadpole L48 #62 

Attack: [1WW] Water Gun (30+) Does 30 damage plus 10 damage for each Water 
Energy attached to Poliwrath but not used to pay for this attack. (You may not 
add more than 20 damage this way.) 

Attack: [2WW] Whirlpool (40) If the defending Pokemon has Energy Cards 
attached, choose 1 and discard. 

                        *******************************                        

A29: Abra 
Evolution: Basic Pokemon 43/102 
Rarity: Common Type: Psychic HP: 30 
Weakness: P Resistance: -- Retreat: -- 
Species: Psi L10 #63 

Attack: [P] Psyshock (10) Flip a coin. If heads, the defending Pokemon is now
Paralyzed. 

**

A30: Kadabra 
Evolution: Stage 1 - evolves from Abra 32/102 
Rarity: Uncommon Type: Psychic HP: 60 
Weakness: P Resistance: -- Retreat: 3 
Species: Psi L38 #64 

Attack: [PP] Recover Discard 1 Energy Card to use this attack. Remove all 
damage counters from Kadabra. 

Attack: [1PP] Super Psy (50) 

                        *******************************                        

C35: Alakazam 
Evolution: Stage 2 - evolves from Kadabra 1/102 
Rarity: Holo Type: Psychic HP: 80 
Weakness: P Resistance: -- Retreat: 3 
Species: Psi L42 #65 

Pokemon Power: "Damage Swap" As often as you like during your turn (before you 
attack), you may move 1 damage counter from one of your Pokemon to another as 
long as you don't Knock Out that Pokemon. This power can't be used if Alakazam 
is Asleep, Confused, or Paralyzed. 

Attack: [PPP] Confuse Ray (30) Flip a coin. If heads, the defending Pokemon is 
now Confused. 

                        *******************************                        

A27: Machop 
Evolution: Basic Pokemon 52/102 
Rarity: Common Type: Fighting HP: 50 
Weakness: P Resistance: -- Retreat: 1 
Species: Superpower L20 #66 

Attack: [F] Low Kick (20) 

                        *******************************                        

B27: Machoke 
Evolution: Stage 1 - evolves from Machop 34/102 
Rarity: Uncommon Type: Fighting HP: 80 
Weakness: P Resistance: -- Retreat: 3 
Species: Superpower L40 #67 

Attack: [1FF] Karate Chop (50-) Does 50 damage minus 10 for each damage counter
on Machoke. 

Attack: [2FF] Submission (60) Does 20 damage to itself. 

                        *******************************                        

B28: Machamp 
Evolution: Stage 2 - evolves from Machoke 8/102 
Rarity: Holo Type: Fighting HP: 100 
Weakness: P Resistance: -- Retreat: 3 
Species: Superpower L67 #68 

Pokemon Power: "Strikes Back" Whenever opponent damages Machamp (even if it 
knocks out Machamp), this power does 10 damage to attacker (no weakness or 
Resistance.) This power cannot be used if Machamp is already Asleep, Confused, 
or Paralyzed when opponent attacks. 

Attack: [1FFF] Seismic Toss (60) 

                        *******************************                        

B11: Bellsprout 
Evolution: Basic Pokemon 49/64 
Rarity: Common Type: Grass HP: 40 
Weakness: R Resistance: -- Retreat: 1 
Species: Flower L11 #69 

Attack: [G] Vine Whip (10) 

Attack: [G] Call for Family Search your deck for a Basic Pokemon named 
Bellsprout and put it onto your Bench. Shuffle your deck afterward. (You can't 
use this attack if your Bench is full.) 

                        *******************************                        

B12: Weepinbell 
Evolution: Stage 1 - evolves from Bellsprout 48/64 
Rarity: Uncommon Type: Grass HP: 70 
Weakness: R Resistance: -- Retreat: 1 
Species: Flycatcher L28 #70 

Attack: [G] Poisonpowder (10) Flip a coin. If heads, the Defending Pokemon is 
now Poisoned. 

Attack: [GG] Razor Leaf (30) 

                        *******************************                        

B13: Victreebel 
Evolution: Stage 2 - evolves from Weepinbell 14/64 
Rarity: Holo Type: Grass HP: 80 
Weakness: R Resistance: -- Retreat: 2 
Species: Flycatcher L42 #71 

Attack: [G] Lure If your opponent has any Benched Pokemon, choose 1 of them and
switch it with his or her Active Pokemon. 

Attack: [GG] Acid (20) Flip a coin. If heads, the Defending Pokemon can't 
retreat during your opponent's next turn. 

                        *******************************                        

D19: Tentacool 
Evolution: Basic Pokemon 56/62 
Rarity: Common Type: Water HP: 30 
Weakness: L Resistance: -- Retreat: -- 
Species: Jellyfish L10 #72 

Pokemon Power: "Cowardice" At any time during your turn (before your attack), 
you may return Tentacool to your hand. (Discard all cards attached to 
Tentacool.) This power can't be used the turn you put Tentacool into play or if
Tentacool is Asleep, Confused, or Paralyzed. 

Attack: [W] Acid (10)

                        *******************************                        

D20: Tentacruel 
Evolution: Stage 1 - evolves from Tentacool 44/62 
Rarity: Uncommon Type: Water HP: 60 
Weakness: L Resistance: -- Retreat: -- 
Species: Jellyfish L21 #73 

Attack: [W] Supersonic Flip a coin. If heads, the Defending Pokemon is now 
Confused. 

Attack: [WW] Jellyfish Sting (10) The Defending Pokemon is now Poisoned. 

                        *******************************                        

B29: Geodude 
Evolution: Basic Pokemon 47/62 
Rarity: Common Type: Fighting HP: 50 
Weakness: G Resistance: -- Retreat: 1 
Species: Rock L16 #74 

Attack: [1F] Stone Barrage (10×) Flip a coin until you get tails. This attack 
does 10 damage times the number of heads. 

                        *******************************                        

B30: Graveler 
Evolution: Stage 1 - evolves from Geodude 37/62 
Rarity: Uncommon Type: Fighting HP: 60 
Weakness: G Resistance: -- Retreat: 2 
Species: Rock L29 #75 

Attack: [FF] Harden During your opponent's next turn, whenever 30 or less 
damage is done to Graveler (after applying Weakness and Resistance), prevent 
that damage. (Any other effects of attacks still happen.) 

                        *******************************                        

B31: Golem 
Evolution: Stage 2 - evolves from Graveler 36/62 
Rarity: Uncommon Type: Fighting HP: 80 
Weakness: G Resistance: -- Retreat: 4 
Species: Megaton L36 #76 

Attack: [1FFF] Avalanche (60) 

Attack: [FFFF] Selfdestruct (100) Does 20 damage to each Pokemon on each 
player's Bench. (Don't apply Weakness and Resistance for Benched Pokemon.) 
Golem does 100 damage to itself. 

                        *******************************                        

A10: Ponyta 
Evolution: Basic Pokemon 60/102 
Rarity: Common Type: Fire HP: 40 
Weakness: W Resistance: -- Retreat: 1 
Species: Fire Horse L10 #77 

Attack: [2] Smash Kick (20) 

Attack: [RR] Flame Tail (30) 

                        *******************************                        

B15: Rapidash 
Evolution: Stage 1 - evolves from Ponyta 44/64 
Rarity: Uncommon Type: Fire HP: 70 
Weakness: W Resistance: -- Retreat: -- 
Species: Fire Horse L33 #78 

Attack: [2] Stomp (20+) Flip a coin. If heads, this attack does 20 damage plus 
10 more damage; if tails, this attack does 20 damage. 

Attack: [1RR] Agility (30) Flip a coin. If heads, during your opponent's next 
turn, prevent all effects of attacks, including damage, done to Rapidash. 

                        *******************************                        

D29: Slowpoke 
Evolution: Basic Pokemon 55/62 
Rarity: Common Type: Psychic HP: 50 
Weakness: P Resistance: -- Retreat: 1 
Species: Dopey L18 #79 

Attack: [1] Spacing Out Flip a coin. If heads, remove a damage counter from 
Slowpoke. This attack can't be used if Slowpoke has no damage counters on it. 

Attack: [PP] Scavenge Discard 1 Energy card attached to Slowpoke in order to 
use this attack. Put a Trainer card from your discard pile into your hand. 

                        *******************************                        

P11: Slowpoke
Evolution: Basic Pokemon 23/32
Rarity: Promo Type: Psychic HP: 40
Weakness: P Resistance: -- Retreat: 1
Species: Dopey L9 #79

Attack: [C] Headbutt (10)

Attack: [PP] Amnesia Choose 1 of the Defending Pokemon's attacks. That Pokemon 
can't use that attack during your opponent's next turn.

                        *******************************                        

D30: Slowbro 
Evolution: Stage 1 - evolves from Slowpoke 43/62 
Rarity: Uncommon Type: Psychic HP: 60 
Weakness: P Resistance: -- Retreat: 1 
Species: Hermitcrab L26 #80 

Pokemon Power: "Strange Behavior" As often as you like during your turn (before
your attack), you may move 1 damage counter from 1 of your Pokemon to Slowbro 
as long as you don't Knock Out Slowbro. This power can't be used if Slowbro is 
Asleep, Confused, or Paralyzed. 

Attack: [PP] Psyshock (20) Flip a coin. If heads, the Defending Pokemon is now 
Paralyzed. 

                        *******************************                        

A21: Magnemite 
Evolution: Basic Pokemon 53/102 
Rarity: Common Type: Lightning HP: 40 
Weakness: F Resistance: -- Retreat: 1 
Species: Magnet L13 #81 

Attack: [L] Thunder Wave (10) Flip a coin. If heads, the defending Pokemon is 
now Paralyzed. 

Attack: [1L] Selfdestruct (40) Does 10 damage to each Pokemon on each Bench. 
(no weakness or Resistance for benched Pokemon.) Magnemite does 40 damage to 
itself. 

                        *******************************                        

D23: Magnemite
Evolution: Basic Pokemon 9/32
Rarity: Common Type: Lightning HP: 40
Weakness: F Resistance: -- Retreat: 1
Species: Magnet L15 #81

Attack: [1] Tackle (10)

Attack: [1L] Magnetic Storm Remove all Energy Cards attached to all of your 
Pokemon. Then randomly reattach each of them. 

                        *******************************                        

A22: Magneton 
Evolution: Stage 1 - evolves from Magnemite 9/102 
Rarity: Holo Type: Lightning HP: 60 
Weakness: F Resistance: -- Retreat: 1 
Species: Magnet L28 #82 

Attack: [1LL] Thunder Wave (30) Flip a coin. If heads, the defending Pokemon is
now paralyzed. 

Attack: [2LL] Selfdestruct (80) Does 20 damage to each Pokemon on each bench. 
(Do not apply Weakness or Resistance for benched Pokemon.) Magneton does 80 
damage to itself. 

                        *******************************                        

D24: Mangeton 
Evolution: Stage 1 - evolves from Magnemite 11/62 
Rarity: Holo Type: Lightning HP: 80 
Weakness: F Resistance: -- Retreat: 2 
Species: Magnet L35 #82 

Attack: [1L] Sonicboom (20) Don't apply Weakness and Resistance for this 
attack. (Any other effects that would happen after applying Weakness and 
Resistance still happen.) 

Attack: [LLLL] Selfdestruct (100) Does 20 damage to each Pokemon on each 
player's Bench. (Don't apply Weakness and Resistance for Benched Pokemon.) 
Magneton does 100 damage to itself. 

                        *******************************                        

C41: Farfetch'd 
Evolution: Basic Pokemon 27/102 
Rarity: Uncommon Type: Colorless HP: 50 
Weakness: L Resistance: F -30 Retreat: 1 
Species: Wild Duck L20 #83 

Attack: [1] Leek Slap (30) Flip a coin. If tails, this attack does nothing. 
Either way, you can't use this attack again as long as Farfetch'd stays in play
(even after benching Farfetch'd). 

Attack: [3] Pot Smash (30) 

                        *******************************                        

D40: Doduo 
Evolution: Basic Pokemon 48/102 
Rarity: Common Type: Colorless HP: 50 
Weakness: L Resistance: F -30 Retreat: -- 
Species: Twin Bird L10 #84 

Attack: [1] Fury Attack (10×) Flip 2 coins. Does 10 damage times number of 
heads. 

                        *******************************                        

D41: Dodrio 
Evolution: Stage 1 - evolves from Doduo 34/64 
Rarity: Uncommon Type: Colorless HP: 70 
Weakness: L Resistance: F -30 Retreat: -- 
Species: Triplebird L28 #85 

Pokemon Power: "Retreat Aid" As long as Dodrio is Benched, pay 1 Energy less to
retreat your Active Pokemon. 

Attack: [3] Rage (10+) Does 10 damage plus 10 more damage for each damage 
counter on Dodrio. 

                        *******************************                        

A12: Seel 
Evolution: Basic Pokemon 41/102 
Rarity: Uncommon Type: Water HP: 60 
Weakness: L Resistance: -- Retreat: 1 
Species: Sea Lion L12 #86 

Attack: [W] Headbutt (10) 

                        *******************************                        

A13: Dewgong 
Evolution: Stage 1 - evolves from Seel 25/102 
Rarity: Uncommon Type: Water HP: 80 
Weakness: L Resistance: -- Retreat: 3 
Species: Sea Lion L42 #87 

Attack: [1WW] Aurora Beam (50) 

Attack: [2WW] Ice Beam (30) Flip a coin. If heads, the defending Pokemon is now
Paralyzed. 

                        *******************************                        

D07: Grimer 
Evolution: Basic Pokemon 48/62 
Rarity: Common Type: Grass HP: 50 
Weakness: P Resistance: -- Retreat: 1 
Species: Sludge L17 #88 

Attack: [1] Nasty Goo (10) Flip a coin. If heads, the Defending Pokemon is now 
Paralyzed. 

Attack: [G] Minimize All damage done by attacks to Grimer during your 
opponent's next turn is reduced by 20 (after applying Weakness and Resistance).

                        *******************************                        

D08: Muk 
Evolution: Stage 1 - evolves from Grimer 13/62 
Rarity: Holo Type: Grass HP: 70 
Weakness: P Resistance: -- Retreat: 2 
Species: Sludge L34 #89 

Pokemon Power: "Toxic Gas" Ignore all Pokemon Powers other than Toxic Gases. 
This power stops working while Muk is Asleep, Confused, or Paralyzed. 

Attack: [GGG] Sludge (30) Flip a coin. If heads, the Defending Pokemon is now 
Poisoned. 

                        *******************************                        

C15: Shellder 
Evolution: Basic Pokemon 54/62 
Rarity: Common Type: Water HP: 30 
Weakness: L Resistance: -- Retreat: 1 
Species: Bivalve L8 #90 

Attack: [W] Supersonic Flip a coin. If heads, the Defending Pokemon is now 
Confused. 

Attack: [W] Hide in Shell Flip a coin. If heads, prevent all damage done to 
Shellder during your oponent's next turn. (Any other effects of attacks still 
happen.) 

                        *******************************                        

C16: Cloyster 
Evolution: Stage 1 - evolves from Shelder 32/62 
Rarity: Uncommon Type: Water HP: 50 
Weakness: L Resistance: -- Retreat: 2 
Species: Bivalve L25 #91 

Attack: [WW] Clamp (30) Flip a coin. If heads, the Defending Pokemon is now 
Paralyzed. If tails, this attack does nothing (not even damage). 

Attack: [WW] Spike Cannon (30×) Flip 2 coins. This attack does 30 damage times 
the number of heads. 

                        *******************************                        

B34: Gastly 
Evolution: Basic Pokemon 50/102 
Rarity: Common Type: Psychic HP: 30 
Weakness: -- Resistance: F -30 Retreat: -- 
Species: Gas L8 #92 

Attack: [P] Sleeping Gas Flip a coin. If heads, the defending Pokemon is now 
Asleep. 

Attack: [1P] Destiny Bond Discard 1 Psychic Energy Card to use this attack. If 
a Pokemon Knocks Out Gastly on opponent's next turn, Knock Out that Pokemon. 

                        *******************************                        

D31: Gastly 
Evolution: Basic Pokemon 33/62 
Rarity: Uncommon Type: Psychic HP: 50 
Weakness: -- Resistance: F -30 Retreat: --
Species: Gas L17 #92 

Attack: [P] Lick (10) Flip a coin. If heads, the Defending Pokemon is now 
Paralyzed. 

Attack: [PP] Energy Conversion Put up to 2 Energy cards from your discard pile 
into your hand. Gastly does 10 damage to itself. 

                        *******************************                        

B35: Haunter 
Evolution: Stage 1 - evolves from Gastly 29/102 
Rarity: Uncommon Type: Psychic HP: 60 
Weakness: -- Resistance: F -30 Retreat: 1 
Species: Gas L22 #93 

Attack: [P] Hypnosis The defending Pokemon is now Asleep. 

Attack: [PP] Dream Eater (50) Can't use unless the defending Pokemon is Asleep.

                        *******************************                        

D32: Haunter 
Evolution: Stage 1 - evolves from Gastly 6/62 
Rarity: Holo Type: Psychic HP: 50 
Weakness: -- Resistance: F -30 Retreat: -- 
Species: Gas L17 #93 

Pokemon Power: "Transparency" Whenever an attack does anything to Haunter, flip
a coin. If heads, prevent all effects of that attack, including damage, done to
Haunter. This power stops working while Haunter is Asleep. 

Attack: [1P] Nightmare (10) The Defending Pokemon is now Asleep. 

                        *******************************                        

B36: Gengar 
Evolution: Stage 2 - evolves from Haunter 5/62 
Rarity: Holo Type: Psychic HP: 80 
Weakness: -- Resistance: F -30 Retreat: 1 
Species: Shadow L38 #94 

Pokemon Power: "Curse" Once during your turn (before your attack), you may move
1 damage counter from 1 of your opponent's Pokemon to another (even if it would
Knock Out the other Pokemon). This power can't be used if Gengar is Asleep, 
Confused, or Paralyzed. 

Attack: [PPP] Dark Mind (30) If your opponent has any Benched Pokemon, choose 1
of them and this attack does 10 damage to it. (Don't apply Weakness and 
Resistance for Benched Pokemon.) 

                        *******************************                        

D26: Onix 
Evolution: Basic Pokemon 56/102 
Rarity: Common Type: Fighting HP: 90 
Weakness: G Resistance: -- Retreat: 3 
Species: Rock Snake L12 #95 

Attack: [F] Rock Throw (10) 

Attack: [FF] Harden During opponent's next turn, prevent 30 or less damage 
(after applying weakness and Resistance). (any other effects of attacks still 
happen.) 

                        *******************************                        

C36: Drowzee 
Evolution: Basic Pokemon 49/102 
Rarity: Common Type: Psychic HP: 50 
Weakness: P Resistance: -- Retreat: 1 
Species: Hypnosis L12 #96 

Attack: [1] Pound (10) 

Attack: [PP] Confuse Ray (10) Flip a coin. If heads, the defending Pokemon is 
now Confused. 

                        *******************************                        

D33: Hypno 
Evolution: Stage 1 - evolves from Drowzee 8/62 
Rarity: Holo Type: Psychic HP: 90 
Weakness: P Resistance: -- Retreat: 2 
Species: Hypnosis L36 #97 

Attack: [P] Prophecy Look at up to 3 cards from the top of either player's deck
and rearrange them as you like. 

Attack: [PPP] Dark Mind (30) If your opponent has any Benched Pokemon, choose 1
of them and this attack does 10 damage to it. (Don't apply Weakness and 
Resistance for Benched Pokemon.) 

                        *******************************                        

B20: Krabby 
Evolution: Basic Pokemon 51/62 
Rarity: Common Type: Water HP: 50 
Weakness: L Resistance: -- Retreat: 2 
Species: River Crab L20 #98 

Attack: [W] Call for Family Search your deck for a Basic Pokemon named Krabby 
and put it onto your Bench. Shuffle your deck afterward. (You can't use this 
attack if your Bench is full.) 

Attack: [1W] Irongrip (20) 

                        *******************************                        

B21: Kingler 
Evolution: Stage 1 - evolves from Krabby 38/62 
Rarity: Uncommon Type: Water HP: 60 
Weakness: L Resistance: -- Retreat: 3 
Species: Pincer L27 #99 

Attack: [W] Flail (10×) Does 10 damage times the number of damage counters on 
Kingler. 

Attack: [1WW] Crabhammer (40) 

                        *******************************                        

C24: Voltorb 
Evolution: Basic Pokemon 67/102 
Rarity: Common Type: Lightning HP: 40 
Weakness: F Resistance: -- Retreat: 1 
Species: Ball L10 #100 

Attack: [1] Tackle (10) 

                        *******************************                        

(Note: This card is not in the actual game. It is just part of the Base Set, 
and that is why I chose to add it.)

X00: Electrode 
Evolution: Stage 1 - evolves from Voltorb 21/102 
Rarity: Rare Type: Lightning HP: 80 
Weakness: F Resistance: -- Retreat: 1 
Species: Ball L40 #101 

Pokemon Power: "Buzzap" At any time during your turn (before attack) you may 
Knock Out Electrode and attach it to 1 of your other Pokemon. Electrode becomes
an Energy Card of choice providing 2 Energy of that type. You can't use this 
power if Electrode is Asleep, Confused or Paralyzed. 

Attack: [LLL] Electric Shock (50) Flip a coin. If tails, Electrode does 10 
damage to itself. 

                        *******************************                        

C25: Electrode 
Evolution: Stage 1 - evolves from Voltorb 2/64 
Rarity: Holo Type: Lightning HP: 90 
Weakness: F Resistance: -- Retreat: 1 
Species: Ball L42 #101

Attack: [2] Tackle (20) 

Attack: [LLL] Chain Lightning (20) If the Defending Pokemon isn't Colorless, 
this attack does 10 damage to each Benched Pokemon of the same type as the 
Defending Pokemon (including your own). 

                        *******************************                        

D25: Electrode
Evolution: Stage 1 - evolves from Voltorb 10/32
Rarity: Rare Type: Lightning HP: 70
Weakness: F Resistance: -- Retreat: 1
Species: Ball L35 #101

Attack: [LL] Sonicboom (30) Don't apply Weakness and Resistance for this 
attack. (Any other effects that would happen after applying Weakness and 
Resistance still happen.)

Attack: [LLL] Energy Spike Search your deck for a Basic Energy Card and attach
it to 1 of your Pokemon. Shuffle your deck afterward. 

                        *******************************                        

C09: Exeggcute 
Evolution: Basic Pokemon 52/64 
Rarity: Common Type: Grass HP: 50 
Weakness: R Resistance: -- Retreat: 1 
Species: Egg L14 #102 

Attack: [P] Hypnosis The Defending Pokemon is now Asleep. 

Attack: [GG] Leech Seed (20) Unless all damage from this attack is prevented, 
you may remove 1 damage counter from Exeggcute. 

                        *******************************                        

C10: Exeggutor 
Evolution: Stage 1 - evolves from Exeggcute 35/64 
Rarity: Uncommon Type: Grass HP: 80 
Weakness: R Resistance: -- Retreat: 3 
Species: Coconut L35 #103 

Attack: [P] Teleport Switch Exeggutor with 1 of your Benched Pokemon. 

Attack: [1] Big Eggsplosion (20x) Flip a number of coins equal to the number of
Energy attached to Exeggutor. This attack does 20 damage times the number of 
heads. 

                        *******************************                        

B32: Cubone 
Evolution: Basic Pokemon 50/64 
Rarity: Common Type: Fighting HP: 40 
Weakness: G Resistance: L -30 Retreat: 1 
Species: Lonely L13 #104 

Attack: [1] Snivel If the Defending Pokemon attacks Cubone during your 
opponent's next turn, any damage done by the attack is reduced by 20 (after 
applying Weakness and Resistance). (Benching either Pokemon ends this effect.) 

Attack: [FF] Rage (10+) Does 10 damage plus 10 more damage for each damage 
counter on Cubone. 

                        *******************************                        

B33: Marowak 
Evolution: Stage 1 - evolves from Cubone 39/64 
Rarity: Uncommon Type: Fighting HP: 60 
Weakness: G Resistance: L -30 Retreat: 1 
Species: Bonekeeper L26 #105 

Attack: [FF] Bonemerang (30x) Flip 2 coins. This attack does 30 damage times 
the number of heads. 

Attack: [1FF] Call for Friend Search your deck for a Fighting Basic Pokemon 
card and put it onto your Bench. Shuffle your deck afterward. (You can't use 
this attack if your Bench is full.) 

                        *******************************                        

B33: Marowak
Evolution: Stage 1 - evolves from Cubone 3/32
Rarity: Uncommon Type: Fighting HP: 70
Weakness: G Resistance: L -30 Retreat: 2
Species: Bonekeeper L32 #105

Attack: [1F] Bone Attack (10) Flip a coin. If heads, the Defending Pokemon 
can't attack during your opponent's next turn. 

Attack: [FFF] Wail Each player fills his or her bench with Basic Pokemon chosen
at random from his or her deck. If a player has fewer Basic Pokemon than that 
in his or her deck, he or she chooses all of them. Each player shuffles his or 
her deck afterward. 

                        *******************************                        

D28: Hitmonlee 
Evolution: Basic Pokemon 7/62 
Rarity: Holo Type: Fighting HP: 60 
Weakness: P Resistance: -- Retreat: 1 
Species: Kicking L30 #106 

Attack: [FF] Stretch Kick If your opponent has any Benched Pokemon, choose 1 of
them and this attack does 20 damage to it. (Don't apply Weakness and Resistance
for Benched Pokemon.) 

Attack: [FFF] High Jump Kick (50) 

                        *******************************                        

A28: Hitmonchan 
Evolution: Basic Pokemon 7/102 
Rarity: Holo Type: Fighting HP: 70 
Weakness: P Resistance: -- Retreat: 2 
Species: Punching L33 #107 
Attack: [F] Jab (20) 
Attack: [1FF] Special Punch (40) 

                        *******************************                        

C42: Lickitung 
Evolution: Basic Pokemon 38/64 
Rarity: Uncommon Type: Colorless HP: 90 
Weakness: F Resistance: P -30 Retreat: 3 
Species: Licking L26 #108 

Attack: [1] Tongue Wrap (10) Flip a coin. If heads, the Defending Pokemon is 
now Paralyzed. 

Attack: [2] Supersonic Flip a coin. If heads, the Defending Pokemon is now 
Confused. 

                        *******************************                        

D09: Koffing 
Evolution: Basic Pokemon 51/102 
Rarity: Common Type: Grass HP: 50 
Weakness: P Resistance: -- Retreat: 1 
Species: Poison Gas L13 #109 

Attack: [GG] Foul Gas (10) Flip a coin. If heads, the defending Pokemon is now 
Poisoned; If tails, the defending Pokemon is now Confused. 

                        *******************************                        

D10: Weezing 
Evolution: Stage 1 - evolves from Koffing 45/62 
Rarity: Uncommon Type: Grass HP: 60 
Weakness: P Resistance: -- Retreat: 1 
Species: Poison Gas L27 #110 

Attack: [GG] Smog (20) Flip a coin. If heads, the Defending Pokemon is now 
Poisoned. 

Attack: [1GG] Selfdestruct (60) Does 10 damage to each Pokemon on each player's
Bench. (Don't apply Weakness and Resistance for Benched Pokemon.) Weezing does 
60 damage to itself. 

                        *******************************                        

C30: Rhyhorn 
Evolution: Basic Pokemon 61/64 
Rarity: Common Type: Fighting HP: 70 
Weakness: G Resistance: L -30 Retreat: 3 
Species: Spikes L18 #111 

Attack: [1] Leer Flip a coin. If heads, the Defending Pokemon can't attack 
Rhyhorn during your opponent's next turn. (Benching either Pokemon ends this 
effect.) 

Attack: [2F] Horn Attack (30) 

                        *******************************                        

C31: Rhydon 
Evolution: Stage 1 - evolves from Rhyhorn 45/64 
Rarity: Uncommon Type: Fighting HP: 100 
Weakness: G Resistance: L -30 Retreat: 3 
Species: Drill L48 #112 

Attack: [2F] Horn Attack (30) 

Attack: [FFFF] Ram (50) Rhydon does 20 damage to itself. If your opponent has 
any Benched Pokemon, he or she chooses 1 of them and switches it with the 
Defending Pokemon. (Do the damage before switching the Pokemon. Switch the 
Pokemon even if Rhydon is knocked out.) 

                        *******************************                        

A36: Chansey 
Evolution: Basic Pokemon 3/102 
Rarity: Holo Type: Colorless HP: 120 
Weakness: F Resistance: P -30 Retreat: 1 
Species: Egg L55 #113 

Attack: [2] Scrunch Flip a coin. If heads, prevent all damage done to Chansey 
during your opponent's next turn. (Any other effects of attacks still happen.) 

Attack: [4] Double-Edge (80) Chansey does 80 damage to itself. 

                        *******************************                        

A03: Tangela
Evolution: Basic Pokemon 1/32
Rarity: Common Type: Grass HP: 50
Weakness: R Resistance: -- Retreat: 2
Species: Vine L12 #114

Attack: [G] Stun Spore (10) Flip a coin. If heads, the Defending Pokemon is now
Paralyzed. 

Attack: [1GG] Poison Whip (10) The Defending Pokemon is now Poisoned. 

                        *******************************                        

D11: Tangela 
Evolution: Basic Pokemon 66/102 
Rarity: Common Type: Grass HP: 50 
Weakness: R Resistance: -- Retreat: 2 
Species: Vine L8 #114 

Attack: [1G] Bind (20) Flip a coin. If heads, the defending Pokemon is now 
Paralyzed. 

Attack: [GGG] Poisonpowder (20) The defending Pokemon is now Poisoned. 

                        *******************************                        

A37: Kangaskhan 
Evolution: Basic Pokemon 5/64 
Rarity: Holo Type: Colorless HP: 90 
Weakness: F Resistance: P -30 Retreat: 3 
Species: Parent L40 #115

Attack: [1] Fetch Draw a card. 

Attack: [4] Comet Punch (20x) Flip 4 coins. This attack does 20 damage times 
the number of heads. 

                        *******************************                        

D21: Horsea 
Evolution: Basic Pokemon 49/62 
Rarity: Common Type: Water HP: 40 
Weakness: L Resistance: -- Retreat: -- 
Species: Dragon L19 #116 

Attack: [W] Smokescreen (10) If the Defending Pokemon tries to attack during 
your opponent's next turn, your opponent flips a coin. If tails, that attack 
does nothing. 

                        *******************************                        

D22: Seadra 
Evolution: Stage 1 - evolves from Horsea 42/62 
Rarity: Uncommon Type: Water HP: 60 
Weakness: L Resistance: -- Retreat: 1 
Species: Dragon L23 #117 

Attack: [1W] Water Gun (20+) Does 20 damage plus 10 more damage for each Energy
attached to Seadra but not used to pay for this attack's Energy cost. You can't
add more than 20 damage in this way. 

Attack: [2W] Agility (20) Flip a coin. If heads, during your opponent's next 
turn, prevent all effects of attacks, including damage, done to Seadra. 

                        *******************************                        

A14: Goldeen 
Evolution: Basic Pokemon 53/64 
Rarity: Common Type: Water HP: 40 
Weakness: L Resistance: -- Retreat: -- 
Species: Goldfish L12 #118 

Attack: [W] Horn Attack (10) 

                        *******************************                        

A15: Seaking 
Evolution: Stage 1 - evolves from Goldeen 46/64 
Rarity: Uncommon Type: Water HP: 70 
Weakness: L Resistance: -- Retreat: 1 
Species: Goldfish L28 #119 

Attack: [W] Horn Attack (10) 

Attack: [1W] Waterfall (30) 

                        *******************************                        

A16: Staryu 
Evolution: Basic Pokemon 65/102 
Rarity: Common Type: Water HP: 40 
Weakness: L Resistance: -- Retreat: 1 
Species: Starshape L15 #120 

Attack: [W] Slap (20) 

                        *******************************                        

B22: Starmie 
Evolution: Stage 1 - evolves from Staryu 64/102 
Rarity: Common Type: Water HP: 60 
Weakness: L Resistance: -- Retreat: 1 
Species: Mysterious L28 #121 

Attack: [WW] Recover Discard 1 Energy Card to use this attack. Remove all 
damage counters from Starmie. 

Attack: [2W] Star Freeze (20) Flip a coin. If heads, the defending Pokemon is 
now Paralyzed. 

                        *******************************                        

D34: Mr. Mime 
Evolution: Basic Pokemon 6/64 
Rarity: Holo Type: Psychic HP: 40 
Weakness: P Resistance: -- Retreat: 1 
Species: Barrier L28 #122

Pokemon Power: "Invisible Wall" Whenever an attack (including your own) does 30
or more damage to Mr. Mime (after applying Weakness and Resistance), prevent 
that damage. (Any other effects of attacks still happen.) This power can't be 
used if Mr. Mime is Asleep, Confused, or Paralyzed. 

Attack: [1P] Meditate (10+) Does 10 damage plus 10 more damage for each damage 
counter On the Defending Pokemon. 

                        *******************************                        

A04: Scyther 
Evolution: Basic Pokemon 10/64 
Rarity: Holo Type: Grass HP: 70 
Weakness: R Resistance: F -30 Retreat: -- 
Species: Mantis L25 #123

Attack: [G] Swords Dance During your next turn, Scyther's Slash attack's base 
damage is 60 instead of 30. 

Attack: [3] Slash (30) 

                        *******************************                        

B37: Jynx 
Evolution: Basic Pokemon 31/102 
Rarity: Uncommon Type: Psychic HP: 70 
Weakness: P Resistance: -- Retreat: 2 
Species: Human Shape L23 #124 

Attack: [P] Doubleslap (10×) Flip 2 coins. Attack does 10 damage times the 
number of heads 

Attack: [1PP] Meditate (20+) Does 20 damage plus 10 more damage for each damage
counter on the defending Pokemon. 

                        *******************************                        

A23: Electabuzz 
Evolution: Basic Pokemon 20/102 
Rarity: Rare Type: Lightning HP: 70 
Weakness: F Resistance: -- Retreat: 2 
Species: Electric L35 #125 

Attack: [L] Thundershock (10) Flip a coin. If heads, the defending Pokemon is 
now paralyzed. 

Attack: [1L] Thunderpunch (30+) Flip a coin. If heads, this attack does an 
additional 10 damage to the defending Pokemon. If tails, Electabuzz does 10 
damage to itself. 

                        *******************************                        

P09: Electabuzz 
Evolution: Basic Pokemon 21/32
Rarity: Promo Type: Lightning HP: 60
Weakness: F Resistance: -- Retreat: 2
Species: Electric L20 #125

Attack: [L] Light Screen Whenever an attack does damage to Electabuzz (after 
applying Weakness and Resistance) during your opponent's next turn, that attack
only does half the damage to Electabuzz (rounded down to the nearest 10). (Any 
other effects of attacks still happen.) 

Attack: [2] Quick Attack (10+) Flip a coin. If heads, this attack does 10 
damage plus 20 more damage; if tails, this attack does 10 damage.

                        *******************************                        

A11: Magmar 
Evolution: Basic Pokemon 36/102 
Rarity: Uncommon Type: Fire HP: 50 
Weakness: W Resistance: -- Retreat: 2 
Species: Spitfire L24 #126 

Attack: [RR] Fire Punch (30) 

Attack: [1RR] Flamethrower (50) Discard 1 Fire Energy Card card to use this 
attack. 

                        *******************************                        

D13: Magmar 
Evolution: Basic Pokemon 39/62 
Rarity: Uncommon Type: Fire HP: 70 
Weakness: W Resistance: -- Retreat: 1 
Species: Spitfire L31 #126 

Attack: [R] Smokescreen (10) If the Defending Pokemon tries to attack during 
your opponent's next turn, your opponent flips a coin. If tails, that attack 
does nothing. 

Attack: [RR] Smog (20) Flip a coin. If heads, the Defending Pokemon is now 
Poisoned. 

                        *******************************                        

A05: Pinsir 
Evolution: Basic Pokemon 9/64 
Rarity: Holo Type: Grass HP: 60 
Weakness: R Resistance: -- Retreat: 1 
Species: Stagbeetle L24 #127

Attack: [GG] Irongrip (20) Flip a coin. If heads, the Defending Pokemon is now 
Paralyzed. 

Attack: [2GG] Guillotine (50) 

                        *******************************                        

C43: Tauros 
Evolution: Basic Pokemon 47/64 
Rarity: Uncommon Type: Colorless HP: 60 
Weakness: F Resistance: P -30 Retreat: 2 
Species: Wild Bull L32 #128 

Attack: [2] Stomp (20+) Flip a coin. If heads, this attack does 20 damage plus 
10 more damage; if tails, this attack does 20 damage. 

Attack: [3] Rampage (20+) Does 20 damage plus 10 more damage for each damage 
counter on Tauros. Flip a coin. If tails, Tauros is now Confused (after doing 
damage). 

                        *******************************                        

A17: Magikarp 
Evolution: Basic Pokemon 35/102 
Rarity: Uncommon Type: Water HP: 30 
Weakness: L Resistance: -- Retreat: 1 
Species: Fish L8 #129 

Attack: [1] Tackle (10) 

Attack: [W] Flail (10×) Does 10 damage times number of damage counters on 
Magikarp. 

                        *******************************                        

A18: Gyarados 
Evolution: Stage 1 - evolves from Magikarp 6/102 
Rarity: Holo Type: Water HP: 100 
Weakness: G Resistance: F -30 Retreat: 3 
Species: Atrocious L41 #130 

Attack: [WWW] Dragon Rage (50) 

Attack: [WWWW] Bubblebeam (40) Flip a coin. If heads, the defending Pokemon is 
now Paralyzed. 

                        *******************************                        

C17: Lapras 
Evolution: Basic Pokemon 10/62 
Rarity: Holo Type: Water HP: 80 
Weakness: L Resistance: -- Retreat: 2 
Species: Transport L31 #131 

Attack: [W] Water Gun (10+) Does 10 damage plus 10 more damage for each W 
Energy attached to Lapras but not used to pay for this attack's Energy cost. 
You can't add more than 20 damage this way. 

Attack: [WW] Confuse Ray (10) Flip a coin. If heads, the Defending Pokemon is 
now Confused. 

                        *******************************                        

(Note: This card is not in the actual game. It is just part of the Base Set, 
and that is why I chose to add it.)

X00: Ditto 
Evolution: Basic Pokemon 3/62 
Rarity: Holo Type: Colorless HP: 50 
Weakness: F Resistance: P -30 Retreat: 1 
Species: Transform L20 #132 
Pokemon Power: "Transform" If Ditto is your Active Pokemon, treat it as if it 
were the same card as the Defending Pokemon, including type, Hit Points, 
Weakness, and so on, except Ditto can't evolve, always has this Pokemon Power, 
and you may treat any Energy attached to Ditto as Energy of any type. Ditto 
isn't a copy of any other Pokemon while Ditto is Asleep, Confused, or 
Paralyzed. 

                        *******************************                        

D42: Ditto 
Evolution: Basic Pokemon 12/32
Rarity: Rare Type: Colorless HP: 50 
Weakness: F Resistance: P -30 Retreat: 1
Species: Transform L19 #132 

Attack: [1] Pound (10)

Attack: [3] Morph Remove all damage counters from Ditto. For the rest of the 
game, replace Ditto with a copy of a Basic Pokemon Card (other than Ditto) 
chosen at random from your deck. Ditto is no longer Asleep, Confused, 
Paralyzed, Poisoned, or anything else that might be the result of an attack 
(just as if you had evolved it). 

                        *******************************                        

B42: Eevee 
Evolution: Basic Pokemon 51/64 
Rarity: Common Type: Colorless HP: 50 
Weakness: F Resistance: P -30 Retreat: 1 
Species: Evolution L12 #133 

Attack: [1] Tail Wag Flip a coin. If heads, the Defending Pokemon can't attack 
Eevee during your opponent's next turn. (Benching either Pokemon ends this 
effect.) 

Attack: [2] Quick Attack (10+) Flip a coin. If heads, this attack does 10 
damage plus 20 more damage; if tails, this attack does 10 damage. 

                        *******************************                        

B23: Vaporeon 
Evolution: Stage 1 - evolves from Eevee 12/64 
Rarity: Holo Type: Water HP: 80 
Weakness: L Resistance: -- Retreat: 1 
Species: Bubble Jet L42 #134 

Attack: [2] Quick Attack (10+) Flip a coin. If heads, this attack does 10 
damage plus 20 more damage; if tails, this attack does 10 damage. 

Attack: [1WW] Water Gun (30+) Does 30 damage plus 10 more damage for each Water
Energy attached to Vaporeon but not used to pay for this attack's Energy cost. 
Extra Water Energy after the 2nd doesn't count. 

                        *******************************                        

C18: Vaporeon
Evolution: Stage 1 - evolves from Eevee 6/32
Rarity: Uncommon Type: Water HP: 60
Weakness: L Resistance: -- Retreat: 1
Species: Bubble Jet L29 #134

Attack: [1] Focus Energy During your next turn, Vaporeon's Bite attack's base 
damage is doubled. 

Attack: [1] Bite (30) 

                        *******************************                        

B24: Jolteon 
Evolution: Stage 1 - evolves from Eevee 4/64 
Rarity: Holo Type: Lightning HP: 70 
Weakness: F Resistance: -- Retreat: 1 
Species: Lightning L29 #135

Attack: [2] Quick Attack (10+) Flip a coin. If heads, this attack does 10 
damage plus 20 more damage; if tails, this attack does 10 damage. 

Attack: [1LL] Pin Missile (20x) Flip 4 coins. This attack does 20 damage times
the number of heads. 

                        *******************************                        

C26: Jolteon
Evolution: Stage 1 - evolves from Eevee 7/32
Rarity: Uncommon Type: Lightning HP: 60
Weakness: F Resistance: -- Retreat: 1
Species: Lightning L24 #135

Attack: [2] Double Kick (20x) Flip 2 coins. This attack does 20 damage times 
the number of heads.

Attack: [4] Stun Needle (30) Flip a coin. If heads, the Defending Pokemon is 
now Paralyzed. 

                        *******************************                        

B16: Flareon 
Evolution: Stage 1 - evolves from Eevee 3/64 
Rarity: Holo Type: Fire HP: 70 
Weakness: W Resistance: -- Retreat: 1 
Species: Flame L28 #136

Attack: [2] Quick Attack (10+) Flip a coin. If heads, this attack does 10 
damage plus 20 more damage; if tails, this attack does 10 damage. 

Attack: [2RR] Flamethrower (60) Discard 1 Fire Energy Card attached to Flareon
in order to use this attack. 

                        *******************************                        

C13: Flareon
Evolution: Stage 1 - evolves from Eevee 5/32
Rarity: Uncommon Type: Fire HP: 60
Weakness: W Resistance: -- Retreat: 1
Species: Flame L22 #136

Attack: [3] Bite (30) 

Attack: [3] Rage (10+) Does 10 damage plus 10 more damage for each damage 
counter on Flareon. 

                        *******************************                        

D43: Porygon 
Evolution: Basic Pokemon 39/102 
Rarity: Uncommon Type: Colorless HP: 30 
Weakness: F Resistance: P -30 Retreat: 1 
Species: Virtual L12 #137 

Attack: [1] Conversion 1 If the defending Pokemon has a weakness, change to a 
type of your choice other than Colorless. 

Attack: [2] Conversion 2 Change Porygon's Resistance to a type of your choice 
other than Colorless. 

                        *******************************                        

C19: Omanyte 
Evolution: Stage 1 - evolves from Fossil 52/62 
Rarity: Common Type: Water HP: 40 
Weakness: G Resistance: -- Retreat: 1 
Species: Spiral L19 #138 

Pokemon Power: "Clairvoyance" Your opponent plays with his or her hand face up.
This power stops working while Omanyte is Asleep, Confused, or Paralyzed. 

Attack: [W] Water Gun (10+) Does 10 damage plus 10 more damage for each Energy 
attached to Omanyte but not used to pay for this attack's Energy cost. You 
can't add more than 20 damage in this way. 

                        *******************************                        

C20: Omastar 
Evolution: Stage 2 - evolves from Omanyte 40/62 
Rarity: Uncommon Type: Water HP: 70 
Weakness: G Resistance: -- Retreat: 1 
Species: Spiral L32 #139 

Attack: [1W] Water Gun (20+) Does 20 damage plus 10 more damage for each Energy
attached to Omastar but not used to pay for this attack's Energy cost. You 
can't add more than 20 damage in this way. 

Attack: [WW] Spike Cannon (30x) Flip 2 coins. This attack does 30 damage times 
the number of heads.

                        *******************************                        

C32: Kabuto 
Evolution: Stage 1 - evolves from Fossil 50/62 
Rarity: Common Type: Fighting HP: 30 
Weakness: G Resistance: -- Retreat: 1 
Species: Shellfish L9 #140 

Pokemon Power: "Kabuto Armor" Whenever an attack (even your own) does damage to
Kabuto (after applying Weakness and Resistance), that attack only does half the
damage to Kabuto (rounded down to nearest 10). (Any other effects of attacks 
still happen.) This power stops working while Kabuto is Asleep, Confused, or 
Paralyzed. 

Attack: [1] Scratch (10) 

                        *******************************                        

C33: Kabutops 
Evolution: Stage 2 - evolves from Kabuto 9/62 
Rarity: Holo Type: Fighting HP: 60 
Weakness: G Resistance: -- Retreat: 1 
Species: Shellfish L30 #141 

Attack: [FF] Sharp Sickle (30) 

Attack: [FFFF] Absorb (40) Remove a number of damage counters from Kabutops 
equal to half the damage done to Defending Pokemon (after applying Weakness and
Resistance) (rounded up to the nearest 10). If Kabutops has fewer damage 
counters than that, remove all of them. 

                        *******************************                        

C34: Aerodactyl 
Evolution: Stage 1 - evolves from Mysterious Fossil 1/62 
Rarity: Holo Type: Fighting HP: 60 
Weakness: G Resistance: F -30 Retreat: 2 
Species: Fossil L28 #142 

Pokemon Power: "Prehistoric Power" No more Evolution cards can be played. This 
power stops working while Aerodactyl is Asleep, Confused, or Paralyzed. 

Attack: [3] Wing Attack (30) 

                        *******************************                        

A38: Snorlax 
Evolution: Basic Pokemon 11/64 
Rarity: Holo Type: Colorless HP: 90 
Weakness: F Resistance: P -30 Retreat: 4 
Species: Sleeping L20 #143

Pokemon Power: "Thick Skinned" Snorlax can't become Asleep, Confused, 
Paralyzed, or Poisoned. This power can't be used if Snorlax is already Asleep, 
Confused, or Paralyzed. 

Attack: [4] Body Slam (30) Flip a coin. If heads, the Defending Pokemon is now 
Paralyzed. 

                        *******************************                        

C21: Articuno 
Evolution: Basic Pokemon 2/62 
Rarity: Holo Type: Water HP: 70 
Weakness: -- Resistance: F -30 Retreat: 2 
Species: Freeze L35 #144  

Attack: [WWW] Freeze Dry (30) Flip a coin. If heads, the Defending Pokemon is 
now Paralyzed. 

Attack: [WWWW] Blizzard (50) Flip a coin. If heads, this attack does 10 damage 
to each of your opponent's Benched Pokemon. If tails, this attack does 10 
damage to each of your own Benched Pokemon. (Don't apply Weakness and 
Resistance for Benched Pokemon.) 

                        *******************************                        

P03: Articuno 
Evolution: Basic Pokemon 15/32
Rarity: Promo Type: Water HP: 100
Weakness: -- Resistance: F -30 Retreat: 2
Species: Freeze L37 #144

Pokemon Power: "Quickfreeze" When you put Articuno into play during your turn 
(not during set-up), flip a coin. If heads, the Defending Pokemon is now 
Paralyzed.

Attack: [WWW] Ice Breath (40) Does 40 damage to 1 of your opponent's Pokemon 
chosen at random. Don't apply Weakness and Resistance for this attack. (Any 
other effects that would happen after applying Weakness and Resistance still 
happen.)

                        *******************************                        

A24: Zapdos 
Evolution: Basic Pokemon 16/102 
Rarity: Holo Type: Lightning HP: 90 
Weakness: -- Resistance: F -30 Retreat: 3 
Species: Lightning L64 #145 

Attack: [1LLL] Thunder (60) Flip a coin. If tails, Zapdos does 30 damage to 
itself. 

Attack: [LLLL] Thunderbolt (100) Discard all Energy Cards attached to Zapdos to
use this attack. 

                        *******************************                        

C27: Zapdos 
Evolution: Basic Pokemon 15/62 
Rarity: Holo Type: Lightning HP: 80 
Weakness: -- Resistance: F -30 Retreat: 2 
Species: Lightning L40 #145

Attack: [LLLL] Thunderstorm (40) For each of your opponent's Benched Pokemon, 
flip a coin. If heads, this attack does 20 damage to that Pokemon. (Don't apply
Weakness and Resistance for Benched Pokemon.) Then, Zapdos does 10 damage times
the number of tails to itself. 

                        *******************************                        

P10: Zapdos 
Evolution: Basic Pokemon 22/32
Rarity: Promo Type: Lightning HP: 100
Weakness: -- Resistance: F -30 Retreat: 2
Species: Lightning L68 #145

Pokemon Power: "Peal of Thunder" When you put Zapdos into play during your turn
(not during set-up), do 30 damage to a Pokemon other than Zapdos chosen at 
random. (Don't apply Weakness and Resistance.) 

Attack: [LLL] Big Thunder Choose a Pokemon other than Zapdos at random. This 
attack does 70 damage to that Pokemon. Don't apply Weakness or Resistance for 
this attack. (Any other effects that would happen after applying Weakness and 
Resistance still happen.)

                        *******************************                        

C14: Moltres 
Evolution: Basic Pokemon 12/62 
Rarity: Holo Type: Fire HP: 70 
Weakness: -- Resistance: F -30 Retreat: 2 
Species: Flame L35 #146 

Attack: [R] Wildfire You may discard any number of Energy cards attached to 
Moltres when you use this attack. If you do, discard that many cards from the 
top of your opponent's deck. 

Attack: [RRRR] Dive Bomb (80) Flip a coin. If tails, this attack does nothing. 

                        *******************************                        

P02: Moltres
Evolution: Basic Pokemon 14/32
Rarity: Promo Type: Fire HP: 100
Weakness: -- Resistance: F -30 Retreat: 2
Species: Flame L37 #146

Pokemon Power: "Firegiver" When you put Moltres into play during your turn (not
during set-up), put from 1 to 4 (chosen at random) R energy cards from your 
deck into your hand. Shuffle your deck afterward. 

Attack: [RRR] Dive Bomb (70) Flip a coin. If tails, this attack does nothing. 

                        *******************************                        

C44: Dratini 
Evolution: Basic Pokemon 26/102 
Rarity: Uncommon Type: Colorless HP: 40 
Weakness: -- Resistance: P -30 Retreat: 1 
Species: Dragon L10 #147 

Attack: [1] Pound (10) 

                        *******************************                        

C45: Dragonair 
Evolution: Stage 1 - evolves from Dratini 18/102 
Rarity: Rare Type: Colorless HP: 80 
Weakness: -- Resistance: P -30 Retreat: 2 
Species: Dragon L33 #148 

Attack: [3] Slam (30×) Flip 2 coins. This attack does 30 times number of heads.
Attack: [4] Hyper Beam (20) If the defending Pokemon has Energy Cards attached,
choose 1 and discard. 

                        *******************************                        

C46: Dragonite 
Evolution: Stage 2 - evolves from Dragonair 4/62 
Rarity: Holo Type: Colorless HP: 100 
Weakness: -- Resistance: F -30 Retreat: 1 
Species: Dragon L45 #149 

Pokemon Power: "Step In" Once during your turn (before you attack) if Dragonite
is on your Bench, you may switch it with your Active Pokemon. 

Attack: [4] Slam (40×) Flip 2 coins. This attack does 40 damage times the 
number of heads. 

                        *******************************                        

P16: Dragonite
Evolution: Stage 2 - evolves from Dragonair 28/32
Rarity: Promo Type: Colorless HP: 100
Weakness: -- Resistance: F Retreat: 2
Species: Dragon L41 #149 

Pokemon Power: "Healing Wind" When you put Dragonite into play, remove 2 damage
counters from each of your Pokemon. If a Pokemon has fewer damage counter than 
that, remove all of them from that Pokemon.

Attack: [3] Slam (30x) Flip 2 coins. This attack does 30 damage times the 
number of heads.

                        *******************************                        

D35: Mewtwo 
Evolution: Basic Pokemon 10/102 
Rarity: Holo Type: Psychic HP: 60 
Weakness: P Resistance: -- Retreat: 3 
Species: Genetic L53 #150 

Attack: [1P] Psychic (10+) Does 10 damage plus 10 more damage for each Energy 
Card attached to the defending Pokemon. 

Attack: [PP] Barrier Discard 1 Psychic Energy Card in order to prevent all 
effects of attacks, including damage, done to Mewtwo during opponent's next 
turn. 

                        *******************************                        

P12: Mewtwo
Evolution: Basic Pokemon 24/32
Rarity: Promo Type: Psychic HP: 70
Weakness: P Resistance: -- Retreat: 2
Species: Genetic L60 #150

Attack: [P] Energy Absorption Choose up to 2 Energy Cards from your Discard 
Pile and attach them to Mewtwo.

Attack: [PPC] Psyburn (40) 

                        *******************************                        

(Note: This card is the same as the above, only with a different illustration 
as compared to the other.)

P13: Mewtwo
Evolution: Basic Pokemon 25/32
Rarity: Promo Type: Psychic HP: 70
Weakness: P Resistance: -- Retreat: 2
Species: Genetic L60 #150

Attack: [P] Energy Absorption Choose up to 2 Energy Cards from your Discard 
Pile and attach them to Mewtwo.

Attack: [PPC] Psyburn (40) 

                        *******************************                        

C37: Mew
Evolution: Basic Pokemon 0/62
Rarity: Rare Type: Psychic HP: 50
Weakness: P Resistance: -- Retreat: 1
Species: New Species L23 #151

Attack: [P] Psywave (10x) Does 10 damage times the number of energy cards 
attahced to the Defending Pokemon.

Attack: [PP] Devolution Beam Choose an Evolved Pokemon (your own or your 
opponent's), return the highest stage Evolution Card on that Pokemon to it's 
player's hand.) 

                        *******************************                        

P14: Mew
Evolution: Basic Pokemon 26/32
Rarity: Promo Type: Psychic HP: 40
Weakness: P Resistance: -- Retreat: 1
Species: New Species L8 #151

Pokemon Power: "Neutralizing Shield" Prevent all effects of attacks, including 
damage, done to Mew by evolved Pokemon (excluding your own). This power stops 
working while Mew is Asleep, Confused, or Paralyzed. 

Attack: [P] Psyshock (10) Flip a coin. If heads, the Defending Pokemon is now 
Paralyzed. 

                        *******************************                        

PXX: Mew
Evolution: Basic Pokemon 32/32
Rarity: Promo Type: Psychic
Weakness: P Resistance: -- Retreat: --
Species: New Species L15 #151

Attack: [PC] Mystery Attack Does a random amount of damage to the Defending 
Pokemon and may cause a random effect to the Defending Pokemon. 

                        *******************************                        

The above lists will hopefully give you a feeling of all the Pokemon Cards.
If not, contact me (section 1) and specify your query.

-------------------------------------------------------------------------------
===============================================================================
     *** 7: Card Ratings     *** 
===============================================================================
-------------------------------------------------------------------------------

I will give each card a complete, thorough rating based on my own experience 
with the card. These ratings are not biased in any way; if you have a different
opinion of a card, or would like to add something, please feel free to send me
an email. Each card will get a rating from 0-10, and their meanings are below.
Also, x.5 on a card means it is better than the lower number (x), but worse
than the higher one (x + 1).

Also note that I will expect you to know about archetypes, basic rules of the
game, and a couple other things in my ratings. Please read section 4 fully
before proceeding. The Combos I have thought up are incomplete; please add
anything you can to them by contacting me.

And so, let the praising and/or bashing begin...

                        *******************************                        

Rating Guidelines for Pokemon:

0: Useless. The plastic (or pixels, as the case is) that it's made of is worth
more than the card itself. You'll worsen your deck by playing it.

1: Horrible. This card should never be played, unless insisted by a strategy or
deck type. The attacks/effects of the card are just plain unworthwile.

2: Bad. The cards here should rarely be played, since they do little to improve
your deck. Don't bother, unless you want to evolve it quickly.

3: Poor. Many unevolved forms fall into this category. These cards have little
HP and bad attacks. Use them mainly to evolve.

4: Borderline. The card is playable under some conditions. Use it as a support
card, not your leading offense.

5: Average. This is a so-so addition to your deck. Heck, it might even kill a
thing or two, or at least weaken it for better Pokemon to kill.

6: Decent. Many Stage 1 Pokemon go here. The attacks and defense of the Pokemon
Card are pretty good. Use some of these.

7: Good. It'll be worth your while to put these cards in your deck. Good cards
will Knock Out some foes, and coupled with Trainers, they become even better!

8: Great. Use many of these cards! They're mostly Stage 2 Pokemon, specializing
on a variety of good moves.

9: Wonderful. These cards are able to cover up weaknesses well while posing a
big threat to your foe at the same time. Highly recommended for using in decks.

10: Perfect. These cards are the top of the pack. They can't be made better in
practically any way. 

                        *******************************                        

 A01: Nidoran M L20, Basic

A decent Pokemon to use at the beginning of battle. Its Horn Hazard is risky,
but it could mean a quick end to Magikarps and Geodudes on your first turn. 40
HP is low, and the Retreat is common for a Basic. Nidoran's weakness is not a
huge one, as Psychics are not very abundant. Just wait until it evolves, and it
will be quite formidable!

 Rating: 4/10

                        *******************************                        

 A02: Nidorino L25, Stage 1

Very nice... If you started with Bulbasaur and Friends, you'll notice that
Nidorino constantly becomes your main attacking force. Horn Drill is one of the
best Grass moves, and Double Kick isn't bad for a second choice. Retreat and HP
are both average, but with a couple of Potions, Nidorino can last a while! Go
and evolve it if you want, but Nidorino's good as it is.

 Rating: 7/10

                        *******************************                        

 A03: Tangela L12, Basic

A 50 HP Pokemon that doesn't evolve and can deal only 10 damage at a time isn't
my idea of "good". And Tangela's just that. Two Retreat means it's slow at
getting out, and Stun Spore and Poison Whip are just too weak to cause decent
damage. Plus, who's heard of 20 damage (10 from Poison) from 3 Energys? Tangela
just doesn't have what it takes to be a good Grass type.

 Rating: 2/10

                        *******************************                        

 A04: Scyther L25, Basic

A great Pokemon for the Haymaker deck (section 4.5), the praying mantis with 
two cool scythes has it all... The potential to do 60 damage on Turn 2, ZERO
Retreat Cost, Resistance to Fighting, 70 HP. This, folks, is the card that
halved Hitmonchan/Farfetch'ds' popularities. It can fit into any deck, due to
the use of Colorless Energys, and it was a great starting Pokemon because it
can switch back any time. It's just that good.

 Rating: 9.5/10

                        *******************************                        

 A05: Pinsir L24, Basic

Another decent addition to your Grass deck, Pinsir uses powerful attacks to 
overwhelm his enemies. But, he has some setbacks. A long preparation time, 1 
Retreat Cost (compared to Scyther's 0), and no Resistance. Many people use 
Pinsir in their decks to show off its true identity: a Fighting Pokemon of the
Grass type.

 Rating: 6/10

                        *******************************                        

 A06: Charmander L10, Basic

Yay, good ol' Charmander. The unevolved form of the Energy-draining beasts is
the weakest, but also the easiest to set up. 50 HP is decent for a Basic, and
Ember is solid, assuming you don't run out of Energy. If you do, you'll have to
go with the much less appealing Scratch. The problem with Charmander is its
type: the large number of Rain Dance decks in the real world leaves it
scampering away, trying to save its tail.

 Rating: 4/10

                        *******************************                        

 A07: Charmeleon L32, Stage 1

Many decks stop their Char-velutions at Charmeleon, fearing Charizard will make
their Energys burn like kindling. Charmeleon, with its trusty Flamethrower, can
do wonders for your Fire deck. Couple it with a Fossil Magmar as backup, and
you're set! You have to love the lizard's 80 HP, too. I suggest benching it if
you want to go to Charizard.

 Rating: 6/10

                        *******************************                        

 A08: Growlithe L18, Basic

Players (me included) have disputed about whether to have Arcanine or Ninetails
in their Fire decks. Granted, Growlithe is much better then its five-tailed
counterpart, but it's essentially a toss-up between the Legendary Dog or the 
Mystical Fox. Fire Blast has Lured (no pun intended) duelists into Ninetails,
but you have to think about one thing: is Vulpix likely to survive the turns
before evolution? Growlithe is certainly better.

 Rating: 4.5/10

                        *******************************                        

 A09: Arcanine L45, Stage 1

As mentioned in the previous story, Arcanine and Ninetails have been in war 
ever since the start of the TCG. The lupine has two solid moves, while the
vulpine has one VERY good move. So, you should test them both out, and see
which type fits you. Arcanine, despite its EVIL Retreat Cost, can take a lot of
damage before perishing.

 Rating: 7.5/10

                        *******************************                        

 A10: Ponyta L10, Basic

Very fast to set up, but very fast to kill. That's Ponyta, the 40 HP horse who
boasts two good attacks. Keep it on the Bench until needed, and retreat as soon
as you're finished. Be aware, since two Stretch Kicks can kill it! Well, just
wait for it to evolve into Rapidash...

 Rating: 3/10

                        *******************************                        

 A11: Magmar L24, Basic

Stick with the Fossil Magmar. Granted, both Magmar's attacks are more powerful
than his counterpart's, but Smokescreen and Smog are just that much more
annoying. Plus, 50 HP versus 70 HP makes it an easy decision. Flamethrower is 
good, but Arcanine can use the same attack and have twice the HP.

 Rating: 3.5/10

                        *******************************                        

 A12: Seel L12, Basic

Its HP is the only thing going for it. Everything else...sucks. It could take
years for Seel to Headbutt its way past your foe, and that's its only attack!
This is little more than a pseudo-staller and a stepping stone for the 
formidable Dewgong.

 Rating: 2.5/10

                        *******************************                        

 A13: Dewgong L42, Stage 1

Without Rain Dance, it's slow as a pig to attack and retreat. With it, though,
This sea lion becomes a killing machine. Get powered up in a single turn and
attack for 50 damage. Yeah, I like that. Just don't get it electricuted! And
make sure Blastoise doesn't die, since Dewgong pretty much relies on its help.
Use Aroura Beam instead of Ice Beam, except on gamble situations.

 Rating: 7.5/10

                        *******************************                        

 A14: Goldeen L12, Basic

Well, both it and Seel evolve to be formidable Pokemon, but as it stands right
now, their pre-evolved forms both suck. It's a good idea to put the same amount
of Goldeens as Seakings, so you won't get stuck with a particular Pokemon. The
thing good about Goldeen is its free Retreat, so pull it out in a tight spot.

 Rating: 2.5/10

                        *******************************                        

 A15: Seaking L28, Stage 1

It's sort of like Electabuzz in attacks, without the side effects. Waterfall
can do decent damage, and only Porygon can have Water Resistance. High HP and
low Retreat Cost makes Seaking a good investment for your deck. It can even be
used in non-Rain Dance decks, because its strongest attack only requires two
Energys to execute.

 Rating: 7/10

                        *******************************                        

 A16: Staryu L15, Basic

Could this be? A Pokemon that's actually BETTER than its evolved form? Yes, the
quick-attacking Staryu can attack for 20 damage for one Energy, while Starmie
has to have three to do the same and possibly a side effect. Saying it's better
than Starmie doesn't mean it's good, though. Staryu is very weak in terms of 
defense, and will be downed in 1-2 turns.

 Rating: 3.5/10

                        *******************************                        

 A17: Magikarp L8, Basic

Back in the days of Red, Blue, and Yellow, the King of the Karp was really
screwed. Now, things have changed - now he sucks even more. Thirty HP means it
can fall to a single blow, and Tackle and Flail can do only 20 damage maximum.
Do everyone a favor and leave this fish back where it belongs, unless you're
attempting to evolve it. But tough luck for you if you get only a Magikarp in
the beginning of the game!

 Rating: 0.5/10

                        *******************************                        

 A18: Gyarados L41, Stage 1

Don't take me wrong, Gyarados is a great Pokemon, on par with Dewgong. The one
major setback: Magikarp has just about 1 turn to evolve. With that, I will
proceed and recommend the Sea Lion to your Water deck. the atrocious dragon,
ruined by a fish... If you do get it powered, though, it is quite good and a
Grass weakness (instead of Lightning) will come in handy.

 Rating: 8/10 (not taking evolution into account)

                        *******************************                        

 A19: Pikachu L12, Basic

It's basically a majorly downgraded Electabuzz that can evolve. Everyone's
favorite electric rat has a good attack, but the 40 HP won't last very long.
stick with Jungle Pikachu, as it has more HP and can attack the opponent's 
Bench without hurting itself. Even better, replace all the Pikachus with
Electabuzz and Jolteon, since they do the job better.

 Rating: 3.5/10

                        *******************************                        

 A20: Raichu L40, Stage 1

A powerhouse of sorts, this is the better out of the two Raichus in the game. 
Agility is kinda expensive for 20 damage and perhaps invincibility. Thunder is
great on doing damage, but the risk of recoil tampers the attack. Very good HP
and good Retreat Cost both help to make Raichu a pretty good addition to many
Lightning decks.

 Rating: 7/10

                        *******************************                        

 A21: Magnemite L13, Basic

Thundershock is annoying but unreliable, and Selfdestruct should be used only
in emergencies, as it damages your own Bench. While Magnemite is easy to win
early in the game, it should be replaced with better Pokemon, like Electabuzz
and Raichu, after some progress.

 Rating: 3/10

                        *******************************                        

 A22: Magneton L28, Stage 1

It's just a magnified version of Magnemite, with a significant increase of HP
and attack power. But for what? Thunder Wave now needs many more Energys, and
Selfdestruct will still make the magnet kill itself. Sixty HP is pretty low,
too. Magneton can be powerful when powered up. But hey, so can Exeggutor. And
the coconut-head can do so much more.

 Rating: 4/10

                        *******************************                        

 A23: Electabuzz L35, Basic

One of the Haymaker's foundations, Electabuzz is probably one of the most
versatile Lightning Pokemon. It's extremely quick to set up, and 70 HP means it
can go for a while. There are two minor setbacks: a Fighting Weakness and a 
semi-high Retreat Cost. Those two factors probably stop Electabuzz from being
extremely broken.

 Rating: 8.5/10

                        *******************************                        

 A24: Zapdos L64, Basic

You take one look at this card, and see attacks doing 60 and 100 damage. You
take another look, and you see 3 Retreat Cost, 4 Energys needed for attacking, 
and two NASTY side-effects. If the opponent has just 10 HP left, Zapdos will 
have to risk 30 HP or have all its Energys taken in order to do that 10 damage.
Zapdos' weaknesses greatly outweigh its strengths, and it is rendered nearly 
unplayable. And it doesn't even have a nifty Pokemon Power like Charizard.

 Rating: 2/10

                        *******************************                        

 A25: Diglett L8, Basic

If this guy had just 20 more HP, it would've almost earned a part in the
Haymaker. But it doesn't, and now it serves mainly as a Basic Pokemon to
evolve. Mud Slap is decet and fast to execute, and Free Retreat is always good.
However, it is tied for lowest HP, and that is its one major flaw. Some people
like to annoy others by repeatedly flinging Digletts at the opponent.

 Rating: 3.5/10

                        *******************************                        

 A26: Dugtrio L36, Stage 1

Slash is very good, and a Lightning Resistance is always welcome. Dugtrio's Hit
Points have greatly improved from its predecessor, making it more versatile.
Earthquake is risky since it only does damage to your own Bench, and it still
can't survive a good Grass attack. Put this in your Rock deck if you wish, but
keep in mind that there are better choices.

 Rating: 5.5/10

                        *******************************                        

 A27: Machop L20, Basic

It's one of two Fighting Pokemon that can do 20 damage on the first turn, and
some consider it better than its Stage 1 Evolution. Everything else is pretty
much standard for a Basic Pokemon. It can kill Magnemites and Pikachus in one
hit, so that's a plus.

 Rating: 4/10

                        *******************************                        

 A28: Hitmonchan L33, Basic

Another superb Haymaker Pokemon, Hitmonchan is extremely fast in executing its
two attacks, Jab and Special Punch. 70 HP is good for a Basic attacker, but
don't try this Pokemon against Ghosts, Flyers, or Poison, since you'll have a
hard time doing damage to them. Before the Base Expansions were introduced,
Hitmonchan was basking in glory. Now that Fossil and Jungle are existant,
Scyther (and maybe Magmar) have competed for this position.

 Rating: 8.5/10

                        *******************************                        

 A29: Abra L10, Basic

It's just a card made to evolve, and nothing else. Since Kadabra and Alakazam
are both very good, Abra was made very weak so opponents could take it out
early. Very bad in terms of attacks, and even worse when it comes to defense,
Abra should be left in the Bench in the wait for evolution.

 Rating: 1.5/10

                        *******************************                        

 A30: Kadabra L38, Stage 1

One of the few Psychic powerhouses, Kadabra boasts a very damaging attack,
especially for a Psychic type. Its Recover can be helpful in tight situations,
and many people use this instead of Alakazam as a final Abra evolution, since
Alakazam's Confuse Ray is far inferior. This is a neccessity in any Psychic
deck, the real choice lies in whether to evolve it or not.

 Rating: 6.5/10

                        *******************************                        

 A31: Rattata L9, Basic

Rattata's Bite attack is effective and fast, and it has no Retreat Cost. But,
it has only 30 HP, and also a Fighting Weakness. A very common card at the
game's beginning, Rattata should be replaced with a better Pokemon as soon as
you find one.

 Rating: 2/10

                        *******************************                        

 A32: Raticate L41, Stage 1

Super Fang can put a huge dent in a Chansey, but it's useless against Magikarp
and other low HP Pokemon. Bite is still the same from its pre-evolved form.
Does the increased Hit Points and attack potential make Raticate worthwhile in
a deck? In most cases, no, since there are better monsters out there.

 Rating: 4/10

                        *******************************                        

 A33: Jigglypuff L14, Basic

This is the best Jigglypuff of the many variations existant in the Pokemon 
Trading Card Game. Lullaby is a decent sleep-inducer, and Pound is a good
attack. 60 HP is pretty good for a Basic Pokemon, and there is always Psychic
Resistance as an extra bonus. For a Wigglytuff Do The Wave deck, this is the
Jigglypuff of choice to evolve.

 Rating: 4.5/10

                        *******************************                        

 A34: Wigglytuff L36, Stage 1

Do The Wave is Wigglytuff's main (and perhaps only) selling point, and is the 
base of a major archetype (see section 4.5). With a full Bench, you are able to
do 60 damage per turn off of 3 Colorless Energys, and no drawbacks. Lullaby is
a half-decent stall, and 80 HP is good. If you can accompany Wigglytuff with
the right amount of Pokemon and Trainers, you will become very formidable.

 Rating: 8/10

                        *******************************                        

 A35: Meowth L14, Basic

Cat Punch is very unpredictable, but it may Knock Out your opponent's damaged
Pokemon on the Bench. Apart from that, Meowth doesn't really have any unique
traits. 50 HP is average, and the Weakness/Resistance are both standard for
Colorless Pokemon. Use this Meowth if you want to evolve it, but the fact that
this is better than the other one doesn't say much...

 Rating: 3/10

                        *******************************                        

 A36: Chansey L55, Basic

The huge, popular, formidable Staller, what Chansey lacks in offense is more
than made up for in its monstrous defense. 120 HP for a Basic Pokemon is 
unmatched in the whole game, and Scrunch simply improves it even more. Double-
Edge is very risky, as your Chansey gets very hurt in the recoil. It's good for
Damage Swap (section 4.5) and other stall decks. The Psychic Resistance and a
single Retreat Cost makes Chansey a tough egg to crack.

 Rating: 8.5/10

                        *******************************                        

 A37: Kangaskhan L40, Basic

Like Chansey, this kangaroo Pokemon's main purpose is Stalling. With 30 less
Hit Points compared to the egg Pokemon, Kangaskhan makes up for this with its
highly useful Fetch attack, which is like a Bill that can be used infinitely
and counts as an attack. Unfortunately, Comet Punch and 3 Retreat Cost makes
Kangaskhan inferior to Chansey, albeit not by much. Use this as a Staller if
you need more than four.

 Rating: 7/10

                        *******************************                        

 A38: Snorlax L20, Basic

With the two great Stallers listed above, one must wonder what help Snorlax can
add to a Stall deck. The answer lies hugely in its Pokemon Power, which will
prevent this big blob from any status effects. This can be majorly useful,
especially against Paralyzation. Other than that, Snorlax is plagued with a
mediocre attack and FOUR Retreat. Use the Stallers above instead.

 Rating: 5/10

                        *******************************                        

 A39: Professor Oak (T)

How can a non-Stall deck not have one of these? Getting a brand new start is
simply wonderful, as it can reveal new cards and open up new options. The
drawback? Overuse of Oak will cause one to run out of cards and lose the game.
Don't put too many, but a couple of Professors will greatly help out your
strategy. Preferred over Bill because it can bail you out of problems, like
running out of Basic Pokemon to play.

 Rating: 9/10

                        *******************************                        

 A40: Bill (T)

A very common sight in any deck, Bill will give you two additional cards at the
expense of it being discarded. Is this helpful? Yes and No. Bill can be a great
opportunity to get some more cards, but using it too much will cause the user
to deck out faster. Furthermore, if Bill is drawn at the start of a turn, no
additional cards will be gained. Why?

 At the beginning of the turn, you get Bill. Bill doesn't count as a card since
 it does nothing except give you more cards. So, you've wasted a card. If you
 play Bill and get two cards, you waste Bill by discarding it. That's wasting
 two cards and getting two cards.

So, although very helpful when played right, Bill has its disadvantages and
could be replaced with other cards that actually have an effect.

 Rating: 7.5/10

                        *******************************                        

 A41: Switch (T)

Switch isn't as good as many beginners think it is. At the cost of using a
card, you are able to exchange your Active Pokemon without paying its Retreat
Cost or any status effects. This may be good on high Retreat Pokemon, like
Snorlax and Golem, but who uses lots of those anyway? So, Switch essentially 
becomes a Full Heal that switches Pokemon, and Full Heal is better.

 Rating: 2.5/10

                        *******************************                        

 A42: Poke Ball (T)

The major downside of this card is the coin-flip usage. If you flip tails, you
have wasted a card in your precious space and that card has done nothing. So,
Poke Ball is unreliable and unworth your time. Plus, you can only search for 
Basic Pokemon, not evolutions. Pokemon Trader is much better, since not only do
you get a Pokemon you want, you also get rid of one that you don't want.

 Rating: 2.5/10

                        *******************************                        

 A43: Scoop Up (T)

At the expense of giving up all cards attached to a Pokemon, one may return it
to his/her hand. Why is this good? All damage counters attached to the Pokemon
are removed, and you can play it again, fresh, from your hand. This is a great
strategy in Stall Decks (section 4.5), where Stallers are Scooped Up so they 
can take more damage. Pokemon Center is better than this, though, because you
don't have to discard Evolution Cards/Pluspowers, etc.

 Rating: 5/10

                        *******************************                        

 A44: Computer Search (T)

A great search card, Computer Search is the only card that lets you choose any
card from your deck. This is very good when you're looking for a particular
card, but it does have drawbacks, like having to discard 3 cards to draw one.
Use this in certain fast decks when you're looking for Pokemon Breeder, etc.
Other alternatives include Pokemon Trader and Energy Search.

 Rating: 6/10

                        *******************************                        

 A45: Pluspower (T)

Perhaps Pluspower is the sneakiest card in the whole Pokemon Trading Card game,
since it can instantly ruin your opponents' strategies. The key to Pluspower is
never to let your opponent see it coming. It should be used to Knock Out the
defender the same round you use it. Very effective in many decks, Pluspower
certainly is worth the seemingly trivial 10 extra damage it provides.

 Rating: 9/10

                        *******************************                        

 A46: Defender (T)

Similar to its above relative, Defender brushes up on a Pokemon's defense,
allowing it to take 20 more damage. This is worse than it sounds: If you use
Defender, your opponent might just not attack, and you've wasted the card plus
are vulnerable to a next-turn attack. The good thing about it is you can use
a self-damaging attack with it equipped and take less damage, and it will still
be effective on your opponent's turn.

 Rating: 4/10

                        *******************************                        

 A47: Item Finder (T)

Being the only Trainer that lets you bring back other Trainers from your
Discard Pile, Item Finder deserves some merit. But, there are two drawbacks:
you may not have anything good in your Discard Pile, and the three cards it
requires to discard could be filled in with THREE additional Trainers; that's
much better than the ONE Trainer Item Finder retrieves.

 Rating: 3/10

                        *******************************                        

 A48: Potion (T)

Removing 20 damage to a Pokemon might not seem like a lot, but your opponent
will have to go through more turns for it to destroy your Pokemon. Potion is
quick, effective, and annoying when used right, plus it gives you several extra
turns to power up your Pokemon. It doesn't hurt to put 2-4 of these in ANY
deck, especially Stalls.

 Rating: 7.5/10

                        *******************************                        

 A49: Full Heal (T)

Full Heal is an iffy card. It will restore your Pokemon to good health, and
that is useful when your Pokemon is both Poisoned and Confused. But, consider
the other methods that do the same thing: Scoop Up, Switch, and Retreating your
Pokemon. The third option is usually better than Full Heal, but you *could* put
just one in case you get paralyzed...

 Rating: 4/10

                        *******************************                        

 A50: Revive (T)

Well, it's better than Recycle because of the Coin Flip and the fact that you
can't use the Recycled Pokemon on the same turn. But, it's not really that
good. Having to put damage counters on the Pokemon right when it's played is a
bummer, and the Revived Pokemon is a big Stretch Kick/Spark target. Play it if
you want more Eeveelutions than Eevees, but nothing else.

 Rating: 2.5/10

                        *******************************                        

 A51 (E01): Grass Energy (E)

Basic Energys are the bases of the Pokemon Card Game (kinda like Land in Magic
and Money in Monopoly). You can rarely win a game without Energys. Add lots of
these to your deck. Always.

 Rating: 10/10

                        *******************************                        

 A52 (E02): Fire Energy (E)

Basic Energys are the bases of the Pokemon Card Game (kinda like Land in Magic
and Money in Monopoly). You can rarely win a game without Energys. Add lots of
these to your deck. Always.

 Rating: 10/10

                        *******************************                        

 A53 (E03): Water Energy (E)

Basic Energys are the bases of the Pokemon Card Game (kinda like Land in Magic
and Money in Monopoly). You can rarely win a game without Energys. Add lots of
these to your deck. Always.

 Rating: 10/10

                        *******************************                        

 A54 (E04): Lightning Energy (E)

Basic Energys are the bases of the Pokemon Card Game (kinda like Land in Magic
and Money in Monopoly). You can rarely win a game without Energys. Add lots of
these to your deck. Always.

 Rating: 10/10

                        *******************************                        

 A55 (E05): Fighting Energy (E)

Basic Energys are the bases of the Pokemon Card Game (kinda like Land in Magic
and Money in Monopoly). You can rarely win a game without Energys. Add lots of
these to your deck. Always.

 Rating: 10/10

                        *******************************                        

 A56 (E06): Psychic Energy (E)

Basic Energys are the bases of the Pokemon Card Game (kinda like Land in Magic
and Money in Monopoly). You can rarely win a game without Energys. Add lots of
these to your deck. Always.

 Rating: 10/10

                        *******************************                        

 B01: Bulbasaur L13, Basic

Just like Squirtle and Charmander, the third of the "starters" is also weak.
Its attack does fair damage and has a pleasant side effect, but two Grass 
Energys mean it will have to survive at least one hit. And with 40 HP, taking
the chance is risky. It's better to power this up and evolve it on the Bench,
and send it out once ready.

 Rating: 3/10

                        *******************************                        

 B02: Ivysaur L20, Stage 1

It's a great step up from Bulbasaur, really. Its attacking potential has 
increased quite a bit, and so has its Hit Points. But, the attack cost is 
fairly high, and it may take some time for Ivysaur to power up. But work on
energizing it on the Bench with Scyther to stall, and you'll have a great
attacking force once the time comes.

 Rating: 5.5/10

                        *******************************                        

 B03: Venusaur L67, Stage 2

If an entire archetype revolves around a single card, that specific card is
bound to be good. This is the case with the Energy Trans Venusaur, whose 
Pokemon Power sparked many ideas. 100 HP, Solarbeam, and 2 Retreat (instead of
three) are always good to have. And when you've stashed lots of Energy on a
Pokemon and want to give the Energy to a better Pokemon, Energy Trans lets you
do so, without drawbacks. 

 Rating: 8.5/10

                        *******************************                        

 B04: Caterpie L13, Basic

One of the most annoying, common Pokemon in the RPG series returns in the
Trading Card Game with no special statistics or unique attacks. Caterpie is a
mundane, weak creature with a very low 40 HP, a single attack that takes ages
to deal damage, and a poor evolution line. Caterpie is just not worth the time
in any deck; Weedle or Nidoran M are almost always better choices.

 Rating: 2/10

                        *******************************                        

 B05: Metapod L21, Stage 1

If this cocoon Pokemon weren't plagued with a rotten predessor, it would be
much more used. Metapod is pretty good in terms of stats: a big bunch of HP, a
decent defensive move, and a good attack. Stiffen is to frustrate any Pokemon
that needs to attack fast and furious. Stun Spore does reasonable damage and
Paralyzes effectively. Many players keep this as the last stage of this
evolution chain.

 Rating: 5/10

                        *******************************                        

 B06: Butterfree L28, Stage 2

Whirlwind simply prolongs the time it takes for you to Knock Out the defender,
as it switches back and forth between Pokemon. Mega Drain is very costly, and
has a mediocre effect of a Potion for four Energys. Its HP is not bad, and
Fighting Resistance is good, but the time it takes for this butterfly to get
powered up really degrades its ranking.

 Rating: 4.5/10

                        *******************************                        

 B07: Weedle L12, Basic

The counterpart to Caterpie, this caterpillar packs more of a punch with its
single attack, with Poison instead of Paralyzation. The only thing is, Poison
only needs to be cast once for an ongoing effect, so further coin flips are
useless after the first Heads. Poison Sting is what makes Weedle better than 
its green "clone".

 Rating: 3/10

                        *******************************                        

 B08: Kakuna L23, Stage 1

Just like Metapod, Kakuna represents the second stage of the insect growing
process. Its HP, attacks, and Retreat are comparable to Metapods; the only
difference is the evolution chain: Butterfree is just not good enough compared
to Beedril, making this Pokemon more apt to do well in your deck. Evolve it as
soon as possible.

 Rating: 5.5/10

                        *******************************                        

 B09: Beedril L32, Stage 2
Very good... Beedril's Poison Sting is the main selling point, though; not many
Pokemon can survive a 40 damage poisoning attack. Other than this attack,
Twineedle isn't very good. But, Fighting Resistance and no Retreat cost make
this Pokemon better than its butterfly companion. 80 HP is also not bad for a
final evolution.

 Rating: 7/10

                        *******************************                        

 B10: Nidoking L48, Stage 2

Nidoking was once on the height of popularity when players found this was the
only Pokemon that could kill Mr. Mime in one hit. It's pretty good in its own
right, with two solid attacks. Thrash is like Thunderpunch or something, but
needs one more Energy to execute. Toxic's unique poison is great for rapidly
consuming the opponent's health. Retreat and Weakness are not good, though.

 Rating: 7.5/10

                        *******************************                        

 B11: Bellsprout L11, Basic

So you see the stats and it's pretty normal and bland for a Basic Grass type
Pokemon. Your eyes aren't decieving you. This Pokemon is just another one of
many, and with its terrible evolution line (mainly Victreebell), it's not going
to get anywhere fast.

 Rating: 2/10

                        *******************************                        

 B12: Weepinbell L28, Stage 1

Hey, what a surprise! A bland Basic Pokemon evolves into a bland Stage 1
Pokemon! It's very simple, but, unlike its predessor, can actually produce some
probable results in its two attacks. It's kind of like Ivysaur or Gloom, but
those Pokemon go into better Stage 2 Pokemon. Weepinbell gets a joke of a Stage
2, and so you should try using an alternative.

 Rating: 5.5/10

                        *******************************                        

 B13: Victreebell L42, Stage 2

Why did they waste the paper (or in this case, pixels) to make this thing? A
large step DOWN from its predessor, Victreebell has almost nothing going for
it. Lure is basically a Gust of Wind that wastes a turn (instead of being a
Pokemon Power or something) and Acid is too weak for a Stage 2.

 Rating: 2.5/10

                        *******************************                        

 B14: Charizard L76, Stage 2

The key to Charizard is to power up everything before sending it to play. That
includes powering up the Bench Pokemon. This is because when Charizard is
active, you're not going to be able to worry about your bench, since you're
busy attaching Energy to it. What makes the Charizard line so versitile is that
all its pre-evolutions can use attacks without even attaching a Fire Energy. So
capitalize on this and put Charizard in a Venasaur or Blastoise deck. You'll be
happy at the results. In other notes, 120 HP is great and 3 retreat isn't.

 Rating: 8/10

                        *******************************                        

 B15: Rapidash L33, Stage 1

Considering Rapidash comes from a decent Basic Pokemon, and is a pretty good
Pokemon itself, I'd recommend it to your fire deck. Stomp is regular and a
reliable attack to use while you're powering up for Agility, which is a great
but costly evasive maneuver. Zero Retreat is very good, and the other stats go
average. A good Active Pokemon to have when powering up Charizard or Moltres.

 Rating: 7/10

                        *******************************                        

 B16: Flareon L28, Stage 1

This Flareon is the Jungle type, and it is arguably better than the GB-only
Flareon. Quick Attack is a staple for all Eevee-lutions, and is moderately good
with the coin bonus. Flamethrower does good damage, and you only have to use
one Energy per turn to use it. If you don't have the Energy this turn, just
Quick Attack and wait for your next. HP is good, and everything else is 
standard for a fire-type.

 Rating: 7.5/10

                        *******************************                        

 B17: Squirtle L8, Basic

A must in all Rain Dance decks, Squirtle serves little purpose other than to
become Blastoise in later turns. It can't attack particularly well unless you
get the Paralyze bonus for Bubble, and its 40 HP means it should often be
raised on the bench. Withdraw is a good protection maneuver, but the coin flip
makes it risky.

 Rating: 2.5/10

                        *******************************                        

 B18: Wartortle L22, Stage 1

Some people simply skip Wartortle in their Rain Dance evolution, using Pokemon
Breeder for a quick Blastoise. However, Wartortle is a decent water-type that
can cause some damage, especially if you've powered it up.

 Rating: 5/10

                        *******************************                        

 B19: Blastoise L52, Stage 2

The staple card in most water type decks, Blastoise's Pokemon Power makes it
possible to attach as many water Energy as you want in a turn, turning those
heavy-hitters (Dewgong, Gyarados) into killing machines. Hydro Pump is also
makes use of the incredible Pokemon Power, and Blastoise should be hitting
for 60 HP per turn in no time. 100 HP doesn't hurt either.

 Rating: 9.5/10

                        *******************************                        

 B20: Krabby L20, Basic

Some use this card as a stand-alone, quick damage Pokemon. There is not much
other use for it. HP is average, retreat high, and the evolution sucks. Use it
if you must, but there are much better water types out there.

 Rating: 2.5/10

                        *******************************                        

 B21: Kingler L27, Stage 1

Not much use evolving from a Krabby. only 10 extra HP, an attack that requires
a lot of damage on Kingler to work, and another basic attack in Crabhammer.
3 retreat cost also sucks big time. Use Seel and Dewgong, the Squirtle series,
or Gyarados.

 Rating: 4/10

                        *******************************                        

 B22: Starmie L28, Stage 1

Recover's usage is very limited due to Starmie's low HP. The other attack isn't
good either, and you were better off using Slap. Although it will help you in
earlier stages of the game, Starmie doesn't really help in a Rain Dance or
water-type deck. You'd be better off pelting Staryus at your opponent than
trying to evolve them.

 Rating: 3/10

                        *******************************                        

 B23: Vaporeon L42, Stage 1

Vaporeon's upside is its versitality; it fits well in many deck types, even
including some decks that don't have Water Energys. Get a quick possible 30 
damage with a Double Colorless Energy, or charge up the Water Gun. Great 
support in any Rain Dance deck. Good HP and retreat for a water Pokemon, and a 
solid attacker.

 Rating: 7.5/10

                        *******************************                        

 B24: Jolteon L29, Stage 1

Although inferior to Vaporeon in terms of reliability, Jolteon has its pros.
Quick Attack is okay at dealing fast damage, but Pin Missile is inconsistent.
Jolteon is fast to evolve and okay in terms of retreat and HP. Put it in a
Lightning deck.

 Rating: 6/10

                        *******************************                        

 B25: Sandshrew L12, Basic

Probably one of the first cards you will get, Sandshrew will be an asset to an
early fighting deck. Sand-attack really protects it well for only 1 Energy. 
Lightning resistance is good, and retreat is average. HP is on the low side,
but you will most likely be evolving it soon.

 Rating: 3.5/10

                        *******************************                        

 B26: Sandslash L33, Stage 1

Like Sandshrew, Sandslash is a quick hitter, capable of dealing good damage.
Slash is pretty standard, and Fury Swipes will hurt if you get lucky. 70 HP is
decent, and Resistance and Retreat are both good. Overall, a nice evolution
line for fighting decks. Interesting to try in a haymaker.

 Rating: 7/10

                        *******************************                        

 B27: Machoke L40, Stage 1

There are several downsides to this powerful hitter. One is the large amount of
Fighting Energy it needs to get its attacks off, and another is that its two
attacks cannot co-exist. You see, Karate Chop can only do good damage when
Machoke is not damaged, but Submission does 20 self-damage. This is one of the
worst attack combinations in the game, offsetting Machoke's high HP and large
damage potential.

 Rating: 5/10

                        *******************************                        

 B28: Machamp L67, Stage 2

The Pokemon Power is a decent counter move, but 10 damage is quite low. There
are much better Powers out there. Seismic Toss is a bit on the expensive side,
but the damage is respectable. HP is quite good, but Retreat and weakness bring
it down. Use Machamp for what the Machop line was intended to be used for: 
heavy hitting.

 Rating: 7/10

                        *******************************                        

 B29: Geodude L16, Basic

The upside? If you're really lucky, you can do like 80 damage off two Energy.
But realistically, you're going to get many more times where it does no damage
at all. The resistance and HP are okay for a Basic, but the one attack sucks.
Geodude is another of the bench-warmers that wait for evolution.

 Rating: 2.5/10

                        *******************************                        

 B30: Graveler L29, Stage 1

I think Graveler should've gotten a lot more HP, but it only gets 10 extra.
Harden does a good job of protecting it from weaker attacks, and Rock Throw is
a standard upper-level attack. Overall, does decent damage, but pretty average 
evolution line.

 Rating: 4.5/10

                        *******************************                        

 B31: Golem L36, Stage 2

In terms of attacks, Avalanche is solid and deals heavy damage, but 
Selfdestruct is quite risky. Not only does it Knock Out Golem, but it may also
Knock Out your benched Pokemon. If you want Golem to last, be prepared to use a
lot of Defenders. Good finisher for a rock based deck, but that 4 retreat means
it's not going anywhere fast.

 Rating: 5.5/10

                        *******************************                        

 B32: Cubone L13, Basic

This evolution line is inferior to the Sandshrew line, mainly because there 
isn't a good way for either Cubone or Marowak to deal respectable damage, which
is very important with Fighting types. Snivel is a good defensive tactic, and 
Rage can do up to 40 damage. Other stats are okay, but not that good.

 Rating: 3/10

                        *******************************                        

 B33: Marowak L32, Stage 1

I've never actually played this card. Hypothetically, if you can fill up your
Bench with Wail, then Wigglytuff's Do The Wave would do a lot of damage. But,
I'm not sure whether you discard the current Bench or shuffle it back or what.
So if anyone has information on Marowak, please tell me. As of now, I'm going
to go ahead and recommend the other Marowak if you use one.

 Rating: 4/10

                        *******************************                        

 B34: Gastly L8, Basic

Essentially, making this Gastly your active Pokemon is giving your opponent an
easy Prize Card. Sleeping Gas only works half the time, and the opponent gets
another flip after your turn even if it was successful. Destiny Bond won't work
with anyone if your opponent doesn't attack the next turn, and it also wastes
Energy. 30 HP sucks, and the only redeeming value is the weakness, resistance,
and no Retreat Cost. ALWAYS use the other Gastly!

 Rating: 1/10

                        *******************************                        

 B35: Haunter L22, Stage 1

Haunter doesn't fare a lot better that Gastly, although it is a big step up.
Hypnosis is good at inducing sleep, but don't get fooled with Dream Eater. By
requiring that the opponent be asleep, Dream Eater only works 25% of the time
due to the 2 flips your opponent gets between turns. Retreat and Resistance are
good, and so is no weakness. Use over the other Haunter only if you're 
interested in the 10 extra HP, otherwise the other is much better.

 Rating: 4/10

                        *******************************                        

 B36: Gengar L38, Stage 2

The absolute best card for depleting an opponent's Bench, Gengar can slowly
pick off weak Pokemon on the Bench with its Pokemon Power combined with Dark
Mind. With the Fossil Gastly and Haunter, this is a great and annoying 
evolution line. Dark Mind may be costly, but the damage to the bench is
invaluable. Low Retreat, no weakness, and Fighting resistance are all awesome.

 Rating: 8.5/10

                        *******************************                        

 B37: Jynx L23, Basic

The major plus in Jynx is Meditate, whose damage increases as the opponent
gets weaker. Whenever a foe with high HP is down to about half health, bring in
Jynx and get an easy kill. Doubleslap is cheap to use but not so reliable. It's
too bad so many Pokemon have Psychic Resistance, or else Jynx would be a sort
of Psychic powerhouse.

 Rating: 7/10

                        *******************************                        

 B38: Pidgey L8, Basic

What the heck is Whirlwind for? You don't get to Knock Out anybody, and you 
don't even get to choose what Pokemon your opponent switches to. Use the other
birds, like Spearow or Doduo, if you're really inclined. Just like in the RPG,
Pidgey and its evolution line suck.

 Rating: 2/10

                        *******************************                        

 B39: Pidgeotto L36, Stage 1

Whirlwind sucks just as much as before (10 more damage? Meh). Mirror Move, 
though, makes Pidgeotto somewhat of a wildcard. Sometimes you may be able to do
heavy damage to the opponent who just attacked you, and other times you may get
to poison or confuse the foe. However, those possibilities are quite small, and
Pidgeotto is quite useless.

 Rating: 3/10

                        *******************************                        

 B40: Pidgeot L40, Stage 2

The only good Pidgeot can do is when the opponent has a full-blown Charizard
with 8 Energy attached and you Hurricane it back. Then you get to gloat. That
single possibility gives reason to raise a Pidgey, but if you do so, use 
Pokemon Breeder. Weakness and Retreat are pretty much the usual.

 Rating: 5/10

                        *******************************                        

 B41: Jigglypuff L13, Basic

This Jigglypuff is no good. Compared to the other one, it gets less HP and a 
less damaging attack. Friendship Song isn't useful either, since you don't get
to choose the Basic Pokemon you get. If you want to have a Wigglytuff deck, be
sure to use the other Jigglypuff.

 Rating: 2.5/10

                        *******************************                        

 B42: Eevee L12, Basic

There might be six evolution cards, but there's only one Eevee! Be sure not to
have too many of the evolutions, or else you will run out of Eevees. Quick 
Attack is standard and useful, and Tail Wag is okay for protection. Other stats
are average, so be sure to evolve it soon.

 Rating: 3.5/10

                        *******************************                        

 B43: Pokemon Trader (T)

A great card for finding that Basic or Evolution Pokemon you need, and all you
need to pay is a Pokemon you don't want. I put this in any Evolution-extensive
deck, and you should too.

 Rating: 7.5/10

                        *******************************                        

 B44: Pokemon Breeder (T)

There are many instances where you want a Stage 2 evolution as fast as 
possible. Why not skip a step in the evolution process and use this card to
bring up the ultimate evolution in one turn? Pokemon Breeder is very handy in
many situations like these, so use them in the right decks.

 Rating: 8/10

                        *******************************                        

 B45: Clefairy Doll (T)

This is a weird card, because it is only a placeholder on the Bench. Therefore,
it is only useful in decks where you need to bring as many Bench Pokemon as 
possible, namely, the Wigglytuff deck. So use it in those decks, since it isn't
of any value anywhere else.

 Rating: 2/10

                        *******************************                        

 B46: Energy Retrieval (T)

Energy Retrieval works very well in decks where you discard Energy to perform 
attacks, like a Charmander evolution deck. It helps to effectively recycle your
Energy in those situations. In other decks, it's not as useful.

 Rating: 3/10

                        *******************************                        

 B47: Energy Search (T)

Use Energy Search in decks that have more than one type of Energy. You can 
quickly find an Energy of the type you want this way. Otherwise, it's the same
as a regular Energy card. The second use for the Energy Search is to look at
the contents of your deck and see how many of a certain Pokemon or Energy you
have remaining, so use it if you want.

 Rating: 4.5/10

                        *******************************                        

 B48: Gust of Wind (T)

Very good if used right, the Gust of Wind lets you "choose your opponent" from
the other Bench. It's perfect for Knocking Out the Abras and Magikarps before
they evolve, and that means you get more prizes.

 Rating: 7/10

                        *******************************                        

 B49: Super Potion (T)

Potion was good, but is Super Potion better? It depends on the Pokemon you're
trying to heal. If the Pokemon needs lots of Energy to attack, or if each
attack depletes the Energy source, Potions are better off. Otherwise, use this
to heal double the amount!

 Rating: 8/10

                        *******************************                        

 B50: Pokemon Flute (T)

Strategy submitted by TheLegendofME.
>> I saw at one point, "WHAT IS [the] POINT OF THE POKEMON FLUTE?".
>> This may have been a retoricle question, but I think I have the answer. For
>> the price of two cards, you can use Pokemon Flute to put a weak pokemon
>> (porygon, magicarp) on your oponent's bench and Gust of Wind to switch it
>> with their active pokemon. If you have another Pokemon Flute and Gust of
>> Wind, you can repeat this tactic on the same weak pokemon.

 Rating: 3/10

                        *******************************                        

 C01: Nidoran F L13, Basic

As a Basic Pokemon you get early in the game, Nidoran F will serve her purpose.
60 HP is high, and Fury Swipes is okay (better than Doubleslap or Fury Attack).
Call For Family is good in Wigglytuff decks, but more Nidoran isn't necessarily
a good thing.

 Rating: 4/10

                        *******************************                        

 C02: Nidorina L24, Stage 1

Nidorina's not much of a step up from its pre-evolved form. It still has an
unreliable coin flip attack, and Supersonic is another coin-flip. So if you're
feeling lucky, go ahead and evolve Nidoran F. If not, go with Pokemon Breeder
or don't put any Nidoran F in the first place.

 Rating: 4.5/10

                        *******************************                        

 C03: Nidoqueen L43, Stage 2

I don't know how many Nidoking you'll have on your Bench, but the more the
merrier, in Nidoqueen's case. Mega Punch is quite expensive but gets the job
done for a Grass type. Overall, a solid Stage 2 Pokemon, but I would've liked
better attacks. 90 HP is good, but the Retreat Cost is high and Psychic 
weakness isn't that good.

 Rating: 6/10

                        *******************************                        

 C04: Oddish L8, Basic

These grass-type Basic Pokemon are all very similar. If you are going Grass, 
I'd recommend the Bulbasaur, Weedle, Scyther, and Nidoran M evolution lines.
The Oddish line has its perks, but the aforementioned are better. Stun Spore 
and Sprout are all too standard for Grass types.

 Rating: 2.5/10

                        *******************************                        

 C05: Gloom L22, Stage 1

Gloom's attacks seem to clash with each other, because the status effects 
cancel each other if you use the corresponding attacks. Also, I don't like how
Foul Odor confuses Gloom itself. HP and other stats are all average for Grass
Pokemon, so I'm going to go ahead and not recommend Gloom.

 Rating: 4/10

                        *******************************                        

 C06: Vileplume L35, Stage 2

Again, the confusion from Petal Dance really makes it hard for me to recommend 
Vileplume in a Grass deck. Heal is good for removing damage from Vileplume or
your Bench, but you can't use it if you are confused, and that's just what 
Petal Dance does! Don't you hate contradicting attacks? Vileplume's HP, retreat
and weakness are nothing special for a Grass type.

 Rating: 5/10

                        *******************************                        

 C07: Paras L8, Basic

Remember how useful Spore was in the RPG version? Now, sleep stautus is the 
worst one in the bunch, and Spore is no longer as useful. Scratch is not too
special either, so there are much better Grass Pokemon out there.

 Rating: 2/10

                        *******************************                        

 C08: Parasect L28, Stage 1

Again, Spore is no good, and Slash is just an upgrade of Paras' attack. The
only surprise with Parasect was its low Retreat Cost for a slow mushroom type
creature. But nevertheless, the Paras evolution line is not worth putting into
any deck.

 Rating: 3.5/10

                        *******************************                        

 C09: Exeggcute L14, Basic

In terms of attacks, I don't like how the Energy types don't match, so you'll
have to decide which attack to use and stick with it. Hypnosis is the standard
sleep-inducer, and Leech Seed is effective but costly. Evolve it soon, because
Exeggutor is quite good when played right.

 Rating: 3/10

                        *******************************                        

 C10: Exeggutor L35, Stage 1

The strategy most people like to use with Exeggutor is the Energy Trans with
Venasaur to give Exeggutor lots of Energy, and then Big Eggsplosion for lots of
potential damage. The only thing is to have luck on your side, and you'll be 
dishing out tons of damage. Teleport also makes the high Retreat Cost not such 
a problem.

 Rating: 7.5/10

                        *******************************                        

 C11: Vulpix L11, Basic

Vulpix is another of those Pokemon which are just there to be evolved. Confuse
Ray is quite expensive for dealing 10 damage and possibly a status. Granted,
Vulpix pales to Growlithe, but it's the evolved form that counts, and it's the
evolved form you should make your decision upon. Water weakness and 1 retreat
are common for basic Fire Pokemon.

 Rating: 3/10

                        *******************************                        

 C12: Ninetails L32, Stage 1

Quite a powerhouse, Ninetails can, in a way, choose its target using Lure and
Fire Blast it to smithereens. The downside is that the Pokemon Lured from the
Bench can retreat on the next turn, and that Fire Blast requires discarding
Energy. Actually, I prefer this Fire Blast to Charizards Fire Spin, because
Ninetails can do tremendous damage turn after turn. On a side note, the Retreat
Cost is very low. Use it over Arcanine if you wish, it's really a coin-flip 
deal to me.

 Rating: 7.5/10

                        *******************************                        

 C13: Flareon L22, Stage 1

To use this or the Fossil Flareon is completely your choice, as I think they 
equally powerful. For 3 colorless Energy, you get to choose between 2 solid
attacks. This makes Flareon quite fast to set up, especially if you've got the
Double Colorless Energy. The best part: Flareon doesn't even need Fire Energy,
so it will fit in ANY deck.

 Rating: 7/10

                        *******************************                        

 C14: Moltres L35, Basic

Believe it or not, Wildfire is actually more useful than Dive Bomb. Don't get
fooled by the 80 damage of Dive Bomb; you just may power up Moltres for 4 turns
for no effect. Wildfire makes Moltres of use in decks where you make the 
opponent run out of cards (see Deck Archetypes). You might be able to add
Moltres into one of those decks. Otherwise, it's pretty useless.

 Rating: 3/10

                        *******************************                        

 C15: Shellder L8, Basic

Another of those 30 HP Pokemon, Shellder can do little but coin-flip attacks
that do no direct damage. And, because coin-flip attacks are so unreliable,
Shellder is especially vulnerable when the flip doesn't work. As Cloyster isn't
that good either, don't bother with this evolution.

 Rating: 1.5/10

                        *******************************                        

 C16: Cloyster L25, Stage 1

It was either intentional or really weird that all the attacks of the whole
evolution line rely on coin flips. Clamp looks good until you see it has a half
chance of missing altogether, and Spike Cannon is another one of those
inconsistent attacks. And the worst part is the HP is is as low as many Basic
Pokemon! Stay away from these Pokemon.

 Rating: 3/10

                        *******************************                        

 C17: Lapras L31, Basic

One of my personal favorites, Lapras has 80 HP, making it the perfect staller
to have as my Squirtle is raised on the Bench in a Rain Dance deck. Lapras is
almost as neccessary in Rain Dance decks as Blastoise itself. Water Gun and 
Confuse Ray are great ways to keep your opponent at bay as you look for that
Pokemon Breeder. Also, Lapras can fit in some Stall decks due to its large 
endurance and HP.

 Rating: 8.5/10

                        *******************************                        

 C18: Vaporeon L29, Stage 1

This Vaporeon is a close-to-exact copy of Scyther, and if you know how I rated
Scyther, then you know that's a good thing. However, much of the quickness that
made Scyther such a force is lost due to the evolution and higher Retreat Cost.
Nevertheless, Vaporeon can do 60 damage in 2 turns, and that's more than could
be said about a ton of other stage 1 evolutions. Use it in any deck you like,
since it doesn't need Water Energy.

 Rating: 7/10

                        *******************************                        

 C19: Omanyte L19, Stage 1

What a shame that Omanyte had to be a Stage 1... Its Pokemon Power would've 
been very nice for a Basic, as it revealed the opponent's hand and his or her
secrets. Evolving it from the 10 HP Mysterious Fossil is a quite a pain, and
it's not exactly strong like a normal Stage 1 would be.

 Rating: 2.5/10

                        *******************************                        

 C20: Omastar L32, Stage 2

Well, Water Gun is the run-of-the-mill water attack, so it's nothing special.
Spike Cannon is exactly like Doubleslap, potentially damaging but unreliable.
I would keep the Omanyte line out of your deck. For that matter, the entire
fossil lineup isn't that appealing due to its long evolution time.

 Rating: 3.5/10

                        *******************************                        

 C21: Articuno L35, Basic

Articuno has the problem a lot of Water type cards share: lots of energy
required for not enought return. Both its attacks require at least three Water
energy, and one can do damage to your own Bench, something you never want to 
do. Being a legendary Pokemon, though, you can't ignore it's lack of 
weakness and Fighting resistance. I think there are better, cheaper 
alternatives for your Water type deck.

 Rating: 5/10

                        *******************************                        

 C22: Pikachu L14, Basic

I like this Pikachu, and I usually couple it with some L16 Pikachus since they
have 60 HP compared to 50 for this one. You get to attack the opponent's bench,
albeit for just a minor hit, but it's still a plus. Like I said before, if you
want a good Lightning deck, stick with Electabuzz or Jolteon. Toss one of these
in only if you want to.

 Rating: 4/10

                        *******************************                        

 C23: Raichu L45, Stage 1

I really would prefer the other Raichu purely due to the huge cost of this
one's only attack, Gigashock. This one's got HP to last, though, so choosing it
over the other has its merits. I would go with the other one simply because it
hits harder.

 Rating: 6/10

                        *******************************                        

 C24: Voltorb L10, Basic

There could not be a simpler Basic Pokemon than Voltorb: the simplest of
attacks, nothing that stands out. Have it only to evolve to Jungle Electrode,
and you'll want to sit this on the bench and evolve it as quickly as possible.

 Rating: 1.5/10

                        *******************************                        

 C25: Electrode L42, Stage 1

A very nice addition to your Lightning deck, Electrode has very nice HP 
(espcecially for a Lightning type) and two solid attacks. Chain Lightning is
quite situational, but it's good for in-game duels where many of your 
opponents' decks are mostly single-type oriented. I really like the low 
retreat cost also.

 Rating: 8/10

                        *******************************                        

 C26: Jolteon L24, Stage 1

The plus about most of the Eevee evolutions is their versatility. You can stick
them in almost any deck, and a smart reason would be to counter some type 
weaknesses the deck may have. Jolteon is no slouch with its attacks, and the
cost is okay for a Lightning Pokemon. Your best bet would be to put it in a 
deck weak to water, and maybe put the other Jolteon in there too.

 Rating: 6.5/10

                        *******************************                        

 C27: Zapdos L40, Basic

Unless you can easily power it up from the bench with lots of Lightning Energy,
don't use this Zapdos. It's main asset is its ability to damage weak Pokemon
in the opponent's bench, but that comes at an unreliable coin flip. Just stick
with the Peal of Thunder Zapdos, if any at all.

 Rating: 3/10

                        *******************************                        

 C28: Mankey L7, Basic

Mankey's main advantage is its Pokemon Power, which lets you peek at any prize
in play, the top card in a deck, or a random card in the opponent's hand. To
offset Mankey's terrible HP, you will have to have it Peek, then quickly take
it out with the advantage of zero retreat cost. A fun card to experiment with,
I guess, since knowing your prizes gives you an advantage.

 Rating: 3/10

                        *******************************                        

 C29: Primeape L35, Stage 1

Primeape resembles a weaker Machoke and is a typical Stage 1 Fighting Pokemon.
I don't like the idea of doing damage to yourself from Tantrum, and Fury Swipes
isn't too reliable. Play it only if you want to invest the Mankey strategy;
otherwise, leave it in your collection.

 Rating: 4.5/10

                        *******************************                        

 C30: Rhyhorn L18, Basic

It's always nice to have high HP in a Basic Pokemon, if for nothing else than
to absorb damage counters. Unfortunately, Rhyhorn's mobility is completely 
severed by its triple Retreat Cost. Horn Attack is not much consolation.

 Rating: 3/10

                        *******************************                        

 C31: Rhydon L48, Stage 1

Horn Attack is still there, and Ram is not much of an improvement. I never like
the idea of doing damage to yourself, but switching the Defending Pokemon could
work out nicely for you, especially if your foe has a Snorlax or another 
high-retreat, Fighting weakness Pokemon on the bench. Retreat is still a 
problem, and be cautious when putting Rhydon in your deck.

 Rating: 4.5/10

                        *******************************                        

 C32: Kabuto L9, Stage 1

Kabuto's Pokemon Power reduces all damage done by half, effectively doubling
its HP to a 60, which is still considered somewhat low for a Stage 1. And don't
expect to Knock anyone out with Scratch. Overall, just like all the prehistoric
Pokemon, Kabuto's usefulness is very limited.

 Rating: 3/10

                        *******************************                        

 C33: Kabutops L30, Stage 2

Kabutops is unique in that its moveset and characteristics liken it to a Grass
type rather than a Fighting type. Its attacks are also quite costly, but Absorb
is great if you can afford it. Too bad the measly 60 HP (for a stage 2) will 
keep me from recommending this Pokemon to your deck.

 Rating: 4/10

                        *******************************                        

 C34: Aerodactyl L28, Stage 1

The only reason I'd use a Mysterious Fossil in the first place, Aerodactyl has
a unique and quite useful Pokemon Power, especially if you can bring it out
early in the duel when your opponent is trying to evolve his or her Basic
Pokemon. Beware, since disallowing evolutions also holds for your Pokemon. I
would best put it in a deck with few or no evolution cards, perhaps a Haymaker
or Stall deck.

 Rating: 6.5/10

                        *******************************                        

 C35: Alakazam L42, Stage 2
 C36: Drowzee L12, Basic
 C37: Mew L23, Basic
 C38: Clefairy L14, Basic
 C39: Meowth L15, Basic
 C40: Persian L25, Stage 1
 C41: Farfetch'd L20, Basic
 C42: Lickitung L26, Basic
 C43: Tauros L32, Basic
 C44: Dratini L10, Basic
 C45: Dragonair L33, Stage 1
 C46: Dragonite L45, Stage 2
 C47: Mr. Fuji (T)
 C48: Mysterious Fossil (T)
 C49: Energy Removal (T)
 C50: Pokemon Center (T)
 C51 (E07): Double Colorless Energy (E)

                        *******************************                        

 D01: Ekans L10, Basic
 D02: Arbok L27, Stage 1
 D03: Zubat L10, Basic
 D04: Golbat L29, Stage 1
 D05: Venonat L12, Basic
 D06: Venomoth L28, Stage 1
 D07: Grimer L17, Basic
 D08: Muk L34, Stage 1
 D09: Koffing L13, Basic
 D10: Weezing L27, Stage 1
 D11: Tangela L8, Basic
 D12: Ninetails L35, Stage 1
 D13: Magmar L31, Basic
 D14: Psyduck L15, Basic
 D15: Golduck L27, Stage 1
 D16: Poliwag L13, Basic
 D17: Poliwhirl L28, Stage 1
 D18: Poliwrath L48, Stage 2
 D19: Tentacool L10, Basic
 D20: Tentacruel L21, Stage 1
 D21: Horsea L19, Basic
 D22: Seadra L23, Stage 1
 D23: Magnemite L15, Basic
 D24: Magneton L35, Stage 1
 D25: Electrode L35, Stage 1
 D26: Onix L12, Basic
 D27: Marowak L26, Stage 1
 D28: Hitmonlee L30, Basic
 D29: Slowpoke L18, Basic
 D30: Slowbro L26, Stage 1
 D31: Gastly L17, Basic
 D32: Haunter L17, Stage 1
 D33: Hypno L36, Stage 1
 D34: Mr. Mime L28, Basic
 D35: Mewtwo L53, Basic
 D36: Pidgeot L38, Stage 2
 D37: Spearow L13, Basic
 D38: Fearow L27, Stage 1
 D39: Clefable L34, Stage 1
 D40: Doduo L10, Basic
 D41: Dodrio L28, Stage 1
 D42: Ditto L19, Basic
 D43: Porygon L12, Basic
 D44: Imposter Professor Oak (T)
 D45: Lass (T)
 D46: Super Energy Removal (T)
 D47: Pokedex (T)
 D48: Devolution Spray (T)
 D49: Maintenance (T)
 D50: Gambler (T)
 D51: Recycle (T)

                        *******************************                        

 P01: Arcanine L34, Stage 1
 P02: Moltres L37, Basic
 P03: Articuno L37, Basic
 P04: Pikachu L16, Basic
 P05: Pikachu L16, Basic
 P06: Flying Pikachu L12, Basic
 P07: Surfing Pikachu L13, Basic
 P08: Surfing Pikachu L13, Basic
 P09: Electabuzz L20, Basic
 P10: Zapdos L68, Basic
 P11: Slowpoke L9, Basic
 P12: Mewtwo L60, Basic
 P13: Mewtwo L60, Basic
 P14: Mew L8, Basic
 P15: Jigglypuff L12, Basic
 P16: Dragonite L41, Stage 2
 P17: Imakuni? (T)

I've got a winning strategy right here...for the opponent's team! Seriously,
why would anyone want to confuse their own Pokemon and use up a card space only
because of that? Some duelists use this to erase more hazardous effects, like
Sleep and Paralysis. But isn't that what Switch and Full Heal are for? With
Full Heal, you don't have to risk taking damage every turn. Think, people.

 Combos: Umm...use it as an extra Full Heal? But who runs out of those, anyway?
 Rating: 0.5/10

 P18: Super Energy Retrieval (T)
 PXX: Venusaur L64, Stage 2
 PXX: Mew L15, Basic

-------------------------------------------------------------------------------
===============================================================================
     *** 8: Auto Deck Machines     *** 
===============================================================================
-------------------------------------------------------------------------------

There are 45 pre-constructed decks in the game. You can activate them by
inserting the appropriate Master Medal in the machine. Test and play around 
with these decks; you may come up with a winning strategy, or tips on building
your own deck.

Also, ratings will be given for each deck and its effectiveness, based on my
experience with it. A short comment will also be given.

-------------------------------------------------------------------------------
8.1: Auto Machine
-------------------------------------------------------------------------------

Charmander & Friends Deck

Description: A Fire, Grass, and Water deck: Charmander, Pinsir, and Seel.

 *Energy*
 8x Grass Energy
 10x Fire Energy
 6x Water Energy

 *Pokemon*
 2x Caterpie L13
 1x Metapod L21
 2x Nidoran F L13
 1x Nidoran M L20
 1x Pinsir L24
 2x Charmander L10
 1x Charmeleon L32
 1x Charizard L76
 2x Growlithe L18
 1x Arcanine L45
 2x Ponyta L10
 1x Magmar L24
 2x Seel L12
 1x Dewgong L42
 2x Goldeen L12
 1x Seaking L28
 2x Rattata L9
 1x Raticate L41
 1x Meowth L14

 *Trainers*
 1x Professor Oak
 2x Bill
 1x Switch
 1x Computer Search
 1x Pluspower
 2x Potion
 1x Full Heal

Rating: 2.5/10 There are too many Pokemon types, but this, in my opinion, is
the best starting deck you can get.

                        *******************************                        

Squirtle & Friends Deck

Description: A Water, Fire, and Lightning deck: Squirtle, Charmander, and
Pikachu.

 *Energy*
 8x Fire Energy
 11x Water Energy
 6x Lightning Energy

 *Pokemon*
 2x Charmander L10
 1x Charmeleon L32
 1x Growlithe L18
 1x Arcanine L45
 1x Magmar L25
 2x Squirtle L8
 1x Wartortle L22
 1x Blastoise L52
 2x Seel L12
 1x Dewgong L42
 1x Goldeen L12
 1x Seaking L28
 1x Staryu L15
 1x Starmie L28
 1x Lapras L31
 2x Pikachu L12
 1x Magnemite L13
 1x Magenton L28
 1x Electabuzz L35
 2x Rattata L9
 1x Raticate L41
 1x Meowth L14

 *Trainers*
 1x Professor Oak
 1x Bill
 1x Switch
 1x Poke Ball
 1x Scoop Up
 1x Item Finder
 1x Potion
 1x Full Heal

Rating: 2/10 It's very hard to get the heavy attackers set-up. Too many
Pokemon, and the lack of any search cards.

                        *******************************                        

Bulbasaur & Friends Deck

Description: A Grass, Lightning, and Psychic deck: Bulbasaur, Pikachu, and
Abra.

 *Energy*
 9x Grass Energy
 8x Lightning Energy
 6x Psychic Energy

 *Pokemon*
 2x Bulbasaur L13
 1x Ivysaur L20
 1x Venusaur L67
 2x Nidoran F L13
 2x Nidoran M L20
 1x Nidorino L25
 1x Tangela L12
 2x Pikachu L12
 1x Raichu L40
 1x Magnemite L13
 1x Electabuzz L35
 2x Abra L10
 1x Kadabra L38
 2x Gastly L8
 1x Haunter L22
 1x Jynx L23
 1x Jigglypuff L14
 1x Meowth L14
 1x Kangaskhan L40

 *Trainers*
 1x Professor Oak
 1x Bill
 1x Switch
 1x Poke Ball
 2x Pluspower
 1x Defender
 1x Gust of Wind
 2x Potion
 2x Full Heal

Rating: 2.5/10 Nidorino, Kadabra, and Electabuzz are good attackers, but the
chances of drawing them are slim.

                        *******************************                        

Psychic Machamp Deck

Description: Machamp, Hitmonlee, Hitmonchan, Gengar, and Alakazam are furious!

 *Energy*
 12x Fighting Energy
 12x Psychic Energy

 *Pokemon*
 2x Diglett L8
 1x Dugtrio L36
 2x Machop L20
 1x Machoke L40
 1x Machamp L67
 1x Onix L12
 1x Hitmonlee L30
 1x Hitmonchan L33
 2x Abra L10
 1x Kadabra L38
 1x Alakazam L42
 2x Gastly L8
 1x Haunter L22
 1x Gengar L38
 1x Mr. Mime L28
 1x Jynx L23
 1x Mew L23
 2x Pidgey L8
 1x Pidgeotto L36
 1x Pidgeot L40
 2x Rattata L9
 1x Raticate L41

 *Trainers*
 1x Professor Oak
 2x Bill
 1x Switch
 1x Gust of Wind
 2x Potion
 1x Full Heal

Rating: 3/10 There are way too many Pokemon, and 2-1-1 evolution is not
recommended. Try making this a Fighting-only deck.

                        *******************************                        

Water Beetle Deck

Description: An evolution deck with Weedle, Nidoran M, and Bellsprout.

 *Energy*
 14x Grass Energy
 10x Water Energy

 *Pokemon*
 2x Weedle L12
 1x Kakuna L23
 1x Beedrill L32
 2x Nidoran - M L20
 1x Nidorino L25
 1x Nidoking L48
 2x Bellsprout L11
 1x Weepinbell L28
 1x Victreebel L42
 1x Scyther L25
 2x Poliwag L13
 1x Poliwhirl L28
 1x Poliwrath L48
 2x Krabby L20
 1x Kingler L27
 2x Magikarp L8
 1x Gyarados L41
 1x Lapras L31
 1x Articuno L35
 1x Lickitung L26
 1x Kangaskhan L40
 1x Tauros L32

 *Trainers*
 1x Professor Oak
 2x Bill
 1x Energy Retrieval
 1x Energy Search
 1x Switch
 1x Pluspower
 1x Full Heal

Rating: 3.5/10 It's a deck concentrated mainly on evolving Pokemon. Add more
Trainers in place of some of the Pokemon.

-------------------------------------------------------------------------------
8.2: Rock Machine
-------------------------------------------------------------------------------

Squeaking Mouse Deck

Description: A deck made of mouse Pokemon, uses Pluspower to power up!

 *Energy*
 8x Lightning Energy
 15x Fighting Energy
 2x Double Colorless Energy

 *Pokemon*
 2x Pikachu L12
 2x Pikachu L14
 1x Raichu L40
 1x Raichu L45
 4x Sandshrew L12
 3x Sandslash L33
 4x Rattata L9
 3x Raticate L41

 *Trainers*
 1x Professor Oak
 2x Bill
 1x Pokemon Trader
 2x Energy Retrieval
 1x Computer Search
 3x Pluspower
 2x Defender
 2x Potion
 1x Super Potion

Rating: 4/10 The idea was unique, but mice and shrews don't do much damage
until late in the game. Add some Energy Search for best results.

                        *******************************                        

Great Quake Deck

Description: Use Dugtrio's Earthquake to cause great damage.

 *Energy*
 25x Fighting Energy

 *Pokemon*
 4x Diglett L8
 3x Dugtrio L36
 4x Onix L12
 3x Rhyhorn L18
 2x Rhydon L48
 2x Kangaskhan L40
 1x Tauros L32
 1x Snorlax L20

 *Trainers*
 1x Professor Oak
 2x Bill
 2x Pokemon Trader
 3x Switch
 4x Defender
 3x Potion

Rating: 3.5/10 Onix, Snorlax, and Defender are useless. The fact that Dugtrio's
Earthquake damages your own Bench is a major annoyance.

                        *******************************                        

Bone Attack Deck

Description: A deck of Cubone and Marowak - a call for help.

 *Energy*
 24x Fighting Energy

 *Pokemon*
 3x Sandshrew L12
 2x Sandslash L33
 3x Geodude L16
 2x Graveler L29
 1x Golem L36
 4x Onix L12
 4x Cubone L13
 1x Marowak L26
 2x Marowak L32
 2x Rhyhorn L18
 1x Rhydon L48

 *Trainers*
 2x Bill
 1x Mr. Fuji
 2x Poke Ball
 1x Pokedex
 3x Defender
 2x Pokemon Flute

Rating: 3/10 The Geodude and Onix don't have Resistances, so they should be
eliminated. Also, most of the Trainers aren't much help.

                        *******************************                        

Excavation Deck

Description: A deck which creates Pokemon by evolving Mysterious Fossils.

 *Energy*
 8x Water Energy
 15x Fighting Energy

 *Pokemon*
 3x Shellder L8
 1x Cloyster L25
 3x Omanyte L19
 2x Omastar L32
 4x Sandshrew L12
 2x Sandslash L33
 3x Cubone L13
 1x Marowak L32
 3x Hitmonchan L33
 2x Kabuto L9
 1x Kabutops L30
 2x Aerodactyl L28

 *Trainers*
 2x Professor Oak
 2x Bill
 2x Pokemon Breeder
 4x Mysterious Fossil

Rating: 3/10 Aerodactyl is the only worthwile Pokemon you can get from evolving
the Mysterious Fossil, and there are only 4 fossils for the 7 evolutions.

                        *******************************                        

Rock Crusher Deck

Description: A deck of Rock Pokemon. It's strong against Lightning Pokemon.

 *Energy*
 24x Fighting Energy
 2x Double Colorless Energy

 *Pokemon*
 4x Diglett L8
 2x Dugtrio L36
 4x Geodude L16
 3x Graveler L29
 2x Golem L36
 3x Onix L12
 3x Rhyhorn L18

 *Trainers*
 2x Professor Oak
 1x Pokemon Breeder
 2x Energy Removal
 2x Switch
 1x Computer Search
 2x Defender
 2x Potion
 1x Super Potion

Rating: 4/10 Try switching some of the cards around, and maybe add a couple
Fire Pokemon to cover the Rocks' Grass weakness.

-------------------------------------------------------------------------------
8.3: Grass Machine
-------------------------------------------------------------------------------

Insect Collection Deck

Description: A deck made of insect Pokemon. Go bug power!

 *Energy*
 24x Grass Energy

 *Pokemon*
 3x Caterpie L13
 2x Metapod L21
 1x Butterfree L28
 3x Weedle L12
 2x Kakuna L23
 1x Beedrill L32
 4x Paras L8
 3x Parasect L28
 2x Venonat L12
 1x Venomoth L28
 1x Scyther L25
 1x Pinsir L24

 *Trainers*
 2x Bill
 2x Pokemon Breeder
 2x Switch
 2x Poke Ball
 2x Pokedex
 2x Potion

Rating: 3.5/10 Too many Paras and Parasect. Add more Scythers and Beedrills
to substitute for them.

                        *******************************                        

Jungle Deck

Description: A deck of Grass Pokemon: There are many dangers in the jungle.

 *Energy*
 25x Grass Energy
 1x Double Colorless Energy

 *Pokemon*
 2x Ekans L10
 1x Arbok L27
 2x Zubat L10
 1x Golbat L29
 2x Oddish L8
 1x Gloom L22
 1x Vileplume L35
 2x Paras L8
 1x Parasect L28
 2x Venonat L12
 1x Venomoth L28
 2x Bellsprout L11
 1x Weepinbell L28
 1x Victreebel L42
 1x Pinsir L24
 1x Lickitung L26
 1x Kangaskhan L40

 *Trainers*
 2x Bill
 1x Switch
 1x Poke Ball
 2x Pluspower
 2x Defender
 2x Potion
 1x Full Heal

Rating: 3/10 With all the Pokemon in this deck, it's very hard to predict what
card you'll draw, and thus, very hard to come up with a strategy.

                        *******************************                        

Flower Garden Deck

Description: A deck of flower Pokemon: Beautiful but dangerous.

 *Energy*
 24x Grass Energy
 2x Double Colorless Energy

 *Pokemon*
 3x Bulbasaur L13
 2x Ivysaur L20
 2x Venusaur L67
 3x Oddish L8
 2x Gloom L22
 2x Vileplume L35
 2x Bellsprout L11
 1x Weepinbell L28
 1x Victreebel L42
 2x Tangela L8
 1x Tangela L12
 2x Lickitung L26

 *Trainers*
 2x Pokemon Trader
 3x Pokemon Breeder
 1x Energy Search
 2x Switch
 2x Potion
 1x Full Heal

Rating: 4/10 Delete the Tangela, Victreebell, and Full Heal for more worthwile
Grass Pokemon, like Nidoran M and Scyther.

                        *******************************                        

Kaleidoscope Deck

Description: Uses Venomoth's Pokemon Power to change the opponent's weakness.

 *Energy*
 10x Grass Energy
 4x Fire Energy
 4x Water Energy
 4x Lightning Energy
 3x Double Colorless Energy

 *Pokemon*
 3x Venonat L12
 2x Venomoth L28
 1x Flareon L22
 1x Flareon L28
 1x Vaporeon L29
 1x Vaporeon L42
 1x Jolteon L24
 1x Jolteon L29
 4x Ditto L19
 4x Eevee L12
 4x Porygon L12

 *Trainers*
 2x Bill
 2x Mr. Fuji
 2x Energy Search
 4x Switch
 2x Gust of Wind

Rating: 3/10 Way too many types of Energy, and 6 Eeveelutions for 4 Eevees.
Ditto and Porygon both suck.

                        *******************************                        

Flower Power Deck

Description: A powerful Big Eggsplosion and Energy Transfer combo!

 *Energy*
 18x Grass Energy
 4x Psychic Energy

 *Pokemon*
 4x Bulbasaur L13
 3x Ivysaur L20
 2x Venusaur L67
 4x Oddish L8
 3x Gloom L22
 2x Vileplume L35
 4x Exeggcute L14
 3x Exeggutor L35

 *Trainers*
 2x Professor Oak
 3x Bill
 2x Pokemon Breeder
 2x Energy Retrieval
 2x Switch
 2x Potion

Rating: 7/10 Powerful indeed. It's fun to get 22 Energy on Exeggutor and Big
Eggsplode. Use Scythers and maybe Chansey to stall.

-------------------------------------------------------------------------------
8.4: Fire Machine
-------------------------------------------------------------------------------

Replace 'em All Deck

Description: A deck that shuffles the opponent's cards.

 *Energy*
 24x Fire Energy

 *Pokemon*
 4x Vulpix L11
 2x Ninetales L32
 1x Ninetales L35
 4x Growlithe L18
 1x Arcanine L34
 1x Arcanine L45
 4x Pidgey L8
 3x Pidgeotto L36
 1x Pidgeot L38
 1x Pidgeot L40
 3x Doduo L10
 2x Dodrio L28

 *Trainers*
 2x Professor Oak
 2x Imposter Professor Oak
 2x Lass
 3x Gust of Wind

Rating: 2/10 Why do you want to potentially lengthen your opponent's deck life?
This deck is just pointless. Dodrio and Arcanine are good, though.

                        *******************************                        

Chari-Saur Deck

Description: Attack with Charizard - with just a few Fire Energy cards!

 *Energy*
 12x Grass Energy
 10x Fire Energy

 *Pokemon*
 4x Bulbasaur L13
 3x Ivysaur L20
 2x Venusaur L67
 4x Charmander L10
 3x Charmeleon L32
 2x Charizard L76
 3x Flareon L22
 4x Eevee L12

 *Trainers*
 2x Bill
 3x Pokemon Trader
 3x Pokemon Breeder
 2x Energy Retrieval
 1x Energy Removal
 2x Potion
Rating: 5/10 The premise is nice, and there are the right amounts of Pokemon
and Trainers. You can get rid of the Bulbasaurs for Squirtles if you wish.

                        *******************************                        

Traffic Light Deck

Description: Pokemon that can attack with Fire, Water, or Lighting Energy!

 *Energy*
 10x Fire Energy
 8x Water Energy
 8x Lightning Energy

 *Pokemon*
 3x Charmander L10
 2x Charmeleon L32
 3x Ponyta L10
 2x Rapidash L33
 2x Flareon L22
 2x Vaporeon L29
 2x Pikachu L12
 3x Voltorb L10
 2x Electrode L42
 2x Jolteon L24
 4x Eevee L12

 *Trainers*
 2x Energy Search
 2x Switch
 3x Pluspower

Rating: 2.5/10 A very easy deck to build, Traffic Light contains almost no
Trainer Cards and too many Pokemon, and thus is weak to many opponents.

                        *******************************                        

Fire Pokemon Deck

Description: With fire Pokemon like Charizard, Rapidash, and Magmar, it's hot!

 *Energy*
 24x Fire Energy
 2x Double Colorless Energy

 *Pokemon*
 3x Charmander L10
 2x Charmeleon L32
 1x Charizard L76
 3x Vulpix L11
 1x Ninetales L32
 1x Ninetales L35
 2x Growlithe L18
 1x Arcanine L45
 2x Ponyta L10
 1x Rapidash L33
 1x Magmar L24
 1x Magmar L31
 1x Flareon L22
 1x Flareon L28
 1x Moltres L35
 3x Eevee L12

 *Trainers*
 1x Professor Oak
 2x Bill
 1x Pokemon Trader
 1x Pokemon Breeder
 1x Energy Retrieval
 1x Super Energy Retrieval
 1x Switch
 1x Gust of Wind

Rating: 3.5/10 A standard Fire deck, but it has too little Trainers and too
many Pokemon to be effective.

                        *******************************                        

Fire Charge Deck

Description: Desperate attacks damage your opponent and you!

 *Energy*
 21x Fire Energy
 4x Double Colorless Energy

 *Pokemon*
 4x Growlithe L18
 3x Arcanine L45
 2x Magmar L24
 3x Jigglypuff L12
 1x Jigglypuff L14
 1x Wigglytuff L36
 2x Chansey L55
 2x Tauros L32

 *Trainers*
 1x Professor Oak
 2x Bill
 2x Energy Retrieval
 1x Poke Ball
 1x Computer Search
 2x Defender
 3x Potion
 1x Full Heal
 1x Gambler
 3x Recycle

Rating: 5/10 I like this deck because of the damage it can cause fast. Replace
the Magmars and Recycle for Fossil Magmars, Defenders, and Super Potions.

-------------------------------------------------------------------------------
8.5: Lightning Machine
-------------------------------------------------------------------------------

Cute Pokemon Deck

Description: A deck of cute Pokemon such as Pikachu and Eevee.

 *Energy*
 4x Fire Energy
 6x Water Energy
 8x Lightning Energy
 2x Double Colorless Energy

 *Pokemon*
 1x Flareon L28
 1x Vaporeon L42
 1x Pikachu L12
 1x Pikachu L14
 1x Pikachu L16
 1x Pikachu L16
 1x Flying Pikachu L12
 1x Surfing Pikachu L13
 1x Surfing Pikachu L13
 1x Raichu L40
 1x Raichu L45
 1x Jolteon L29
 2x Clefairy L14
 1x Clefable L34
 1x Jigglypuff L12
 2x Jigglypuff L13
 1x Jigglypuff L14
 2x Wigglytuff L36
 4x Eevee L12

 *Trainers*
 2x Professor Oak
 3x Bill
 2x Clefairy Doll
 2x Scoop Up
 1x Computer Search
 1x Pluspower
 1x Defender
 3x Potion

Rating: 2/10 Rrgh... Too many Pikachu and no Raichu means the demise of this
deck. Also, try using the GB Exclusive Eeveelutions that can use any Energy.

                        *******************************                        

Pokemon Flute Deck

Description: Use the Pokemon Flute to revive opponents' Pokemon and attack!

 *Energy*
 9x Water Energy
 12x Lightning Energy

 *Pokemon*
 2x Staryu L15
 2x Lapras L31
 3x Pikachu L12
 1x Raichu L40
 2x Magnemite L13
 3x Electabuzz L35
 2x Rattata L9
 1x Raticate L41

 *Trainers*
 2x Professor Oak
 4x Bill
 3x Energy Removal
 1x Computer Search
 3x Pluspower
 2x Item Finder
 4x Gust of Wind
 4x Pokemon Flute

Rating: 1/10 WHAT IS THE POINT OF POKEMON FLUTE? It revives your OPPONENT'S 
Pokemon, for heaven's sake. He might run out of Bench space, but it's unlikely.

                        *******************************                        

Yellow Flash Deck

Description: A deck of Pokemon that use Lightning Energy to zap opponents.

 *Energy*
 26x Lightning Energy

 *Pokemon*
 2x Pikachu L12
 1x Pikachu L14
 1x Raichu L40
 1x Raichu L45
 2x Magnemite L13
 1x Magnemite L15
 1x Magneton L28
 1x Magneton L35
 3x Voltorb L10
 1x Electrode L35
 1x Electrode L42
 1x Electabuzz L20
 1x Electabuzz L35
 1x Jolteon L24
 1x Jolteon L29
 1x Zapdos L40
 1x Zapdos L64
 3x Eevee L12

 *Trainers*
 1x Energy Retrieval
 2x Energy Removal
 2x Poke Ball
 2x Pluspower
 2x Defender
 1x Gust Wind

Rating: 3/10 Well, there are a lot of Pokemon, but the overall weakness to 
Fighting and no ways to counter it makes the deck poor.

                        *******************************                        

Electric Shock Deck

Description: A deck which shocks and paralyzes opponents with its attacks.

 *Energy*
 24x Lightning Energy
 1x Double Colorless Energy

 *Pokemon*
 2x Pikachu L14
 1x Pikachu L16
 1x Pikachu L16
 2x Raichu L40
 2x Magnemite L13
 2x Magnemite L15
 2x Magneton L28
 4x Voltorb L10
 3x Electrode L42
 1x Zapdos L64
 3x Porygon L12

 *Trainers*
 2x Energy Retrieval
 2x Pluspower
 3x Defender
 2x Item Finder
 3x Gust of Wind

Rating: 2.5/10 This is interesting, but again, the Fighting weakness will kill
it eventually. Try adding some Scythers for some counter against Fighters.

                        *******************************                        

Zapping Selfdestruct Deck

Description: Selfdestruct causes great damage - even to the opponent's Bench.

 *Energy*
 24x Lightning Energy
 2x Double Colorless Energy

 *Pokemon*
 4x Magnemite L13
 3x Magneton L28
 4x Voltorb L10
 2x Electrode L35
 4x Electabuzz L35
 2x Kangaskhan L40
 1x Tauros L32

 *Trainers*
 1x Professor Oak
 2x Bill
 2x Switch
 4x Defender
 1x Gust of Wind
 4x Potion

Rating: 5.5/10 A nice deck, but Magneton and Defender should be replaced with
Scyther and Pokemon Trader/Gust of Wind. Add some Jolteon, if desired.

-------------------------------------------------------------------------------
8.6: Science Machine
-------------------------------------------------------------------------------

Lovely Nidoran Deck

Description: Uses Nidoqueen's Boyfriends to cause great damage to the opponent.

 *Energy*
 20x Grass Energy

 *Pokemon*
 4x Nidoran F L13
 3x Nidorina L24
 2x Nidoqueen L43
 4x Nidoran M L20
 4x Nidorino L25
 4x Nidoking L48
 3x Lickitung L26

 *Trainers*
 2x Professor Oak
 3x Pokemon Trader
 3x Pokemon Breeder
 2x Energy Retrieval
 3x Switch
 1x Computer Search
 2x Item Finder

Rating: 6/10 The premise of the deck is nice, and there are many cards that
will help you get Nidoran. Replace Item Finder and Switch with Potion and Bill.

                        *******************************                        

Science Corps Deck

Description: The march of the Science Corps! Attack with the power of science!

 *Energy*
 26x Grass Energy

 *Pokemon*
 2x Ekans L10
 1x Arbok L27
 2x Nidoran F L13
 1x Nidorina L24
 1x Nidoqueen L43
 3x Nidoran M L20
 2x Nidorino L25
 1x Nidoking L28
 2x Zubat L10
 1x Golbat L29
 2x Grimer L17
 1x Muk L34
 2x Koffing L13
 1x Weezing L27
 2x Meowth L15
 1x Persian L25

 *Trainers*
 1x Professor Oak
 1x Bill
 1x Pokemon Trader
 1x Pokemon Breeder
 1x Potion
 1x Full Heal
 1x Maintenance
 1x Gambler
 1x Recycle

Rating: 3/10 Not a special deck in any way, and Nidorina isn't very good. Try
adding some more Trainers.

                        *******************************                        

Flyin' Pokemon Deck

Description: Pokemon with feathers flock together! Retreating is easy!

 *Energy*
 13x Grass Energy
 10x Lightning Energy
 2x Double Colorless Energy

 *Pokemon*
 4x Zubat L10
 3x Golbat L29
 2x Flying Pikachu L12
 4x Pidgey L8
 3x Pidgeotto L36
 1x Pidgeot L38
 1x Pidgeot L40
 4x Spearow L13
 3x Fearow L27

 *Trainers*
 2x Imposter Professor Oak
 2x Bill
 2x Lass
 4x Potion

Rating: 3/10 Retreating IS easy, but attacking is not. Flying Pikachu and the
Pidgey line both are bad. They, along with Lightning Energy, must be replaced.

                        *******************************                        

Poison Deck

Description: A deck that uses Poison to slowly knock out the opponent.

 *Energy*
 24x Grass Energy

 *Pokemon*
 3x Weedle L12
 2x Kakuna L23
 1x Beedrill L32
 4x Ekans L10
 3x Arbok L27
 4x Nidoran M L20
 3x Nidorino L25
 2x Nidoking L48
 3x Koffing L12
 2x Weezing L27

 *Trainers*
 1x Professor Oak
 2x Imposter Professor Oak
 1x Pokemon Breeder
 2x Potion
 2x Full Heal
 1x Gambler

Rating: 4/10 Poison is nice, but the Koffing and Ekans line and Imposter
Professor Oak should be switched with Zubat and Golbat, and perhaps Scyther.

                        *******************************                        

Wonders of Science Deck

Description: Block Pokemon Powers with Muk and attack with Mewtwo!

 *Energy*
 15x Grass Energy
 8x Psychic Energy

 *Pokemon*
 4x Grimer L17
 3x Muk L34
 4x Koffing L13
 3x Weezing L27
 2x Mewtwo L53
 1x Mewtwo L60
 1x Mewtwo L60
 2x Porygon L12

 *Trainers*
 2x Professor Oak
 1x Imposter Professor Oak
 2x Bill
 2x Energy Search
 2x Switch
 2x Computer Search
 2x Pokedex
 2x Full Heal
 2x Maintenance

Rating: 4/10 The small number of Psychic Energy is a bummer to Mewtwo, who
needs them. Porygon and Koffing suck, and Maintenance should be thrown out.

-------------------------------------------------------------------------------
8.7: Psychic Machine
-------------------------------------------------------------------------------

Psychic Power Deck

Description: Use the psychic power of the Psychic Pokemon to attack!

 *Energy*
 25x Psychic Energy

 *Pokemon*
 3x Abra L10
 2x Kadabra L38
 1x Alakazam L42
 2x Slowpoke L18
 1x Slowbro L26
 1x Gastly L8
 2x Gastly L17
 1x Haunter L17
 1x Haunter L22
 1x Gengar L38
 2x Drowzee L12
 1x Hypno L36
 1x Mr. Mime L28
 1x Jynx L23
 1x Mewtwo L53
 1x Mew L23
 1x Clefairy L14
 1x Clefable L34
 1x Snorlax L20

 *Trainers*
 2x Professor Oak
 1x Pokemon Trader
 1x Pokemon Breeder
 2x Switch
 1x Pokemon Center
 2x Pluspower
 1x Devolution Spray

Rating: 2.5/10 Another mundane deck with tons of Pokemon and too little
Trainers. Just about every Psychic Pokemon is used in here...

                        *******************************                        

Dream Eater Haunter Deck

Description: Uses Haunter's Dream Eater to cause great damage!

 *Energy*
 7x Grass Energy
 17x Psychic Energy

 *Pokemon*
 3x Zubat L10
 2x Golbat L29
 4x Gastly L8
 1x Haunter L17
 2x Haunter L22
 2x Gengar L38
 3x Drowzee L12
 2x Hypno L36
 2x Jigglypuff L14
 2x Meowth L15

 *Trainers*
 2x Professor Oak
 2x Bill
 2x Energy Retrieval
 1x Super Energy Retrieval
 2x Switch
 1x Computer Search
 3x Revive

Rating: 3/10 Dream Eater has only a 25% chance of working, so Base Haunter is 
not needed. Get rid of the Zubat, since this deck is meant to be all-Psychic.

                        *******************************                        

Scavenging Slowbro Deck

Description: Continually draw Trainer Cards from the discard pile!

 *Energy*
 23x Psychic Energy

 *Pokemon*
 4x Slowpoke L18
 3x Slowbro L26
 3x Jynx L23
 2x Mewtwo L53
 2x Mew L23
 2x Jigglypuff L13
 2x Jigglypuff L14
 2x Eevee L12

 *Trainers*
 2x Energy Retrieval
 3x Energy Removal
 2x Pluspower
 3x Defender
 3x Potion
 4x Recycle

Rating: 2.5/10 The premise of the deck is unique, but what good Trainer Cards
are there to draw? A lot of the deck needs replaceing.

                        *******************************                        

Strange Power Deck

Description: Confuse opponents with mysterious power!

 *Energy*
 25x Psychic Energy
 1x Double Colorless Energy

 *Pokemon*
 3x Slowpoke L9
 2x Slowbro L26
 4x Drowzee L12
 3x Hypno L36
 2x Mr. Mime L28
 2x Jynx L23
 1x Mew L8
 2x Mew L23
 2x Lickitung L26
 1x Snorlax L20

 *Trainers*
 2x Pokemon Trader
 2x Energy Retrieval
 2x Energy Removal
 1x Super Energy Removal
 2x Pluspower
 1x Item Finder
 1x Gust of Wind
 1x Full Heal

Rating: 3/10 Another boring deck with weak Pokemon. This should be made into a
Damage Swap deck as soon as possible.

                        *******************************                        

Strange Psyshock Deck

Description: Use Alakazam's Damage Swap to move damage counters!

 *Energy*
 22x Psychic Energy

 *Pokemon*
 4x Abra L10
 3x Kadabra L38
 2x Alakazam L42
 2x Mr. Mime L28
 3x Chansey L55
 3x Kangaskhan L40
 2x Snorlax L20

 *Trainers*
 2x Professor Oak
 3x Energy Removal
 4x Switch
 2x Pokemon Center
 4x Scoop Up
 3x Gust of Wind
 1x Gambler

Rating: 7.5/10 Very standard and VERY effective as a Stall deck, but with too
many Switch. Maybe edit it using the deck that I made in section 4.5?

-------------------------------------------------------------------------------
8.8: Fighting Machine
-------------------------------------------------------------------------------

All Fighting Pokemon Deck

Description: A deck of Fighting Pokemon. Feel their fighting power!

 *Energy*
 26x Fighting Energy

 *Pokemon*
 2x Sandshrew L12
 1x Sandslash L33
 2x Diglett L8
 1x Dugtrio L36
 2x Mankey L7
 1x Primeape L35
 3x Machop L20
 2x Machoke L40
 1x Machamp L67
 2x Geodude L16
 1x Graveler L29
 1x Golem L36
 1x Onix L12
 2x Cubone L13
 1x Marowak L26
 1x Hitmonlee L30
 1x Hitmonchan L33
 2x Rhyhorn L18
 1x Rhydon L48

 *Trainers*
 1x Professor Oak
 2x Bill
 1x Switch
 2x Potion

Rating: 1.5/10 This deck does little other than show off your collection of
Fighting Pokemon, but what good does that do against computer players?

                        *******************************                        

Bench Attack Deck

Description: A deck of Pokemon that can attack the Bench.

 *Energy*
 12x Lightning Energy
 14x Fighting Energy

 *Pokemon*
 4x Voltorb L10
 2x Electrode L42
 2x Zapdos L40
 4x Hitmonlee L30
 2x Hitmonchan L33
 4x Meowth L14

 *Trainers*
 1x Professor Oak
 2x Bill
 1x Mr. Fuji
 2x Energy Retrieval
 2x Switch
 1x Scoop Up
 2x Pluspower
 2x Defender
 1x Item Finder
 1x Gust of Wind
 1x Maintenance

Rating: 4/10 There are actually more Lightning Pokemon than Fighting, but the
premise is nice. On a side note, Pluspower does not increase Bench damage.

                        *******************************                        

Battle Contest Deck

Description: A deck which uses fighting attacks such as slash and punch.

 *Energy*
 24x Fighting Energy
 2x Double Colorless Energy

 *Pokemon*
 3x Mankey L7
 4x Machop L20
 3x Machoke L40
 2x Hitmonlee L30
 2x Hitmonchan L33
 3x Meowth L14
 2x Persian L25
 3x Dratini L10
 2x Dragonair L33
 1x Dragonite L45

 *Trainers*
 1x Professor Oak
 3x Pluspower
 3x Defender
 2x Potion

Rating: 4/10 What are the Mankey for? Replace them and some Fighting Energy for
some more Trainers and Machamp.

                        *******************************                        

Heated Battle Deck

Description: A powerful deck with both fire and fighting Pokemon.

 *Energy*
 8x Fire Energy
 4x Lightning Energy
 15x Fighting Energy

 *Pokemon*
 4x Magmar L24
 2x Electabuzz L35
 3x Mankey L7
 2x Primeape L35
 3x Hitmonlee L30
 3x Hitmonchan L33
 2x Kangaskhan L40

 *Trainers*
 2x Energy Search
 2x Scoop Up
 3x Pluspower
 2x Defender
 3x Potion
 2x Full Heal

Rating: 5.5/10 Get the Fossil Magmar instead, add some Scyther for the Mankeys,
and put in some Bill and Professor Oak. And there's a Haymaker for you!

                        *******************************                        

First-Strike Deck

Description: A deck for fast and furious attacks.

 *Energy*
 25x Fighting Energy

 *Pokemon*
 4x Mankey L7
 1x Primeape L35
 4x Machop L20
 3x Machoke L40
 2x Machamp L67
 4x Hitmonlee L30
 2x Hitmonchan L33

 *Trainers*
 4x Bill
 2x Switch
 2x Pluspower
 2x Defender
 3x Gust of wind
 2x Potion

Rating: 5/10 For using a Haymaker archetype, Either use this deck or the above
one. You should edit the deck with the sample Haymaker I have in section 4.5.

-------------------------------------------------------------------------------
8.9: Water Machine
-------------------------------------------------------------------------------

Blue Water Deck

Description: A deck of water Pokemon: Their blue horror washes over enemies.

 *Energy*
 25x Water Energy

 *Pokemon*
 2x Psyduck L15
 1x Golduck L27
 2x Poliwag L13
 1x Poliwhirl L28
 1x Poliwrath L48
 2x Seel L12
 1x Dewgong L42
 2x Shellder L8
 1x Cloyster L25
 2x Krabby L20
 1x Kingler L27
 2x Horsea L19
 1x Seadra L23
 1x Magikarp L8
 1x Gyarados L41
 1x Lapras L31
 1x Omanyte L19
 1x Omastar L32
 1x Articuno L35

 *Trainers*
 1x Professor Oak
 2x Bill
 1x Pokemon Trader
 2x Mysterious Fossil
 1x Energy Search
 1x Poke Ball
 1x Potion
 1x Super Potion

Rating: 2/10 Bad. You can do a lot more with Water Pokemon than simply cluster
them up in the fish market.

                        *******************************                        

On the Beach Deck

Description: A well balanced deck of Sandshrew and water Pokemon!

 *Energy*
 16x Water Energy
 10x Fighting Energy

 *Pokemon*
 2x Seel L12
 1x Dewgong L42
 3x Shellder L8
 2x Cloyster L25
 3x Krabby L20
 2x Kingler L27
 3x Staryu L15
 2x Starmie L28
 3x Sandshrew L12
 2x Sandslash L33

 *Trainers*
 2x Bill
 2x Energy Retrieval
 2x Energy Removal
 2x Gust of Wind
 3x Potion

Rating: 3/10 Not really well balanced in my standards, since Dewgong is nothing
without Blastoise, Cloyster is really bad, and more Trainers are needed.

                        *******************************                        

Paralyze! Deck

Description: Paralyze the opponent's Pokemon: Stop 'em and drop 'em!

 *Energy*
 8x Grass Energy
 14x Water Energy
 4x Double Colorless Energy

 *Pokemon*
 3x Caterpie L13
 2x Metapod L21
 3x Squirtle L8
 2x Wartortle L22
 3x Shellder L8
 2x Cloyster L25
 4x Staryu L15
 3x Starmie L28

 *Trainers*
 2x Professor Oak
 2x Bill
 2x Pluspower
 2x Defender
 4x Potion

Rating: 2.5/10 Do not use Cloyster or Starmie! and considering that those two
Pokemon take up half the deck, you'd imagine it's pretty bad.

                        *******************************                        

Energy Removal Deck

Description: Uses Whirlpool and Hyper Beam to remove opponents' Energy cards.

 *Energy*
 15x Water Energy
 8x Psychic Energy
 3x Double Colorless Energy

 *Pokemon*
 3x Psyduck L15
 2x Golduck L27
 4x Poliwag L13
 3x Poliwhirl L28
 2x Poliwrath L48
 4x Gastly L17
 3x Haunter L17
 3x Dratini L10
 2x Dragonair L33

 *Trainers*
 1x Professor Oak
 1x Bill
 1x Lass
 2x Energy Search
 2x Energy Removal
 1x Super Energy Removal

Rating: 6/10 Nice... Fits right into the Energy Destruction archetype. Maybe
put in more Energy Removal and Bill.

                        *******************************                        

Rain Dancer Deck

Description: Use Rain Dance to attach Water Energy for powerful attacks!

 *Energy*
 24x Water Energy

 *Pokemon*
 4x Squirtle L8
 3x Wartortle L22
 2x Blastoise L52
 3x Horsea L19
 2x Seadra L23
 4x Goldeen L12
 3x Seaking L28
 2x Lapras L31

 *Trainers*
 2x Professor Oak
 1x Pokemon Breeder
 1x Energy Retrieval
 1x Super Energy Retrieval
 2x Energy Removal
 1x Super Energy Removal
 2x Switch
 2x Potion
 1x Gambler

Rating: 7.5/10 If you can get a Blastoise out, you have a good chance to win.
Seadra is not really needed, and you could go with my archetype in section 4.5.

-------------------------------------------------------------------------------
8.10: Legendary Machine
-------------------------------------------------------------------------------

The Legendary Deck Machine is found after you beat the Grand Masters, on a box
behind the Legendary Card podium.

Legendary Moltres Deck

 *Pokemon*
 4x Vulpix L11
 3x Ninetailes L35
 4x Growlithe L18
 2x Arcanine L45
 2x Moltres L35
 2x Moltres L37 (Legendary)
 2x Magmar L24
 2x Magmar L31

 *Trainers*
 2x Lass
 1x Energy Retrieval
 1x Super Energy Retrieval
 3x Bill
 1x Pokemon Trader
 2x Energy Removal
 1x Potion
 2x Switch
 1x Super Potion

 *Energy*
 25x Fire Energy

Rating: 5.5/10 One of the better Fire decks programmed in the game. I would
take all the Moltres out and replace them with Scyther and Professor Oak.

                        *******************************                        

Legendary Zapdos Deck

 *Pokemon*
 4x Electabuzz L35
 4x Voltorb L10
 3x Electrode L35
 3x Eevee L12
 2x Jolteon L29
 1x Zapdos L40
 1x Zapdos L64
 2x Zapdos L68 (Legendary)

 *Trainers*
 4x Bill
 1x Gambler
 2x Energy Retrieval
 2x Switch
 3x Potion
 3x Pluspower

 *Energy*
 25x Lightning Energy

Rating: 6/10 A good Lightning deck, but the Fighting Weakness should really be
covered up with Scyther and/or Zubat and Grass Energy.

                        *******************************                        

Legendary Articuno Deck

 *Pokemon*
 3x Chansey L55
 4x Seel L12
 3x Dewgong L42
 2x Articuno L35
 2x Articuno L37 (Legendary)
 4x Lapras L31
 2x Ditto L19

 *Trainers*
 2x Professor Oak
 2x Pokemon Trader
 3x Energy Retrieval
 3x Switch
 4x Gambler
 4x Scoop Up

 *Energy*
 25x Water Energy

Rating: 8/10 A great stalling deck, but some more Chanseys and some Kangaskhans
will only make it better. Also, use some Pokemon Center in this.

                        *******************************                        

Legendary Dragonite Deck

 *Pokemon*
 3x Magikarp L8
 2x Gyarados L41
 3x Charmander L10
 2x Charmeleon L32
 2x Charizard L76
 2x Kangaskhan L40
 4x Dratini L10
 3x Dragonair L33
 2x Dragonite L41 (Legendary)
 2x Lapras L31

 *Trainers*
 1x Energy Retrieval
 1x Super Energy Retrieval
 2x Professor Oak
 2x Pokemon Breeder
 2x Pokemon Trader
 1x Gambler
 2x Switch

 *Energy*
 20x Water Energy
 4x Double Colorless Energy

Rating: 3/10 Crummy... If you don't get the evolutions in quickly, your foe
will quickly capitalize and take out your weak Basic Pokemon. 

                        *******************************                        

Mysterious Pokemon Deck

 *Pokemon*
 4x Bulbasaur L13
 3x Ivysaur L20
 2x Venusaur L64
 2x Scyther L25
 4x Abra L10
 3x Kadabra L38
 2x Alakazam L42
 2x Mr. Mime L28 
 1x Mew L8
 2x Mew L15

 *Trainers*
 1x Professor Oak
 2x Bill
 2x Pokémon Breeder
 1x Energy Removal
 2x Switch
 1x Pokémon Center

 *Energy*
 12x Grass Energy
 14x Psychic Energy

Rating: 5/10 Interesting... The strange combination of Pokemon make this deck
unpredictable by human opponents, and who knows what Mew's attack can do...

-------------------------------------------------------------------------------
===============================================================================
     *** 9: FAQ - Frequently Asked Questions     *** 
===============================================================================
-------------------------------------------------------------------------------

This is the section where questions, comments, or other suggestions are
discussed. More will be coming as the document is updated.

Q: I heard there were two exclusive Card Pop! cards. Is that true?
A. Yes. The Venusaur L67 and Mew L15 are exclusive promotionals.

Q: What's that door at the back of the Challange Hall for?
A. Decoration. You can't go in there.

Q: Why do you have two Card Lists?
A. I wanted the reader to easily find any card, provided they either knew its
   Card Number or the Pokedex Number.

Please feel free to email me (section 1) if you have a question, and it could
be included in this section.

-------------------------------------------------------------------------------
9.1: Tips and Tricks
-------------------------------------------------------------------------------

Here are some tricks of the trade that might get you through the game a little
easier. Feel free to send in tricks by contacting me in any way. 

* When you are about to lose a duel, turn off the game, or simultaneously push
  A, B, Start, and Select. Use the Continue Duel option to make the game start
  at your previous turn. Now, you have another shot at winning!

* If you get an undesired result after an attack, and another of your attacks
  is better, turn off the game and turn it back on. You can use the other
  attack instead of the first one.

  Example: If Lapras has 2 Water Energys and gets a tails from Confuse Ray, he
  is better off using Water Gun and you should follow the procedure above.

* If your opponent gets lucky on his/her turn and Knocks your best Pokemon Out,
  restart the game and use Continue Duel to switch your attacker out!

* Save after every duel when Rod or Host asks you to prepare your deck. That
  way, even if you lose, you can face the opponent again.

* Hold the B button when walking to run. Running saves you a lot of time in
  getting from place to place.

* The people in the game all walk in place. Want to do that too? Simply run
  into a corner and face the wall. You will attempt to walk through, but fail.

-------------------------------------------------------------------------------
9.2: Gameshark Help
-------------------------------------------------------------------------------

Thanks to the Gameboy Gameshark, you no longer have to Card Pop! a million
times for that Promo Venusaur, or hope that your next coin will land heads. The
codes used to program the Gameshark to preform the game's cheats are listed
below. All codes are tested using a Gameshark2 Version 2. I am not responsible
for any data loss or other problems from usage of the Gameshark.

Gameshark codes were gotten from cmgsccc.com (Game Software Code Creators Club)
and any questions regarding these codes should be asked there, since I only
tested the codes.

                        *******************************                        

These codes alter the coin landing. The image will still be normal, but it will
always count as how you wanted it to be.

Your coin always lands Heads: 01012FC2 
Your coin always lands Tails: 01002FC2 

                        *******************************                        

The following codes make your Pokemon invincible. They are not tested on all
the Pokemon cards.

Infinite HP - Active Pokemon: 01FFC8C2
Infinite HP - Bench Pokemon 1: 01FFC9C2
Infinite HP - Bench Pokemon 2: 01FFCAC2
Infinite HP - Bench Pokemon 3: 01FFCBC2
Infinite HP - Bench Pokemon 4: 01FFCCC2
Infinite HP - Bench Pokemon 5: 01FFCDC2

                        *******************************                        

These codes make your opponent's Pokemon die in 1 hit. Also, if they try to
attack you, their active Pokemon will automatically be Knocked Out.

No HP - Enemy Active Pokemon: 0100C8C3
No HP - Enemy Bench Pokemon 1: 0100C9C3
No HP - Enemy Bench Pokemon 2: 0100CAC3
No HP - Enemy Bench Pokemon 3: 0100CBC3
No HP - Enemy Bench Pokemon 4: 0100CCC3
No HP - Enemy Bench Pokemon 5: 0100CDC3

                        *******************************                        

These codes modify your Pokemon only for the duel it participates in. Use the
modifier digits below in place of XX.

Active Pokémon Modifier: 01XXBBC2
Bench 1 Pokémon Modifier: 01XXBCC2
Bench 2 Pokémon Modifier: 01XXBDC2
Bench 3 Pokémon Modifier: 01XXBEC2
Bench 4 Pokémon Modifier: 01XXBFC2
Bench 5 Pokémon Modifier: 01XXC0C2

                        *******************************                        

The codes below will modify the Pokemon you recieve in your next Booster Pack.
Replace XX with the digits below.

Slot 1: 01XX00C4 
Slot 2: 01XX01C4 
Slot 3: 01XX02C4 
Slot 4: 01XX03C4 
Slot 5: 01XX04C4 
Slot 6: 01XX05C4 
Slot 7: 01XX06C4 
Slot 8: 01XX07C4 
Slot 9: 01XX08C4 
Slot 10: 01XX09C4

                        *******************************                        

These are the quantity digits to put in place of XX on the 2 codes above. Use
Ctrl+F to search and type in the name of the card desired.

Grass Energy: 01
Fire Energy: 02
Water Energy: 03
Lightning Energy: 04
Fighting Energy: 05
Psychic Energy: 06
Double Colorless Energy: 07
Bulbasaur: 08
Ivysaur: 09
Venusaur (Card Pop! Promo): 0A
Venusaur: 0B
Caterpie: 0C
Metapod: 0D
Butterfree: 0E
Weedle: 0F
Kakuna: 10
Beedrill: 11
Ekans: 12
Arbok: 13
Nidoran Female: 14
Nidorina: 15
Nidoqueen: 16
Nidoran Male: 17
Nidorino: 18
Nidoking: 19
Zubat: 1A
Golbat: 1B
Oddish: 1C
Gloom: 1D
Vileplume: 1E
Paras: 1F
Parasect: 20
Venonat: 21
Venomoth: 22
Bellsprout: 23
Weepinbell: 24
Victreebell: 25
Grimer: 26
Muk: 27
Exeggcute: 28
Exeggutor: 29
Koffing: 2A
Wheezing: 2B
Tangela (GB): 2C
Tangela: 2D
Scyther: 2E
Pinsir: 2F
Charmander: 30
Charmelion: 31
Charizard: 32
Vulpix: 33
Ninetales: 34
Ninetales (GB): 35
Growlithe: 36
Arcanine (Promo): 37
Arcanine: 38
Ponyta: 39
Rapidash: 3A
Magmar: 3B
Magmar (Fossil): 3C
Flareon (GB): 3D
Flareon (Jungle): 3E
Moltres: 3F
Legendary Moltres: 40
Squirtle: 41
Wartortle: 42
Blastoise: 43
Psyduck: 44
Golduck: 45
Poliwag: 46
Poliwhirl: 47
Poliwrath: 48
Tentacool: 49
Tentacruel: 4A
Seel: 4B
Dewgong: 4C
Shellder: 4D
Cloister: 4E
Krabby: 4F
Kingler: 50
Horsea: 51
Seadra: 52
Goldeen: 53
Seaking: 54
Staryu: 55
Starmie: 56
Magikarp: 57
Gyarados: 58
Lapras: 59
Vaporeon (GB): 5A
Vaporeon (Jungle): 5B
Omanyte: 5C
Omastar: 5D
Articuno: 5E
Legendary Articuno: 5F
Pikachu: 60
Pikachu (Jungle): 61
Pikachu (promo): 62
Pikachu (promo): 63
Flying Pikachu: 64
Surfing Pikachu: 65
Surfing Pikachu: 66
Raichu: 67
Raichu (Fossil): 68
Magnemite: 69
Magnemite (GB): 6A
Magneton: 6B
Magneton (Fossil): 6C
Voltorb: 6D
Electrode (GB): 6E
Electrode (Jungle): 6F
Electabuzz (Promo): 70
Electabuzz: 71
Jolteon (GB): 72
Jolteon: 73
Zapdos: 74
Zapdos (Fossil): 75
Legendary Zapdos: 76
Sandshrew: 77
Sandslash: 78
Diglett: 79
Dugtrio: 7A
Mankey: 7B
Primeape: 7C
Machop: 7D
Machoke: 7E
Machamp: 7F
Geodude: 80
Graveler: 81
Golem: 82
Onix: 83
Cubone: 84
Marowak (Jungle): 85
Marowak (GB): 86
Hitmonlee: 87
Hitmonchan: 88
Rhyhorn: 89
Rhydon: 8A
Kabuto: 8B
Kabutops: 8C
Aerodactlyl: 8D
Abra: 8E
Kadabra: 8F
Alakazam: 90
Slowpoke (Promo): 91
Slowpoke (Fossil): 92
Slowbro: 93
Gastly: 94
Gastly (Fossil): 95
Haunter (Fossil): 96
Haunter: 97
Gengar: 98
Drowzee: 99
Hypno: 9A
Mr. Mime: 9B
Jynx: 9C
Mewtwo: 9D
Mewtwo (Promo): 9E
Mewtwo (Promo): 9F
Mew (Promo): A0
Mew (Card Pop! Promo): A1
Mew: A2
Pidgey: A3
Pidgeotto: A4
Pidgeot (GB): A5
Pidgeot (Jungle): A6
Rattata: A7
Raticate: A8
Spearow: A9
Fearow: AA
Clefairy: AB
Clefable: AC
Jigglypuff (Promo): AD
Jigglypuff (GB): AE
Jigglypuff (Jungle): AF
Wigglytuff: B0
Meowth (GB): B1
Meowth (Jungle): B2
Persian: B3
Farfetch'd: B4
Doduo: B5
Dodrio: B6
Lickitung: B7
Chansey: B8
Kangaskhan: B9
Tauros: BA
Ditto: BB
Eevee: BC
Porygon: BD
Snorlax: BE
Dratini: BF
Dragonair: C0
Legendary Dragonite: C1
Dragonite: C2
Professor Oak: C3
Imposter Professor Oak: C4
Bill: C5
Mr. Fuji: C6
Lass: C7
Imakuni?: C8
Pokemon Trader: C9
Pokemon Breeder: CA
Clefairy Doll: CB
Mysterious Fossil: CC
Energy Retrieval: CD
Super Energy Retrieval: CE
Energy Search:: CF
Energy Removal: D0
Super Energy Removal: D1
Switch: D2
Pokemon Center: D3
Pokeball: D4
Scoop Up: D5
Computer Search: D6
Pokedex: D7
Pluspower: D8
Defender: D9
Item Finder: DA
Gust of Wind: DB
Devolution Spray: DC
Potion: DD
Super Potion: DE
Full Heal: DF
Revive: E0
Maintenance: E1
Pokemon Flute: E2
Gambler: E3
Recycle: E4

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9.3: Linking Up
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The Pokemon Trading Card Game supports the Game Link Cable. Connect the link
to two Gameboy external slots, and turn on both Gameboys. Go to the woman the
Club Lounge of any Dueling Club and begin. You have the following options while
linking up, but make sure both players have the Pokemon Trading Card game
cartridge before doing so.

~ You can duel your friend with a deck you have in your posession. When you are
done with your turn in a duel, you can check out you or your opponent's play
area while waiting for your foe to finish. Also, you can set the number of
Prizes by pressing Start before the game.

~ With two Gameboy Color systems, you can use the Link Cable to trade cards
and decks. When choosing the cards to send, you'll be taken to a menu much like
the one letting you modify decks. Once finished, press B and highlight Send to
begin transmitting. You can send deck designs in similar fashions. The two
Gameboys' infrared ports need to be 4-5 cm apart to do this.

~ With Gameboy Color's infrared communications port, you are able to send 
cards to another game using Card Pop!. Use the Card Pop! option at the main
menu, and make sure the two Gameboys' infrared ports are 4-5 cm apart. if
successful, you will both receive a card. You can only Pop! with someone once,
so Pop! with many people to get the Ghost Cards (achieved only by Card Pop!).

Have fun!

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     *** 10: Credits     *** 
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Contributors to this FAQ will be listed here. Wish to contribute? Send me your
mail to nucleargamer12@gmail.com.

~ Nucleargamer12--hey, that's me! I created this guide.

~ www.gamefaqs.com--for being a great site and having this FAQ posted.

~ Nintendo/GAME FREAK--they created Pokemon Trading Card Game.

~ www.cmgsccc.com--for the Gameshark codes that I have.

~ TheLegendOfME--for a strategy with the Pokemon Flute.

~ DonCorleone2002--for tips on defeating Murray.

~ espio_drake--for a deck and insight against Imakuni?.

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     *** 11: End     *** 
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Thanks for reading this document, and have a nice day.

  ~~nucleargamer12~~          The world revolves around gaming...

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