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FAQ by Mmeeva

Version: Final | Updated: 12/16/2000

                     ____        __ __ __  __  ___      _   __
                    / __ \____  / //_//_/ /  |/  /___  / | / /
                   / /_/ / __ \/ ,< / _ \/ /|_/ / __ \/  |/ /
                  / ____/ /_/ / /| /  __/ /  / / /_/ / /|  /
                 /_/    \____/_/ |_\___/_/  /_/\____/_/ |_/


         ______               ___               ______               __
        /_  __/________ _____/ (_)___  ____ _  / ____/___ __________/ /
         / / / ___/ __ `/ __  / / __ \/ __ `/ / /   / __ `/ ___/ __  /
        / / / /  / /_/ / /_/ / / / / / /_/ / / /___/ /_/ / /  / /_/ /
       /_/ /_/   \__,_/\__,_/_/_/_/_/\__, /  \____/\__,_/_/   \__,_/
                           / ____/__/____/_ ___  ___
                          / / __/ __ `/ __ `__ \/ _ \
                         / /_/ / /_/ / / / / / /  __/
                         \____/\__,_/_/ /_/ /_/\___/

                     %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
                     %    Pokemon: Card GB FAQ    %
                     %    By Mike Meevasin        %
                     %    Version: Final          %
                     %    mmeeva@hotmail.com      %
                     %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

                          Gotta Collect 'em All

                     The latest version of this
                      FAQ can and will always 
                        be found at Gamefaqs:
                       http://www.gamefaqs.com



%%%Credits%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

Without the help and contribution of these people, this FAQ could not 
have been possible.

- Horshack83 (horshack83@hotmail.com) for the deck submission.
- MikeU321 (MikeU321@aol.com) for pointing out that the Mewoth card is 
  no longer a GB exclusive card.
- Erin L. (firewolf00@hotmail.com) for submitting a couple of decks.
- EvilCow28 (EvilCow28@aol.com) for the deck submission.
- Fizzhead2000 (Fizzhead2000@aol.com) for the deck submission.
- TD8189 (TD8189@aol.com) for informing me of the LV64 Venusaur card 
  now being a promo.
- Abe Pulicken (pokemonemperor@hotmail.com) for the deck submission.
- Kabutops324 (Kabutops432@aoo.com) for the deck submission.
- AGL Buddy (PikachuBud@prodigy.net) for the correction on the Fire 
  Club.
- ArTiCuNo1 (ArTiCuNo1@earthlink.net) for pinning down the exact number   
  of cards needed to challenge the Fire Club leader.
- Rockfan (Rockfan1324@aol.com) for the deck submission.
- alberto "muñoz" (alberto_Munoz_331@yahoo.com) for the deck 
  submission.
- Izzy Sherman (izzy008@hotmail.com) for the deck submission.
- SOL (SuijiOiaLuna@webtv.net) for the deck submission.
- Cheong (lleemj@pacific.net.sg) for the deck submission.
- Carlo Luis Lee (count25@hotmail.com) for the deck submission.
- a.dillion (a.dillion@ntlworld.com) for the deck submission.
- Gokilo (Gokilo@aol.com) for the deck submission.
- MewtwoStruckBack (MewtwoStruckBack@aol.com) for the deck submission.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%


--------------------------------------

%%%Table of Contents%%%%%%%%%%%%%%%%%%

I. Revision History
II. FAQ
III. Basics and Advanced Tips
IV. Walkthrough
    - Mason's Lab
    - Water Club
    - Grass Club
    - Rock Club
    - Fire Club
    - Fighting Club
    - Lightning Club
    - Science Club
    - Psychic Club
    - Pokemon Dome
V. Decks
VI. Card Album
   - Colosseum
   - Evolution
   - Mystery
   - Laboratory
   - Promotional
VII. Secrets and Misc. Stuff
VIII. Credits/Disclaimer


******************************************
I. Revision History
******************************************

Version Final (12/16/00):
- Last update (unless I find some major error
  or something similar to that).
- New decks added.

Version 1.54 (08/09/00):
- One new deck added

Version 1.53 (07/22/00):
- Tidbit about the Fire Club leader added.
- Two new decks added.

Version 1.52 (6/28/00):
- Correction made to the Fire Club.
- One new deck added.

Version 1.51 (06/09/00):
- A few new decks added.

Version 1.5 (5/28/00):
- Added in a few decks.

Version 1.4 (5/13/00):
- Updated the Walkthrough.
- Minor corrections here and there.
- Mixed up some of the promos. They're fixed
  now.
- Added in a deck section.

Version 1.0 (4/23/00):
- First version. Card Album up and completed.
- Most sections are up, plan to add some more
  strategies.
- Walkthrough about halfway done, I plan to add the
  rest when I have time.


******************************************
II. FAQ (Frequently Asked Questions)
******************************************

Q. What is the door behind the Challenge Hall for?
A. For now I have no idea. I'm thinking that the door is just there but 
   I can't confirm or deny this.


******************************************
III. Basic and Advanced Tips
******************************************

     Well even though the game offers a basic tutorial I will elaborate 
more and try to add some of the advanced things the game doesn't 
mention.

Energy Cards: 

     The most basic card and of course one of the most important cards. 
The cards are classified into 7 different types.

     Colorless, Fighting, Fire, Grass, Lightning, Psychic, and Water. 
You cannot play without these cards so make sure you have an abundant 
supply of these at all times. If you ever run short of cards battle 
Aaron or Sam in Dr. Mason's Lab to win some Energy cards.


Collecting Cards:

     The game separates the cards into 5 different categories. 
Colosseum, Evolution, Mystery, Laboratory, and Promotional. This is 
very similar to the sets in the real world (ex. Basic, Jungle, Fossil) 
and makes it a little easier to find out what cards you're missing. And 
since all the trainers gives you certain packs, you can beat the same 
player over and over, and fill your collection a whole lot easier.

     As a little side note for those who actually collect the actual 
card game, the game includes all the cards from the Basic set (except 
Electrode), all from Jungle, and all from Fossil (except Ditto), 
excluding the Holo versions of course. Also the game features 12 
"Exclusive" Game Boy cards which haven't been released in real life, 
and will probably remain that way. Finally the game features 20 promo 
cards; these cards have been released in the US, Japan, and some are 
also Game Boy exclusive.


The Challenge Hall:

     The Challenge Hall is a great place to earn those rare promo cards 
you may have missed, or if you just want to have a few extra. The 
Challenge is held after winning your 3rd Medal and 5th Medal and then 
randomly throughout the game. So I suggest that if you do want to try 
the Challenge Hall, go after beating every Club leader, and see if a 
tournament has started.


Other ways:

     The final two ways of collecting cards is by the games E-Mail or 
by Card Pop! To get cards by E-mail go to any computer and check your 
E-mail. You will find a letter from Dr. Mason, and as a bonus he will 
give you one free pack. He will give you an e-mail and a free pack 
every time you talk to the Club Master. The last way of getting cards 
is by a method called Card Pop! This option is given to you before you 
begin a saved game. Using the Game Boy Color's Comm Port, you and a 
friend will receive a free card randomly chosen from the other cards. 
There are two promo cards that can ONLY be obtained this way, so Card 
Pop! with everyone that has this game.

***Note- The Card Pop! allows you to only do this with one person. The 
game records the other person's ID # and if you Card Pop! with the same 
person you will get an error saying that you've already Card Pop! with 
that person. The only way to overwrite the ID # is to Card Pop! with so 
many people the game overwrites the ID # allowing you to Card Pop! with 
them again.


The 4 status ailments and how to cure em:

Paralysis: Cannot attack, retreat, or use a Pokemon Power
Solution: Evolve, certain Trainer cards, putting it in the Bench, wait 
for the next turn and automatically heal

Poison: Gives 10 damage each turn
Solution: Retreat to bench, trainer cards

Confusion: Must flip a coin when attacking or retreating
Solution: Evolve, retreat it successfully, trainer cards

Sleep: Cannot do anything.
Solution: Evolve, trainer cards, move to bench


******************************************
IV. Walkthrough
******************************************

Your goal (a.k.a. The story of the game) is to collect: 

"The Legendary Pokemon Cards...
The Extremely Rare and Powerful
Cards held by Pokemon Trading
Card Game's greatest players...

The Grand Masters are searching
For one to inherit the Legend!"


%%%%%%%%%%Dr. Mason's Lab%%%%%%%%%%

Card Players: Sam, Colosseum (Gives out all Energy cards)
              Aaron, Colosseum (Gives out all Energy cards)


     The first place you will go to will teach you the basics of the 
game. I suggest paying close attention to the tutorial if you are 
completely lost or know nothing about the card game, plus to learn more 
about the game check the above section for more help. You shouldn't 
need any help with this part, so I will just move on.

     After the battle you will be given a choice of 3 decks. This is 
similar to the original Pokemon where you can pick Charmander, 
Squirtle, or Bulbasaur. It really doesn't matter which deck you choose. 
So take a deck on your personal tastes.

     You will also find the Auto Deck Machines in the next room. These 
machines automatically build the decks from the Club masters, plus a 
couple of others. However to use any of these machines (except the 
first one) you will need the Club Master's medals. Also while building 
your deck you will notice that there are numbers and letters next to 
the deck names. These symbols mean:

X ??- Means some cards are missing. The two question marks represent 
      exactly how many cards you are missing. If you press A the 
      machine will show you exactly what cards you're missing.

O- You have all the cards necessary and may make a deck.

*- Means you have the cards, but they are currently being used in 
   another deck. If you want to make a deck you will have to destroy 
   the other decks.

    The other machine, (the one in the bottom-left corner) allows you 
to make your own decks and save them on the machine.

     From here you can go to any Club you choose, but choose wisely to 
where you go next. For example I choose the Bulbasaur deck first and 
since the deck consists of Grass type they work well against the people 
in the Rock Club, so I would go visit there first. For the Charmander 
deck I would visit the Grass Club, and with the Squirtle Deck I would 
visit the Rock Club. I will put the clubs in the order I go to but if 
you are looking for a specific club just check the table of contents.


%%%%%%%%%%Water Club%%%%%%%%%%

Card Players: Sara, Colosseum
              Amanda, Evolution
              Joshua, Mystery
              Amy, Club Master, Laboratory

     One of the easiest clubs and probably one of the first you should 
visit, (unless you chose the Charmander deck). You will have to beat 
everyone in the Club before they will let you face Amy so let's focus 
on them. Be sure that you have some Lightning Pokemon to make this even 
easier.

Amanda: Amanda's deck seems to contain many Mysterious Fossil and 
        Clefairy Doll. She uses these cards along with Wigglytuff's "Do 
        the Wave" attack to deliver some heavy damage. Try to stop her 
        from doing this by KO'ing her Jigglypuff before it can evolve. 
        Other than Wigglytuff and Scyther she doesn't seem to have 
        anything to tough, so just beware of those 2 cards.

Sara: I really don't know what her strategy was. I beat her very 
      quickly. If you have any Lightning Pokemon, they'll fry any 
      Pokemon she has, so just finish her quickly.

Joshua: This guy likes to use Krabby's "Call for Family" attack to fill 
        his bench pretty quickly. However they are pretty harmless, 
        unless he evolves them into Kinglers, than they can become a 
        threat. Make sure your Lightning Pokemon are powered up if he 
        ever gets his heavy hitters out.

Amy: Amy plays the Rain Dance deck. A deck that focuses on Blastoise's 
     Pokemon Power to give Water Energy to any Pokemon as many times as 
     she wants. It's best if you eliminate Squirtle or Wartortle before 
     she can get Blastoise. Another thing to avoid is her Horsea which 
     I found to be very annoying. All in all not very hard as long as 
     you have a few Lightning Pokemon with you.


%%%%%%%%%%Grass Club%%%%%%%%%%

Card Players: Brittany, Mystery
              Heather, Colosseum
              Kristin, Evolution
              Nikki, Club Master, Laboratory

     Fire Pokemon are the key for this Club. A good place to start if 
you chose the Charmander and Friends deck. One of the players in this 
club has a Water Pokemon thrown into her deck, so pack a Lightning 
Pokemon or two to counter her possible threat.

Brittany: This card player can be found at the Club Lounge. She is also 
          one of the easiest player to beat. Her deck consists of about 
          4 types of Pokemon, and half the time she doesn't have the 
          proper energy to attack. A very easy way to build up on cards 
          from the Mystery set.

Heather: This is the one player that you may have some trouble with. 
         Mainly because of her Vaporeon which can kill any Fire Pokemon 
         that you may have. However a few Lightning Pokemon can easily 
         take out Vaporeon, leaving the Fire Pokemon to take care of 
         her other Pokemon.

Kristin: Kristin's likes to use Pokemon Breeder to quickly evolve her 
         Pokemon. This could be a problem if you didn't have any Fire 
         Pokemon, but since you do, her Pokemon won't survive long 
         enough to even evolve.

Nikki: To challenge Nikki you will first have to find her. In order to 
       find her you must beat Brittany, Heather, and Kristin at least 
       once. Once you beat all three, they will tell you where Nikki 
       is. Go to Ishihara's house and talk to Nikki, she will return to 
       the Grass Club and wait for you to challenge her there.

       Again if you've built a good Fire Deck Nikki shouldn't be much 
       of a problem. However beware of the Pokemon she does have. She 
       tends to place a lot of Grass Energy cards on Exeggutor , making 
       its Eggsplosion that much more dangerous. Her Venusaur helps her 
       build up Exeggutor, so just try to eliminate those Pokemon 
       before they evolve.


%%%%%%%%%%Rock Club%%%%%%%%%%

Card Players: Mitch, Mystery
              Andrew, Colosseum
              Ryan, Evolution
              Gene, Club Master, Mystery

     The Rock Club is weak to Grass Types, making this a perfect 
starting point for those who choose the Bulbasaur and Friends deck. 
Adding a couple of Ghosts into your deck can help greatly, considering 
that the Ghost have a Resistance to Fighting.

Mitch: Mitch, like most of the Rock Club tend to focus on Rock's 
       Defense. This makes it very difficult to get any damage on them. 
       However a Grass Pokemon with Poison will quickly whittle their 
       energy away, easily giving you the victory.

Andrew: Andrew can be a problem for your Grass Deck. He has a Ponyta \
        and Rapidash that can and will destroy your Grass Pokemon. No 
        problem. Just throw in a few Water Pokemon to quickly solve 
        this problem. Other than that, he shouldn't be much of a 
        problem.

Ryan: This guy gave me no problem at all. His Pokemon are all pretty 
      weak, as well as being weak to Grass, making him a good person to 
      get Evolution cards from.

Gene: Professor Oak, uh, I mean Gene, has a deck that focuses on 
      stalling. His Onix and Rhyhorns can soak up a lot of damage 
      before going down, allowing him to build up his Geodude and 
      Diglett on the Bench. Beware of his Geodude if he evolves it to 
      a Golem. He tends to use Selfdestruct plus Defender so that he 
      can use it again.


%%%%%%%%%%Fire Club%%%%%%%%%%

Card Players: John, Evolution
              Adam, Colosseum
              Jonathan, Colosseum
              Ken, Club Master, Mystery

     Like all clubs this one has a weakness and that's Water. The Club 
Master here thinks he's a badass and won't challenge you unless you 
have a lot of cards (130 to be exact). So, get as many cards as you can 
get and immediately come back here, and show him who the real badass 
is. ^_^

John: A very aggressive player. This guy might give you some problems. 
      The only thing I can suggest is to have lots of Pokemon on hand. 
      One reason for this is because he uses many Trainer Cards, 
      including Professor Oak, which allows him to get his Pokemon that 
      much quicker. All his Pokemon pretty powerful, and if you don't 
      have a good defense of Pokemon, you're outta luck.

Adam: This guy plays a lot like John, but not as well. I don't know 
      whether if it was because he didn't have enough Energy cards, or 
      just didn't draw them as much, but half the time most of his 
      attacks did very little.

Jonathan: Not very hard. He decks seems to center on messing up your 
          attack strategy, but it doesn't seem to work that well. Your 
          Water Pokemon should take him out with no problem.

Ken: Along with Ken's Fire Pokemon he also has a few Colorless which 
     can be quite a pain to fight against. The Colorless Pokemon have 
     attack that not only hurt you but hurt them as well, however most 
     of the time you will die before his do. If you have Energy 
     Removals, now is the time to throw them into your deck.


%%%%%%%%%%Fighting Club%%%%%%%%%%

Card Players: Michael, Colosseum
              Chris, Evolution
              Jessica, Mystery
              Mitch, Club Leader, Mystery


     The Fighting Club is a bit empty when you first enter. You will 
learn that the Club Master sent out all his Club Members to train in 
the other Clubs. You can find them at the Grass Club (right in front of 
the entrance), the Rock Club (the Lounge, near the bookcases) and in 
the Fire Club, sitting at the table.

Michael: Mike's deck is pretty well balanced. From what I've seen he 
         plays with 3 different colors (Fighting, Electric, and Fire), 
         but he's got the trainer cards he needs to activate his 
         Pokemon as quickly as possible. Psychic is a good choice 
         against his Fighting, and for a secondary color I suggest 
         something like Water.

Chris: This guy's deck is not what you'd expect. Chris plays with 
       mainly a Colorless deck (meaning those Psychics are pretty 
       useless), however if you have some Fighting Pokemon, throw them 
       in your deck and take advantage of Colorless's weakness to 
       Fighting.

Jessica: Jessica's deck is a good strong all around deck, and can get 
         pretty annoying. Psychic and any other color would work well 
         against her. What is especially helpful is a 
         Gastly/Haunter/Gengar. They are resistant to Fighting, and 
         Will easily cripple the Fighters.

Mitch: Mitch does not focus on any combos, his deck concentrates on 
       beating you as quickly as possible. If you have any Ghosts they 
       work wonders against his deck, especially since he doesn't 
       really have many ways of dealing with them. Beware of Hitmonlee, 
       his ability to hit any Pokemon on your Bench (including Ghost) 
       can be a real pain.


%%%%%%%%%%Lightning Club%%%%%%%%%%

Card Players: Jennifer, Mystery
              Brandon, Colosseum
              Nicholas, Colosseum
              Isaac, Club Leader, Mystery

     To prepare yourself for this Club, make sure to have plenty of 
Fighting Pokemon to counter against the Club's Lightning Pokemon. Also, 
make sure that you have a good secondary color to counter some of the 
Flying Pokemon the players might have.

Jennifer: Jennifer's deck centers around Pikachu. The regular, Surfing, 
          and Flying Pikachu. Your fighters should make quick work of 
          all but Flying Pikachu. Be sure to throw in a couple of non-
          fighters so that you can dispatch Flying Pikachu with very 
          little problem.

Brandon: Again your Fighting deck should have very little trouble 
         against Brandon. He does have a Zapdos, which is resistant to 
         Fighting so like Jennifer's Deck make sure you have some non-
         fighters to deal with the Zapdos.

Nicholas: I didn't have much trouble with this guy, and I'm not even 
          sure what his strategy was. But by looking at his deck name, 
          I believe he was going for the powerful self-destruct 
          technique. The only way to prevent this is to beat his 
          Pokemon as fast as you can, and with your Fighters, that 
          should be no problem.

Isaac: Again Isaac's deck is extremely weak against Fighters. He even 
       has a few Colorless Pokemon which are also weak against 
       Fighters, making the battle that much easier. He also tries to 
       self-destruct his Magneton, which can be a real pain. Make sure 
       he never gets enough energy on Magneton.


%%%%%%%%%%Science Club%%%%%%%%%%

Card Players: Erik, Evolution
              David, Mystery
              Joseph, Laboratory
              Rick, Club Leader, Laboratory

     This club focuses on Grass types, mainly the Poison types. Because 
of this a Psychic deck works very well. For your second color, I would 
suggest something like Fighting or Colorless. Also note that to face 
Rick you must first beat Joseph, you don't even have to bother with the 
other two if you don't want too.

Erik: Erik's "Poison Deck" focuses on giving your Pokemon the Poison 
      ailment, which is not only annoying, but dangerous. Have lots of 
      Full Heals for this guy. Also in this battle, do not evolve your 
      Pokemon if you don't have too. Save it for when you are Poisoned, 
      for a quick cure.

David: Not much to this guy. His Nidos can be a real pain, especially 
       if he start to evolve them. They are all pretty powerful for 
       Basic and 1st stage evolutions. His deck also consists of 
       Colorless, which are resistant to Psychic, so bring a couple of 
       Fighters along.

Joseph: Joseph's deck consists of Flying Pokemon, all who are resistant 
        to Fighting. However they are all weak to Psychic, and you 
        should have little problem with him. Just beware of Golbat who 
        can deal damage and recover at the same time.

Rick: Rick's deck isn't very hard. His Grass Pokemon are all weak to 
      your Psychic Pokemon. However he has a couple of Psychic Pokemon, 
      which are weak to Psychic Pokemon, which would be a pain, with 
      the exception that he seem to lack the energy to use them 
      properly.


%%%%%%%%%%Psychic Club%%%%%%%%%%

Card Players: Robert, Evolution
              Stephanie, Laboratory
              Daniel, Evolution
              Murray, Club Leader, Laboratory

     The Psychic Club is probably one of the harder Clubs in the game. 
This is mainly because their only weakness is Psychic (except the 
Ghosts), and using your own Psychics means you're also weak against 
theirs. The one thing I can recommend is to throw in some Ghosts, and 
Colorless to help even the odds.

Robert: Robert's deck has focuses on Ghost. Something your Psychic 
        would not want to go against. Some strong Colorless Pokemon 
        like Tauros and Kangaskhan will easily beat the Ghosts, and his 
        non Psychic Pokemon.

Stephanie: Stephanie's deck is pretty annoying. Not only does she play 
           Energy Removals, but her Mew is a pain to fight against. The 
           Mew she plays cannot be harmed by any evolved Pokemon, 
           making it a real pain if she brings it out late in the game.

Daniel: Daniel's deck focuses on putting you to sleep. Although this 
        can be a nuisance, the sleep factor didn't cause me too much 
        pain. He does have some Colorless throw into his deck, which 
        can be a problem for your Psychics. Just throw in some Fighting 
        Pokemon to take care of them.

Murray: Now this guy is a real pain in the ass, especially if he has 
        Alakazam and a Chansey on the bench. What he will do is use 
        Alakazam's Pokemon Power and move any damage you have to 
        Chansey. Then, if Chansey is almost dying because of this, he 
        brings Chansey back to his deck and then does this sequence all 
        over again. I suggest putting in 4 Gust of Winds, and using 
        them whenever you see an Abra on his bench.


%%%%%%%%%%Pokemon Dome%%%%%%%%%%

Grand Masters: Courtney
               Steve
               Jack
               Rod
Rival: Ronald

     This is it, the final challenge against the Grand Masters. You 
will be facing against 4 different types of decks, each with their own 
strengths and weaknesses. So be sure to modify your deck after every 
round so that the battle against the Masters will be much eaiser.

Courtney: First up is Courtney, who is playing a very powerful Fire 
          deck. Add to that her legendary card, Moltres, who can get 
          enough Fire energy thanks to it's Pokemon Power, and has a 70 
          attack, and you have one big pain in the butt. Courtney's 
          Fire Pokemon all deal out heavy damage (usually more than 
          30), so if you have a Mr. Mime, now's the time to use him.

Steve: Steve's deck has all Lightning in it, so throw in some of the 
       Fighting Pokemon like Diglett or Sandshrew, who are resistant to 
       Lightning, and this battle should be much easier. Just beware of 
       his legendary card, Zapdos. This card can deal 30 damage to a 
       random Pokemon when it is placed onto the bench, and can do 70 
       damage to a random Pokemon.

Jack: Jack's deck consists of Water Pokemon, making Lightning the most 
      obvious choice for your next deck. Jack's deck isn't very hard, 
      and his Legendary Card is more annoying than it is dangerous. 
      It's Pokemon Power is quite annoying, especially when he uses 
      Scoop Up, and uses Articuno again. His attack is decent, and is 
      about the only thing you should really worry about.

Rod: Being the last of the Grand Master's I thought Rod would have been 
     more of a challenge, but he was pretty simple. His deck mainly 
     concentrates on Dragon Pokemon, but since the Dragon's first from 
     are pretty weak, you can usually take them out with one hit. Just 
     be sure he doesn't evolve them, or you could really be in trouble.


Ronald: Ronald's deck is the toughest to beat out of all of the Grand 
        Masters. His deck mainly focuses on Fire and Water, with a 
        couple of Colorless thrown in. Not only that, but he uses the 
        Legendary Cards that the Grand Masters use, making him that 
        much more dangerous. However most of the Pokemon he uses 
        require a lot of energy in order to attack, so look for Pokemon 
        that can deal enough damage, with little energy cards.



     Now that you've beaten Ronald and received the Legendary cards 
your game is complete. You can know visit any of the Clubs, and fine 
tune your deck for human competition. You could visit the Challenge 
Hall and see if there is a tournament going on. You can win just about 
any Promo card you missed, except the Legendary cards, and the Card 
Pop! ones. And for a final challenge Dr. Mason has just installed a 
Challenge Machine, which will show you how well built your deck is.


******************************************
V. Decks
******************************************

     Well I wasn't planning on adding a deck section, but someone has 
already sent me in a deck (one of the computer opponents), so I guess 
I'll make one. Anyway if you want to submit a deck, plus add the 
following:

1. Deck Name
2. Cards in your deck
3. Theme of your deck (Control, Stalling, etc.)


Daniel- Psychic Club (Nap Time Deck) 
---------------  
Grass Energy x8  
Psychic Energy x19 
 
Paras x4  
Exeggcute x4  
Gastly L8 x4  
Haunter L17 x2  
Haunter L22 x2  
Jigglypuff L14 x4  
Wigglytuff x3 
 
Bill x2  
Switch x2  
Plus Power x3  
Gust of Wind x1  
Potion x2 


Erin L.'s Zapdos Megacheese! 
Speedy Zapdos-oriented beatdown
--------------- 
Lightning Energy x28  
 
Legendary Zapdos x 2  
 
Prof. Oak x 4  
Energy Removal x 4  
Com. Search x 4  
Defender x4  
Item Finder x3  
Gust of Wind x 2  
Potion x 4  
Super potion x 2  
Full heal x 3  
 
This deck will beat ANY type of deck.  


Erin L's Storm Warning!!!
--------------- 
Water Energyx20
  
Squirtlex4  
Wartortlex3  
Blastoisex4  
Magikarpx2  
Gyaradosx2  
Articunox2  
Legendary Articunox2 
 
Prof Oakx4  
Billx4  
Traderx2  
Breederx1  
Pluspowerx2  
Finderx4  
Gust of windx2  
potionx2  
 
This centers around rain dance. Strong pokemon will get in on the third 
turn. Usually goes throgh 40-50 cards in the 1st 2 turn 


EvilCow28's Shocking Psi
---------------
Lighting Energy x12 
Psychic Energy x13
 
Jungle Pikachu x2 
Promo Pikachu x2 
Base Raichu x2  
Fossil Raichu x2 
Base Electabuzz x3 
Abra x4  
Kadabra x4 
Promo Mewtwo x2
Rattata x4 
Raticate x4 

Bill x4  
Energy Search
Energy Removal 


Fizzhead2000's Deck
-------------------

Water Energy x21
Grass Energy x7


Squirtle x4 
Wartortle x3
Blastoise x2
Krabby x2
Kingler 
Seel x3
Dewgong 
Lapras
Dratini
Dragonair 
Articuno(Either one)

Prof.Oak x3
Bill x2
Energy Search 
Super Energy Removal 
Pokedex 
Poke Ball 
Switch 
Energy Retrieval 
Super Potion  


Abe Pulicken 
"Psychic Haymaker Deck"
---------------

Fighting Energy x16  
Psychic Energy x13 
 
Vaporeon(Gameboy Pack)x1  
Hitmonlee x3  
Hitmonchanx3  
Mr. Mime x1  
Mewtwo(Promo) x2  
Eevee x1 
 
Bill x2  
Super Energy Retrieval x1  
Energy Search x2  
Energy Removal x2  
PlusPower x3  
Defender x2  
Potion x3  
Super Potion x2  
Revive x3 


Kabutops432's Freezing Rain Deck
Raindance
---------------

Water energy x28 

Squirtle x4 
Wartortle x4 
Blastoise x4
Poliwag x3
Poliwhirl x2 
Poliwrath 
Magikarp x4 
Gyarados x3 
Articuno(Fossil) 

Pokemon Breeder 
Switch x3
Super Potion x2


Rockfan1324's Beat Ronald Deck
---------------

Water Energy x12
Fighting Energy x10
Double Colorless x3

Psyduck lv. 15 x3
Golduck lv. 27 x2
Seel lv. 12 x3
Dewgong lv. 42 x2
Dritini lv. 33 x2
Hitmonlee lv. 30 x3
Hitmonchan lv. 33 x3

Bill x2
Energy search x2
Energy Retrieval x2
Switch x2
Poke ball x2
Potion x2
Full Heal x2


alberto "muñoz"'s
"super metro- wave deck"
---------------

Grass Energy x3
Fire energy x7
Water energy x7
Lightning energy x3
Fighting energy x3
Psychic energy x3
Double colorless energy x4

Rattata x4
Raticate x3
Clefairy x4
Clefable x3
Jigglypuff (Jungle) x3
Wigglytuff x2
Ditto x2

Bill
Clefairy Doll x2
Energy Removal
Switch
Pluspower x2
Gust of Wind
Potion


Izzy Sherman's
"Multi-Powerhouse, Stall Deck"
"Stall em' while giving them a whack!"
---------------

Lightning Energy x10
Fire Energy x10
Double Colorless x4

Kangaskahn x3
Scyhter x3
Magmar (Fossil) x2 
Mr. Mime x2 
Mewtwo (Promo w/energy absorption & psyburn) 
Gastly (Fossil) 
Ditto

Prof. Oak x2
Bill x3 
Energy Removal x4 
Super Energy Removal x4 
Pokemon Center x2 
Scoop Up
Item Finder x3 
Gust of Wind x4
Super Potion x2


SOL's Fast Deck
---------------

Lightning Energy x15
Double Colorless x2

Pikachu Lv.12 x4
Raichu Lv.40
Raichu Lv.45 x3
Electabuzz Lv.20
Electabuzz Lv.35
Jolteon Lv.24 x2
Jolteon Lv.29 x2
Zapdos Lv.40 x2
Eevee Lv.12 x4

Bill x4
Energy Retrieval x4
Energy Search x4
Energy Removal x4
Pluspower x3
Gust of Wind x4


Augustor's "Dragon Rebels Deck"
---------------

Colorless Energy x4
Energy (any type) x10

Dratini x4
Dragonair x4
Dragonite x4

Devolution Spray x4
Bill x4
Potion x4
Super Potion x4
Recycle x4

Energy Removal/ Super Energy Removal/Pokemon Trader/
Computer Search/Poke Ball x14

Use Dragonair's Hyper Beam to get rid of opponent's energy cards. Play
Dragonite when out of potions and Devolution Spray to turn Dragonite 
back to Dragonair.


Carlo Luis Lee's "Flying Grass Deck"
---------------

Grass energy x31
Double colorless energy x3
 
Weedle x3
Kakuna x2
Beedrill x2
Zubat x3
Golbat x2
Venonat x2
Venomoth 
Scyther x2

Bill x2
Potion x4
Super Potion x2
Pokemon breeder 

This deck's is effective against rock and fighting type but weak 
against fire and psychic.


a.dillion's "Robbo's Evil Twisted Spoons"
---------------
 
Psychic Energy x25
 
Abra x4
Kadabra x4
Alakazam x4
Gastly x4
Haunter x4
Gengar x4
Exeggcute x2
Exeggcutor x2
Promo Mewtwo x2
 
Pluspower
Defender
Breeder
Pokéball x2
 
An all out offense deck that centres around Alakazam and Gengar. 
Mewtwo's Energy Absorbtion allows Psyburns to come out quickly and 
Exeggcutor can deal huge damage. Curse I use to knock out benced 
Chanseys, Kangaskhans and the like, and Damage Swap to stop any weak 
Pokés from snuffing it.


Gokilo's "Rain Dance Whirlpool Deck"
---------------

Water Energy x22

Squirtle x4
Wartortle x4
Blastoise x4
Poliwag x4
Poliwhirl x4
Poliwrath x4

Bill x3
Pokemon Breeder 
Energy Search 
Energy Removal x4
Super Energy Removal 
Poke' Balls x4


MewtwoStruck Back
---------------

Cheap Raindance Deck 

Water Energy x20

Squirtle x4
Wartortle x4
3 Blastoise x3
Articuno (Fossil) x3
Articuno (Legendary) 

Professor Oak x4
Bill x4
Pokemon Breeder x4
Super Energy Retrieval x2
Computer Search x3
Item Finder x2
Gust of Wind x4
Recycle x2

Theme: Turn 2 or 3 Blastoise with 5 Water Energy attached, and an 
Articuno or two on your bench, ready to go if Blastoise should get 
KOed. 

Deck #2 Cheap Wigglymaker 

Psychic energy x13
Double Colorless Energy x4

Scyther x3
Mewtwo x3
Jigglypuff (the one with 60 HP) x4
Wigglytuff x3

Professor Oak x4
Bill x4
Energy Removal x2
Poké Ball x3
Computer Search x3
PlusPower x4
Item Finder x2
Gust of Wind x4
Potion 
Full Heal x2
Recycle 

Strategy:  Turn two Wiggly with help of Poke balls, Oaks, and Searches.  
Scyther acts as a stall if you don't get good card drawing cards (Oak, 
Bill, Search) at the beginning of the game. 

Deck #3 "Sell-Out" deck* 
*Note:  this deck was taken from www.pojo.com's Killer Deck Reports 
section, and all credit should go there for the original deck idea.  I 
just modified it for the GB TCG. 

Fighting Energy x12
Double Colorless Energy x4

Scyther x3
Hitmonchan x3
Jigglypuff x4
Wigglytuff x4

Professor Oak x4
Bill x3
Energy Removal x4
Scoop Up x2
Computer Search x3
PlusPower x4
Item Finder x3
Gust of Wind x3
Full Heal x2
Recycle x2

Strategy:  Turn two Wiggly if the opponent is not weak to Fighting, 
Hitmonchan active if the opponent is.  (This is a Wiggly AND anti-
Wiggly deck.)


******************************************
VI. Card Album
******************************************

     For your reference and personal use here is a complete listing of 
all the cards in the game, their HP, Skills, and everything you should 
look at when making a deck. Use this list when you want to make a deck 
and don't want to waste your batteries looking for one specific card.

Color Key:

G: Grass
F: Fire
W: Water
L: Lightning
P: Psychic
I: Fighting
C: Colorless

---Colosseum Cards---

A01 
No. 32 Nidoran (M) Grass Type
       Lv.20 HP 40
Evolution Stage: Basic

G Horn Hazard 30
  Flip a coin. If tails, this attack does nothing.

Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Common
Real World Set: Basic Set

-------------------------------------------

A02
No. 33 Nidorino Grass Type
       Lv.25 HP 60
Evolution Stage: 1st Stage

GCC Double Kick 30x
    Flip 2 coins. This attack does 30 damage times the number of heads.

GGCC Horn Drill 50

Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

A03
No. 114 Tangela Grass Type
        Lv.12 HP 50
Evolution Stage: Basic

G Stun Spore 10
  Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

GGC Poison Whip 10
    The Defending Pokemon is now poisoned.

Retreat Cost: CC
Weakness: F
Resistance: None
Rarity: Common
Real World Set: Gameboy Exclusive

-------------------------------------------

A04
No. 123 Scyther Grass Type
        Lv.25 HP 70
Evolution Stage: Basic

G Swords Dance
  During your next turn, Scyther's slash attack's base damage is 
  doubled.

CCC Slash 30

Retreat Cost: None
Weakness: F
Resistance: Fighting
Rarity: Rare
Real World Set: Jungle

-------------------------------------------

A05
No. 127 Pinsir Grass Type
        Lv.24 HP 60
Evolution Stage: Basic

GG Iron Grip 20
  Flip a coin. If heads, the Defending Pokemon is now paralyzed.

GGCC Guillotine 50

Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Rare
Real World Set: Jungle

-------------------------------------------

A06
No. 4 Charmander Fire Type
      Lv.10 HP 50
Evolution Stage: Basic

C Scratch 10

FC Ember 30
   Discard 1 F Energy card attached to Charmander in order to use this 
   attack.

Retreat Cost: C
Weakness: W
Resistance: None
Rarity: Common
Real World Set: Basic Set

-------------------------------------------

A07
No. 5 Charmeleon Fire Type
      Lv.32 HP 80
Evolution Stage: 1st Stage

CCC Slash 30

FFC Flamethrower 50
    Discard 1 F Energy card attached to Charmeleon in order to use this 
    attack.

Retreat Cost: C
Weakness: W
Resistance: None
Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

A08
No. 58 Growlither Fire Type
       Lv.18 HP 60
Evolution Stage: Basic

FC Flare 20

Retreat Cost: C
Weakness: W
Resistance: None
Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

A09
No. 59 Arcanine Fire Type
        Lv.45 HP 100
Evolution Stage: 1st Stage

FFC Flamethrower
    Discard 1 F Energy card attached to Arcanine in order to use this 
    Attack.

FFCC Take Down 80
     Arcanine does 30 damage to itself.

Retreat Cost: CCC
Weakness: W
Resistance: None
Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

A10
No. 77 Ponyta Fire Type
       Lv.10 HP 40
Evolution Stage: Basic

CC Smash Kick 20

FF Flame Tail 30

Retreat Cost: C
Weakness: W
Resistance: None
Rarity: Common
Real World Set: Basic Set

-------------------------------------------

A11
No. 126 Magmar Fire Type
        Lv.24 HP 50
Evolution Stage: Basic

FF Fire Punch 30

FFC Flamethrower 50
    Discard 1 F Energy card attached to Magmar in order to use this 
    attack.

Retreat Cost: CC
Weakness: W
Resistance: None
Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

A12
No. 86 Seel Water Type
       Lv.12 HP 60
Evolution Stage: Basic

W Headbutt 10

Retreat Cost: C
Weakness: L
Resistance: None
Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

A13
No. 87 Dewgong Water Type
       Lv.42 HP 80
Evolution Stage: 1st Stage

WWC Aurora Beam 50

WWCC Ice Beam 30
     Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

Retreat Cost: CCC
Weakness: L
Resistance: None
Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

A14
No. 118 Goldeen Water Type
        Lv.12 HP 40
Evolution Stage: Basic

W Horn Attack 10

Retreat Cost: None
Weakness: L
Resistance: None
Rarity: Common
Real World Set: Jungle

-------------------------------------------

A15
No. 119 Seaking Water Type
        Lv.28 HP 70
Evolution Stage: 1st Stage

W Horn Attack 10

WC Waterfall 30

Retreat Cost: C
Weakness: L
Resistance: None
Rarity: Uncommon
Real World Set: Jungle

-------------------------------------------

A16
No. 120 Staryu Water Type
        Lv.15 HP 40
Evolution Stage: Basic

W Slap 20

Retreat Cost: CC
Weakness: L
Resistance: None
Rarity: Common
Real World Set: Basic Set

-------------------------------------------

A17
No. 129 Magikarp Water Type
        Lv.8 HP 30
Evolution Stage: Basic

C Tackle 10

W Flail 10x
  Does 10 damage times the number of damage counters on Magikarp.

Retreat Cost: C
Weakness: L
Resistance: None
Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

A18
No. 130 Gyarados Water Type
        Lv.41 HP 100
Evolution Stage: 1st Stage

WWW Dragon Rage 50

WWWW Bubblebeam 40
     Flip a coin. If heads, the Defending Pokemon is now paralyzed.

Retreat Cost: CCC
Weakness: G
Resistance: Fighting
Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

A19
No. 25 Pikachu Lightning Type
       Lv.12 HP 40
Evolution Stage: Basic

C Gnaw 10

LC Thunder Jolt 30
   Flip a coin. If tails, Pikachu does 10 to itself.

Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Common
Real World Set: Basic Set

-------------------------------------------

A20
No. 26 Raichu Lightning Type
       Lv.40 HP 80
Evolution Stage: 1st Stage

LCC Agility 20
    Flip a coin. If heads, during your opponent's next turn, prevent 
    all effects of attacks, including damage, done to Raichu.

LLLC Thunder 60
     Flip a coin. If tails, Raichu does 30 damage to itself.

Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

A21
No. 81 Magnemite Lightning Type
       Lv.13 HP 40
Evolution Stage: Basic

L Thunder Wave 10
  Flip a coin. If heads, the Defending Pokemon is now paralyzed.

LC Selfdestruct 40
   Does 10 damage to each Pokemon on each player's bench. (Don't apply 
   Weakness and Resistance for Benched Pokemon.) Magnemite does 40 
   damage to itself.

Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Common
Real World Set: Basic Set

-------------------------------------------

A22
No. 82 Magneton Lightning Type
       Lv.28 HP 60
Evolution Stage: 1st Stage

LLC Thunder Wave 30
    Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

LLCC Selfdestruct 80
     Does 20 damage to each Pokemon on each player's Bench. (Don't 
     apply Weakness and Resistance for Benched Pokemon.) Mangeton does 
     80 damage to itself.

Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

A23
No. 125 Electabuzz Lightning Type
        Lv.35 HP 70
Evolution Stage: Basic

L Thundershock 10
  Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

LC Thunderpunch 30+
   Flip a coin. If heads, this attack does 30 damage plus 10 more 
   damage; if tails this attack does 30 damage and Electabuzz does 10 
   damage to itself.

Retreat Cost: CC
Weakness: F
Resistance: None
Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

A24
No. 145 Zapdos Lightning Type
        Lv.64 HP 90
Evolution Stage: Basic

LLLC Thunder 60
     Flip a coin. If tails, Zapdos does 30 damage to itself.

LLLL Thunderbolt 100
     Discard all Energy cards attached to Zapdos in order to use this 
     attack.

Retreat Cost: CCC
Weakness: None
Resistance: F
Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

A25
No. 50 Diglett Fighting Type
       Lv.8 HP 30
Evolution Stage: Basic

I Dig 10

II Mud Slap 30

Retreat Cost: None
Weakness: G
Resistance: L
Rarity: Common
Real World Set: Basic Set

-------------------------------------------

A26
No. 51 Dugtrio Fighting Type
       Lv.36 HP 70
Evolution Stage: 1st Stage

IIC Slash 40

IIII Earthquake 70
     Does 10 damage to each of your own Benched Pokemon. (Don't apply   
     Weakness and Resistance for benched Pokemon.)

Retreat Cost: CC
Weakness: G
Resistance: L
Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

A27
No. 66 Machop Fighting Type
       Lv.20 HP 50
Evolution Stage: Basic

I Low Kick 20

Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Common
Real World Set: Basic Set

-------------------------------------------

A28
No. 107 Hitmonchan Fighting Type
        Lv.33 HP 70
Evolution Stage: Basic

I Jab 20

IIC Special Punch 40

Retreat Cost: CC
Weakness: P
Resistance: None
Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

A29
No. 53 Abra Psychic Type
       Lv.10 HP 30
Evolution Stage: Basic

P Psyshock 10
  Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

Retreat Cost: None
Weakness: P
Resistance: None
Rarity: Common
Real World Set: Basic Set

-------------------------------------------

A30
No. 64 Kadabra Psychic Type
       Lv.38 HP 60
Evolution Stage: 1st Stage

PP Recover
   Discard 1 P Energy card attached to Kadabra in order to use this 
   attack. Remove all damage counters from Kadabra.

PPC Super PSY 50

Retreat Cost: CCC
Weakness: P
Resistance: None
Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

A31
No. 19 Rattata Colorless Type
       Lv.9 HP 30
Evolution Stage: Basic

C Bite 20

Retreat Cost: None
Weakness: F
Resistance: P
Rarity: Common
Real World Set: Basic Set

-------------------------------------------

A32
No. 20 Raticate Colorless Type
       Lv.41 HP 60
Evolution Stage: 1st Stage

C Bite 20

CCC Super Fang
    Does damage to the Defending Pokemon equal to half the Defending 
    Pokemon's remaining HP (rounded up to the nearest 10).

Retreat Cost: C
Weakness: F
Resistance: P
Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

A33
No. 39 Jigglypuff Colorless Type
       Lv.9 HP 30
Evolution Stage: Basic

C Lullaby
  The Defending Pokemon is now Asleep.

CC Pound 20

Retreat Cost: C
Weakness: F
Resistance: P
Rarity: Common
Real World Set: Jungle

-------------------------------------------

A34
No. 40 Wigglytuff Colorless Type
       Lv.36 HP 80
Evolution Stage: 1st Stage

C Lullaby
  The Defending Pokemon is now Asleep.

Retreat Cost: CC
Weakness: F
Resistance: P
Rarity: Rare
Real World Set: Jungle

-------------------------------------------

A35
No. 52 Mewoth Colorless Type
       Lv.14 HP 50
Evolution Stage: Basic

CC Cat Punch
   Does 20 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 have happen after applying Weakness and 
   Resistance still happen).

Retreat Cost: C
Weakness: F
Resistance: P
Rarity: Common
Real World Set: Gameboy Exclusive

*Note- This was a Gameboy Exclusive card, but if you bought the game 
this card was included with it, so technically it's no longer a GB 
exclusive.

-------------------------------------------

A36
No. 113 Chansey Colorless Type
        Lv.55 HP 120
Evolution Stage: Basic

CC Scrunch
   Flip a coin. If heads, prevents all damage done to Chansey during 
   your opponent's next turn. (Any other effects of attacks still 
   happen.)

Retreat Cost: C
Weakness: F
Resistance: P
Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

A37
No. 115 Kangaskhan Colorless Type
        Lv.40 HP 90
Evolution Stage: Basic

C Fetch
  Draw a card.

CCCC Comet Punch 20x
     Flip 4 coins. This attack does 20 damage times the number of 
     heads.

Retreat Cost: CCC
Weakness: F
Resistance: P
Rarity: Rare
Real World Set: Jungle

-------------------------------------------

A38
No. 143 Snorlax Colorless Type
        Lv.20 HP 90
Evolution Stage: Basic

PKMN PWR: 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.

CCCC Body Slam 30
     Flip a coin. If heads, the Defending Pokemon is now paralyzed.

Retreat Cost: CCCC
Weakness: F
Resistance: P
Rarity: Rare
Real World Set: Jungle

-------------------------------------------

A39
Trainer: Professor Oak

         Discard your hand, then draw 7 cards.

Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

A40
Trainer: Bill

         Draw 2 cards.

Rarity: Common
Real World Set: Basic Set

-------------------------------------------

A41
Trainer: Switch

         Switch 1 of your benched Pokemon with your active Pokemon.

Rarity: Common
Real World Set: Basic Set

-------------------------------------------

A42
Trainer: Poke Ball

         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.

Rarity: Common
Real World Set: Jungle

-------------------------------------------

A43
Trainer: Scoop Up

         Choose 1 of your Pokemon in play and return its Basic Pokemon 
         card to your hand. (Discard all cards attached to that card.)

Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

A44
Trainer: Computer Search

         Discard 2 of the other cards from your hand in order to search 
         your deck for any card and put it into your hand. Shuffle your 
         deck afterward.

Rarity: Rare
Real World Set: Basic Set

-------------------------------------------
A45
Trainer: Pluspower

         Attach Pluspower to your active Pokemon. At the end of your 
         turn discard Pluspower. If this Pokemon's attack does damage 
         to any active Pokemon (After applying Weakness and 
         Resistance), the attack does 10 more damage to that Active 
         Pokemon.

Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

A46
Trainer: Defender

         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).

Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

A47
Trainer: Item Finder

         Discard 2 of the other cards from your hand in order to put a 
         trainer card from your discard pile into your hand.

Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

A48
Trainer: Potion

         Remove 2 damage counters from 1 of your Pokemon. If that 
         Pokemon has fewer damage counter than that remove all of them.

Rarity: Common
Real World Set: Basic Set

-------------------------------------------

A49
Trainer: Full Heal

         Your active Pokemon is no longer Asleep, Confused, Paralyzed, 
         or Poisoned.

Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

A50
Trainer: Revive

         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 still full.)

Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

E01
Grass Energy

Provides 1 G Energy

Rarity: Common
Real World Set: Basic Set

-------------------------------------------

E02
Fire Energy

Provides 1 F Energy

Rarity: Common
Real World Set: Basic Set

-------------------------------------------

E03
Water Energy

Provides 1 W Energy

Rarity: Common
Real World Set: Basic Set

-------------------------------------------

E04
Lightning Energy

Provides 1 L Energy

Rarity: Common
Real World Set: Basic Set

-------------------------------------------

E05
Fighting Energy

Provides 1 F Energy

Rarity: Common
Real World Set: Basic Set

-------------------------------------------

E06
Psychic Energy

Provides 1 P Energy

Rarity: Common
Real World Set: Basic Set

-------------------------------------------



---Evolution Cards---

B01 
No. 1 Bulbasaur Grass Type
      Lv.13 HP 40
Evolution Stage: Basic

GG Leech Seed 20
   Unless all damage from this attack is prevented, you may remove 1 
   damage counter from Bulbasaur.

Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Common
Real World Set: Basic Set

-------------------------------------------

B02
No. 2 Ivysaur Grass Type
      Lv.20 HP 60
Evolution Stage: 1st Stage

GCC Vine Whip 30

GGG Poisonpowder 20
    The Defending Pokemon is now Poisoned.

Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

B03
No. 3 Venusaur Grass Type
      Lv.67 HP 100
Evolution Stage: 2nd Stage

PKMN PWR: Energy Trans
          As oftehn as you like during your turn (before your attack) 
          you may take 1 G 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.

GGGG Solare Beam 60

Retreat Cost: CC
Weakness: F
Resistance: None
Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

B04
No. 10 Caterpie Grass Type
       Lv.13 HP 40
Evolution Stage: Basic

G String Shot 10
  Flip a coin. If heads, the defending Pokemon is now Paralyzed.

Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Common
Real World Set: Basic Set

-------------------------------------------

B05
No. 11 Metapod Grass Type
       Lv.21 HP 70
Evolution Stage: 1st Stage

CC Stiffen
   Flip a coin. If heads, prevent all damage done to Metapod during 
   your opponent's next turn. (Any other effects of attacks still 
   happen)

GG Stun Spore 20
   Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

Retreat Cost: CC
Weakness: F
Resistance: None
Rarity: Common
Real World Set: Basic Set

-------------------------------------------

B06
No. 12 Butterfree Grass Type
       Lv.28 HP 70
Evolution Stage: 2nd Stage

CC 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.


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)

Retreat Cost: None
Weakness: F
Resistance: I
Rarity: Uncommon
Real World Set: Jungle

-------------------------------------------

B07
No. 13 Weedle Grass Type
       Lv.12 HP 40
Evolution Stage: Basic

G Poison Sting 10
  Flip a coin. If heads, the Defending Pokemon is now Poisoned.

Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Common
Real World Set: Basic Set

-------------------------------------------

B08
No. 14 Kakuna Grass Type
       Lv.23 HP 80
Evolution Stage: 1st Stage

CC Stiffen
   Flip a coin. If heads, prevent all damage done to Kakuna during your 
   opponent's next turn. (Any other effects still happen.)

Retreat Cost: CC
Weakness: F
Resistance: None
Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

B09
No. 15 Beedrill Grass Type
       Lv.32 HP 80
Evolution Stage: 2nd Stage

CCC Twineedle 30x
    Flip 20 coins. This attack does 30 damage times the number of 
    heads.

Retreat Cost: None
Weakness: F
Resistance: I
Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

B10
No. 34 Nidoking Grass Type
       Lv.48 HP 90
Evolution Stage: 2nd Stage

GCC Thrash 30+
    Flip a coin. If heads, this attack does 30 damage plus 10 more 
    damage; if tails this attack does 30 damage and Nidoking does 10 
    damage to itself.

Retreat Cost: CCC
Weakness: P
Resistance: None
Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

B11
No. 69 Bellsprout Grass Type
       Lv.11 HP 40
Evolution Stage: Basic

G Vine Whip 10

G Call for Family
  Search your deck for a Basic Pokemon named Bellsprout and put it onto 
  your Bench. Shuffle your deck adterward. (You can't use this attack 
  if your Bench is full.)

Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Common
Real World Set: Jungle

-------------------------------------------

B12
No. 70 Weepinbell Grass Type
       Lv.28 HP 70
Evolution Stage: 1st Stage

G Poisonpowder 10
  Flip a coin. If heads, the Defending Pokemon is now Poisoned.

GG Razor Leaf 30

Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Uncommon
Real World Set: Jungle

-------------------------------------------

B13
No. 71 Victreebel Grass Type
       Lv.42 HP 80
Evolution Stage: 2nd Stage

G Lure
  If your opponent has any Benched Pokemon, choose 1 of them and switch 
  it with his or her Active Pokemon.

Retreat Cost: CC
Weakness: F
Resistance: None
Rarity: Jungle
Real World Set: Rare

-------------------------------------------

B14
No. 6 Charizard Fire Type
      Lv.76 HP 120
Evolution Stage: 2nd Stage

PKMN PWR: 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.

FFFF Fire Spin 100
     Discard 2 Energy cards attached to Charizard in order to use this 
     attack.

Retreat Cost: CCC
Weakness: W
Resistance: I
Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

B15
No. 78 Rapidash Fire Type
       Lv.33 HP 70
Evolution Stage: 1st Stage

CC Stomp 20+
   Flip a coin. If heads, this attack does 20 damage plus 10 more 
   damage; if tails, this attack does 20 damage.

FFC Agility 30
    Flip a coin. If heads, during your opponent's next turn, prevent 
    all effects of attacks, including damage, done to Rapidash.

Retreat Cost: None
Weakness: W
Resistance: None
Rarity: Uncommon
Real World Set: Jungle

-------------------------------------------

B16
No. 136 Flareon Fire Type
        Lv.28 HP 70
Evolution Stage: 1st Stage

CC Quick Attack 10+
   Flip a coin. If heads, this attack does 10 damage plus 20 more 
   damage. If tails, this attack does 10 damage.

FFCC Flamethrower 60
     Discard 1 F Energy card attached to Flareon in order to use this 
     attack.

Retreat Cost: C
Weakness: W
Resistance: None
Rarity: Rare
Real World Set: Jungle

-------------------------------------------

B17
No. 7 Squirtle Water Type
      Lv.8 HP 40
Evolution Stage: Basic

W Bubble 10
  Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

WC Withdraw 
   Flip a coin. If heads, prevent all damage done to Squirtle during   
   your opponent's next turn. (Any other effects of attacks still 
   happen.)

Retreat Cost: C
Weakness: L
Resistance: None
Rarity: Common
Real World Set: Basic Set

-------------------------------------------

B18
No. 8 Wartortle Water Type
      Lv.22 HP 70
Evolution Stage: 1st Stage

WC Withdraw 
   Flip a coin. If heads, prevent all damage done to Squirtle during   
   your opponent's next turn. (Any other effects of attacks still 
   happen.)

WCC Bite 40

Retreat Cost: C
Weakness: L
Resistance: None
Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

B19
No. 9 Blastoise Water Type
      Lv.52 HP 100
Evolution Stage: 2nd Stage

PKMN PWR: Rain Dance
          As often as you like during your turn (before your attack), 
          you may attach 1 W Energy card to 1 of your W 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.

WWW Hydro Pump 40+
    Does 40 damage plus 10 more damage for each W Energy attached to 
    Blastoise, but not used to pay for this attack's Energy cost. You 
    can't add more than 20 damage in this way.

Retreat Cost: CCC
Weakness: L
Resistance: None
Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

B20
No. 98 Krabby Water Type
       Lv.20 HP 50
Evolution Stage: Basic

W Call for Family
  Search your deck for a Basic Pokemon named Krabby and put it onto 
  your Bench. Shuffle your deck adterward. (You can't use this attack 
  if your Bench is full.)

WC Irongrip 20

Retreat Cost: CC
Weakness: L
Resistance: None
Rarity: Common
Real World Set: Fossil

-------------------------------------------

B21
No. 99 Kingler Water Type
       Lv.27 HP 60
Evolution Stage: 1st Stage

W Flail 10x
  Does 10 damage times the number of damage counter on Kingler.

WWC Crabhammer 40

Retreat Cost: CCC
Weakness: L
Resistance: None
Rarity: Uncommon
Real World Set: Fossil

-------------------------------------------

B22
No. 121 Starmie Water Type
        Lv.28 HP 60
Evolution Stage: Basic

WW Recover
   Discard 1 W Energy card attached to Starmie in order to use this 
   attack. Remove all damage counter from Starmie.

WCC Star Freeze 20
    Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

Retreat Cost: C
Weakness: L
Resistance: None
Rarity: Common
Real World Set: Basic Set

-------------------------------------------

B23
No. 134 Vaporeon Water Type
        Lv.42 HP 80
Evolution Stage: 1st Stage

CC Quick Attack 10+
   Flip a coin. If heads, this attack does 10 damage plus 20 more 
   damage; if tails, this attack does 10 damage.

WWC Water Gun 30+
    Does 30 damage plus 10 more damage for each W Energy attached to 
    Vaporeon, but not used to pay for this attack's Energy Cost. You 
    can't add more than 20 damage this way.

Retreat Cost: C
Weakness: L
Resistance: None
Rarity: Rare
Real World Set: Jungle

-------------------------------------------

B24
No. 135 Jolteon Lightning Type
        Lv.29 HP 70
Evolution Stage: 1st Stage

CC Quick Attack 10+
   Flip a coin. If heads, this attack does 10 damage plus 20 more 
   damage, if tails, this attack does 10 damage.

LLC Pin Missile 20x
    Flip 4 coins. This attack does 20 damage times the number of heads.

Retreat Cost: C
Weakness: I
Resistance: None
Rarity: Rare
Real World Set: Jungle

-------------------------------------------

B25
No. 27 Sandshrew Fighting Type
       Lv.12 HP 40
Evolution Stage: Basic

I 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.

Retreat Cost: C
Weakness: G
Resistance: L
Rarity: Common
Real World Set: Basic Set

-------------------------------------------

B26
No. 28 Sandslash Fighting Type
       Lv.33 HP 70
Evolution Stage: 1st Stage

CC Slash 20

II Fury Swipes 20x
   Flip 3 coins. This attack does 20 damage times the number of heads.

Retreat Cost: C
Weakness: G
Resistance: L
Rarity: Uncommon
Real World Set: Fossil

-------------------------------------------

B27
No. 67 Machoke Fighting Type
       Lv.40 HP 80
Evolution Stage: 1st Stage

IIC Karate Chop 50-
    Does 50 damage minus 10 damage for each damage counter on Machoke.

IICC Submission 60
     Machoke does 20 damage to itself.

Retreat Cost: CCC
Weakness: P
Resistance: None
Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

B28
No. 68 Machamp Fighting Type
       Lv.67 HP 100
Evolution Stage: 2nd Stage

PKMN PWR: Strikes Back
          Whenever your opponent's attack damages Machamp (even if 
          Machamp is knocked out), this power does 10 damage to the 
          attacking Pokemon. (Don't apply Weakness and Resistance.) 
          This power can't be used if Machamp is already Asleep, 
          Confused, or Paralyzed when your opponent attacks.

IIIC Seismic Toss 60

Retreat Cost: CCC
Weakness: P
Resistance: None
Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

B29
No. 74 Geodude Fighting Type
       Lv.16 HP 50
Evolution Stage: Basic

IC Stone Barrage 10x
   Flip a coin until you get tails. This attack does 10 damage times 
   the number of heads.

Retreat Cost: C
Weakness: G
Resistance: None
Rarity: Common
Real World Set: Fossil

-------------------------------------------

B30
No. 54 Graveler Fighting Type
       Lv.29 HP 60
Evolution Stage: 1st Stage

II 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.)

Retreat Cost: CC
Weakness: G
Resistance: None
Rarity: Uncommon
Real World Set: Fossil

-------------------------------------------

B31
No. 76 Golem Fighting Type
       Lv.36 HP 80
Evolution Stage: 2nd Stage

IIIC Avalanche 60

IIII 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 itslef.

Retreat Cost: CCCC
Weakness: G
Resistance: None
Rarity: Uncommon
Real World Set: Fossil

-------------------------------------------

B32
No. 104 Cubone Fighting Type
        Lv.13 HP 40
Evolution Stage: Basic

C 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 or evolving either Pokemon ends 
  this effect.)

II Rage 10+
   Does 10 damage plus 10 more for each damage counter on Cubone.

Retreat Cost: C
Weakness: G
Resistance: L
Rarity: Common
Real World Set: Jungle

-------------------------------------------

B33
No. 105 Marowak Fighting Type
        Lv.32 HP 70
Evolution Stage: 1st Stage

IC Bone Attack 10
   Flip a coin. If heads, the Defending Pokemon can't attack during 
   your opponent's next turn.

Retreat Cost: CC
Weakness: G
Resistance: L
Rarity: Uncommon
Real World Set: Gameboy Exclusive

-------------------------------------------

B34
No. 92 Gastly Psychic Type
       Lv.8 HP 30
Evolution Stage: Basic

P Sleeping Gas
  Flip a coin. If heads, the Defending Pokemon is now Asleep.

PC Destiny Bond
   Discard 1 P Energy Card attached to Gastly in order to use this 
   attack. If a Pokemon Knocks Out Gastly during your opponent's next 
   turn, Knock Out that Pokemon.

Retreat Cost: None
Weakness: None
Resistance: I
Rarity: Common
Real World Set: Basic Set

-------------------------------------------

B35
No. 93 Haunter Psychic Type
       Lv.22 HP 60
Evolution Stage: 1st Stage

P Hypnosis
  The Defending Pokemon is now Asleep.

PP Dream Eater 50
   You can't use this attack unless the Defending Pokemon is Asleep.

Retreat Cost: C
Weakness: None
Resistance: I
Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

B36
No. 94 Gengar Psychic Type
       Lv.38 HP 80
Evolution Stage: 2nd Stage

PKMN PWR: 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 K.O. the other Pokemon). This power can't be used if Gengar is 
asleep, Confused, or Paralyzed.

PPP Dark mind 30
    If you 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.)

Retreat Cost: C
Weakness: None
Resistance: I
Rarity: Rare
Real World Set: Fossil

-------------------------------------------

B37
No. 124 Jynx Psychic Type
        Lv.23 HP 70
Evolution Stage: Basic

P Doubleslap 10x
  Flip 2 coins. This attack does 10 damage times the number of heads.

PPC Meditate 20+
    Does 20 damage plus 10 more damage for each damage counter on the 
    Defending Pokemon.

Retreat Cost: CC
Weakness: P
Resistance: None
Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

B38
No. 16 Pidgey Colorless Type
       Lv.8 HP 40
Evolution Stage: Basic

CC Whirlwind 10
   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.)

Retreat Cost: C
Weakness: L
Resistance: I
Rarity: Common
Real World Set: Basic Set

-------------------------------------------

B39
No. 17 Pidgeotto Colorless Type
       Lv.36 HP 60
Evolution Stage: 1st Stage

CC 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.)

CCC Mirror Move
    If Pidgeotto was attacked last turn, do the final result of that 
    attack on Pidgeotto to the Defending Pokemon.

Retreat Cost: C
Weakness: L
Resistance: I
Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

B40
No. 18 Pidgeot Colorless Type
       Lv.40 HP 80
Evolution Stage: 2nd Stage

CC Wing Attack 20

CCC 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.

Retreat Cost: None
Weakness: L
Resistance: I
Rarity: Rare
Real World Set: Jungle

-------------------------------------------

B41
No. 39 Jigglypuff Colorless Type
       Lv.13 HP 50
Evolution Stage: Basic

C 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.)

CC Expand 10
   All damage done to Jigglypuff is reduced by 10 (after applying 
   Weakness and Resistance.)

Retreat Cost: C
Weakness: F
Resistance: P
Rarity: Common
Real World Set: Gameboy Exclusive

-------------------------------------------

B42
No. 133 Eevee Colorless Type
        Lv.12 HP 50
Evolution Stage: Basic

C Tail Wag
  Flip a coin. If heads, the Defending Pokemon can't attack Eevee 
  during your Opponent's next turn. (Benching or evolving either 
  Pokemon ends this effect.)

CC Quick Attack 10+
   Flip a coin. If heads, this attack does 10 damage plus 20 more 
   damage. If tails, this attack does 10 damage.

Retreat Cost: C
Weakness: I
Resistance: P
Rarity: Common
Real World Set: Jungle

-------------------------------------------

B43
Trainer: Pokemon Trader

         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.

Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

B44
Trainer: Pokemon Breeder

         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.

Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

B45
Trainer: Clefairy Doll

         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.

Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

B46
Trainer: Energy Retrieval

         Trade 1 of the other cards in your hand for up to 2 Basic 
         Energy Cards from your Discard Pile.

Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

B47
Trainer: Energy Search

         Search your deck for a Basic Energy Card and put it into your 
         hand. Shuffle your deck afterward.

Rarity: Common
Real World Set: Fossil

-------------------------------------------

B48
Trainer: Gust of Wind

         Choose 1 of your opponent's Benched Pokemon and switch it with 
         his or her Active Pokemon.

Rarity: Common
Real World Set: Basic Set

-------------------------------------------

B49
Trainer: Super Potion

         Discard 1 Energy card attached to 1 of your own Pokemon in 
         order to remove 4 damage counters from that Pokemon. If the 
         Pokemon has fewer damage counters than that, remove them all.

Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

B50
Trainer: Pokemon Flute

         Choose 1 Basic Pokemon card from your Opponent's discard pile 
         and put it onto his or her bench. (You can't play Pokemon 
         Flute if your opponent's Bench is full.)

Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------



---Mystery Cards---

C01 
No. 29 Nidoran (F) Grass Type
       Lv.13 HP 60
Evolution Stage: Basic

G Fury Swipes 10x
  Flip 3 coins. This attack does 10 damage times the number of heads.

GG Call for Family
   Search your deck for a Basic Pokemon named Nidoran (F) or Nidoran 
   (M) and put it onto your Bench. Shuffle your deck afterward. (You 
   can't use this attack if your Bench is full.)

Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Common
Real World Set: Jungle

-------------------------------------------

C02
No. 30 Nidorina Grass Type
       Lv.24 HP 70
Evolution Stage: 1st Stage

G Supersonic
  Flip a coin. If heads, the Defending Pokemon is now Confused.

GCC Double Kick 30x
    Flip 2 coins. This attack does 30 damage times the number of heads.

Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Uncommon
Real World Set: Jungle

-------------------------------------------

C03
No. 31 Nidoqueen Grass Type
       Lv.43 HP 90
Evolution Stage: 2nd Stage

GC Boyfriends 20+
   Does 20 damage plus 20 more damage for each Nidoking you have in 
   play.

GGCC Mega Punch 50

Retreat Cost: CCC
Weakness: P
Resistance: None
Rarity: Rare
Real World Set: Jungle

-------------------------------------------

C04
No. 43 Oddish Grass Type
       Lv.8 HP 50
Evolution Stage: Basic

G Stun Spore 10
  Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

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 Bench is full.)

Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Common
Real World Set: Jungle

-------------------------------------------

C05
No. 44 Gloom Grass Type
       Lv.22 HP 60
Evolution Stage: 1st Stage

G Poisonpowder
  The Defending Pokemon is now Poisoned.

GG Foul Odor 20
   Both the Defending Pokemon and Gloom are now Confused (after doing 
   damage).

Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Uncommon
Real World Set: Jungle

-------------------------------------------

C06
No. 45 Vileplume Grass Type
       Lv.35 HP 80
Evolution Stage: 2nd Stage

PKMN PWR: Heal
          Once during your turn (before you 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.

GGG Petal Dance 40x
    Flip 3 coins. This attack does 40 damage times the number of heads.  
    Vileplume is now confused (after doing damage).

Retreat Cost: CC
Weakness: F
Resistance: None
Rarity: Rare
Real World Set: Jungle

-------------------------------------------

C07
No. 46 Paras Grass Type
       Lv.8 HP 40
Evolution Stage: Basic

CC Scratch 20

GG Spore
   The Defending Pokemon is now Asleep.

Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Common
Real World Set: Jungle

-------------------------------------------

C08
No. 47 Parasect Grass Type
       Lv.28 HP 60
Evolution Stage: 1st Stage

GG Spore
   The Defending Pokemon is now Asleep.

CCC Slash 30

Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Uncommon
Real World Set: Jungle

-------------------------------------------

C09
No. 102 Exeggcute Grass Type
        Lv.14 HP 50
Evolution Stage: Basic

P Hypnosis
  The Defending Pokemon is now Asleep.

GG Leech Seed 20
   Unless all damage from this attack is prevented, you may remove 1 
   damage counter from Exeggcute.

Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Common
Real World Set: Jungle

-------------------------------------------

C10
No. 103 Exeggutor Grass Type
        Lv.35 HP 80
Evolution Stage: 1st Stage

P Teleport
  Switch Exeggutor with one of your Benched Pokemon

C 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.

Retreat Cost: CCC
Weakness: F
Resistance: None
Rarity: Uncommon
Real World Set: Jungle

-------------------------------------------

C11
No. 37 Vulpix Fire Type
       Lv.11 HP 50
Evolution Stage: Basic

FF Confuse Ray 10
   Flip a coin. If heads, the Defending Pokemon is now Confused.

Retreat Cost: C
Weakness: W
Resistance: None
Rarity: Common
Real World Set: Basic Set

-------------------------------------------

C12
No. 38 Ninetails Fire Type
       Lv.32 HP 80
Evolution Stage: 1st Stage

CC Lure
   If your opponent has any Benched Pokemon, choose 1 of them and 
   switch it with the Defending Pokemon.

FFFF Fire Blast
     Discard 1 F Energy card attached to Ninetails in order to attack.

Retreat Cost: C
Weakness: W
Resistance: None
Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

C13
No. 136 Flareon Fire Type
        Lv.22 HP 60
Evolution Stage: 1st Stage

CCC Bite 30

CCC Rage 10+
    Does 10 damage plus 10 more damage for each damage counter on 
    Flareon.

Retreat Cost: C
Weakness: W
Resistance: None
Rarity: Uncommon
Real World Set: Gameboy Exclusive

-------------------------------------------

C14
No. 35 Moltres Fire Type
       Lv.35 HP 70
Evolution Stage: Basic

F Wildfire
  You may discard any number of Fire 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.

Retreat Cost: CC
Weakness: None
Resistance: I
Rarity: Rare
Real World Set: Fossil

-------------------------------------------

C15
No. 90 Shellder Water Type
       Lv.8 HP 30
Evolution Stage: Basic

W Supersonic
  Flip a coin. If heads, the Defending Pokemon is now Confsued.

W Hide in Shell
  Flip a coin. If heads, prevent all damage done to Shellder during 
  your opponent's next turn. (Any other effects of attacks still 
  happen.

Retreat Cost: C
Weakness: L
Resistance: None
Rarity: Common
Real World Set: Fossil

-------------------------------------------

C16
No. 91 Cloyster Water Type
       Lv.25 HP 50
Evolution Stage: 1st Stage

WW Clamp 30
   Flip a coin. If heads, the Defending Pokemon is now Paralyzed. If 
   tails, this attack does nothing (not even damage).

WW Spike Cannon 30x
   Flip 2 coins. This attack does 30 damage times the number of heads.

Retreat Cost: C
Weakness: L
Resistance: None
Rarity: Uncommon
Real World Set: Fossil

-------------------------------------------

C17
No. 131 Lapras Water Type
        Lv.31 HP 80
Evolution Stage: Basic

W Water Gun 10+
  Does 10 damage plus 10 more damage for each W Energy card attached to 
  Lapras, but not used to pay for this attack's Energy Cost. You can't 
  add more than 20 damage this way.

WW Confuse Ray 10+
   Flip a coin. If heads, the Defending Pokemon is now Confused.

Retreat Cost: CC
Weakness: L
Resistance: None
Rarity: Rare
Real World Set: Fossil

-------------------------------------------

C18
No. 134 Vaporeon Water Type
        Lv.29 HP 60
Evolution Stage: 1st Stage

C Focus Energy
  During your next turn, Vaporeon's Bite attack's base damage is 
  doubled.

CCC Bite 30
   Flip a coin. If heads, the Defending Pokemon is now Confused.

Retreat Cost: C
Weakness: L
Resistance: None
Rarity: Uncommon
Real World Set: Gameboy Exclusive

-------------------------------------------

C19
No. 138 Omanyte Water Type
        Lv.19 HP 40
Evolution Stage: 1st Stage

PKMN PWR: Clairvoyance
          Your opponent plays with his or her hand face up. This power 
          stops working while Omanyte is Asleep, Confused, or 
          Paralyzed.

W Water Gun 10+
  Does 10 damage plus 10 more for each W Energy attached to Omanyte, 
  but not used to pay for this attack's Energy Cost. You can't add more 
  than 20 damage this way.

Retreat Cost: C
Weakness: G
Resistance: None
Rarity: Common
Real World Set: Fossil

-------------------------------------------

C20
No. 138 Omastar Water Type
        Lv.32 HP 70
Evolution Stage: 2nd Stage

WC Water Gun 20+
   Does 20 damage plus 10 more for each W Energy attached to Omastar, 
   but not used to pay for this attack's Energy Cost. You can't add 
   more than 20 damage this way.

WW Spike Cannon 30x
   Flip 2 coins. This attack does 30 damage times the number of heads.

Retreat Cost: C
Weakness: G
Resistance: None
Rarity: Uncommon
Real World Set: Fossil

-------------------------------------------

C21
No. 144 Articuno Water Type
        Lv.35 HP 70
Evolution Stage: Basic

WWW Freeze Dry 30
    Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

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.)

Retreat Cost: CC
Weakness: None
Resistance: I
Rarity: Rare
Real World Set: Fossil

-------------------------------------------

C22
No. 25 Pikachu Lightning Type
       Lv.14 HP 50
Evolution Stage: Basic

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.)

Retreat Cost: C
Weakness: I
Resistance: None
Rarity: Common
Real World Set: Jungle

-------------------------------------------

C23
No. 26 Raichu Lightning Type
       Lv.45 HP 90
Evolution Stage: 1st Stage

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.

Retreat Cost: C
Weakness: I
Resistance: None
Rarity: Rare
Real World Set: Fossil

-------------------------------------------

C24
No. 100 Voltorb Lightning Type
        Lv.10 HP 40
Evolution Stage: Basic

C Tackle 10

Retreat Cost: C
Weakness: I
Resistance: None
Rarity: Common
Real World Set: Basic

-------------------------------------------

C25
No. 101 Electrode Lightning Type
        Lv.42 HP 90
Evolution Stage: 1st Stage

LL Tackle 20

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).

Retreat Cost: C
Weakness: I
Resistance: None
Rarity: Rare
Real World Set: Jungle

-------------------------------------------

C26
No. 135 Jolteon Lightning Type
        Lv.24 HP 60
Evolution Stage: 1st Stage

CC Double Kick 20x
   Flip 2 coins. This attack does 20 damage times the number of heads.

CCCC Stun Needle 30
     Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
     
Retreat Cost: C
Weakness: I
Resistance: None
Rarity: Uncommon
Real World Set: Gameboy Exclusive

-------------------------------------------

C27
No. 40 Zapdos Lightning Type
       Lv.40 HP 80
Evolution Stage: Basic

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.         

Retreat Cost: CC
Weakness: None
Resistance: I
Rarity: Rare
Real World Set: Jungle

-------------------------------------------

C28
No. 56 Mankey Fighting Type
       Lv.7 HP 30
Evolution Stage: Basic

PKMN PWR: 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.

C Scratch 10

Retreat Cost: None
Weakness: P
Resistance: None
Rarity: Common
Real World Set: Jungle

-------------------------------------------

C29
No. 57 Primeape Fighting Type
       Lv.35 HP 70
Evolution Stage: 1st Stage

II Fury Swipes
   Flip 3 coins. This attack does 20 damage times the number of heads.

IIC Tantrum 50
    Flip a coin. If tails, Primeape is now Confused (after doing 
    damage).

Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Uncommon
Real World Set: Jungle

-------------------------------------------

C30
No. 111 Rhyhorn Fighting Type
        Lv.18 HP 70
Evolution Stage: Basic

C Leer
  Flip a coin. If heads, the Defending Pokemon can't attack Rhyhorn 
  during your opponent's next turn. (Benching or evolving either 
  Pokemon ends this effect.)

ICC Horn Attack 30

Retreat Cost: CCC
Weakness: G
Resistance: L
Rarity: Common
Real World Set: Jungle

-------------------------------------------

C31
No. 112 Rhydon Fighting Type
        Lv.48 HP 100
Evolution Stage: 1st Stage

ICC Horn Attack 30

IIII 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.)

Retreat Cost: CCC
Weakness: G
Resistance: L
Rarity: Uncommon
Real World Set: Jungle

-------------------------------------------

C32
No. 140 Kabuto Fighting Type
        Lv.9 HP 30
Evolution Stage: 1st Stage

PKMN PWR: 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 the nearest    
          10). (Any other effects of the attack still happen.) This 
          power stops working while Kabuto is Asleep, Confused, or 
          Paralyzed.

C Scratch 10

Retreat Cost: C
Weakness: G
Resistance: None
Rarity: Common
Real World Set: Fossil

-------------------------------------------

C33
No. 141 Kabutops Fighting Type
        Lv.30 HP 60
Evolution Stage: 2nd Stage

II Sharp Sickle 30

IIII 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.

Retreat Cost: C
Weakness: G
Resistance: None
Rarity: Rare
Real World Set: Fossil

-------------------------------------------

C34
No. 142 Aerodactyl Fighting Type
        Lv.28 HP 60
Evolution Stage: 1st Stage

PKMN PWR: Prehistoric Power
          No more Evolution cards can be played. This power stops 
          working while Aerodactyl is Asleep, Confused, or Paralyzed.

CCC Wing Attack 30

Retreat Cost: CC
Weakness: G
Resistance: I
Rarity: Rare
Real World Set: Fossil

-------------------------------------------

C35
No. 65 Alakazam Psychic Type
       Lv.42 HP 80
Evolution Stage: 2nd Stage

PKMN PWR: Damage Swap
          As often as you like during your turn (before your attack), 
          you may move 1 damage counter from 1 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.

PPP Confuse Ray 30
    Flip a coin. If heads, the Defending Pokemon is now Confused.

Retreat Cost: CCC
Weakness: P
Resistance: None
Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

C36
No. 96 Drowzee Psychic Type
       Lv.12 HP 50
Evolution Stage: Basic

C Pound 10

PP Confuse Ray 10
   Flip a coin. If heads, the Defending Pokemon is now Confused.

Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Common
Real World Set: Basic Set

-------------------------------------------

C37
No. 151 Mew Psychic Type
        Lv.23 HP 50
Evolution Stage: Basic

P Psywave 10x
  Does 10 damage times the number of Energy cards attached to the 
  Defending Pokemon.

PP Devolution Beam
   Choose and evolved Pokemon (your own or your opponent's). Return the 
   highest Stage Evolution card on that Pokemon to it's player's hand.

Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Rare
Real World Set: Fossil (taken out of set, now a Promo)

-------------------------------------------

C38
No. 35 Clefairy Colorless Type
       Lv.14 HP 40
Evolution Stage: Basic

C Sing
  Flip a coin. If heads, the Defending Pokemon is now Asleep.

CCC Metronome
    Choose 1 of the Defending Pokemon's attacks. Metronome copies that 
    attack except for its Energy costs. (No matter what type the 
    Defending Pokemon is, Clefairy's type is still Colorless.

Retreat Cost: C
Weakness: I
Resistance: P
Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

C39
No. 52 Mewoth Colorless Type
       Lv.15 HP 50
Evolution Stage: Basic

CC Pay Day 10
   Flip a coin. If heads, draw a card.

Retreat Cost: C
Weakness: I
Resistance: P
Rarity: Common
Real World Set: Jungle

-------------------------------------------

C40
No. 53 Persian Colorless Type
       Lv.25 HP 70
Evolution Stage: 1st Stage

CC Scratch 20

CCC 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 or evolving either 
    Pokemon ends this effect.)

Retreat Cost: None
Weakness: I
Resistance: P
Rarity: Uncommon
Real World Set: Jungle

-------------------------------------------

C41
No. 83 Farfetch'd Colorless Type
       Lv.20 HP 50
Evolution Stage: Basic

C 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 
  putting Farfetch'd on the Bench won't let you use it again.)

CCC Pot Smash 30

Retreat Cost: C
Weakness: L
Resistance: I
Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

C42
No. 35 Lickitung Colorless Type
       Lv.26 HP 90
Evolution Stage: Basic

C Tongue Wrap 10
  Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

CC Supersonic
   Flip a coin. If heads, the Defending Pokemon is now Confused.

Retreat Cost: CCC
Weakness: I
Resistance: P
Rarity: Uncommon
Real World Set: Jungle

-------------------------------------------

C43
No. 128 Tauros Colorless Type
        Lv.32 HP 60
Evolution Stage: Basic

CC Stomp 20+
   Flip a coin. If heads, this attack does 20 damage plus 10 more 
   damage; if tails, this attack does 20 damage.

CCC 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).

Retreat Cost: CC
Weakness: I
Resistance: P
Rarity: Uncommon
Real World Set: Jungle

-------------------------------------------

C44
No. 147 Dratini Colorless Type
        Lv.10 HP 40
Evolution Stage: Basic

C Pound 10

Retreat Cost: C
Weakness: None
Resistance: P
Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

C45
No. 148 Dragonair Colorless Type
        Lv.33 HP 80
Evolution Stage: 1st Stage

CCC Slam 30x
    Flip 2 coins. This attack does 30 damage times the number of heads.

CCCC Hyper Beam 20
     If the Defending Pokemon has any Energy cards attached to it, 
     choose 1 of them and discard it.

Retreat Cost: CC
Weakness: None
Resistance: P
Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

C46
No. 149 Dragonite Colorless Type
        Lv.45 HP 100
Evolution Stage: 2nd Stage

PKMN PWR: Step In
          Once during your turn (before your attack), if Dragonite is 
          on your Bench, you may switch it with your Active Pokemon.

CCCC Slam 40x
     Flip 2 coins. This attack does 40 damage times the number of 
     heads.

Retreat Cost: C
Weakness: None
Resistance: I
Rarity: Rare
Real World Set: Fossil

-------------------------------------------

C47
Trainer: Mr. Fuji
         Choose a Pokemon on your Bench. Shuffle it an any cards 
         attached to it into your deck.

Rarity: Uncommon
Real World Set: Fossil

-------------------------------------------

C48
Trainer: Mysterious Fossil
         Play a Mysterious Fossil as if I were a Basic Pokemon. While 
         in play, Mysterious Fossil counts as a Pokemon (instead of a 
         Trainer Card). Mysterious Fossil has no attack, can't retreat, 
         and can't be Asleep, Confused, Paralyzed, or Poisoned.

Rarity: Common
Real World Set: Fossil

* Note- You need to play this card if you wish to use Aerodactyl, 
Omanyte, or Kabuto.

-------------------------------------------

C49
Trainer: Energy Removel
         Choose 1 Energy card attached to 1 of your opponent's Pokemon 
         and discard it.

Rarity: Common
Real World Set: Basic Set

-------------------------------------------

C50
Trainer: Pokemon Center
         Remove all damage counters from all of your own Pokemon with 
         Damage Counters on them, then discard all Energy cards 
         attached to those Pokemon.

Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

E07
Double Colorless Energy

Provides CC Energy. (Doesn't count as a Basic Energy Card.) Colorless 
Energy can't be used to pay Colored Energy Cost. (Any type of Energy 
can be used to pay Colorless Energy Costs.)

Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------



---Laboratory Cards---

D01
No. 23 Ekans Grass Type
       Lv.10 HP 40
Evolution Stage: Basic

G Spit Poison
  Flip a coin. If heads, the Defending Pokemon is now Poisoned.

GC Wrap 20
   Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Common
Real World Set: Fossil

-------------------------------------------

D02
No. 24 Arbok Grass Type
       Lv.27 HP 60
Evolution Stage: 1st Stage

G Terror Strike 10
  Flip a coin. If heads and if your opponent has any Benched Pokemon, 
  he or she chooses one of them and switched it with the Defending 
  Pokemon. (Do the damage before switching Pokemon.)

GGC Poison Fang
    The Defending Pokemon is now Poisoned.

Retreat Cost: CC
Weakness: P
Resistance: None
Rarity: Uncommon
Real World Set: Fossil

-------------------------------------------

D03
No. 41 Zubat Grass Type
       Lv.10 HP 40
Evolution Stage: Basic

CC Supersonic
   Flip a coin. If heads, the Defending Pokemon is now Confused.

GC 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).

Retreat Cost: None
Weakness: P
Resistance: I
Rarity: Common
Real World Set: Fossil

-------------------------------------------

D04
No. 42 Golbat Grass Type
       Lv.29 HP 60
Evolution Stage: 1st Stage

CCC Wing Attack 30

GGC 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).

Retreat Cost: None
Weakness: P
Resistance: I
Rarity: Uncommon
Real World Set: Fossil

-------------------------------------------

D05
No. 48 Venonat Grass Type
       Lv.12 HP 40
Evolution Stage: Basic

G Stun Spore 10
  Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

GC 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).

Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Common
Real World Set: Jungle

-------------------------------------------

D06
No. 49 Golbat Grass Type
       Lv.28 HP 70
Evolution Stage: 1st Stage

PKMN PWR: Shift
          Once during your turn (before you 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.

GG Venom Powder 10
   Flip a coin. If heads, the Defending Pokemon is now Confused and 
   Poisoned.

Retreat Cost: None
Weakness: F
Resistance: I
Rarity: Rare
Real World Set: Jungle

-------------------------------------------

D07
No. 88 Grimer Grass Type
       Lv.17 HP 50
Evolution Stage: Basic

C Nasty Goo 10
  Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

G Minimize
  All damage one by attacks to Grimer during your opponent's next turn 
  is reduced by 20 (after applying Weakness and Resistance.)

Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Common
Real World Set: Fossil

-------------------------------------------

D08
No. 89 Muk Grass Type
       Lv.34 HP 70
Evolution Stage: 1st Stage

PKMN PWR: Toxic Gas
          Ignore all Pokemon Powers other than Toxic Gases. This power 
          stops working while Muk is Asleep, Confused, or Paralyzed.

GGG Sludge 30
    Flip a coin. If heads, the Defending Pokemon is now Poisoned.

Retreat Cost: CC
Weakness: P
Resistance: None
Rarity: Rare
Real World Set: Fossil

-------------------------------------------

D09
No. 109 Koffing Grass Type
        Lv.13 HP 50
Evolution Stage: Basic

GG Foul Gas 10
   Flip a coin. If heads, the Defending Pokemon is now Poisoned; if 
   tails it is now Confused.

Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Common
Real World Set: Basic

-------------------------------------------

D10
No. 110 Weezing Grass Type
        Lv.27 HP 60
Evolution Stage: 1st Stage

GG Smog 20
   Flip a coin. If heads, the Defending Pokemon is now Poisoned.

GGC Selfdestruct 60
    Does 10 damage to each Pokemon on each player's Benach. (Don't 
    apply Weakness and Resistance for Benched Pokemon.) Weezing does 60 
    damage to itself.

Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Uncommon
Real World Set: Fossil

-------------------------------------------

D11
No. 42 Golbat Grass Type
       Lv.29 HP 60
Evolution Stage: 1st Stage

GC Bind 20
   Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

GGG Poisonpowder 20
    The Defending Pokemon is now Poisoned.

Retreat Cost: CC
Weakness: F
Resistance: None
Rarity: Common
Real World Set: Basic Set

-------------------------------------------

D12
No. 38 Ninetails Fire Type
       Lv.35 HP 80
Evolution Stage: 1st Stage

FF 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 hand. You opponent shuffles 
   his or her deck afterward.

FFF Dancing Embers 10x
    Flip 8 coins. This attack does 10 damage times the number of heads.

Retreat Cost: C
Weakness: W
Resistance: None
Rarity: Rare
Real World Set: Gameboy Exclusive

-------------------------------------------

D13
No. 126 Magmar Fire Type
        Lv.31 HP 70
Evolution Stage: Basic

F 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.

FF Smog

Retreat Cost: C
Weakness: W
Resistance: None
Rarity: Uncommon
Real World Set: Fossil

-------------------------------------------

D14
No. 54 Psyduck Water Type
       Lv.15 HP 50
Evolution Stage: Basic

P Headache
  Your opponent can't play Trainer cards during his or her next turn.

W Fury Swipes 10x
  Flip 3 coins. This attack does 10 damage times the number of heads.

Retreat Cost: C
Weakness: L
Resistance: None
Rarity: Common
Real World Set: Fossil

-------------------------------------------

D15
No. 55 Golduck Water Type
       Lv.27 HP 70
Evolution Stage: 1st Stage

P Psyshock 10
  Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

WWC Hyper Beam 20
    If the Defending Pokemon has any Energy cards attached to it, 
    choose 1 of them and discard it.

Retreat Cost: C
Weakness: L
Resistance: None
Rarity: Uncomon
Real World Set: Fossil

-------------------------------------------

D16
No. 60 Poliwag Water Type
       Lv.13 HP 40
Evolution Stage: Basic

W Water Gun 10+
  Does 10 damage plus 10 more damage for each W Energy attached to 
  Poliwag, but not used to pay for this attack's Energy Cost. You can't 
  add more than 20 damage this way.

Retreat Cost: C
Weakness: G
Resistance: None
Rarity: Common
Real World Set: Basic Set

-------------------------------------------

D17
No. 61 Poliwhirl Water Type
       Lv.28 HP 60
Evolution Stage: 1st Stage

WW Amnesia
   Choose 1 of the Defending Pokemon's attacks. That Pokemon can't use 
   that attack during your opponent's next turn.

WWC Doubleslap 30x
    Flip 2 coins. This attack does 30 damage times the number of heads.

Retreat Cost: C
Weakness: G
Resistance: None
Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

D18
No. 62 Poliwrath Water Type
       Lv.48 HP 90
Evolution Stage: 2nd Stage

WWC Water Gun 30+
    Does 30 damage plus 10 more damage for each W Energy attached to 
    Poliwrath, but not used to pay for this attack's Energy Cost. You 
    can't add more than 20 damage this way.

WWCC Whirlpool 40
     If the Defending Pokemon has nay Energy cards attached to it, 
     choose 1 of them and discard it.

Retreat Cost: CCC
Weakness: G
Resistance: None
Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

D19
No. 72 Tentacool Water Type
       Lv.10 HP 30
Evolution Stage: Basic

PKMN PWR: 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.

W Acid 10

Retreat Cost: None
Weakness: L
Resistance: None
Rarity: Common
Real World Set: Fossil

-------------------------------------------

D20
No. 73 Tentacruel Water Type
       Lv.21 HP 60
Evolution Stage: 1st Stage

W Supersonic
  Flip a coin. If heads, the Defending Pokemon is now Confused.

WW Jellyfish Sting 10
   The Defending Pokemon is now Poisoned.

Retreat Cost: None
Weakness: L
Resistance: None
Rarity: Uncommon
Real World Set: Fossil

-------------------------------------------

D21
No. 116 Horsea Water Type
        Lv.19 HP 40
Evolution Stage: Basic

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.

Retreat Cost: None
Weakness: L
Resistance: None
Rarity: Common
Real World Set: Fossil

-------------------------------------------

D22
No. 117 Seadra Water Type
        Lv.23 HP 60
Evolution Stage: 1st Stage

WC Water Gun 20+
   Does 20 damage plus 10 more damage for each W 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.

WCC Agility 20
    Flip a coin. If heads, during your opponent's next turn, prevent 
    all effects of attacks, including damage, done to Seadra.

Retreat Cost: C
Weakness: L
Resistance: None
Rarity: Uncommon
Real World Set: Fossil

-------------------------------------------

D23
No. 81 Magnemite Lightning Type
       Lv.15 HP 40
Evolution Stage: Basic

C Tackle 10

LC Magnetic Storm
   Remove all Energy cards attached to all of your Pokemon. Then 
   randomly reattach all of them.

Retreat Cost: C
Weakness: I
Resistance: None
Rarity: Common
Real World Set: Gameboy Exclusive

-------------------------------------------

D24
No. 82 Magneton Lightning Type
       Lv.35 HP 80
Evolution Stage: 1st Stage

LC Tackle 20
   Don't apply Weakness and Resistance for this attack. (Any other 
   effects that would happen after applying Weakness and Resistance 
   still happen.

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.

Retreat Cost: CC
Weakness: I
Resistance: None
Rarity: Rare
Real World Set: Fossil

-------------------------------------------

D25
No. 101 Electrode Lightning Type
        Lv.35 HP 70
Evolution Stage: 1st Stage

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.)

LLL Energy Spike
    Search your deck for a Basic Energy Card and attach it to 1 of your 
    Pokemon. Shuffle your deck afterward.

Retreat Cost: C
Weakness: I
Resistance: None
Rarity: Rare
Real World Set: Gameboy Exclusive

-------------------------------------------

D26
No. 95 Onix Fighting Type
       Lv.12 HP 90
Evolution Stage: Basic

I Rock Throw 10

II Harden
   During your opponent's next turn, whenever 30 or less damage is done 
   to Onix (after applying Weakness and Resistance), prevent that 
   damage. (Any other effects of attacks still happen.)

Retreat Cost: CCC
Weakness: G
Resistance: None
Rarity: Common
Real World Set: Basic Set

-------------------------------------------

D27
No. 105 Marowak Fighting Type
        Lv.26 HP 60
Evolution Stage: 1st Stage

II Bonemerang 30x
   Flip 2 coins. This attack does 30 damage times the number of heads.

IIC Call for Friend
    Search you deck for a I Basic Pokemon card and put it onto your 
    Bench. Shuffle your deck afterwards. (You can't use this attack if 
    your Bench is full.)

Retreat Cost: C
Weakness: G
Resistance: L
Rarity: Uncommon
Real World Set: Jungle

-------------------------------------------

D28
No. 106 Hitmonlee Fighting Type
        Lv.30 HP 60
Evolution Stage: Basic

II Stretch Kick
   If your opponent has any Benched Pokemon, choose on of them and this 
   attack does 20 damage to it. (Don't apply Weakness and Resistance 
   for Benched Pokemon.)

III High Jump Kick 50

Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Rare
Real World Set: Fossil

-------------------------------------------

D29
No. 79 Slowpoke Psychic Type
       Lv.18 HP 50
Evolution Stage: Basic

C Spacing Out
  Flip a coin. If heads, remove a damage counter from Slowpoke. This 
  attack can't be used if Slowpoke has no damage counter on it.

PP Scavenge
   Discard 1 P Energy attached to Slowpoke in order to use this attack. 
   Put a Trainer card from your discard pile into your hand.

Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Common
Real World Set: Fossil

-------------------------------------------

D30
No. 80 Slowbro Psychic Type
       Lv.26 HP 60
Evolution Stage: 1st Stage

PKMN PWR: Strange Behavior
          As often as you like during your (before your attack), you 
          may move 1 damage counter from 1 of your Pokemon to Slowbro. 
          This power can't be used if Slowbro is Asleep, Confused, or    
          Paralyzed.

PP Psyshock 20
   Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Uncommon
Real World Set: Fossil

-------------------------------------------

D31
No. 92 Gastly Psychic Type
       Lv.17 HP 50
Evolution Stage: Basic

P Lick
  Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

PP Energy Conversion
   Put up to 2 Energy cards from your discard pile into your hand. 
   Gastly does 10 damage to itself.

Retreat Cost: None
Weakness: None
Resistance: I
Rarity: Uncommon
Real World Set: Fossil

-------------------------------------------

D32
No. 93 Haunter Psychic Type
       Lv.17 HP 50
Evolution Stage: 1st Stage

PKMN PWR: 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, Confused, or Paralyzed.

PC Nightmare 10
   The Defending Pokemon is now Asleep.

Retreat Cost: None
Weakness: None
Resistance: I
Rarity: Rare
Real World Set: Fossil

-------------------------------------------

D33
No. 97 Hypno Psychic Type
       Lv.36 HP 90
Evolution Stage: 1st Stage

P Prophecy
  Look at up to 3 cards from the top of either player's deck and 
  rearrange them as you like.

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.)

Retreat Cost: CC
Weakness: P
Resistance: None
Rarity: Rare
Real World Set: Fossil

-------------------------------------------

D34
No. 122 Mr. Mime Psychic Type
        Lv.28 HP 40
Evolution Stage: Basic

PKMN PWR: 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.

PC Meditate 10+
   Does 10 damage plus 10 more damage for each damage counter on the 
   Defending Pokemon.

Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Rare
Real World Set: Jungle

-------------------------------------------

D35
No. 150 Mewtwo Psychic Type
        Lv.53 HP 60
Evolution Stage: Basic

PC Psychic 10+
   Does 10 damage plus 10 more damage for each Energy Card attached to 
   the Defending Pokemon.

PP Barrier
   Discard 1 P Energy card attached to Mewtwo in order to use this 
   attack. During your opponent's next turn, prevent all effects of 
   attacks including damage, done to Mewtwo.

Retreat Cost: CCC
Weakness: P
Resistance: None
Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

D36
No. 18 Pidgeot Colorless Type
       Lv.38 HP 80
Evolution Stage: 2nd Stage

CCC Slicing Wind
    Does 30 damage to 1 of your opponent's Pokemon choose at random. 
    Don't apply Weakness and Resistance for this attack. (Any other 
    effects that would happen after applying Weakness and Resistance 
    still happen.)

CCCC 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.

Retreat Cost: C
Weakness: L
Resistance: I
Rarity: Rare
Real World Set: Gameboy Exclusive

-------------------------------------------

D37
No. 21 Spearow Colorless Type
       Lv.13 HP 50
Evolution Stage: Basic

C Peck 10

CCC Mirror Move
    If Spearow was attacked last turn, do the final result of that 
    attack on Spearow to the Defending Pokemon.

Retreat Cost: None
Weakness: L
Resistance: I
Rarity: Common
Real World Set: Jungle

-------------------------------------------

D38
No. 22 Fearow Colorless Type
       Lv.27 HP 70
Evolution Stage: 1st Stage

CCC Agility 20
    Flip a coin. If heads, during your opponent's next turn, prevent 
    all effects of attacks, including damage, done to Fearow.

CCCC Drill Peck 40

Retreat Cost: None
Weakness: L
Resistance: I
Rarity: Uncommon
Real World Set: Jungle

-------------------------------------------

D39
No. 36 Clefable Colorless Type
       Lv.34 HP 70
Evolution Stage: 1st Stage

C Metronome
  Choose 1 of the Defending Pokemon's attacks. Metronome copies that 
  attack except for its Energy costs. (No matter what type that Pokemon 
  is, Clefable's type is still Colorless.)

CC Minimize
   All damage done by attacks to Clefable during your opponent's next 
   turn is reduced by 20 (after applying Weakness and Resistance).

Retreat Cost: CC
Weakness: I
Resistance: P
Rarity: Rare
Real World Set: Jungle

-------------------------------------------

D40
No. 84 Doduo Colorless Type
       Lv.10 HP 60
Evolution Stage: Basic

C Fury Attack 10x
  Flip 2 coins. This attack does 10 damage times the number of heads.

Retreat Cost: None
Weakness: L
Resistance: I
Rarity: Common
Real World Set: Basic Set

-------------------------------------------

D41
No. 85 Dodrio Colorless Type
       Lv.28 HP 70
Evolution Stage: 1st Stage

PKMN PWR: Retreat Aid
          As long as Dodrio is Benched, pay C less to retreat your 
          Active Pokemon.

CCC Rage 10+
    Does 10 damage plus 10 more for each damage counter on Dodrio.

Retreat Cost: None
Weakness: L
Resistance: I
Rarity: Uncommon
Real World Set: Jungle

-------------------------------------------

D42
No. 132 Ditto Colorless Type
        Lv.19 HP 50
Evolution Stage: Basic

C Pound 10

CCC 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).

Retreat Cost: C
Weakness: I
Resistance: P
Rarity: Rare
Real World Set: Gameboy Exclusive

-------------------------------------------

D43
No. 137 Porygon Colorless Type
        Lv.12 HP 30
Evolution Stage: Basic

C Conversion 1
  If the Defending Pokemon has a Weakness, you may change it to a type 
  of your choice other than Colorless.

CC Conversion 2
   Change Porygon's Resistance to a type of your choice other than 
   Colorless.

Retreat Cost: C
Weakness: I
Resistance: P
Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

D44
Trainer: Imposter Professor Oak

Your opponent shuffles his or her hand into his or her deck, then draws 
7 cards.

Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

D45
Trainer: Lass

You and your opponent show each other your hands, then shuffle all the 
Trainer cards from your hands into your decks.

Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

D46
Trainer: Super Energy Removal

Discard 1 Energy cards attached to 1 of your Pokemon in order to choose 
1 of your opponent's Pokemon and up to 2 Energy cards attached to it. 
Discard those Energy Cards.

Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

D47
Trainer: Pokedex

Look at up to 5 cards from the top of your deck and rearrange them as 
you like.

Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

D48
Trainer: Devolution Spray

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.

Rarity: Rare
Real World Set: Basic Set

-------------------------------------------

D49
Trainer: Maintenance

Shuffle 2 of the other cards from your hand into your deck in order to 
draw a card.

Rarity: Uncommon
Real World Set: Basic Set

-------------------------------------------

D50
Trainer: Gambler

Shuffle your hand into your deck. Flip a coin. If heads, Draw 8 cards. 
If tails, Draw 1 card.

Rarity: Common
Real World Set: Fossil

-------------------------------------------

D51
Trainer: Recycle

Flip a coin. If heads, put a card in your discard pile on top of your 
deck.

Rarity: Common
Real World Set: Fossil

-------------------------------------------



---Promotional Cards---

P01
No. 59 Arcanine Fire Type
       Lv.34 HP 70
Evolution Stage: 1st Stage

CC Quick Attack 10+
   Flip a coin. If heads, this attack does 10 damage plus 20 more 
   damage. If tails, this attack does 10 damage.

FF Flames of Rage 40+
   Discard 2 F 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.

Retreat Cost: C
Weakness: W
Resistance: None
Rarity: ???
Real World Set: Promo

-------------------------------------------

P02
No. 146 Moltres Fire Type
        Lv.37 HP 100
Evolution Stage: Basic

PKMN PWR: Firegiver
          When you put Moltres into play during your turn (not during 
          set-up), put from 1-4 (chosen at random) F Energy cards from 
          your deck into your hand. Shuffle your deck afterward.

FFF Dive Bomb 70
    Flip a coin. If tails, this attack does nothing.

Retreat Cost: CC
Weakness: None
Resistance: I
Rarity: Rare
Real World Set: Gameboy Exclusive

-------------------------------------------

P03
No. 144 Articuno Water Type
        Lv.37 HP 100
Evolution Stage: Basic

PKMN PWR: 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.

WWW Ice Breath
    Does 40 damage to one 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.)

Retreat Cost: CC
Weakness: None
Resistance: I
Rarity: Rare
Real World Set: Gameboy Exclusive

-------------------------------------------

P04
No. 25 Pikachu Lightning Type
       Lv.16 HP 60
Evolution Stage: Basic

C Growl
  If the Defending Pokemon attacks Pikachu during your opponent's next 
  turn, any damage done by the attack is reduced by 10 (after applying 
  Weakness and Resistance). (Benching or evolving either Pokemon will 
  end this effect.)

LL Thundershock 20
   Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

Retreat Cost: C
Weakness: I
Resistance: None
Rarity: ???
Real World Set: Promo

-------------------------------------------

P05
No. 25 Pikachu Lightning Type
       Lv.16 HP 60
Evolution Stage: Basic

C Growl
  If the Defending Pokemon attacks Pikachu during your opponent's next 
  turn, any damage done by the attack is reduced by 10 (after applying 
  Weakness and Resistance). (Benching or evolving either Pokemon will 
  end this effect.)

LL Thundershock 20
   Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

Retreat Cost: C
Weakness: I
Resistance: None
Rarity: ???
Real World Set: Promo

-------------------------------------------

P06
No. 25 Pikachu Lightning Type
       Lv.16 HP 60
Evolution Stage: Basic

L Thundershock 10
  Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

CCC 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).

Retreat Cost: C
Weakness: None
Resistance: I
Rarity: ???
Real World Set: Promo

-------------------------------------------

P07
No. 25 Pikachu Lightning Type
       Lv.13 HP 50
Evolution Stage: Basic

WW Surf 30

Retreat Cost: C
Weakness: I
Resistance: None
Rarity: ???
Real World Set: Promo

-------------------------------------------

P08
No. 25 Pikachu Lightning Type
       Lv.13 HP 50
Evolution Stage: Basic

WW Surf 30

Retreat Cost: C
Weakness: I
Resistance: None
Rarity: ???
Real World Set: Promo

*Note- This card has a slight background chance, but is similar to the 
other Surfing Pikachu.

-------------------------------------------

P09
No. 125 Electabuzz Lightning Type
        Lv.20 HP 60
Evolution Stage: Basic

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 attack still happen.)

CC Quick Attack 10+
   Flip a coin. If heads, this attack does 10 damage plus 20 more 
   damage; if tails, this attack does 10 damage.

Retreat Cost: CC
Weakness: I
Resistance: None
Rarity: ???
Real World Set: Promo

-------------------------------------------

P10
No. 145 Zapdos Lightning Type
        Lv.68 HP 100
Evolution Stage: Basic

PKMN PWR: 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 or Resistance).

Retreat Cost: CC
Weakness: None
Resistance: I
Rarity: Rare
Real World Set: Gameboy Exclusive

-------------------------------------------

P11
No. 79 Slowpoke Psychic Type
       Lv.9 HP 40
Evolution Stage: Basic

C Headbutt 10

PP Amnesia
   Choose 1 of the Defending Pokemon's attacks. That pokemon can't use 
   that attack during your opponent's next turn.

Retreat Cost: C
Weakness: P
Resistance: None
Rarity: ???
Real World Set: Promo

-------------------------------------------

P12
No. 150 Mewtwo Psychic Type
        Lv.60 HP 70
Evolution Stage: Basic

P Energy Absorption
  Choose up to 2 Energy cards from, your discard pile and attach them 
  to Mewtwo.

PPC Psyburn 40

Retreat Cost: CC
Weakness: P
Resistance: None
Rarity: ???
Real World Set: Promo

-------------------------------------------

P13
No. 150 Mewtwo Psychic Type
        Lv.60 HP 70
Evolution Stage: Basic

P Energy Absorption
  Choose up to 2 Energy cards from, your discard pile and attach them 
  to Mewtwo.

PPC Psyburn 40

Retreat Cost: CC
Weakness: P
Resistance: None
Rarity: ???
Real World Set: Promo

*Note- This card is the same as the other promo Mewtwo, with the 
exception of the picture.

-------------------------------------------

P14
No. 151 Mew Psychic Type
        Lv.8 HP 40
Evolution Stage: Basic

PKMN PWR: Neutralizing Shield
          Prevent all effects of attacks (including damage) done to 
          this card by your opponent's Stage 1 or Stage 2 Pokemon. This 
          power can't be used if Mew is Asleep, Confused, or Paralyzed.

P Psyshock 10
  Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

Retreat Cost: C
Weakness: P
Resistance: None
Rarity: ???
Real World Set: Promo

-------------------------------------------

P15
No. 39 Jigglypuff Colorless Type
       Lv.12 HP 50
Evolution Stage: Basic

C First Aid
  Remove 1 damage counter from Jigglypuff.

CCC Double-Edge 40
    Jigglypuff does 20 damage to itself.

Retreat Cost: C
Weakness: I
Resistance: P
Rarity: ???
Real World Set: Promo

-------------------------------------------

P16
No. 149 Dragonite Colorless Type
        Lv.41 HP 100
Evolution Stage: 2nd Stage

PKMN PWR: Healing Wind
          When you put your Dragonite into play, remove 2 damage 
          counters from each of your Pokemon. If a Pokemon has fewer 
          damage counters than that, remove all of them from that 
          Pokemon.

CCC Slam 30x
    Flip 2 coins. This attack does 30 damage times the number of heads.

Retreat Cost: CC
Weakness: None
Resistance: I
Rarity: Rare
Real World Set: Gameboy Exclusive

-------------------------------------------

P17
Trainer: Imakuni?

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?"

Rarity: ???
Real World Set: Promo

-------------------------------------------

P18
Trainer: Super Energy Retrieval

Trade 2 of the other cards in your hand for up to 4 Basic Energy Cards 
from your Discard Pile.

Rarity: ???
Real World Set: Promo

-------------------------------------------

PXX
No. 3 Venusaur Grass Type
      Lv.64 HP 100
Evolution Stage: 2nd Stage

PKMN PWR: Solar Power
          Once during your turn (before you attack), you may choose to 
          heal both Active Pokemon of Poison, Sleep, Paralysis, and 
          Confusion. This power can't be used if Venusaur is Asleep,  
          Confused or Paralyzed.

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).

Retreat Cost: CC
Weakness: F
Resistance: None
Rarity: Rare
Real World Set: Gameboy Exclusive

*Note- This card has now become a promo. It can be found with the 
Pokemon Trading Card Game Players' guide.

-------------------------------------------

PXX
No. 151 Mew Psychic Type
        Lv.15 HP 50
Evolution Stage: Basic

PC Mystery Attack
   The Defending Pokemon receives randomly selected effects and amounts 
   of damage (sometimes this attack does nothing).

Retreat Cost: None
Weakness: P
Resistance: None
Rarity: Rare
Real World Set: Gameboy Exclusive

-------------------------------------------


******************************************
VII. Secrets and Misc. Stuff
******************************************

------
Promos
------

There are two ways to get a Promo Card. Either get it through the game 
by special events, or the Challenge Club. I will list the ways to get 
it through the special events.

The Legendary Cards- Moltres, Articuno, Zapdos, and Dragonite can be 
                     obtained by beating the Grand Masters.

P01 Arcanine- At the Water Club. Go to the lounge, and talk to the girl 
              at the table. She will ask if you want to trade Arcanine 
              for Lapras.

P04 Pikachu- Go to the Grass Club and talk to the girl near the 
             bookcase. She asks to first trade a Vileplume for an 
             Oddish. Trade with here, and then save the game and reload 
             it. Talk to here again and she will trade a Pikachu for 
             your Clefairy.

P05 Pikachu- To get this Pikachu go to the Fighting Club and talk to     
             the man sitting at the table in the Lounge. He asks for a 
             Graveler, Omastar, Parasect, Rapidash, and Weezing. If you 
             give him all 5 cards he will give you the Pikachu.

P06 Flying Pikachu- Go to the Rock Club and into the Lounge. Talk to 
                    the Red headed girl there. She will tell you about 
                    Ishihara, and how he wants to trade cards. Go to 
                    his house and trade a Ditto for Flying Pikachu.

P07 & P08 Surfing Pikachu- Same requirements as above. Ishihara will 
                           also have these two cards for trade. He 
                           wants a Clefairy & a Chansey for both of 
                           them.

P09 Electabuzz- In the Lightning Club lounge a guy named Chap will 
                trade a Lv.35 Electabuzz for his promo Electabuzz

P11 Slowpoke- Go to the Fire club and talk to the Lad near the    
              bookcase. He will tell you a secret for all your spare 
              energy cards. To minimize your loss make an entire deck 
              out of all your spare energy cards, but leave 1 energy 
              card out. He will take that one card and tell you where 
              to find this card.

              *Note- You get one chance at this so be sure you're ready 
                     first 

P12 Mewtwo- Go to the Challenge Hall after you receive your 3rd medal. 
            Compete in the tournament and win. This will be your prize.

P13 Mewtwo- Talk to the old man in the Psychic lounge before and after 
            you beat Murray.

P14 Mew- Go to the Challenge Hall after you receive your 5th medal. 
         This will be the prize.

P15 Jigglypuff- When you receive your 2nd medal Ronald will challenge 
                you as you leave the Club. Beat him to win this card.

P17 Imakuni?- Find Imakuni? in any of the 8 Club lounges and challenge 
              him. Beat him 3 and 6 times and he will give you his card 
              as a prize.

P18 Super Energy Retrieval- When you earn your fifth medal, and as you 
                            leave the Club, Ronald challenges you once 
                            again. Beat him to get this card.

PXX Mew and Venusaur- Card Pop! with other people to get these cards.

                      *Note- You can only Card Pop! with a person once, 
                             so you may have to Card Pop! with tons of 
                             people before you can get these cards.
  

******************************************
VIII. Credits/Disclaimer
******************************************

This FAQ is copyrighted by Mike Meevasin. Pokemon, the Trading Card 
Game is made/owned/copyrighted/whatever by Nintendo, Game Freak, and 
Creatures Inc. You may freely use this FAQ for noncommercial purposes 
if it is not altered, you ask me first, and I am credited.

%%%Credits%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

Without the help and contribution of these people, this FAQ could not 
have been possible.

- Horshack83 (horshack83@hotmail.com) for his the submission.
- MikeU321 (MikeU321@aol.com) for pointing out that the Mewoth card is 
  no longer a GB exclusive card.
- Erin L. for submitting a couple of decks.
- EvilCow28 (EvilCow28@aol.com) for the deck submission.
- Fizzhead2000 (Fizzhead2000@aol.com) for the deck submission.
- TD8189 (TD8189@aol.com) for informing me of the LV64 Venusaur card 
  now being a promo.
- Abe Pulicken (pokemonemperor@hotmail.com) for the deck submission.
- Kabutops324 (Kabutops432@aoo.com) for the deck submission.
- AGL Buddy (PikachuBud@prodigy.net) for the correction on the Fire 
  Club.
- ArTiCuNo1 (ArTiCuNo1@earthlink.net) for pinning down the exact number   
  of cards needed to challenge the Fire Club leader.
- Rockfan (Rockfan1324@aol.com) for the deck submission.
- alberto "muñoz" (alberto_Munoz_331@yahoo.com) for the deck 
  submission.
- Izzy Sherman (izzy008@hotmail.com) for the deck submission.
- SOL (SuijiOiaLuna@webtv.net) for the deck submission.
- Cheong (lleemj@pacific.net.sg) for the deck submission.
- Carlo Luis Lee (count25@hotmail.com) for the deck submission.
- a.dillion (a.dillion@ntlworld.com) for the deck submission.
- Gokilo (Gokilo@aol.com) for the deck submission.
- MewtwoStruckBack (MewtwoStruckBack@aol.com) for the deck submission.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

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