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


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

                    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
                    %    Pokemon: Card GB FAQ    %
                    %    By Mike Meevasin        %
                    %    Version: Final          %
                    %    [email protected]      %
                    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

                         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 ([email protected]) for the deck submission.
- MikeU321 ([email protected]) for pointing out that the Mewoth card is
 no longer a GB exclusive card.
- Erin L. ([email protected]) for submitting a couple of decks.
- EvilCow28 ([email protected]) for the deck submission.
- Fizzhead2000 ([email protected]) for the deck submission.
- TD8189 ([email protected]) for informing me of the LV64 Venusaur card
 now being a promo.
- Abe Pulicken ([email protected]) for the deck submission.
- Kabutops324 ([email protected]) for the deck submission.
- AGL Buddy ([email protected]) for the correction on the Fire
 Club.
- ArTiCuNo1 ([email protected]) for pinning down the exact number
 of cards needed to challenge the Fire Club leader.
- Rockfan ([email protected]) for the deck submission.
- alberto "muñoz" ([email protected]) for the deck
 submission.
- Izzy Sherman ([email protected]) for the deck submission.
- SOL ([email protected]) for the deck submission.
- Cheong ([email protected]) for the deck submission.
- Carlo Luis Lee ([email protected]) for the deck submission.
- a.dillion ([email protected]) for the deck submission.
- Gokilo ([email protected]) for the deck submission.
- MewtwoStruckBack ([email protected]) 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 ([email protected]) for his the submission.
- MikeU321 ([email protected]) for pointing out that the Mewoth card is
 no longer a GB exclusive card.
- Erin L. for submitting a couple of decks.
- EvilCow28 ([email protected]) for the deck submission.
- Fizzhead2000 ([email protected]) for the deck submission.
- TD8189 ([email protected]) for informing me of the LV64 Venusaur card
 now being a promo.
- Abe Pulicken ([email protected]) for the deck submission.
- Kabutops324 ([email protected]) for the deck submission.
- AGL Buddy ([email protected]) for the correction on the Fire
 Club.
- ArTiCuNo1 ([email protected]) for pinning down the exact number
 of cards needed to challenge the Fire Club leader.
- Rockfan ([email protected]) for the deck submission.
- alberto "muñoz" ([email protected]) for the deck
 submission.
- Izzy Sherman ([email protected]) for the deck submission.
- SOL ([email protected]) for the deck submission.
- Cheong ([email protected]) for the deck submission.
- Carlo Luis Lee ([email protected]) for the deck submission.
- a.dillion ([email protected]) for the deck submission.
- Gokilo ([email protected]) for the deck submission.
- MewtwoStruckBack ([email protected]) for the deck submission.

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