Been listening to / watching the videos and am really enjoying them. I hope you're still doing this when I finish Lords of Ravnica 3.0 and Guildwars 1.0.
Thanks! Definitely leave a comment on a video or tweet me when you've finished
That's cool ! I just completed my first set even Tribal Fray.
Thanks for the suggestion! We usually look for sets with something a bit more unique to them (either flavor-wise or mechanically), but we'll keep it in mind.
Netropolis
You'll find a couple of other awesome complete custom sets at Planescultor as well including Dreamscape and Magic Villains.
Oh wow, I'm loving Netropolis. Arm, Upload, and even Privilege all look awesome. Definitely adding it to the list!
And we've already done videos for Dreamscape and currently making them for Magic Villains
We're looking around for new sets to put on our list to play next, so let us know if you've made a (complete!) custom set and want us to test it out, or if you have a favorite (complete!) set you'd like us to try. Thanks!
Amidst the recent pro controversy, I thought this would be an interesting article to share.
Seems like at least one Japanese magazine has no idea what it's like being a Magic pro, but that doesn't stop them from having a lot of unpleasant things to say!
anyway.. overall it's a fun to play and i believe it would be good in draft too
Thank you. I've been lucky to have several opportunities to draft the set and it's been a blast each time. If you get a chance to have some friends help print/cut/sleeve the cards and draft it, go for it.
1) Not being the same awkward card-disadvantage exile-discounting nonsense as other custom Evolution mechanics (or for that matter, the Pokemon TCG's.)
Thank you. As it has been brought up, finding the perfect evolution mechanic that balances good gameplay and faithfulness to the game is extremely difficult, potentially impossible. This one isn't perfect, but it's very fun to play while still being fairly flavorful, so I'm happy with it.
ETA: 4) "Creature -- Pokemon." Since this is a self-contained set, you might as well rename Creature to Pokemon and give the Pokemon actual types (so Charmander would be "Pokemon -- Lizard" for example).
Not a bad idea, though I'm not sure if then I'd be obligated to make a few "pokemon type matters" cards in the set (ie: all dragon pokemon get +1/+1 or something).
You don't mention how big the cube is or how many cards per rarity are in it. What's the difference between rares and mythic rares, for example? Are some archetypes intentionally harder to pick up the cards for than others (like the Storm deck in MMA was)?
Ah, sorry about that. It's not drafted as a cube but as a normal set. I've printed out 4x copies of each common, 2x of each uncommon, and 1x of each rare/mythic. We shuffle them all together, organize them into normal packs (11 commons, 3 uncommons, 1 rare/mythic) then draft normally. If you don't feel like wasting as much ink as we do, 2x commons and 1x uncommons/rares/mythics works fine too, though you'd just have slightly smaller packs (9 commons instead of 11). This causes mythics to come up a bit more often than normal, but that just adds to the fun of the draft I'll add this to the main post.
I wonder what a minimalist approach would be like to a pokemon set - without trying to make evolution or types into mechanics specifically. I'd like to see training worked in at some way, since it seems a very easy mechanic to portray, but putting the same mechanic on ALL creatures in the set seems ridiculous.
I'd like to see what a set like that would end up like, but I feel like it'd end up feeling a bit hollow. Without evolution or types, you're left with leveling up to keep it feeling like Pokemon, and like you said putting the same level-up mechanic on each creature would just be crazy.
It's incredible to see you so willing to explore new directions, even after having a long development time with the set. I can't commend you enough for this.
Having critiqued and been critiqued hundreds of times for writing, I've learned that 9/10 times other people are right They have the advantage of not being entrenched in the subject and giving a fresh look at things. I think that suggestions are always at least worth taking a serious look at.
My first step in trying it out is basically just to rename things and make a few small adjustments, then playtest to see what larger changes those small changes brought about. In the meantime, feel free to take some stabs at individual cards or starting the set from scratch if you're interested. The more quality Pokemon sets out there the better
Thanks for the comments guys. While I still believe the set plays very well as-is despite a few flavor mismatches, I'm not opposed at all to making changes. As I see it there are two paths to potential change:
(1) Make a few flavor tweaks to the set. This would mostly entail changing some of the card names (Antidote, Escape Rope, etc) to something else based on the games (such as Disable - as suggested - and perhaps Whirlwind or something), as well as fixing up some color violations (X Accuracy and probably the other X-spells). The Pokemon types would stay as they are.
(2) Basically make a whole new set not based on types-as-abilities. This would be starting from a blank slate, giving each Pokemon unique abilities just like individual creatures in any normal Magic set. I was hesitant to do it this way from the start because, as stated before, I've seen it attempted and the result has never been pretty. It always feels weird when one fire type or fighting type gets an ability that the other fire and fighting types don't, and trying to get flavorful abilities for each and every Pokemon can result in even worse mismatches. However, I'd be happy to see some suggestions.
I'll make a copy of the set and try making some of the changes suggested, basically going with (1) above for now. At the next draft of the set, I'll be sure to get some more opinions on what people think should be changed as well.
Thank you for the in-depth feedback. As someone who's worked in literary critique for several years, I really appreciate the value of the devil's advocate
Again I should just say that one of the biggest reasons I made this set was because of the many other unsatisfactory Pokemon Magic sets I'd played in the past. I've seen so many attempts at making the "perfect" Pokemon set with Stones that evolved Pokemon, Pokeballs that "captured" Pokemon, items to cure specific ailments (untapping, giving haste, removing -1/-1 counters, etc) and more, but none of them worked out as a whole. They tried to remain too faithful to the game and what they ended up with was just no fun to play.
If you'd like to post new cards/mechanics etc., I'd love to see them. Even if I don't agree with them, I want to try it out at least.
In case you're interested, I just wanted to reply to some of the criticisms to explain how I came up with them. I don't want to be argumentative or anything, I just want to show where my line of thinking was coming from. Like you said, anything can be justified with "flavor," so these are just my opinions. Feel free to ignore it if you're not interested
Zapdos is another example, as it has two abilities that both grant evasion - which is redundant.
True, but I think the occasional double-evasion dude (like the many creatures with flying and trample), is okay.
Your use of the Psychic type's ability is also Fateseal 1, which Maro has called one of the least fun mechanics of all time.
True, but as explained in the spoiler, I don't think the occasional fateseal is oppressive. Doing it every turn with JTMS is obviously horrendous, but once or twice a match is not bad. This could just be changed to scry however, since that's what it's used as 90% of the time.
Clone effects are blue, but you've put ditto into white because... You know, normal type. And then he gains you life because... Normal type.
My bad! Ditto definitely needs to be white/blue. I'll look into fixing that for sure.
Dragon Type – Has nothing to do with dragons.
It's supposed to play into the flavor of dragons rescuing/helping others, like in Dragonite's Pokedex. Also to make sweet combos with other ETB abilities.
Normal Type – Has nothing to do with normal.
But what is "normal?" I understand that you disagree with having the types be abilities, but since that's the path I chose, I needed to have a "normal" ability. This is as close as I could get while still being white.
Escape Rope – For some reason, escape ropes now force opposing creatures/trainers to flee and replace them with a basic land.
You're making them "escape" What's left behind is the place they escaped from.
Paralyze Heal – For some reason, paralyze heals let you blink your creatures and then power them up. The blink actually GIVES them summoning sickness again (paralyzing them).
Unless they're being "paralyzed" by an opponent's aura or ice type or they're tapped and you "unparalyze" them to block.
Evolution Stones – Evolution stones now apparently find new pokemon (including basic pokemon) or help you find new areas. Evolution stones don’t actually trigger evolutions.
Very true, but I felt they worked as nice flavorful ways to find mana/Pokemon of their color. I specifically put them in so people could find their evolution cards more easily and combo with their pre-evolutions, so they kind of work with evolution
TM 44: Rest – This TM is now apparently something you play on the opposing pokemon to put them to sleep, instead of a move you teach your own pokemon (and TMs can never be used on opposing pokemon in the game).
This is an interesting point. I always saw the TMs you played on your own Pokemon as teaching them the move, whereas the ones you put on opponents as using the moves on them. Perhaps they could be changed to simply remove the "TM" word, that might make it more intuitive.
X Defend – Provides a huge boost to Power and is probably going to be used to boost an attacker very often. Who knew X Defend, the one-use temporary boost to the defense stat, also increased your attack so much?
The X spells all used to be set power/toughness boosters. I believe X Defend used to give +2/+4 and lifelink or something. But after playtesting, people were confused that they weren't X spells. They had "X" in the name after all! It may have only been a small mismatch, but they were very vocal about it, so I changed them.
Great Ball – Breaks the color pie, this is a white ability. Great Balls are now apparently delaying tactics you use on enemy pokemon, rather than a way to catch pokemon. Those silly trainers, thinking great balls should be used to catch pokemon.
I understand that enchantments that "permanently" get rid of creatures (like Oblivion Ring) are white, but what about the ones that only do it temporarily, like Great Ball? I don't remember any card like this, and I feel like it could be blue. Please show me if there's a card I'm forgetting.
HM 03: Surf – It’s a blue effect, but HM Surf is apparently something you use on enemy pokemon to neutralize them rather than a powerful attack you teach your own pokemon that also helps them get over water. I believe the words “exact opposite” apply here.
(Same as Rest).
Ice Heal – Ice Heal now apparently sends pokemon back to their pokeballs, instead of thawing your own pokemon when frozen solid. Who knew?
Is your "hand" a bunch of Pokeballs? Ice Heal, when used aggressively may be a bit strange, but when used on your own guys to save them from a spell or enchantment, it feels like you're healing them to me.
Water Type – Has nothing to do with Water. Seriously, this (or scry) would make sense for psychic but it has nothing to do with water.
Originally water types bounced creatures, but that was just awful. Making them draw cards instead lead to the exact kind of gameplay I wanted: longer games where you can dig through your deck and find big dudes to cast.
Master Ball – Makes no sense for Master Ball to be an instant when Great Ball is an artifact. I know what you’re going for here, and it works as a card, but you have to unify the designs. You could have Great Ball be cheaper and capture something at below a certain CMC (the way Threads of Disloyalty is limited) OR you can have Master Ball be another color-pie-breaking delaying artifact but you can’t have them be so different in function when they’re the same type of thing in the game. Also, Master Ball needs to be Mythic Rare. It’s a 1-of after all.
As it is, I feel like the Pokeballs already kind of do that. Great Ball can catch them for a bit until they escape, Ultra Ball gets them no matter what, and Master Ball is so good it gives it to you. They feel more powerful each time.
Pokeball – Gah! Another completely different thing? Pokebals apparently no longer catch creatures, they draw you cards and return your existing creature to your hand. You’re looking for a dramatic action like the process of returning a pokemon TO its pokeball, though I have no idea how that draws you cards, but nouning the card name just makes the above problem worse.
This one brings back your own Pokemon to your hand, like a Pokeball All the balls "catch" Pokemon in some way or another. Ultra Ball/Master Ball were changed to any spell because they just weren't good enough as creature-only counterpsells.
TM 11: Bubblebeam – Apparently this TM forces pokemon back into their pokeballs when it’s used and thereafter serves as a weak passive boost to attack and defenses. Unless bubblebeam and TMs in general have changed since I played…
Again I've never seen the hand as Pokeballs. I see it as a water blast that sends them away.
Vaporean – It fetches the thing it evolved from? Vaporean doesn’t do that. I get that you’re trying to make an eevee archetype and the next Eevee you play would count as a Vaporean as well, but again – the flavor here is nonexistent.
You got it with the Eevee archetype. Just some fun things to add a few more layers to the draft. Plus Eevees gotta look out for each other man
X Accuracy – Breaks the color pie, blue does not get X boosts to its attack. The flavor justification of “well blue is pretty accurate” doesn’t fly – any color’s flavor can be used to justify anything. Maro would be most displeased.
Very true. Again, the X spells all originally had set power/toughness boosts, but it confused people because they had X in the name. Unfortunately I can't change the source material, so I either have players confused and upset, or a small color pie violation. I chose to give them what they wanted. Since the two choices are not great though, perhaps these should be changed to something else.
Antidote – Giving your opponent an antidote now allows you to reach into their mind and rip out their thoughts in the best black fashion. I don’t even…
Unless it's the antidote for you against their plan, since you get rid of it before it hurts you.
Drowzee – The pokemon whose name is all about putting his opponents to sleep has no way to put his opponents to sleep, despite that being an extremely easy ability to feature (Dungeon Geists and similar). Okay then. I get you’re trying for the dreameater angle, but that doesn’t work either, as dream eater requires the opponent to be asleep.
You can only be so faithful. I wouldn't even know where to begin incorporating "tapped only lifelink."
Ghost Type – Has nothing to do with Ghost type in the game. There are even precedents in the Phantom creatures that would have been closer.
I dunno, dying and killing come across as pretty ghost-y to me.
Poison Type – It says poison on the card, poison means a very specific thing in Magic (poison counters), poisonous is already a keyword… Has nothing to do with Magic’s preexisting Poison mechanics in any way. Awkward.
Agreed that this was unfortunate. But for some reason this confusion was never brought up during playtests while I never heard the end of the X-spell thing until I changed it. People are weird
HM01: Cut – Cut is apparently something you play on your opponents’ creatures to give them a small debuff. It also is a non-bo with its own ability, since you need to keep it on the opposing creature in order to kill it – meaning there’s never really a good time to bring it back to your hand. And to think I was using this in the games to give my own pokemon a way to cut down shrubs. Silly me.
If you can think of a way to incorporate cutting shrubs into Magic, I would like to see it
I don't much mind not having leveling-up in the set, and I wouldn't even mind not having a way to evolve pokemon into higher evolutions. At least, it wouldn't bother me too much. I definitely wouldn't mind not seeing an Awakening card. I'd be able to accept that this single battle isn't going to give any pokemon enough XP to level up, or to evolve, so I'd just enjoy the pokemon-themed cards. I might be minorly confused about where Awakening was, but there's limited cards in the set and Awakening isn't core to the franchise at all. It's just a random item.
I think that's where we disagree. I believe not having some sort of evolution mechanic (and some sort of types mechanic too) would completely take away the whole Pokemon feeling of the set, whereas having the occasional card like Awakening to ensure good gameplay isn't a big deal. Renaming Awakening to "Relic Crush" or something else would, I feel, take the player out of the Pokemon world far more.
These are just two different visions for the set that can't really be compromised: it has to be one way or the other. Either only using terms from the game in cards, or allowing the use of non-game terms on cards. I simply chose to go with the former.
While I wholeheartedly admit there are a few imperfect flavor matches, I think that the majority of the cards in the set flavorfully line up with the games, as much as is possible within the confines of Magic. The equipments (Carbos, Protein, etc.), Link Cable Trade, Throw a Rock, Hurt Itself in Its Confusion, the badges (making you more powerful the more you "collect"), the potions, repels, Pokeballs, almost all of the TMs, the Pokemon themselves, and more. Even Surf (and the rest of the HMs) I feel like up with the games as much as possible, since inundating your opponent with water to give -X/-0 such as Hydrosurge and Turn the Tide exist in Magic already.
i tried making two constructed deck for me to play around and played with a friend here.. both involving Dratini, Tangela, Bulbasaur, Indigo Plateu and Paralyze heal..
one revolving around red and the other revolving around blue...
I've never made 60 card 4x copies constructed decks with the cards, only draft/sealed, so I'm interested in hearing what that's like. Since the set is intended to be drafted, and custom sets have the luxury of not worrying about constructed implications, I'm mostly concerned with making changes that affect limited, but I'd be happy with tweaking a few if they're completely broken in constructed.
I'm not sure how overlaying the charizard on top of the charmander works. If you can't see both cards on the board, or it becomes difficult to do so, that's very strange. Additionally, you can't trust players to use your clever methods for tracking things, if you've developed them. Have you done silent playtests with this, where you give the cards to players to draft with and say nothing whatsoever, just sit in the back taking notes and let them figure it out on their own? When the game designer is actively helping people, or playing himself, things are very different.
In my experience at the playtests, everyone seems to just naturally overlay their evolutions, like equipment or enchantments. I dunno, it's just never been a problem. I know it's just anecdotal evidence, but with over twenty people it's never come up.
I agree that types are integral to pokemon. However, I don't think your execution on them has anything to do with what types are. To me, it feels like making a D&D-inspired set, creating a wizard class and giving them a mechanic called "Prepare Spell" that just says "T, deal 1 damage to target creature or player". It has nothing to do with preparing spells, and just writing "Prepare Spell" only draws attention to the fact that the mechanic is missing.
I think we just have a disagreement on the core of what makes Pokemon, Pokemon: I believe it's the types, even without advantages/disadvantages, and for you I believe it's leveling-up/EXP. That's perfectly fine, they just both result in very different sets.
You're right that there are a few cards that don't fit the flavor of what they do in the games, but that's just inevitable when trying to take one game format and translate it into another. Originally cards like Surf and Awakening did much more obvious "flavorful" things (grant islandwalk and untap the creature respectively), but as we playtested and the set evolved, we found we just didn't need those cards, and they evolved into what the set needed while still staying as flavorfully true to what they did in the games (Blue needed early defense and we needed more artifact/enchantment destruction). Sure we could've renamed Surf to "Pin Down" or Awakening to "Crash Into" or something in the process, but I feel that keeping the names to evoke the Pokemon world is worth it.
Overall, again I think we're just coming from two different schools of thought. You want the set to be as faithful to Pokemon as possible, while I want good gameplay as much as possible. Unfortunately it's nearly impossible to balance the two perfectly, as many other executions of Pokemon Magic sets in the past have shown. In my experience, the ones that are faithful to the games just never end up being fun to play; I've never played the same one twice, which was part of the inspiration for creating this set.
As with all things Magic though, I know it's hard to judge if you haven't physically played it. I know it's a lot to ask to print out the cards and play, but I'd highly recommend it, to get a feel of what I'm talking about which is nearly impossible to do in theory alone. If you do get some friends together to help you cut/print/sleeve and play, I'd love to hear what all of your reactions are to the games and everything
i'm not really sure if i can build a strong constructed deck with the cards i will try open the MSE set to see further distribution.. but overall, i see that the distribution of the non-creature and as well as the function is not too wide and would need to be adjusted to make a better set..
Don't forget about the Badges as ramp and lots of the TM's as removal Since all 151 Pokemon have abilities, many of them take the slots of "normal" spells that would be in a set too.
In real life, looking at a charmander and having to mentally replace it with the charizard’s stats over there is a serious complexity tax on our brains. Clone effects are more acceptable, because the card reminds you that it’s something else every time you look at the card. Looking at a Charmander while your Charizard is on the field doesn’t tell you that it’s different. It’s going to create a ton of extra complexity and extra misplays among the players that would be enjoying the set just looking to have a casual time, without having to devote all that extra mental energy.
Thanks a ton for all the feedback. What we usually do when we play is just overlap the cards (ie: place the Charizard over the Charmander). I don't believe it's caused any memory issues in the drafts we've done, which have included 10 year olds to 50 year olds.
The idea would be that you can play your Charizard as a new copy, or you can pay the difference in mana cost to evolve your Charmeleon into a Charizard (I’d be okay with certain evolutions providing larger discounts, like Magikarp). This seems to fit the flavor of the games like a glove (exiling instead of sacrificing also makes the flavor fit better) and, since it offers card disadvantage, you can afford to make the costs a lot more forgiving. Of course, you could also have Evolution draw you a card when used to counter this disadvantage, or have evolution gain some additional benefit.
I've played with Pokemon Magic sets in the past that have done similar things for their evolution mechanic (reducing costs, etc), and the problem is that they just weren't fun. You'd draw the pre-evolutions too late, getting them out too soon made some just broken, and less experienced players wouldn't even want to sacrifice them ("if I just wait a few more turns I can cast it normally anyway!"). I do understand it's not a perfect flavor hit, but the gameplay is so good I feel it's worth it.
This is a much harder nut to crack. Fundamentally, types are all about the elemental rock/paper/scissors. Your execution seeks to give identity to the types by giving them type-based abilities, but this doesn’t match the flavor at all of what pokemon means by types. I think some of your mechanics are awesome for gameplay (the bug one seems super fun!), but calling them types doesn’t work.
Types were definitely tough. Here's the steps I went through to arrive at their execution:
1) Types are so integral to Pokemon they basically need to be included in the set for it to feel like Pokemon. Without them, it would feel like Ravnica without the Guilds.
2) Type advantages/disadvantages as basically impossible to incorporate into the set, so they should just be a flavorful ability instead.
3) Only having certain Pokemon have a "type ability" and other Pokemon of the same type not getting that ability would feel weird. As in, I couldn't give Ponyta and Charmander the "fire ability" and not give it to Growlithe and Moltres too, that would go against intuition.
So that brought me to the logical conclusion that each Pokemon had to have its own type ability. I do agree that it limits what some cards can do, but there are so many other variables on the card (power/toughness, mana cost, other abilities etc.) that I don't feel it hinders the set. Gyarados in particular always gets people excited when they see/play it, despite its simplicity. It's the Pelakka Wurm of the set, what's not to like?
In fact, every draft I've done there's been at least one person who says that their favorite part of the set is that each Pokemon has their type. People love drafting the "all water type deck" or the "grass and bug deck." Without types, I believe the set would feel hollow.
3) Where’s my level-up or XP system? I mean, I’ll live without one and evolutions can work here, but it seems a much richer option for exploring something related to pokemon than type would be XP.
Unfortunately there's only so much complexity I can cram into the set. Originally the badges did something like that, but I changed them as the set became more about playing several colors and casting big dudes. In order to put in a whole XP/level up mechanic, my guess is all the types would have to go, and as said earlier I think that would hurt the heart of the set.
Thanks again for the comments guys. The next time we do a draft of the set I'll post a writeup of how it went and try to include some videos of matches too to show how it all plays out
I know what you're thinking: oh no, not another Pokemon set. Don't worry. I've been there too. I've played more than my fair share of custom Magic sets based on Pokemon, and all of them have left me feeling disappointed.
When I decided to make my own Magic set based on Pokemon, I knew it was going to be a huge undertaking. There's so much in the Pokemon universe, how can you convey it all through Magic cards? The answer that I found is, unfortunately, you can't, and that's where I feel many other custom sets went wrong. They tried to incorporate type advantages, realistic evolutions, Pokemon abilities, gym leaders, catching Pokemon, and more all at once and it all kind of fell apart.
For this set, my goal was to instead simply evoke the flavor of the Pokemon world through Magic cards, not try to force one world into another. I wanted to try and do for Pokemon what Innistrad and Theros did for horror and Greek mythology. I picked what I felt were the most important qualities of the Pokemon universe and tried to translate them into Magic cards. For me, they were these four key points: (1) having all 151 original Pokemon, (2) an evolution mechanic, (3) a distinct mechanic for each Pokemon type, and (4) each Pokemon having its types. For more details on the mechanics, check below.
After months of playtesting and drafting with friends, I'm very happy with where the set is. It plays like an advanced supplemental set (such as Modern Masters), and all two and three color combinations (and occasionally four and five) have solid archetypes and can win matches.
There was a lot of work to get the set as balanced as it is. Dividing all the Pokemon up evenly into five colors, figuring out what each type's ability was, deciding what the other non-Pokemon cards in the set would be, and so much more. If people are interested, I'd be happy to upload some playtest videos and write in more detail the reasoning behind some of the creative decisions. If you do play with the set, let me know what you think. I'd love to hear
Side note: There are a total of FIFTEEN mechanics in this set: one for each type, plus the evolution mechanic. Since that is a very high number, the set's complexity is already extremely high even for a "supplemental" set, so the abilities were kept as simple as humanly possible, with some of them borrowing mechanics used in other Magic sets.
Evolution - As long as CARDNAME is on the battlefield, each creature you control named PRE-EVOLUTIONS is a copy of CARDNAME.
The evolution mechanic was tricky to come up with. Every custom Pokemon set takes its own stab at it, usually something like the original Pokemon TCG, or a variant of Champion, or some cost-reduction mechanic. In my opinion, those are all a little boring and don't reward you enough. Or they reward you too much to the point of broken. I wanted the mechanic to be good whether you drew evolutions or pre-evolutions first, and I wanted it to be fun and exciting when it happened, but not oppressively so. Making all the pre-evolutions copies of the evolutions fulfills all of those, and it also rewards synergistic drafting. Maybe other people won't be too interested in taking those Charmanders, but if you have a Charizard, you're going to take as many Charmanders as you can pick up.
Bug Type - When CARDNAME enters the battlefield, if it isn’t a token, you may pay its casting cost. If you do, put a token onto the battlefield that’s a copy of CARDNAME.
I know that I said the abilities had to be simple, and Bug Type looks like anything but simple at first glance. But, to be fair, it is by far the most complex one, and I think the flavor makes up for it. What's more bug-ish than making more bugs? The exception where it prevents the token from copying itself prevents you from making as many copies as you have mana available, which would make it far too powerful.
Dragon Type - When CARDNAME enters the battlefield, you may exile another target creature you control, then return that card to the battlefield under your control.
Dragon Type started out as letting you choose a color for it to have protection from when it entered the battlefield. It stayed that way for a long time, until someone drafted the all-Dragons deck and destroyed everyone in a series of extremely un-fun games. I changed it to what it currently does, to evoke the flavor of dragons helping out other Pokemon, and to synergize with all of the enters-the-battlefield abilities of many of the creatures in the set. Since each color has at least one enters-the-battlefield ability, Dragon Types can be a powerful addition to any deck.
Electric Type - CARDNAME can’t be blocked except by two or more creatures.
Originally Electric Type let you tap a creature when it attacked. Similar to Dragon Type, it stayed that way for a while until someone drafted a mono-red Electric/Fire deck and everyone who played him was miserable. I knew that Electric Type needed to change, but I still wanted it to grant some sort of evasion, to help out the aggro archetypes. It's current form lets it do just that, without being oppressive.
Fighting Type - When CARDNAME enters the battlefield, you may have it fight target creature.
Since "fight" is already a keyword in Magic, I really needed to have Fighting Type make use of it somehow. Letting them fight when they attacked was too good, having them fight when they died wasn't intuitive, paying a cost and tapping it to fight was also too good, so all that was left was having them fight when they entered the battlefield. After trying it out, I was happy that it played very well, giving the caster an option between a kill spell, a creature, and if strategized well, an occasional two-for-one.
Fire Type - When CARDNAME enters the battlefield, it deals damage equal to its power to target player.
This one didn't take long to figure out. Direct damage, burn, right to your opponent's face. I like how it naturally scales up to be more powerful right along with the creature's power. This lets bigger creature deal more damage, and smaller ones deal less, without having to add in any extra words or rules.
Ghost Type - When CARDNAME dies, you may destroy target creature.
Ghost Type originally let you destroy a creature when it entered the battlefield. That was a little too good, and it synergized a bit too oppressively with the blink/recursion effects in the set. Changing it into a death trigger allowed your opponent to interact with it a bit more; he or she could just not attack into it, or attack with some creatures they don't care about, trade off, and then afterward play the creature they didn't want you to kill. The death trigger makes it feel more ghost-like too.
Grass Type - CARDNAME has “T: Add G to your mana pool."
Grass Type is the only type ability that's an activated ability. I didn't want too many activated ability keywords since that would make the board state a bit hard to keep track of, but having one felt fine, especially when it is as flavorful as this one. There's nothing more grass-y than basically being part of the land yourself.
Ground Type - Whenever CARDNAME attacks, it gets +1/+1 until end of turn.
This was a tough one. I originally wanted to do "underground flying," that is, it can't be blocked except by creatures with Ground Type. But that didn't play very well since there aren't a ton of creatures with Ground Type. Then I tried making it unblockable except by creatures without flying, but that was a bit complex. Next on the list was giving it pseudo-unblockability by making it indestructible when it attacked, but that was just a tad broken. It's current form gets across the flavor of it attacking, going underground, and getting stronger, without being annoying or un-fun to play against, and it also mirrors Rock Type nicely.
Ice Type - When CARDNAME enters the battlefield, you may tap target creature. It doesn’t untap during its controller’s next untap step.
This one was set from the start. Freezing creatures in Magic is already set in stone as tapping it and then not letting it untap for a turn, and I wanted to play into that space already in people's heads. I played around with letting them tap any permanent instead of just creatures, but that made tempo decks way too good, and it was switched back right away.
Normal Type - When CARDNAME enters the battlefield, you gain life equal to its toughness.
Normal Type was a tough one. At first I didn't even know if I should include an ability for it. After all, it's Normal Type; who cares, right? But if I had an ability for every other type, then I knew I had to come up with one for Normal as well. Not only is it somebody's favorite type, but I needed something good for white since so many of its creatures are Normal Type. Gaining life played nicely into white's philosophy, as well as doing something that most people would probably consider "normal." Like Fire Type, I enjoy how it naturally scales along with the creature.
Poison Type - Whenever CARDNAME attacks, defending player loses 1 life.
Originally Poison Type gave any creature blocking or blocked by it -1/-1 until end of turn, but that just made people build up armies of Poison creatures that would team up and block any attacker and kill it before it did anything, discouaraging pretty much all combat. I changed it to basically wither after that, but after a few tests I saw that just giving creatures -1/-1 counters wasn't all that interesting if nothing else in the set played with them, and there were already so many +1/+1 counters in the set that I didn't want to change the whole theme around for just one type. I like the current form, which gives aggro decks a bit of a boost and still gets across the poison flavor.
Psychic Type - When CARDNAME enters the battlefield, look at the top card of target player’s library. You may put that card on the bottom of that player’s library.
Psychic Type changed around a lot. First you just looked at your opponent's hand, which was too weak. Then you looked at their hand and had them discard a card of your choice, which was too strong. Then they just discarded a card of their choice, but that ended up being too strong with Water Type (and for some reason there's a billion Water/Psychic dual-type Pokemon). I needed Psychic Type to be something that played well with Water Type, but that was fine on its own as well. I settled with fatesealing either yourself or your opponent, which may sound scary, but plays quite well. As long as you're not fatesealing your opponent every turn (like Jace, the Mindsculptor does), it's not too bad to have it every now and then. Plus, in limited, you're mostly going to be fatesealing yourself.
Rock Type - Whenever CARDNAME blocks, it gets +1/+1 until end of turn.
Originally this prevented one damage whenever it was dealt damage, but that ended up being confusing and either insanely good or not doing much at all. I changed Rock Type along with Ground Type, so that they would mirror each other, one to be aggressive and the other to be defensive. However, as hardcore Pokemon fans may point out, Geodude is both Rock and Ground Type, so why doesn't he have Ground Type? It's the same reason why Bulbasaur isn't Grass/Poison, or Ghastly isn't Ghost/Poison. For some reason there were no Rock-only, Grass-only, or Ghost-only Pokemon in the original 151, but I had to make some for the sake of the set being balanced. Otherwise it would be impossible to divide everything up into equal amounts of color pie. It's a small flavor-miss, but I feel that it's worth it for the better gameplay it creates.
Water Type - When CARDNAME enters the battlefield, draw a card.
And finally, Water Type. Originally Water Type bounced any creature in play, which I thought was fine until I started playtesting it. It was way too oppressive. Instead of being rewarded for casting your huge Pokemon, you were punished by having it bounced a billion times as little Water Types kept hitting you until you died. I wanted to create an environment where games went long and where it was a good thing to cast your big dudes. So instead of bouncing, Water Type was changed to blue's other favorite thing to do: drawing cards. This not only helps smooth draws to help you get to the creatures you need to win, but it helps control be a much more viable archetype.
(Note: These are not all of the possible draft archetypes in the set, only the main ones. There are niche archetypes as well, in addition to ones focused around certain rares/uncommons such as the Fishing Rod deck, the Rare Candy all-evolutions deck, the Missingno deck, and more.)
WU - Control or Tempo
White/Blue's control deck focuses on taking as many Water Types as possible to draw a ton of cards; Normal Types to gain life, trade, and stay alive; Dragon Types to recur their Water and Normal Types; and then end the game with a fatty (such as Dewgong, Dragonite or Blastoise.)
White/Blue's tempo deck focuses on Ice Types, White's fliers, and Blue's tempo cards like TM11 - Bubblebeam and Great Ball to beat down while stalling out the opponent.
White/Blue's uncommon TM, TM13 - Ice Beam, provides efficient removal that helps both archetypes.
UB - Control or Aggro-Tempo
Blue/Black's control deck uses Water Types to draw cards, Psychic Types to make sure those cards drawn are optimal, and Ghost Types to keep threats off the board until a fatty comes to close out the game (such as Tentacruel, Gengar or Kabutops).
Blue/Black's aggro-tempo deck uses Water Types/Psychic Types to draw into a steady stream of removal and bounce like HM01 - Cut and Ice Heal, letting their Poison Types continually get through for more and more damage.
Blue/Black's uncommon TM, TM29 - Psychic, acts as removal and card advantage for both archetypes.
BR - Aggro or Control
Black/Red is the ultimate aggro deck, combining Red's Fire Types for direct damage, Electric Types for evasion, and Black's Poison Types for life loss. A turn two Ekans is one of the scariest starts in the set.
Black/Red's control deck is all about board control, using Red's Fighting Types and Black's Ghost Types to destroy everything, until you've Psychic Type'd your way into a good fatty to finish the game with (like Weezing, Machamp or Alakazam).
Black/Red's uncommon TM, TM03 - Sword's Dance, is not what you want to see your opponent play on their Poison Type, especially if you don't have a blocker out. It will get two counters, once for the Poison Type lifeloss and again for the combat damage, adding up very quickly.
RG - Midrange-Aggro or Ramp-Aggro
Red/Green's Midrange-Aggro deck makes use of Fighting Types and Red removal spells like Repel to clear the way for your Electric Types and Bug Type armies. Cards like Mankey can be extremely powerful for removal when necessary, and beating down fast when the coast is clear.
Red/Green's Ramp-Aggro deck uses Grass Types to get you ahead on mana and cast Fire Type fatties like Arcanine and Rapidash, quickly killing your opponent out of nowhere. Creatures like Tangela and Oddish can beat down just fine when they're not busy ramping you, especially when they're backed up with pump spells like Potion (which their Grass Type can help pay for).
Red/Green's uncommon TM, TM17 - Submission, can easily kill two of your opponent's creatures by having them fight each other. It helps your aggro armies get through in the late game, or you can ramp into it and quickly put a stop to your opponent's plan.
GW - Aggro or Ramp-Control
Green/White's aggro deck is all about White's fliers and Green's Bug Types to swarm the opponent. Cards like Exp. All let you kill out of nowhere, and cards like Jigglypuff help you remain firmly on the beatdown while also gaining life and playing double-duty on defense.
Green/White's ramp-control deck has Normal Types to buy time, Grass Types to ramp, and Dragon Types to get extra value out of your Normal Types and Bug Types. Cards like Weedle and Pidgey will help you stay alive until you cast your fatties (like Clefable, Venusaur or Pidgeot).
Green/White's uncommon TM, TM32 - Double Team, turns your swarm of creatures into an army to be reckoned with.
WB - Aggro or Midrange-Control
White/Black's aggro deck is all about taking to the skies with the highest number of flying types. Cards like Farfetch'd, Zubat and Spearow will peck at your opponent until Golbat and Fearow come to finish them off.
White/Black's control deck stays alive with Normal Types gaining life, Ghost Types two-for-one-ing, and Psychic Types finding you what you need until your bigger creatures come down like Persian or Khangaskhan. Cards like Max Revive and TM42 - Dream Eater make it all too easy to outlast your opponent.
White/Black's uncommon TM, TM10 - Double-Edge, gives midrange/control decks a huge advantage against aggro, wiping out most of their side while leaving you with an even bigger dude ready to swing.
UR - Tempo-Aggro or Control
Blue/Red's tempo-aggro deck uses direct damage from Fire Types, evasion from Electric Types, and more aggressive Water Types like Goldeen and Horsea to provide a steady stream of cheap, efficient threats to take out your opponent before they knew what hit them. Cards like Pokeball can help you recur your Fire Types for even more damage while providing you more gas to keep going.
Blue/Red's control deck plays the slower game of amassing card advantage with Water Types, using Fighting Types to keep the board clear, and blocking with value cards like Magikarp. Then it can cast crazy threats like Gyarados to end the game out of nowhere. Cards like Ultra Ball help you rebuy your Water Types, draw more cards, and keep your opponent in check at the same time.
Blue/Red's uncommon TM, TM35 - Metronome, lets the weaker Water Types and Fire Types potentially turn into massive threats later in the game. Did your opponent block your enchanted Squirtle with their Ivysaur? Well they'd better hope you're not too lucky, or else you'll end up with a 7/7 Ivysaur that will eat their's right up.
BG - Aggro-Midrange or Ramp-Control
Black/Green's aggro-midrange deck wants to keep the opponent scared right from the beginning with Poison Types like Nidoran Male, and take over and destroy them in the midgame with your Bug Types like Venomoth. With good kill spells like Silph Scope and TM06 - Toxic, it's not hard to do.
Black/Green's ramp-control deck is all about value. Getting tons of uses out of your Ghost Types and Bug Types with Revive and Ether, all the while ramping up with your Grass Types to the fatties that you found with your Psychic Types (like Muk, Nidoqueen or Vileplume).
Black/Green's uncommon TM, TM50 - Substitute, let's you get even more value out of your creatures. You can attack freely into your opponent, dealing even more damage, or you can put it on your opponent's threat, destroy it with a kill spell, and get it for yourself.
RW - Aggro or Aggro-Control
Red/White's aggro deck wants to do one thing: kill fast using Fire Types, Electric Types, and White's fliers. Pikachu and Vulpix can be very scary cards for your opponent to see if they don't have much of a board yet. Cards like Paralyze Heal can make life even worse for your opponent just when they thought they were going to stabilize, and HM04 - Strength can turn drawing those extra lands late-game into even more damage.
Red/White's aggro-control deck can play the beatdown early on with Fire Types and fliers, but then change gears if the game slows down, getting value with Fighting Types, Normal Types, and combining them with Dragon Types. You can choose to go a bit bigger and pack cards like TM38 - Fireblast to decimate your opponent before you end the game with a Ninetales equipped with a Protein or targeted by an X Defend.
Red/White's uncommon TM, TM23 - Dragon Rage, takes all those Normal Types in your aggressive deck and turns them into direct damage.
UG - Ramp or Ramp-Control
Green/Blue's ramp deck wants to do just one thing: find fatties and cast them. It uses Water Types to dig through the deck, and Grass Types to cast them quickly. A turn three Exeggute into a turn four Exeggutor will quickly beat through anything the opponent can cast.
Green/Blue's ramp-control deck just wants cards: cards in hand and on the battlefield. You get board advantage with Bug Types, card advantage with Water Types, and thanks to cards like Staryu, you can turn your ramping Grass Types into even more draw in the lategame. Good stalling cards like Kakuna or HM03 - Surf will help you survive until you crush your opponent with your overflowing resources.
Green/Blue's uncommon TM, TM31 - Mimic, lets you finally answer the question: what's better than having one fatty out? Why, having two of course.
WUB - Control
White/Blue/Black has one goal: making life miserable for the opponent. You gain life and trade early with your Normal Types, get crazy card advantage with your Water Types, and destroy anything that makes it through the cracks with Black's kill spells and Ghost Types. There's nothing more satisfying than using Dratini to Dragon Type your Mewtwo, turning your opponent's already decimated board into a barren wasteland of concession.
UBR - Aggro-Control
Blue/Black/Red wants to beat down when necessary and hold back to defend when necessary too. It uses Red's burn spells, Fighting Types, and Black's kill spells to keep the board clear and make way for attackers, and utilizes Water Types to close out the game by finding you even more removal like Max Repel. Cards like Seadra and Arbok can both attack for serious damage and keep the opponent from attacking just as well when needed.
BRG - Midrange-Ramp
Black/Red/Green wants to keep the board clear and has an easy time doing it with Grass Types ramping you up to cast multiple kill spells a turn and quickly bringing out powerful midrange creatures like Grimer and Growlithe. If your opponent somehow manages to deal with them, well then they still have to deal with them again thanks to cards like Moltres and Mew that decimate the late-game
RGW - Aggro-Midrange
Red/Green/White wants to hit fast and quick with Fire Types, Electric Types, and fliers, but also pack a bit of a bigger punch for the later game too with powerful cards like Scyther, Clefairy and Primeape. Tauros is not only scary by itself, but with the help of a few Fire Types and Normal Types, it can turn into an unstoppable monster all too quickly.
GWU - Ramp-Control
Green/White/Blue isn't too concerned about what the opponent is doing; why would it be when everything you're casting is just way better than them anyway? Slowpoke and Seel shut down any aggression while getting value and stalling for time, and Cloyster and Wigglytuff make your opponent wonder why they even bothered to attack in the first place. Just take your time, cast your game-ending Butterfree or Articuno that you ramped into no problem, and bring the game to its obvious conclusion.
WUR - Tempo-Aggro
White/Blue/Red wants to kill the opponent fast and disrupt them by making them spend lots of mana on creatures that you temporarily disable. Ice Types and efficient removal like White's TM44 - Rest combine well with evasive Electric Types and fliers, or in Magnemite's case, both. A timely X Accuracy can end the game out of nowhere, even when the opponent thinks they've stabilized.
BUG - Midrange-Control
Blue/Black/Green is the king of value town. You can make use of recursive cards like Revive, Ether, and Itemfinder to get double use out of all your two-for-one Ghost Types, Water Types, and Bug Types, which you'll have no problem casting thanks to your Grass Types. Defensive Rock Types and cards like Tentacool can help you stall until your destructive late-game cards, like the beef-factory Brock, Pokemon Breeder, or a soul-crushing Master Ball.
WRB - Aggro
Black/Red/White is as aggro as it gets. Fire Types, Electric Types, Poison Types, and fliers all come together to make life a living hell for your opponent starting turn one. Ground Types like Sandshrew and Cubone are especially good here, making sure you can land a threat even if your mana isn't perfect. Be sure to enjoy the look on your opponent's face as you drop a game-ending Magmar or Zapdos, swiftly bringing their life to zero when they thought they'd built up an impenetrable defense.
RUG - Tempo-Control
Red/Green/Blue wants to keep the opponent off-balance until it slowly but surely ends up simply taking over the game. It can beat down and stall in the early game using Fire Types, Electric Types, Blue bounce spells, and Green dudes like Tangela, then switch roles in the late-game using its Grass Types to power out armies of Bug Types like Parasect that can be replayed for value with cards like Pokeball and Ultra Ball. Your opponent may have laughed at those Poliwags and Bellsprouts you played in the early-game, but once you wipe the board with a TM38 - Fireblast that they survive, then evolve them into Poliwraths and Victreebells, you'll be the last one laughing.
BWG - Midrange-Ramp
Green/White/Black just wants to play some good, fair Magic... by crushing its opponent to death with an overwhelming board state. Dragon Types combined with Normal Types, Psychic Types, and Bug Types help you survive the early-game against aggro decks and get value later too. Don't forget about recurring them with Green/Black spells for extra value, especially your Ghost Types and Black removal. Ramping into a Chansey will make your opponent question when they even bothered playing, though you can always choose to be merciful and bring about a quick death using an Exp. All if you wish.
WUBRG - Control
The ultimate draft plan: take nothing but bombs and mana-fixing. With common dual lands for each two color combination, uncommon badges that let you ramp like crazy and color-fix, plus common artifacts like Fossil that fix mana too, it's not inconceivable to reliably cast Gary Oak, Pokemon Master; Misty, Jealous Gym Leader; and Hyper Potion in the same deck. Prioritizing stones (such as Water Stone) to find your bombs and mana, and playing Rock Types like Geodude so that you'll still be able to do some serious blocking and survive no matter what kind of mana you have, is a good way to go.
Ditto 4W
Creature — Pokemon (R)
Normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
You may have Ditto enter the battlefield as a copy of any creature on the battlefield, except it gains normal type.
1/1
Dodrio 3W
Creature — Pokemon (U)
Flying, normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
Evolution—Doduo (As long as this is on the battlefield, each creature you control named Doduo is a copy of this.)
3/3
Doduo 2W
Creature — Pokemon (C)
Flying
Normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
2/2
Dragonair 2WW
Creature — Pokemon (U)
Dragon type (When this enters the battlefield, you may exile another target creature you control, then return that card to the battlefield under your control.)
Evolution—Dratini (As long as this is on the battlefield, each creature you control named Dratini is a copy of this.)
3/4
Dragonite 5WWW
Creature — Pokemon (R)
Flying, dragon type (When this enters the battlefield, you may exile another target creature you control, then return that card to the battlefield under your control.)
Evolution—Dratini or Dragonair
Whenever another creature enters the battlefield under your control, put a number of +1/+1 counters on it equal to its power.
5/7
Dratini 1W
Creature — Pokemon (C)
Dragon type (When this enters the battlefield, you may exile another target creature you control, then return that card to the battlefield under your control.)
1/2
Eevee 1W
Creature — Eevee Pokemon (C)
Normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
2/2
Escape Rope 1WW
Instant (R)
Exile target creature or planeswalker. Its controller may search his or her library for a basic land card, put that card onto the battlefield tapped, then shuffle his or her library.
Exp. All 2WW
Instant (C)
Creatures you control get +2/+2 until end of turn.
Farfetch’d 1W
Creature — Pokemon (C)
Flying
Normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
2/1
HM 02 — Fly 2W
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +1/+0 and has flying.
1W: Return HM 02 - Fly to its owner’s hand.
Kangaskhan 5WW
Creature — Pokemon (U)
Normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
Whenever you gain life, put a 1/1 white Baby creature token onto the battlefield.
5/5
Lickitung 4W
Creature — Pokemon (C)
Normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
Whenever you gain life, put a +1/+1 counter on Lickitung.
1/3
Max Revive 4W
Sorcery (U)
Return target creature card from your graveyard to the battlefield. You gain life equal to its toughness.
Paralyze Heal 1W
Instant (C)
Exile target creature you control, then return that card to the battlefield under your control with a +1/+1 counter on it.
Pidgeot 5WW
Creature — Pokemon (R)
Flying, first strike, vigilance, normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
Evolution—Pidgey or Pidgeotto
5/6
Pidgeotto 3WW
Creature — Pokemon (U)
Flying, normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
Evolution—Pidgey (As long as this is on the battlefield, each creature you control named Pidgey is a copy of this.)
3/5
Pidgey 1W
Creature — Pokemon (C)
Flying
Normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
1/3
Porygon XW
Creature — Pokemon (U)
Normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
Porygon enters the battlefield with X +1/+1 counters on it.
0/0
Raticate 4W
Creature — Pokemon (U)
First strike, normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
Evolution—Rattata (As long as this is on the battlefield, each creature you control named Rattata is a copy of this.)
4/4
Rattata 2W
Creature — Pokemon (C)
First strike
Normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
2/2
Release 3WW
Sorcery (R)
Exile all creatures. Each player gains 1 life for each creature he or she controlled exiled this way.
Snorlax 7WW
Creature — Pokemon (R)
Defender, normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
Whenever Snorlax blocks or becomes the target of a spell or ability, you may put an awake counter on Snorlax.
As long as Snorlax has an awake counter on it, it loses defender and gains vigilance.
8/8
Thunder Stone W
Sorcery (C)
Look at the top five cards of your library. You may reveal a land or white creature card from among them and put it into your hand. Then put the rest on the bottom of your library in any order.
TM 15 — Hyper Beam 3WW
Enchantment — Aura (R)
Enchant creature
Enchanted creature gets +2/+2 and has “2WW, T: This creature deals 10 damage to target attacking or blocking creature. Enchanted creature doesn’t untap during your next untap step.”
TM 44 — Rest 2W
Enchantment — Aura (C)
Enchant creature
Enchanted creature can’t attack or block, and its activated abilities can’t be activated.
X Defend XWW
Instant (C)
Target creature gets +X/+X and gains lifelink until end of turn.
UUUUUUUUUU
Blastoise 5UUU
Creature — Pokemon (R)
Water type (When this creature enters the battlefield, draw a card.)]
Evolution—Squirtle or Wartortle
Whenever Blastoise enters the battlefield or attacks, you may return target creature to its owner’s hand.
4/8
Goldeen 2UU
Creature — Pokemon (C)
Water type (When this creature enters the battlefield, draw a card.)
Goldeen can’t be blocked.
2/1
Great Ball U
Artifact (U)
When Great Ball enters the battlefield, exile target creature until Great Ball leaves the battlefield. (That permanent returns under its owner’s control.)
At the beginning of your upkeep, put a wobble counter on Great Ball. When Great Ball has three or more wobble counters on it, sacrifice it.
Ice Heal 2U
Instant (C)
Return target permanent to its owner’s hand.
Itemfinder 1U
Sorcery (U)
Return target noncreature card from your graveyard to your hand.
Kabuto 2U
Artifact Creature — Pokemon (C)
Water type (When this creature enters the battlefield, draw a card.)
Rock type (Whenever this creature blocks, it gets +1/+1 until end of turn.)
1/1
Kabutops 6U
Artifact Creature — Pokemon (R)
Trample, water type, rock type (When this creature enters the battlefield, draw a card. Whenever this creature blocks, it gets +1/+1 until end of turn.)
Evolution—Kabuto (As long as this is on the battlefield, each creature you control named Kabuto is a copy of this.)
6/3
Kingler 4U
Creature — Pokemon (U)
Hexproof, water type (When this creature enters the battlefield, draw a card.)
Evolution—Krabby (As long as this is on the battlefield, each creature you control named Krabby is a copy of this.)
3/3
Krabby 3U
Creature — Pokemon (C)
Hexproof
Water type (When this creature enters the battlefield, draw a card.)
2/2
Link Cable Trade 4UU
Sorcery (R)
Exchange control of any number of target creatures you control with the same number of target creatures you don’t control. Untap all permanents exchanged this way.
Master Ball 3UU
Instant (R)
Counter target spell. If a creature spell is countered this way, put that card onto the battlefield under your control instead of into its owner’s graveyard.
Omanyte 1U
Artifact Creature — Pokemon (C)
Water type (When this creature enters the battlefield, draw a card.)
Rock type (Whenever this creature blocks, it gets +1/+1 until end of turn.)
0/1
Omastar 5U
Artifact Creature — Pokemon (R)
Hexproof, water type, rock type (When this creature enters the battlefield, draw a card. Whenever this creature blocks, it gets +1/+1 until end of turn.)
Evolution—Omanyte (As long as this is on the battlefield, each creature you control named Omanyte is a copy of this.)
3/5
Pokeball 1U
Sorcery (C)
As an additional cost to cast Pokeball, return a creature you control to its owner’s hand.
Draw two cards.
Pokedex 5U
Sorcery (R)
Search your library for a card and put that card into your hand. Then shuffle your library.
Draw two cards.
Poliwag 2U
Creature — Pokemon (C)
Flash
Water type (When this creature enters the battlefield, draw a card.)
1/3
Poliwhirl 3U
Creature — Pokemon (U)
Flash, water type (When this creature enters the battlefield, draw a card.)
Evolution—Poliwag (As long as this is on the battlefield, each creature you control named Poliwag is a copy of this.)
2/4
Seaking 4UU
Creature — Pokemon (U)
Water type (When this creature enters the battlefield, draw a card.)
Evolution (As long as this is on the battlefield, each creature you control named Goldeen is a copy of this.)
Seaking can’t be blocked.
4/2
Squirtle 1U
Creature — Pokemon (C)
Water type (When this creature enters the battlefield, draw a card.)
1/1
Staryu 4U
Creature — Pokemon (C)
Water type (When this creature enters the battlefield, draw a card.)
8: Exile Staryu, then return it to the battlefield under your control. Activate this ability only any time you could cast a sorcery.
3/1
TM 11 — Bubblebeam 3U
Enchantment — Aura (U)
Enchant creature
When TM 11 - Bubblebeam enters the battlefield, you may return up to two target creatures to their owners’ hands.
Enchanted creature gets +1/+1.
Ultra Ball UU
Instant (C)
As an additional cost to cast Ultra Ball, return a creature you control to its owner’s hand.
Counter target spell.
Vaporeon 4U
Creature — Eevee Pokemon (R)
Water type (When this creature enters the battlefield, draw a card.)
Evolution—Eevee
When Vaporeon enters the battlefield, you may search your library for an Eevee creature card, reveal it, and put it into your hand. If you do, shuffle your library.
3/3
Wartortle 2UU
Creature — Pokemon (U)
Water type (When this creature enters the battlefield, draw a card.)
Evolution—Squirtle (As long as this is on the battlefield, each creature you control named Squirtle is a copy of this.)
3/2
Water Stone U
Sorcery (C)
Look at the top five cards of your library. You may reveal a land or blue creature card from among them and put it into your hand. Then put the rest on the bottom of your library in any order.
X Accuracy XUU
Instant (C)
Target creature gets +X/+0 and can’t be blocked this turn.
BBBBBBBBBB
Abra B
Creature — Pokemon (C)
Psychic type (When this creature enters the battlefield, look at the top card of target player’s library. You may put that card on the bottom of that player’s library.)
1/1
Alakazam 5BBB
Creature — Pokemon (R)
Psychic type (When this creature enters the battlefield, look at the top card of target player’s library. You may put that card on the bottom of that player’s library.)
Evolution—Abra or Kadabra
Whenever an opponent becomes the target of a spell or ability you control, that player exiles the top seven cards of his or her library.
6/3
Antidote 2B
Sorcery (C)
Target opponent reveals his or her hand. You choose a nonland card from it. That player discards that card.
Drowzee 2B
Creature — Pokemon (C)
Lifelink
Psychic type (When this creature enters the battlefield, look at the top card of target player’s library. You may put that card on the bottom of that player’s library.)
2/2
Gengar 5BB
Creature — Pokemon (R)
Flying, lifelink, ghost type (When this dies, you may destroy target creature.)
Evolution—Ghastly or Haunter (As long as this is on the battlefield, each creature you control named Ghastly or Haunter is a copy of this.)
5/4
Ghastly 2BB
Creature — Pokemon (C)
Flying
Ghost type (When this dies, you may destroy target creature.)
1/1
Golbat 4B
Creature — Pokemon (U)
Flying, poison type (Whenever this creature attacks, defending player loses 1 life.)
Evolution—Zubat (As long as this is on the battlefield, each creature you control named Zubat is a copy of this.)
4/2
Haunter 3BB
Creature — Pokemon (U)
Flying, ghost type (When this dies, you may destroy target creature.)
Evolution—Ghastly (As long as this is on the battlefield, each creature you control named Ghastly is a copy of this.)
3/1
HM 01 — Cut 1B
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets -1/-1 and can’t block.
1B: Return HM 01 - Cut to its owner’s hand.
Hypno 4BB
Creature — Pokemon (U)
Lifelink, psychic type (When this creature enters the battlefield, look at the top card of target player’s library. You may put that card on the bottom of that player’s library.)
Evolution—Drowzee (As long as this is on the battlefield, each creature you control named Drowzee is a copy of this.)
4/4
Kadabra 2BB
Creature — Pokemon (U)
Psychic type (When this creature enters the battlefield, look at the top card of target player’s library. You may put that card on the bottom of that player’s library.)
Evolution—Abra (As long as this is on the battlefield, each creature you control named Abra is a copy of this.)
5/2
Moon Stone B
Sorcery (C)
Look at the top five cards of your library. You may reveal a land or black creature card from among them and put it into your hand. Then put the rest on the bottom of your library in any order.
Mr. Mime 2B
Creature — Pokemon (R)
Indestructible, psychic type (When this creature enters the battlefield, look at the top card of target player’s library. You may put that card on the bottom of that player’s library.)
Whenever Mr. Mime is dealt damage, put that many barrier counters on Mr. Mime.
Remove ten barrier counters from Mr. Mime: Target player exiles the top ten cards of his or her library.
0/1
Nidoking 6B
Artifact Creature — Pokemon (R)
Trample, ground type, poison type (Whenever this creature attacks, it gets +1/+1 until end of turn and defending player loses 1 life.)
Evolution—Nidoran Male or Nidorino (As long as this is on the battlefield, each creature you control named Nidoran Male or Nidorino is a copy of this.)
7/5
Nidoqueen 6B
Artifact Creature — Pokemon (R)
Lifelink, ground type, poison type (Whenever this creature attacks, it gets +1/+1 until end of turn and defending player loses 1 life.)
Evolution—Nidorna Female or Nidorina (As long as this is on the battlefield, each creature you control named Nidoran Female or Nidorina is a copy of this.)
5/7
Nidoran Female 1B
Creature — Pokemon (C)
Poison type (Whenever this creature attacks, defending player loses 1 life.)
1/2
Nidoran Male 1B
Creature — Pokemon (C)
Poison type (Whenever this creature attacks, defending player loses 1 life.)
2/1
Nidorina 3B
Creature — Pokemon (U)
Poison type (Whenever this creature attacks, defending player loses 1 life.)
Evolution—Nidoran Female (As long as this is on the battlefield, each creature you control named Nidoran Female is a copy of this.)
3/4
Nidorino 3B
Creature — Pokemon (U)
Poison type (Whenever this creature attacks, defending player loses 1 life.)
Evolution—Nidoran Male (As long as this is on the battlefield, each creature you control named Nidoran Male is a copy of this.)
4/3
Revive B
Sorcery (C)
Return target creature card from your graveyard to your hand.
Silph Scope 2BB
Instant (U)
Destroy target creature. Look at its controller’s hand.
TM 06 — Toxic B
Enchantment — Aura (C)
Enchant creature
At the beginning of each upkeep, put a toxic counter on TM 06 - Toxic.
Enchanted creature gets -1/-1 for each toxic counter on TM 06 - Toxic.
TM 27 — Fissure 3BB
Enchantment — Aura (R)
Enchant creature
Enchanted creature gets +3/+3 and has “Whenever enchanted creature blocks or becomes blocked by a creature, destroy that creature.”
TM 36 — Self Destruct 4BB
Enchantment — Aura (R)
Enchant creature
At the beginning of your upkeep, destroy enchanted creature.
When enchanted creature dies, destroy all creatures and planeswalkers.
TM 42 — Dream Eater 3BB
Enchantment — Aura (C)
Enchant creature
When TM 42 - Dream Eater enters the battlefield, tap enchanted creature.
Whenever enchanted creature becomes untapped, its controller sacrifices it and you gain life equal to its toughness.
X Special XBB
Instant (C)
Target creature gets +X/+0 and gains deathtouch until end of turn.
Zubat 2B
Creature — Pokemon (C)
Flying
Poison type (Whenever this creature attacks, defending player loses 1 life.)
2/1
RRRRRRRRRR
Burn Heal 3R
Instant (C)
Destroy target artifact or land.
Charizard 5RRR
Creature — Pokemon (R)
Flying, double strike, fire type (When this creature enters the battlefield, it deals damage equal to its power to target player.)
Evolution—Charmander or Charmeleon (As long as this is on the battlefield, each creature you control named Charmander or Charmeleon is a copy of this.)
5/4
Charmander 1R
Creature — Pokemon (C)
Fire type (When this creature enters the battlefield, it deals damage equal to its power to target player.)
2/1
Charmeleon 4RR
Creature — Pokemon (U)
Fire type (When this creature enters the battlefield, it deals damage equal to its power to target player.)
Evolution—Charmander (As long as this is on the battlefield, each creature you control named Charmander is a copy of this.)
4/4
Electabuzz 1RR
Creature — Pokemon (R)
Electric type (This creature can’t be blocked except by two or more creatures.)
Whenever Electabuzz attacks, until end of turn it gets +1/+1 for each other attacking creature.
2/2
Electrode 5R
Creature — Pokemon (U)
Haste, electric type (This creature can’t be blocked except by two or more creatures.)
Evolution—Voltorb (As long as this is on the battlefield, each creature you control named Voltorb is a copy of this.)
6/2
Fire Stone R
Sorcery (C)
Look at the top five cards of your library. You may reveal a land or red creature card from among them and put it into your hand. Then put the rest on the bottom of your library in any order.
Flareon 2R
Creature — Eevee Pokemon (R)
Fire type (When this creature enters the battlefield, it deals damage equal to its power to target player.)
Evolution—Eevee
When Flareon enters the battlefield, you may search your library for an Eevee creature card, reveal it, and put it into your hand. If you do, shuffle your library.
2/3
Hitmonchan 3R
Creature — Pokemon (C)
Fighting type (When this creature enters the battlefield, you may have it fight target creature.)
1/4
Hitmonlee 1RR
Creature — Pokemon (C)
Fighting type (When this creature enters the battlefield, you may have it fight target creature.)
3/1
HM 04 — Strength R
Enchantment — Aura (C)
Enchant creature
Enchanted creature has “R: This creature gets +1/+0 until end of turn.
1R: Return HM 04 - Strength to its owner’s hand.
Hurt Itself in Its Confusion 3RR
Instant (R)
Each creature deals damage to itself equal to its power.
Jolteon 3R
Creature — Eevee Pokemon (R)
Electric type (This creature can’t be blocked except by two or more creatures.)
Evolution—Eevee
When Jolteon enters the battlefield, you may search your library for an Eevee creature card, reveal it, and put it into your hand. If you do, shuffle your library.
3/2
Machamp 5RR
Creature — Pokemon (R)
Fighting type (When this creature enters the battlefield, you may have it fight target creature.)
Evolution—Machop or Machoke
Whenever Machamp attacks, you may have it fight target creature.
Whenever a creature dealt damage by Machamp this turn dies, put a +1/+1 counter on Machamp.
6/4
Machoke 3RR
Creature — Pokemon (U)
Fighting type (When this creature enters the battlefield, you may have it fight target creature.)
Evolution—Machop (As long as this is on the battlefield, each creature you control named Machop is a copy of this.)
4/3
Machop 1R
Creature — Pokemon (C)
Fighting type (When this creature enters the battlefield, you may have it fight target creature.)
2/1
Magnemite 2R
Artifact Creature — Pokemon (C)
Flying
Electric type (This creature can’t be blocked except by two or more creatures.)
2/1
Magneton 4R
Artifact Creature — Pokemon (U)
Flying, electric type (This creature can’t be blocked except by two or more creatures.)
Evolution—Magnemite (As long as this is on the battlefield, each creature you control named Magnemite is a copy of this.)
3/2
Max Repel XR
Instant (C)
Max Repel deals X damage to target creature or planeswalker.
Ponyta 2RR
Creature — Pokemon (C)
First strike
Fire type (When this creature enters the battlefield, it deals damage equal to its power to target player.)
2/3
Rapidash 5RR
Creature — Pokemon (U)
First strike, fire type (When this creature enters the battlefield, it deals damage equal to its power to target player.)
Evolution—Ponyta (As long as this is on the battlefield, each creature you control named Ponyta is a copy of this.)
4/5
Repel 1R
Instant (C)
Repel deals 3 damage to target creature or player.
TM 25 — Thunder 4RR
Enchantment — Aura (R)
Enchant creature
Enchanted creature gets +1/+1 and has “Whenever this creature attacks, it deals damage equal to its power to target creature or player.”
TM 26 — Earthquake 1RR
Enchantment — Aura (U)
Enchant creature without flying
When TM 26 - Earthquake enters the battlefield, creatures without flying can’t block this turn.
Enchanted creature can’t block.
TM 38 — Fireblast 2R
Enchantment — Aura (U)
Enchant creature
When TM 38 - Fireblast enters the battlefield, it deals 2 damage to each creature.
Enchanted creature gets -1/-1.
Voltorb 3R
Creature — Pokemon (C)
Haste
Electric type (This creature can’t be blocked except by two or more creatures.)
3/1
X Speed XRR
Instant (C)
Target creature gets +X/+0 and gains first strike until end of turn.
GGGGGGGGGG
Awakening 1G
Instant (C)
Destroy target artifact or enchantment.
Bellsprout 3G
Creature — Pokemon (C)
Reach
Grass type (This creature has “T: Add G to your mana pool.)
2/4
Bulbasaur G
Creature — Pokemon (C)
Grass type (This creature has “T: Add G to your mana pool.)
1/1
Caterpie G
Creature — Pokemon (C)
Bug type (When this creature enters the battlefield, if it isn’t a token, you may pay its casting cost. If you do, put a token onto the battlefield that’s a copy of it.)
1/1
Ether 3G
Sorcery (U)
Return up to two target permanent cards from your graveyard to your hand.
Gloom 3GG
Creature — Pokemon (U)
Trample, grass type (This creature has “T: Add G to your mana pool.)
Evolution—Oddish (As long as this is on the battlefield, each creature you control named Oddish is a copy of this.)
5/4
HM 05 — Flash 2G
Enchantment — Aura (C)
Enchant creature
Flash
Enchanted creature gets +0/+1 and has hexproof.
1G: Return HM 05 - Flash to its owner’s hand.
Hyper Potion 3GGG
Sorcery (R)
Untap all creatures you control. Creatures you control get +3/+3 and gain trample until end of turn.
Ivysaur 4GG
Creature — Pokemon (U)
Grass type (This creature has “T: Add G to your mana pool.)
Evolution—Bulbasaur (As long as this is on the battlefield, each creature you control named Bulbasaur is a copy of this.)
6/6
Kakuna 2G
Creature — Pokemon (U)
Deathtouch, bug type (When this creature enters the battlefield, if it isn’t a token, you may pay its casting cost. If you do, put a token onto the battlefield that’s a copy of it.)
Evolution—Weedle (As long as this is on the battlefield, each creature you control named Weedle is a copy of this.)
1/3
Leaf Stone G
Sorcery (C)
Look at the top five cards of your library. You may reveal a land or green creature card from among them and put it into your hand. Then put the rest on the bottom of your library in any order.
Metapod 3G
Creature — Pokemon (U)
Bug type (When this creature enters the battlefield, if it isn’t a token, you may pay its casting cost. If you do, put a token onto the battlefield that’s a copy of it.)
Evolution—Caterpie (As long as this is on the battlefield, each creature you control named Caterpie is a copy of this.)
3/4
Oddish 2GG
Creature — Pokemon (C)
Trample
Grass type (This creature has “T: Add G to your mana pool.)
3/3
Paras 2G
Creature — Pokemon (C)
Bug type (When this creature enters the battlefield, if it isn’t a token, you may pay its casting cost. If you do, put a token onto the battlefield that’s a copy of it.)
Grass type (This creature has “T: Add G to your mana pool.)
2/2
Parasect 2GG
Creature — Pokemon (U)
Bug type, grass type (When this creature enters the battlefield, if it isn’t a token, you may pay its casting cost. If you do, put a token onto the battlefield that’s a copy of it. This creature has “T: Add G to your mana pool.)
Evolution—Paras (As long as this is on the battlefield, each creature you control named Paras is a copy of this.)
4/3
Pinsir 3GG
Creature — Pokemon (R)
Bug type (When this creature enters the battlefield, if it isn’t a token, you may pay its casting cost. If you do, put a token onto the battlefield that’s a copy of it.)
G, T: Pinsir fights target creature. (Each deals damage equal to its power to the other.)
3/3
Potion 1G
Instant (C)
Target creature gets +3/+3 until end of turn. Untap that creature.
Tangela 1G
Creature — Pokemon (C)
Reach
Grass type (This creature has “T: Add G to your mana pool.)
2/2
Throw a Rock 1G
Instant (C)
Destroy target creature with flying.
TM 21 — Mega Drain 4GG
Enchantment — Aura (R)
Enchant creature
When TM 21 - Mega Drain enters the battlefield, exile target creature.
Enchanted creature gets +X/+Y, where X is the exiled creature card’s power and Y is its toughness.
TM 22 — Solar Beam 2GG
Enchantment — Aura (R)
Enchant creature
Enchanted creature gets +2/+2 and has “T: Put a +1/+1 counter on this creature,” and “3GG, T, Remove a +1/+1 counter from this creature: Destroy target noncreature permanent.”
Venusaur 5GGG
Creature — Pokemon (R)
Grass type (This creature has “T: Add G to your mana pool.)
Evolution—Bulbasaur or Ivysaur (As long as this is on the battlefield, each creature you control named Bulbasaur or Ivysaur is a copy of this.)
When Venusaur enters the battlefield, untap all creatures you control, then draw a card for each creature that untapped this way.
6/8
Victreebell 5GG
Creature — Pokemon (R)
Reach, hexproof, grass type (This creature has “T: Add G to your mana pool.)
Evolution—Bellsprout or Weepinbell (As long as this is on the battlefield, each creature you control named Bellsprout or Weepinbell is a copy of this.)
6/7
Vileplume 5GG
Creature — Pokemon (R)
Trample, deathtouch, grass type (This creature has “T: Add G to your mana pool.)
Evolution—Oddish or Gloom (As long as this is on the battlefield, each creature you control named Oddish or Gloom is a copy of this.)
7/6
Weedle 1G
Creature — Pokemon (C)
Deathtouch
Bug type (When this creature enters the battlefield, if it isn’t a token, you may pay its casting cost. If you do, put a token onto the battlefield that’s a copy of it.)
1/1
Weepinbell 3GG
Creature — Pokemon (U)
Reach, grass type (This creature has “T: Add G to your mana pool.)
Evolution—Bellsprout (As long as this is on the battlefield, each creature you control named Bellsprout is a copy of this.)
4/5
X Attack XGG
Instant (C)
Target creature gets +X/+X and gains trample until end of turn.
WUBRGWUBRG
Articuno 4WWUU
Legendary Creature — Pokemon (M)
Flying, ice type (When this enters the battlefield, you may tap target creature. It doesn’t untap during its controller’s next untap step.)
Creatures your opponents control don’t untap during their controller’s untap step.
5/5
Cloyster 3WU
Creature — Pokemon (U)
Vigilance, ice type (When this enters the battlefield, you may tap target creature. It doesn’t untap during its controller’s next untap step.)
Evolution—Shellder (As long as this is on the battlefield, each creature you control named Shellder is a copy of this.)
3/5
Dewgong 4WU
Creature — Pokemon (U)
Ice type (When this enters the battlefield, you may tap target creature. It doesn’t untap during its controller’s next untap step.)
Evolution—Seel (As long as this is on the battlefield, each creature you control named Seel is a copy of this.)
4/6
Lapras 2WU
Creature — Pokemon (R)
Ice type (When this enters the battlefield, you may tap target creature. It doesn’t untap during its controller’s next untap step.)
Water type (When this creature enters the battlefield, draw a card.)
Lapras can’t be blocked.
2/4
Seel 2WU
Creature — Pokemon (C)
Ice type (When this enters the battlefield, you may tap target creature. It doesn’t untap during its controller’s next untap step.)
2/3
Shellder 1WU
Creature — Pokemon (C)
Vigilance
Ice type (When this enters the battlefield, you may tap target creature. It doesn’t untap during its controller’s next untap step.)
1/3
TM 13 — Ice Beam WU
Enchantment — Aura (U)
Enchant creature
When TM 13 - Ice Beam enters the battlefield, tap enchanted creature.
Enchanted creature doesn’t untap during its controller’s untap step.
Golduck 3UB
Creature — Pokemon (U)
Psychic type, water type (When this creature enters the battlefield, look at the top card of target player’s library, then you may put that card on the bottom of that player’s library, and draw a card.)
Evolution—Psyduck (As long as this is on the battlefield, each creature you control named Psyduck is a copy of this.)
3/5
Mewtwo 6UUBB
Legendary Creature — Pokemon (M)
Flying, psychic type (When this creature enters the battlefield, look at the top card of target player’s library. You may put that card on the bottom of that player’s library.)
Whenever an opponent becomes the target of a spell or ability you control, that player sacrifices half of the permanents he or she controls, rounded up.
6/6
Psyduck UB
Creature — Pokemon (C)
Psychic type (When this creature enters the battlefield, look at the top card of target player’s library. You may put that card on the bottom of that player’s library.)
Water type (When this creature enters the battlefield, draw a card.)
1/1
Starmie 4UB
Creature — Pokemon (R)
Psychic type, water type (When this creature enters the battlefield, look at the top card of target player’s library, then you may put that card on the bottom of that player’s library, and draw a card.)
Evolution—Staryu
4: Exile Starmie, then return it to the battlefield under your control.
4/2
Tentacool 3UB
Creature — Pokemon (C)
Water type (When this creature enters the battlefield, draw a card.)
Poison type (Whenever this creature attacks, defending player loses 1 life.)
3/3
Tentacruel 5UB
Creature — Pokemon (U)
Water type, poison type (When this creature enters the battlefield, draw a card. Whenever this creature attacks, defending player loses 1 life.)
Evolution—Tentacool (As long as this is on the battlefield, each creature you control named Tentacool is a copy of this.)
6/6
TM 29 — Psychic 3UB
Enchantment — Aura (U)
Enchant creature
You control enchanted creature.
At the beginning of the end step, if you control no other creatures, sacrifice enchanted creature.
Arbok 3BR
Creature — Pokemon (U)
First strike, poison type (Whenever this creature attacks, defending player loses 1 life.)
Evolution—Ekans (As long as this is on the battlefield, each creature you control named Ekans is a copy of this.)
4/1
Ekans BR
Creature — Pokemon (C)
First strike
Poison type (Whenever this creature attacks, defending player loses 1 life.)
2/1
Jesse and James, Team Rocket 3BR
Planeswalker — Jesse and James (M)
Starting Loyalty: 4
+2: Until end of turn, the next time a creature an opponent controls dies, return it to the battlefield under your control.
-4: Untap target creature and gain control of it. It gains haste until end of turn. At the beginning of the next end step, sacrifice it.
-12: You get an emblem with “At the beginning of your upkeep, you gain control target creature chosen at random that you don’t control.”
Koffing 1BR
Creature — Pokemon (C)
Flying
Poison type (Whenever this creature attacks, defending player loses 1 life.)
1/3
Magmar 1BR
Creature — Pokemon (R)
Fire type (When this creature enters the battlefield, it deals damage equal to its power to target player.)
B: Target creature with power less than Magmar’s power can’t block it this turn.
R: Magmar gets +1/+0 until end of turn.
2/1
TM 03 — Swords Dance BR
Enchantment — Aura (U)
Enchant creature
Whenever an opponent loses life, put a +1/+1 counter on enchanted creature.
Enchanted creature has “2BR: Each opponent loses 1 life.”
Weezing 4BR
Creature — Pokemon (U)
Flying, poison type (Whenever this creature attacks, defending player loses 1 life.)
Evolution—Koffing (As long as this is on the battlefield, each creature you control named Koffing is a copy of this.)
3/5
Arcanine 6RG
Creature — Pokemon (U)
Trample, fire type (When this creature enters the battlefield, it deals damage equal to its power to target player.)
Evolution—Growlithe (As long as this is on the battlefield, each creature you control named Growlithe is a copy of this.)
6/6
Growlithe 3RG
Creature — Pokemon (C)
Trample
Fire type (When this creature enters the battlefield, it deals damage equal to its power to target player.)
3/3
Mankey 2RG
Creature — Pokemon (C)
Haste
Fighting type (When this creature enters the battlefield, you may have it fight target creature.)
3/2
Moltres 5RRGG
Legendary Creature — Pokemon (M)
Flying, fire type (When this creature enters the battlefield, it deals damage equal to its power to target player.)
Whenever a source you control deals damage to an opponent, you may return target creature card from your graveyard to your hand.
5/5
Primeape 4RG
Creature — Pokemon (U)
Haste, fighting type (When this creature enters the battlefield, you may have it fight target creature.)
Evolution—Mankey (As long as this is on the battlefield, each creature you control named Mankey is a copy of this.)
5/3
Scyther 2RG
Creature — Pokemon (R)
Flying, bug type (When this creature enters the battlefield, if it isn’t a token, you may pay its casting cost. If you do, put a token onto the battlefield that’s a copy of it.)
When Scyther enters the battlefield, add RRGG to your mana pool.
2/2
TM 17 — Submission 4RG
Enchantment — Aura (U)
Enchant creature
When TM 17 - Submission enters the battlefield, you may have enchanted creature fight another target creature.
Enchanted creature gets +1/-1.
Ash Ketchum, Pokemon Trainer 1GW
Planeswalker — Ash (M)
Starting Loyalty: 2
+1: Put a +1/+1 counter on up to one target creature. It gets +1/+1 until end of turn.
0: Put a legendary 1/1 red and white Pokemon creature token named Ash’s Pikachu onto the battlefield.
-6: You get an emblem with “Creatures you control have lifelink, trample, hexproof, and vigilance.”
Chansey 8GW
Creature — Pokemon (R)
Normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
When Chansey enters the battlefield, put ten 0/1 white and green Egg creature tokens onto the battlefield.
2/10
Clefable 4GW
Creature — Pokemon (U)
Flash, normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
Evolution—Clefairy (As long as this is on the battlefield, each creature you control named Clefairy is a copy of this.)
5/5
Clefairy 3GW
Creature — Pokemon (C)
Flash
Normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
3/3
Jigglypuff 1GW
Creature — Pokemon (C)
Vigilance
Normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
2/3
TM 32 — Double Team 2GW
Enchantment — Aura (U)
Enchant creature
Enchanted creature gets +1/+1 for each other creature you control.
Other creatures you control get +1/+1.
Wigglytuff 3GW
Creature — Pokemon (U)
Vigilance, normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
Evolution—Jigglypuff (As long as this is on the battlefield, each creature you control named Jigglypuff is a copy of this.)
4/5
Fearow 4WB
Creature — Pokemon (U)
Flying, normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
Evolution—Spearow (As long as this is on the battlefield, each creature you control named Spearow is a copy of this.)
5/4
Gary Oak, Pokemon Master 2WB
Planeswalker — Gary (M)
Starting Loyalty: 3
+1: Up to one target creature gets +1/+1 until end of turn. Up to one other target creature gets -1/-1 until end of tun.
-2: Put a 1/1 black and white Fangirl creature token onto the battlefield. Each opponent sacrifices a creature.
-7: You draw seven cards. Each opponent discards seven cards.
Jynx 2WB
Creature — Pokemon (R)
Psychic type, ice type (When this creature enters the battlefield, look at the top card of target player’s library, then you may put that card on the bottom of that player’s library, and you may tap target creature. It doesn’t untap during its controller’s next untap step.)
Whenever an opponent or creature an opponent controls becomes the target of a spell or ability you control, that opponent or that creature’s controller loses 1 life and you gain 1 life.
3/4
Meowth WB
Creature — Pokemon (C)
Deathtouch
Normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
2/2
Persian 3WB
Creature — Pokemon (U)
Deathtouch, normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
Evolution—Meowth (As long as this is on the battlefield, each creature you control named Meowth is a copy of this.)
4/4
Spearow 2WB
Creature — Pokemon (C)
Flying
Normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
3/2
TM 10 — Double-Edge 3WB
Enchantment — Aura (U)
Enchant creature
When TM 10 - Double-Edge enters the battlefield, all creatures get -2/-2 until end of turn.
Enchanted creature gets +2/+2.
Gyarados 6UR
Creature — Pokemon (U)
Flying, water type (When this creature enters the battlefield, draw a card.)
Evolution—Magikarp (As long as this is on the battlefield, each creature you control named Magikarp is a copy of this.)
7/5
Horsea 2UR
Creature — Pokemon (C)
Haste
Water type (When this creature enters the battlefield, draw a card.)
2/2
Magikarp UR
Creature — Pokemon (C)
Water type (When this creature enters the battlefield, draw a card.)
0/3
Misty, Jealous Gym Leader 4UR
Planeswalker — Misty (M)
Starting Loyalty: 5
+1: Draw a card. Then if you have fewer cards in hand than an opponent, draw another card.
-X: Misty deals X damage to target creature. Then if an opponent controls more creatures than you, Misty deals X damage to another target creature.
-10: Return up to ten target permanents to their owners’ hands. Then Misty deals damage to each opponent equal to the number of cards in his or her hand.
Poliwrath 5UR
Creature — Pokemon (R)
Flash, water type, fighting type (When this creature enters the battlefield, draw a card, and you may have it fight target creature.)
Evolution—Poliwag or Poliwhirl (As long as this is on the battlefield, each creature you control named Poliwag or Poliwhirl is a copy of this.)
4/5
Seadra 3UR
Creature — Pokemon (U)
Haste, water type (When this creature enters the battlefield, draw a card.)
Evolution—Horsea (As long as this is on the battlefield, each creature you control named Horsea is a copy of this.)
3/3
TM 35 — Metronome 1UR
Enchantment — Aura (U)
Enchant creature
Enchanted creature gets +1/+1.
UR: Choose a creature on the battlefield at random. Until end of turn, enchanted creature becomes a copy of that creature.
Beedrill 2BG
Creature — Pokemon (R)
Flying, deathtouch, bug type (When this creature enters the battlefield, if it isn’t a token, you may pay its casting cost. If you do, put a token onto the battlefield that’s a copy of it.)
Evolution—Weedle or Kakuna (As long as this is on the battlefield, each creature you control named Weedle or Kakuna is a copy of this.)
4/3
Grimer 3BG
Creature — Pokemon (C)
Trample
Poison type (Whenever this creature attacks, defending player loses 1 life.)
4/4
Mew 2BBGG
Legendary Creature — Pokemon (M)
Flying, psychic type (When this creature enters the battlefield, look at the top card of target player’s library. You may put that card on the bottom of that player’s library.)
Whenever you become the target of a spell or ability, you may exile a creature card from your graveyard. If you do, put a token onto the battlefield that’s a copy of that card.
3/3
Muk 5BG
Creature — Pokemon (U)
Trample, poison type (Whenever this creature attacks, defending player loses 1 life.)
Evolution—Grimer (As long as this is on the battlefield, each creature you control named Grimer is a copy of this.)
7/7
TM 50 — Substitute BG
Enchantment — Aura (U)
Enchant creature
When enchanted creature dies, return it to the battlefield under your control.
Enchanted creature gets +1/+1.
Venomoth 1BG
Creature — Pokemon (U)
Flying, bug type, poison type (When this creature enters the battlefield, if it isn’t a token, you may pay its casting cost. If you do, put a token onto the battlefield that’s a copy of it. Whenever this creature attacks, defending player loses 1 life.)
Evolution—Venonat (As long as this is on the battlefield, creatures you control named Venonat are a copy of this.)
3/1
Venonat BG
Creature — Pokemon (C)
Bug type (When this creature enters the battlefield, if it isn’t a token, you may pay its casting cost. If you do, put a token onto the battlefield that’s a copy of it.)
Poison type (Whenever this creature attacks, defending player loses 1 life.)
2/1
Ninetales 3RW
Creature — Pokemon (U)
Double strike, fire type (When this creature enters the battlefield, it deals damage equal to its power to target player.)
Evolution—Vulpix (As long as this is on the battlefield, each creature you control named Vulpix is a copy of this.)
2/4
Pikachu RW
Creature — Pokemon (C)
Electric type (This creature can’t be blocked except by two or more creatures.)
2/2
Raichu 2RW
Creature — Pokemon (U)
Electric type (This creature can’t be blocked except by two or more creatures.)
Evolution—Pikachu (As long as this is on the battlefield, each creature you control named Pikachu is a copy of this.)
4/2
Tauros 2RW
Creature — Pokemon (R)
Haste, normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
Whenever a player’s life total changes, put a +1/+1 counter on Tauros.
2/2
TM 23 — Dragon Rage 1RW
Enchantment — Aura (U)
Enchant creature
Whenever you gain life, enchanted creature deals damage to each opponent equal to the amount of life gained.
Enchanted creature gets +2/+0.
Vulpix 1RW
Creature — Pokemon (C)
Double strike
Fire type (When this creature enters the battlefield, it deals damage equal to its power to target player.)
1/2
Zapdos 3RRWW
Legendary Creature — Pokemon (M)
Flying, electric type (This creature can’t be blocked except by two or more creatures.)
Whenever Zapdos deals combat damage to an opponent, you may exile target creature.
5/5
Brock, Pokemon Breeder 5GU
Planeswalker — Brock (M)
Starting Loyalty: 6
+2: Distribute two +1/+1 counters among up to two target creatures you control.
-4: Choose two target creatures you control. Put a token onto the battlefield that’s a copy of one of them with a number of +1/+1 counters on it equal to the power of the other.
-11: For each creature you control, put a token onto the battlefield that’s a copy of that creature. Then put two +1/+1 counters on each creature you control.
Butterfree 3GU
Creature — Pokemon (R)
Flying, bug type (When this creature enters the battlefield, if it isn’t a token, you may pay its casting cost. If you do, put a token onto the battlefield that’s a copy of it.)
Evolution—Caterpie or Metapod
When Butterfree enters the battlefield, for each creature token you control, put a token onto the battlefield that’s a copy of that token.
3/5
Exeggute 4GU
Creature — Pokemon (C)
Psychic type (When this creature enters the battlefield, look at the top card of target player’s library. You may put that card on the bottom of that player’s library.)
Grass type (This creature has “T: Add G to your mana pool.)
5/5
Exeggutor 5GU
Creature — Pokemon (U)
Psychic type, grass type (When this creature enters the battlefield, look at the top card of target player’s library. You may put that card on the bottom of that player’s library. This creature has “T: Add G to your mana pool.)
Evolution—Exeggute (As long as this is on the battlefield, each creature you control named Exeggute is a copy of this.)
8/8
Slowbro 4GU
Creature — Pokemon (U)
Psychic type, water type (When this creature enters the battlefield, look at the top card of target player’s library, then you may put that card on the bottom of that player’s library, and draw a card.)
Evolution—Slowpoke (As long as this is on the battlefield, each creature you control named Slowpoke is a copy of this.)
5/6
Slowpoke 2GU
Creature — Pokemon (C)
Psychic type (When this creature enters the battlefield, look at the top card of target player’s library. You may put that card on the bottom of that player’s library.)
Water type (When this creature enters the battlefield, draw a card.)
2/3
TM 31 — Mimic 2GU
Enchantment — Aura (U)
Enchant creature you control
When TM 31 - Mimic enters the battlefield, put a token onto the battlefield that’s a copy of enchanted creature.
XXXXXXXXXX
Aerodactyl 5
Artifact Creature — Pokemon (R)
Flying, haste, rock type (Whenever this creature blocks, it gets +1/+1 until end of turn.)
At the beginning of your upkeep, if Aerodactyl is in your graveyard, you may exile another artifact card in your graveyard. If you do, put Aerodactyl on top of your library.
3/3
Bike 4
Artifact (R)
Whenever a creature enters the battlefield under your control, you may untap Bike.
T: Target creature gains haste, first strike, and trample until end of turn.
Blaine’s Volcano Badge 3
Legendary Artifact — Badge (U)
T: Add an amount of R or G to your mana pool equal to the number of badges you control.
Brock’s Boulder Badge 3
Legendary Artifact — Badge (U)
T: Add an amount of G or U to your mana pool equal to the number of badges you control.
Calcium 2
Artifact — Equipment (C)
Equipped creature gets +0/+1 and has deathtouch.
Equip 3
Carbos 3
Artifact — Equipment (C)
Equipped creature gets +1/+1 and has haste.
Equip 1
Cubone 3
Artifact Creature — Pokemon (C)
Trample
Ground type (Whenever this creature attacks, it gets +1/+1 until end of turn.)
2/1
Diglett 4
Artifact Creature — Pokemon (C)
Haste
Ground type (Whenever this creature attacks, it gets +1/+1 until end of turn.)
1/2
Dugtrio 7
Artifact Creature — Pokemon (U)
Haste, ground type (Whenever this creature attacks, it gets +1/+1 until end of turn.)
Evolution—Diglett (As long as this is on the battlefield, each creature you control named Diglett is a copy of this.)
3/4
Erika’s Rainbow Badge 3
Legendary Artifact — Badge (U)
T: Add an amount of G or W to your mana pool equal to the number of badges you control.
Fishing Rod 5
Artifact (R)
Whenever a creature enters the battlefield under your control, you may untap Fishing Rod.
T: Return target creature you control to its owner’s hand.
Fossil 1
Artifact (C)
1, T: Add one mana of any color to your mana pool.
1, Sacrifice Fossil: Draw a card.
Gary’s Earth Badge 3
Legendary Artifact — Badge (U)
T: Add an amount of W or B to your mana pool equal to the number of badges you control.
Geodude 3
Artifact Creature — Pokemon (C)
Rock type (Whenever this creature blocks, it gets +1/+1 until end of turn.)
1/3
Giovanni’s Earth Badge 3
Legendary Artifact — Badge (U)
T: Add an amount of B or R to your mana pool equal to the number of badges you control.
Golem 8
Artifact Creature — Pokemon (R)
Rock type (Whenever this creature blocks, it gets +1/+1 until end of turn.)
Eevolution—Geodude or Graveler (As long as this is on the battlefield, each creature you control named Geodude or Graveler is a copy of this.)
2: Target creature attacks this turn if able.
6/7
Graveler 5
Artifact Creature — Pokemon (U)
Rock type (Whenever this creature blocks, it gets +1/+1 until end of turn.)
Evolution—Geodude (As long as this is on the battlefield, each creature you control named Geodude is a copy of this.)
3/5
HP Up 2
Artifact — Equipment (C)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature.
Equip 1
Iron 1
Artifact — Equipment (C)
Equipped creature gets +0/+2 and has vigilance.
Equip 2
Janine’s Soul Badge 3
Legendary Artifact — Badge (U)
T: Add an amount of U or B to your mana pool equal to the number of badges you control.
Koga’s Soul Badge 3
Legendary Artifact — Badge (U)
T: Add an amount of B or G to your mana pool equal to the number of badges you control.
Lt. Surge’s Thunder Badge 3
Legendary Artifact — Badge (U)
T: Add an amount of R or W to your mana pool equal to the number of badges you control.
Marowak 6
Artifact Creature — Pokemon (U)
Trample, ground type (Whenever this creature attacks, it gets +1/+1 until end of turn.)
Evolution—Cubone (As long as this is on the battlefield, each creature you control named Cubone is a copy of this.)
4/3
Misty’s Cascade Badge 3
Legendary Artifact — Badge (U)
T: Add an amount of U or R to your mana pool equal to the number of badges you control.
Nugget 7
Artifact (R)
Whenever a creature enters the battlefield under your control, you may untap Nugget.
T: Draw a card.
Onix 3
Artifact Creature — Pokemon (R)
Ground type, rock type (Whenever this creature attacks or blocks, it gets +1/+1 until end of turn.)
At the beginning of your upkeep, put a +1/+1 counter on Onix.
1/1
Poke Flute 6
Artifact (R)
Whenever a creature enters the battlefield under your control, you may untap Poke Flute.
T: Tap or untap target creature.
PP Up 2
Artifact — Equipment (C)
Whenever a creature enters the battlefield under your control, you may attach PP Up to it.
Equipped creature gets +1/+1.
Equip 3
Rare Candy 6
Artifact (R)
6, T, Sacrifice Rare Candy: Search your library for a Pokemon creature card with evolution. Reveal that card, then shuffle your library and put that card onto the battlefield.
Rhydon 8
Artifact Creature — Pokemon (U)
Ground type, rock type (Whenever this creature attacks or blocks, it gets +1/+1 until end of turn.)
Evolution—Rhyhorn (As long as this is on the battlefield, each creature you control named Rhyhorn is a copy of this.)
6/6
Rhyhorn 6
Artifact Creature — Pokemon (C)
Ground type (Whenever this creature attacks, it gets +1/+1 until end of turn.)
Rock type (Whenever this creature blocks, it gets +1/+1 until end of turn.)
3/3
Sabrina’s Marsh Badge 3
Legendary Artifact — Badge (U)
T: Add an amount of W or U to your mana pool equal to the number of badges you control.
Sandshrew 2
Artifact Creature — Pokemon (C)
Ground type (Whenever this creature attacks, it gets +1/+1 until end of turn.)
1/1
Sandslash 5
Artifact Creature — Pokemon (U)
Ground type (Whenever this creature attacks, it gets +1/+1 until end of turn.)
Evolution—Sandshrew (As long as this is on the battlefield, each creature you control named Sandshrew is a copy of this.)
3/3
Missingno 6
Creature — Pokemon (M)
At the beginning of each upkeep, put a glitch counter on Missingno, then each player exiles X permanents he or she controls, where X is the number of glitch counters on Missingno.
4/1
TTTTTTTTTT
Celadon City
Land (C)
Celadon City enters the battlefield tapped.
T: Add G or W to your mana pool.
Cerulean City
Land (C)
Cerulean City enters the battlefield tapped.
T: Add U or R to your mana pool.
Cinnabar Island
Land (C)
Cinnabar Island enters the battlefield tapped.
T: Add R or G to your mana pool.
Fuschia City
Land (C)
Fuschia City enters the battlefield tapped.
T: Add B or G to your mana pool.
Indigo Plateau
Land (R)
T: Add 1 to your mana pool.
T: Add one mana of any color to your mana pool. Spend this mana only to cast Pokemon creature spells or activate abilities of Pokemon creatures.
Lavender Town
Land (C)
Lavender Town enters the battlefield tapped.
T: Add U or B to your mana pool.
Pallet Town
Land (C)
Pallet Town enters the battlefield tapped.
T: Add W or B to your mana pool.
Pewter City
Land (C)
Pewter City enters the battlefield tapped.
T: Add G or U to your mana pool.
Pokemon Center
Land (C)
T, Sacrifice Pokemon Center: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
Saffron City
Land (C)
Saffron City enters the battlefield tapped.
T: Add W or U to your mana pool.
Vermilion City
Land (C)
Vermillion City enters the battlefield tapped.
T: Add R or W to your mana pool.
Viridian City
Land (C)
Viridian City enters the battlefield tapped.
T: Add B or R to your mana pool.
That'd be cool to play such a classic, but I can't seem to find any MSE or Cockatrice files for it. Do you know where they are?
Oh wow, I'm loving Netropolis. Arm, Upload, and even Privilege all look awesome. Definitely adding it to the list!
And we've already done videos for Dreamscape and currently making them for Magic Villains
We most recently played the Clockwood custom set (based around time/seasons) which was a ton of fun. You can check out the videos here if you'd like.
We're looking around for new sets to put on our list to play next, so let us know if you've made a (complete!) custom set and want us to test it out, or if you have a favorite (complete!) set you'd like us to try. Thanks!
Amidst the recent pro controversy, I thought this would be an interesting article to share.
Seems like at least one Japanese magazine has no idea what it's like being a Magic pro, but that doesn't stop them from having a lot of unpleasant things to say!
Thank you. As it has been brought up, finding the perfect evolution mechanic that balances good gameplay and faithfulness to the game is extremely difficult, potentially impossible. This one isn't perfect, but it's very fun to play while still being fairly flavorful, so I'm happy with it.
Not a bad idea, though I'm not sure if then I'd be obligated to make a few "pokemon type matters" cards in the set (ie: all dragon pokemon get +1/+1 or something).
Ah, sorry about that. It's not drafted as a cube but as a normal set. I've printed out 4x copies of each common, 2x of each uncommon, and 1x of each rare/mythic. We shuffle them all together, organize them into normal packs (11 commons, 3 uncommons, 1 rare/mythic) then draft normally. If you don't feel like wasting as much ink as we do, 2x commons and 1x uncommons/rares/mythics works fine too, though you'd just have slightly smaller packs (9 commons instead of 11). This causes mythics to come up a bit more often than normal, but that just adds to the fun of the draft I'll add this to the main post.
I'd like to see what a set like that would end up like, but I feel like it'd end up feeling a bit hollow. Without evolution or types, you're left with leveling up to keep it feeling like Pokemon, and like you said putting the same level-up mechanic on each creature would just be crazy.
Still, I'd be happy to see it attempted!
My first step in trying it out is basically just to rename things and make a few small adjustments, then playtest to see what larger changes those small changes brought about. In the meantime, feel free to take some stabs at individual cards or starting the set from scratch if you're interested. The more quality Pokemon sets out there the better
(1) Make a few flavor tweaks to the set. This would mostly entail changing some of the card names (Antidote, Escape Rope, etc) to something else based on the games (such as Disable - as suggested - and perhaps Whirlwind or something), as well as fixing up some color violations (X Accuracy and probably the other X-spells). The Pokemon types would stay as they are.
(2) Basically make a whole new set not based on types-as-abilities. This would be starting from a blank slate, giving each Pokemon unique abilities just like individual creatures in any normal Magic set. I was hesitant to do it this way from the start because, as stated before, I've seen it attempted and the result has never been pretty. It always feels weird when one fire type or fighting type gets an ability that the other fire and fighting types don't, and trying to get flavorful abilities for each and every Pokemon can result in even worse mismatches. However, I'd be happy to see some suggestions.
I'll make a copy of the set and try making some of the changes suggested, basically going with (1) above for now. At the next draft of the set, I'll be sure to get some more opinions on what people think should be changed as well.
Again I should just say that one of the biggest reasons I made this set was because of the many other unsatisfactory Pokemon Magic sets I'd played in the past. I've seen so many attempts at making the "perfect" Pokemon set with Stones that evolved Pokemon, Pokeballs that "captured" Pokemon, items to cure specific ailments (untapping, giving haste, removing -1/-1 counters, etc) and more, but none of them worked out as a whole. They tried to remain too faithful to the game and what they ended up with was just no fun to play.
If you'd like to post new cards/mechanics etc., I'd love to see them. Even if I don't agree with them, I want to try it out at least.
In case you're interested, I just wanted to reply to some of the criticisms to explain how I came up with them. I don't want to be argumentative or anything, I just want to show where my line of thinking was coming from. Like you said, anything can be justified with "flavor," so these are just my opinions. Feel free to ignore it if you're not interested
True, but I think the occasional double-evasion dude (like the many creatures with flying and trample), is okay.
Your use of the Psychic type's ability is also Fateseal 1, which Maro has called one of the least fun mechanics of all time.
True, but as explained in the spoiler, I don't think the occasional fateseal is oppressive. Doing it every turn with JTMS is obviously horrendous, but once or twice a match is not bad. This could just be changed to scry however, since that's what it's used as 90% of the time.
Clone effects are blue, but you've put ditto into white because... You know, normal type. And then he gains you life because... Normal type.
My bad! Ditto definitely needs to be white/blue. I'll look into fixing that for sure.
Dragon Type – Has nothing to do with dragons.
It's supposed to play into the flavor of dragons rescuing/helping others, like in Dragonite's Pokedex. Also to make sweet combos with other ETB abilities.
Normal Type – Has nothing to do with normal.
But what is "normal?" I understand that you disagree with having the types be abilities, but since that's the path I chose, I needed to have a "normal" ability. This is as close as I could get while still being white.
Escape Rope – For some reason, escape ropes now force opposing creatures/trainers to flee and replace them with a basic land.
You're making them "escape" What's left behind is the place they escaped from.
Paralyze Heal – For some reason, paralyze heals let you blink your creatures and then power them up. The blink actually GIVES them summoning sickness again (paralyzing them).
Unless they're being "paralyzed" by an opponent's aura or ice type or they're tapped and you "unparalyze" them to block.
Evolution Stones – Evolution stones now apparently find new pokemon (including basic pokemon) or help you find new areas. Evolution stones don’t actually trigger evolutions.
Very true, but I felt they worked as nice flavorful ways to find mana/Pokemon of their color. I specifically put them in so people could find their evolution cards more easily and combo with their pre-evolutions, so they kind of work with evolution
TM 44: Rest – This TM is now apparently something you play on the opposing pokemon to put them to sleep, instead of a move you teach your own pokemon (and TMs can never be used on opposing pokemon in the game).
This is an interesting point. I always saw the TMs you played on your own Pokemon as teaching them the move, whereas the ones you put on opponents as using the moves on them. Perhaps they could be changed to simply remove the "TM" word, that might make it more intuitive.
X Defend – Provides a huge boost to Power and is probably going to be used to boost an attacker very often. Who knew X Defend, the one-use temporary boost to the defense stat, also increased your attack so much?
The X spells all used to be set power/toughness boosters. I believe X Defend used to give +2/+4 and lifelink or something. But after playtesting, people were confused that they weren't X spells. They had "X" in the name after all! It may have only been a small mismatch, but they were very vocal about it, so I changed them.
Great Ball – Breaks the color pie, this is a white ability. Great Balls are now apparently delaying tactics you use on enemy pokemon, rather than a way to catch pokemon. Those silly trainers, thinking great balls should be used to catch pokemon.
I understand that enchantments that "permanently" get rid of creatures (like Oblivion Ring) are white, but what about the ones that only do it temporarily, like Great Ball? I don't remember any card like this, and I feel like it could be blue. Please show me if there's a card I'm forgetting.
HM 03: Surf – It’s a blue effect, but HM Surf is apparently something you use on enemy pokemon to neutralize them rather than a powerful attack you teach your own pokemon that also helps them get over water. I believe the words “exact opposite” apply here.
(Same as Rest).
Ice Heal – Ice Heal now apparently sends pokemon back to their pokeballs, instead of thawing your own pokemon when frozen solid. Who knew?
Is your "hand" a bunch of Pokeballs? Ice Heal, when used aggressively may be a bit strange, but when used on your own guys to save them from a spell or enchantment, it feels like you're healing them to me.
Water Type – Has nothing to do with Water. Seriously, this (or scry) would make sense for psychic but it has nothing to do with water.
Originally water types bounced creatures, but that was just awful. Making them draw cards instead lead to the exact kind of gameplay I wanted: longer games where you can dig through your deck and find big dudes to cast.
Master Ball – Makes no sense for Master Ball to be an instant when Great Ball is an artifact. I know what you’re going for here, and it works as a card, but you have to unify the designs. You could have Great Ball be cheaper and capture something at below a certain CMC (the way Threads of Disloyalty is limited) OR you can have Master Ball be another color-pie-breaking delaying artifact but you can’t have them be so different in function when they’re the same type of thing in the game. Also, Master Ball needs to be Mythic Rare. It’s a 1-of after all.
As it is, I feel like the Pokeballs already kind of do that. Great Ball can catch them for a bit until they escape, Ultra Ball gets them no matter what, and Master Ball is so good it gives it to you. They feel more powerful each time.
Pokeball – Gah! Another completely different thing? Pokebals apparently no longer catch creatures, they draw you cards and return your existing creature to your hand. You’re looking for a dramatic action like the process of returning a pokemon TO its pokeball, though I have no idea how that draws you cards, but nouning the card name just makes the above problem worse.
This one brings back your own Pokemon to your hand, like a Pokeball All the balls "catch" Pokemon in some way or another. Ultra Ball/Master Ball were changed to any spell because they just weren't good enough as creature-only counterpsells.
TM 11: Bubblebeam – Apparently this TM forces pokemon back into their pokeballs when it’s used and thereafter serves as a weak passive boost to attack and defenses. Unless bubblebeam and TMs in general have changed since I played…
Again I've never seen the hand as Pokeballs. I see it as a water blast that sends them away.
Vaporean – It fetches the thing it evolved from? Vaporean doesn’t do that. I get that you’re trying to make an eevee archetype and the next Eevee you play would count as a Vaporean as well, but again – the flavor here is nonexistent.
You got it with the Eevee archetype. Just some fun things to add a few more layers to the draft. Plus Eevees gotta look out for each other man
X Accuracy – Breaks the color pie, blue does not get X boosts to its attack. The flavor justification of “well blue is pretty accurate” doesn’t fly – any color’s flavor can be used to justify anything. Maro would be most displeased.
Very true. Again, the X spells all originally had set power/toughness boosts, but it confused people because they had X in the name. Unfortunately I can't change the source material, so I either have players confused and upset, or a small color pie violation. I chose to give them what they wanted. Since the two choices are not great though, perhaps these should be changed to something else.
Antidote – Giving your opponent an antidote now allows you to reach into their mind and rip out their thoughts in the best black fashion. I don’t even…
Unless it's the antidote for you against their plan, since you get rid of it before it hurts you.
Drowzee – The pokemon whose name is all about putting his opponents to sleep has no way to put his opponents to sleep, despite that being an extremely easy ability to feature (Dungeon Geists and similar). Okay then. I get you’re trying for the dreameater angle, but that doesn’t work either, as dream eater requires the opponent to be asleep.
You can only be so faithful. I wouldn't even know where to begin incorporating "tapped only lifelink."
Ghost Type – Has nothing to do with Ghost type in the game. There are even precedents in the Phantom creatures that would have been closer.
I dunno, dying and killing come across as pretty ghost-y to me.
Poison Type – It says poison on the card, poison means a very specific thing in Magic (poison counters), poisonous is already a keyword… Has nothing to do with Magic’s preexisting Poison mechanics in any way. Awkward.
Agreed that this was unfortunate. But for some reason this confusion was never brought up during playtests while I never heard the end of the X-spell thing until I changed it. People are weird
HM01: Cut – Cut is apparently something you play on your opponents’ creatures to give them a small debuff. It also is a non-bo with its own ability, since you need to keep it on the opposing creature in order to kill it – meaning there’s never really a good time to bring it back to your hand. And to think I was using this in the games to give my own pokemon a way to cut down shrubs. Silly me.
If you can think of a way to incorporate cutting shrubs into Magic, I would like to see it
I think that's where we disagree. I believe not having some sort of evolution mechanic (and some sort of types mechanic too) would completely take away the whole Pokemon feeling of the set, whereas having the occasional card like Awakening to ensure good gameplay isn't a big deal. Renaming Awakening to "Relic Crush" or something else would, I feel, take the player out of the Pokemon world far more.
These are just two different visions for the set that can't really be compromised: it has to be one way or the other. Either only using terms from the game in cards, or allowing the use of non-game terms on cards. I simply chose to go with the former.
While I wholeheartedly admit there are a few imperfect flavor matches, I think that the majority of the cards in the set flavorfully line up with the games, as much as is possible within the confines of Magic. The equipments (Carbos, Protein, etc.), Link Cable Trade, Throw a Rock, Hurt Itself in Its Confusion, the badges (making you more powerful the more you "collect"), the potions, repels, Pokeballs, almost all of the TMs, the Pokemon themselves, and more. Even Surf (and the rest of the HMs) I feel like up with the games as much as possible, since inundating your opponent with water to give -X/-0 such as Hydrosurge and Turn the Tide exist in Magic already.
You're right that there are a few cards that don't fit the flavor of what they do in the games, but that's just inevitable when trying to take one game format and translate it into another. Originally cards like Surf and Awakening did much more obvious "flavorful" things (grant islandwalk and untap the creature respectively), but as we playtested and the set evolved, we found we just didn't need those cards, and they evolved into what the set needed while still staying as flavorfully true to what they did in the games (Blue needed early defense and we needed more artifact/enchantment destruction). Sure we could've renamed Surf to "Pin Down" or Awakening to "Crash Into" or something in the process, but I feel that keeping the names to evoke the Pokemon world is worth it.
Overall, again I think we're just coming from two different schools of thought. You want the set to be as faithful to Pokemon as possible, while I want good gameplay as much as possible. Unfortunately it's nearly impossible to balance the two perfectly, as many other executions of Pokemon Magic sets in the past have shown. In my experience, the ones that are faithful to the games just never end up being fun to play; I've never played the same one twice, which was part of the inspiration for creating this set.
As with all things Magic though, I know it's hard to judge if you haven't physically played it. I know it's a lot to ask to print out the cards and play, but I'd highly recommend it, to get a feel of what I'm talking about which is nearly impossible to do in theory alone. If you do get some friends together to help you cut/print/sleeve and play, I'd love to hear what all of your reactions are to the games and everything
Don't forget about the Badges as ramp and lots of the TM's as removal Since all 151 Pokemon have abilities, many of them take the slots of "normal" spells that would be in a set too. Thanks a ton for all the feedback. What we usually do when we play is just overlap the cards (ie: place the Charizard over the Charmander). I don't believe it's caused any memory issues in the drafts we've done, which have included 10 year olds to 50 year olds.
I've played with Pokemon Magic sets in the past that have done similar things for their evolution mechanic (reducing costs, etc), and the problem is that they just weren't fun. You'd draw the pre-evolutions too late, getting them out too soon made some just broken, and less experienced players wouldn't even want to sacrifice them ("if I just wait a few more turns I can cast it normally anyway!"). I do understand it's not a perfect flavor hit, but the gameplay is so good I feel it's worth it.
Types were definitely tough. Here's the steps I went through to arrive at their execution:
1) Types are so integral to Pokemon they basically need to be included in the set for it to feel like Pokemon. Without them, it would feel like Ravnica without the Guilds.
2) Type advantages/disadvantages as basically impossible to incorporate into the set, so they should just be a flavorful ability instead.
3) Only having certain Pokemon have a "type ability" and other Pokemon of the same type not getting that ability would feel weird. As in, I couldn't give Ponyta and Charmander the "fire ability" and not give it to Growlithe and Moltres too, that would go against intuition.
So that brought me to the logical conclusion that each Pokemon had to have its own type ability. I do agree that it limits what some cards can do, but there are so many other variables on the card (power/toughness, mana cost, other abilities etc.) that I don't feel it hinders the set. Gyarados in particular always gets people excited when they see/play it, despite its simplicity. It's the Pelakka Wurm of the set, what's not to like?
In fact, every draft I've done there's been at least one person who says that their favorite part of the set is that each Pokemon has their type. People love drafting the "all water type deck" or the "grass and bug deck." Without types, I believe the set would feel hollow.
Unfortunately there's only so much complexity I can cram into the set. Originally the badges did something like that, but I changed them as the set became more about playing several colors and casting big dudes. In order to put in a whole XP/level up mechanic, my guess is all the types would have to go, and as said earlier I think that would hurt the heart of the set.
Thanks again for the comments guys. The next time we do a draft of the set I'll post a writeup of how it went and try to include some videos of matches too to show how it all plays out
I know what you're thinking: oh no, not another Pokemon set. Don't worry. I've been there too. I've played more than my fair share of custom Magic sets based on Pokemon, and all of them have left me feeling disappointed.
When I decided to make my own Magic set based on Pokemon, I knew it was going to be a huge undertaking. There's so much in the Pokemon universe, how can you convey it all through Magic cards? The answer that I found is, unfortunately, you can't, and that's where I feel many other custom sets went wrong. They tried to incorporate type advantages, realistic evolutions, Pokemon abilities, gym leaders, catching Pokemon, and more all at once and it all kind of fell apart.
For this set, my goal was to instead simply evoke the flavor of the Pokemon world through Magic cards, not try to force one world into another. I wanted to try and do for Pokemon what Innistrad and Theros did for horror and Greek mythology. I picked what I felt were the most important qualities of the Pokemon universe and tried to translate them into Magic cards. For me, they were these four key points: (1) having all 151 original Pokemon, (2) an evolution mechanic, (3) a distinct mechanic for each Pokemon type, and (4) each Pokemon having its types. For more details on the mechanics, check below.
After months of playtesting and drafting with friends, I'm very happy with where the set is. It plays like an advanced supplemental set (such as Modern Masters), and all two and three color combinations (and occasionally four and five) have solid archetypes and can win matches.
There was a lot of work to get the set as balanced as it is. Dividing all the Pokemon up evenly into five colors, figuring out what each type's ability was, deciding what the other non-Pokemon cards in the set would be, and so much more. If people are interested, I'd be happy to upload some playtest videos and write in more detail the reasoning behind some of the creative decisions. If you do play with the set, let me know what you think. I'd love to hear
Evolution - As long as CARDNAME is on the battlefield, each creature you control named PRE-EVOLUTIONS is a copy of CARDNAME.
The evolution mechanic was tricky to come up with. Every custom Pokemon set takes its own stab at it, usually something like the original Pokemon TCG, or a variant of Champion, or some cost-reduction mechanic. In my opinion, those are all a little boring and don't reward you enough. Or they reward you too much to the point of broken. I wanted the mechanic to be good whether you drew evolutions or pre-evolutions first, and I wanted it to be fun and exciting when it happened, but not oppressively so. Making all the pre-evolutions copies of the evolutions fulfills all of those, and it also rewards synergistic drafting. Maybe other people won't be too interested in taking those Charmanders, but if you have a Charizard, you're going to take as many Charmanders as you can pick up.
Bug Type - When CARDNAME enters the battlefield, if it isn’t a token, you may pay its casting cost. If you do, put a token onto the battlefield that’s a copy of CARDNAME.
I know that I said the abilities had to be simple, and Bug Type looks like anything but simple at first glance. But, to be fair, it is by far the most complex one, and I think the flavor makes up for it. What's more bug-ish than making more bugs? The exception where it prevents the token from copying itself prevents you from making as many copies as you have mana available, which would make it far too powerful.
Dragon Type - When CARDNAME enters the battlefield, you may exile another target creature you control, then return that card to the battlefield under your control.
Dragon Type started out as letting you choose a color for it to have protection from when it entered the battlefield. It stayed that way for a long time, until someone drafted the all-Dragons deck and destroyed everyone in a series of extremely un-fun games. I changed it to what it currently does, to evoke the flavor of dragons helping out other Pokemon, and to synergize with all of the enters-the-battlefield abilities of many of the creatures in the set. Since each color has at least one enters-the-battlefield ability, Dragon Types can be a powerful addition to any deck.
Electric Type - CARDNAME can’t be blocked except by two or more creatures.
Originally Electric Type let you tap a creature when it attacked. Similar to Dragon Type, it stayed that way for a while until someone drafted a mono-red Electric/Fire deck and everyone who played him was miserable. I knew that Electric Type needed to change, but I still wanted it to grant some sort of evasion, to help out the aggro archetypes. It's current form lets it do just that, without being oppressive.
Fighting Type - When CARDNAME enters the battlefield, you may have it fight target creature.
Since "fight" is already a keyword in Magic, I really needed to have Fighting Type make use of it somehow. Letting them fight when they attacked was too good, having them fight when they died wasn't intuitive, paying a cost and tapping it to fight was also too good, so all that was left was having them fight when they entered the battlefield. After trying it out, I was happy that it played very well, giving the caster an option between a kill spell, a creature, and if strategized well, an occasional two-for-one.
Fire Type - When CARDNAME enters the battlefield, it deals damage equal to its power to target player.
This one didn't take long to figure out. Direct damage, burn, right to your opponent's face. I like how it naturally scales up to be more powerful right along with the creature's power. This lets bigger creature deal more damage, and smaller ones deal less, without having to add in any extra words or rules.
Ghost Type - When CARDNAME dies, you may destroy target creature.
Ghost Type originally let you destroy a creature when it entered the battlefield. That was a little too good, and it synergized a bit too oppressively with the blink/recursion effects in the set. Changing it into a death trigger allowed your opponent to interact with it a bit more; he or she could just not attack into it, or attack with some creatures they don't care about, trade off, and then afterward play the creature they didn't want you to kill. The death trigger makes it feel more ghost-like too.
Grass Type - CARDNAME has “T: Add G to your mana pool."
Grass Type is the only type ability that's an activated ability. I didn't want too many activated ability keywords since that would make the board state a bit hard to keep track of, but having one felt fine, especially when it is as flavorful as this one. There's nothing more grass-y than basically being part of the land yourself.
Ground Type - Whenever CARDNAME attacks, it gets +1/+1 until end of turn.
This was a tough one. I originally wanted to do "underground flying," that is, it can't be blocked except by creatures with Ground Type. But that didn't play very well since there aren't a ton of creatures with Ground Type. Then I tried making it unblockable except by creatures without flying, but that was a bit complex. Next on the list was giving it pseudo-unblockability by making it indestructible when it attacked, but that was just a tad broken. It's current form gets across the flavor of it attacking, going underground, and getting stronger, without being annoying or un-fun to play against, and it also mirrors Rock Type nicely.
Ice Type - When CARDNAME enters the battlefield, you may tap target creature. It doesn’t untap during its controller’s next untap step.
This one was set from the start. Freezing creatures in Magic is already set in stone as tapping it and then not letting it untap for a turn, and I wanted to play into that space already in people's heads. I played around with letting them tap any permanent instead of just creatures, but that made tempo decks way too good, and it was switched back right away.
Normal Type - When CARDNAME enters the battlefield, you gain life equal to its toughness.
Normal Type was a tough one. At first I didn't even know if I should include an ability for it. After all, it's Normal Type; who cares, right? But if I had an ability for every other type, then I knew I had to come up with one for Normal as well. Not only is it somebody's favorite type, but I needed something good for white since so many of its creatures are Normal Type. Gaining life played nicely into white's philosophy, as well as doing something that most people would probably consider "normal." Like Fire Type, I enjoy how it naturally scales along with the creature.
Poison Type - Whenever CARDNAME attacks, defending player loses 1 life.
Originally Poison Type gave any creature blocking or blocked by it -1/-1 until end of turn, but that just made people build up armies of Poison creatures that would team up and block any attacker and kill it before it did anything, discouaraging pretty much all combat. I changed it to basically wither after that, but after a few tests I saw that just giving creatures -1/-1 counters wasn't all that interesting if nothing else in the set played with them, and there were already so many +1/+1 counters in the set that I didn't want to change the whole theme around for just one type. I like the current form, which gives aggro decks a bit of a boost and still gets across the poison flavor.
Psychic Type - When CARDNAME enters the battlefield, look at the top card of target player’s library. You may put that card on the bottom of that player’s library.
Psychic Type changed around a lot. First you just looked at your opponent's hand, which was too weak. Then you looked at their hand and had them discard a card of your choice, which was too strong. Then they just discarded a card of their choice, but that ended up being too strong with Water Type (and for some reason there's a billion Water/Psychic dual-type Pokemon). I needed Psychic Type to be something that played well with Water Type, but that was fine on its own as well. I settled with fatesealing either yourself or your opponent, which may sound scary, but plays quite well. As long as you're not fatesealing your opponent every turn (like Jace, the Mindsculptor does), it's not too bad to have it every now and then. Plus, in limited, you're mostly going to be fatesealing yourself.
Rock Type - Whenever CARDNAME blocks, it gets +1/+1 until end of turn.
Originally this prevented one damage whenever it was dealt damage, but that ended up being confusing and either insanely good or not doing much at all. I changed Rock Type along with Ground Type, so that they would mirror each other, one to be aggressive and the other to be defensive. However, as hardcore Pokemon fans may point out, Geodude is both Rock and Ground Type, so why doesn't he have Ground Type? It's the same reason why Bulbasaur isn't Grass/Poison, or Ghastly isn't Ghost/Poison. For some reason there were no Rock-only, Grass-only, or Ghost-only Pokemon in the original 151, but I had to make some for the sake of the set being balanced. Otherwise it would be impossible to divide everything up into equal amounts of color pie. It's a small flavor-miss, but I feel that it's worth it for the better gameplay it creates.
Water Type - When CARDNAME enters the battlefield, draw a card.
And finally, Water Type. Originally Water Type bounced any creature in play, which I thought was fine until I started playtesting it. It was way too oppressive. Instead of being rewarded for casting your huge Pokemon, you were punished by having it bounced a billion times as little Water Types kept hitting you until you died. I wanted to create an environment where games went long and where it was a good thing to cast your big dudes. So instead of bouncing, Water Type was changed to blue's other favorite thing to do: drawing cards. This not only helps smooth draws to help you get to the creatures you need to win, but it helps control be a much more viable archetype.
WU - Control or Tempo
White/Blue's control deck focuses on taking as many Water Types as possible to draw a ton of cards; Normal Types to gain life, trade, and stay alive; Dragon Types to recur their Water and Normal Types; and then end the game with a fatty (such as Dewgong, Dragonite or Blastoise.)
White/Blue's tempo deck focuses on Ice Types, White's fliers, and Blue's tempo cards like TM11 - Bubblebeam and Great Ball to beat down while stalling out the opponent.
White/Blue's uncommon TM, TM13 - Ice Beam, provides efficient removal that helps both archetypes.
UB - Control or Aggro-Tempo
Blue/Black's control deck uses Water Types to draw cards, Psychic Types to make sure those cards drawn are optimal, and Ghost Types to keep threats off the board until a fatty comes to close out the game (such as Tentacruel, Gengar or Kabutops).
Blue/Black's aggro-tempo deck uses Water Types/Psychic Types to draw into a steady stream of removal and bounce like HM01 - Cut and Ice Heal, letting their Poison Types continually get through for more and more damage.
Blue/Black's uncommon TM, TM29 - Psychic, acts as removal and card advantage for both archetypes.
BR - Aggro or Control
Black/Red is the ultimate aggro deck, combining Red's Fire Types for direct damage, Electric Types for evasion, and Black's Poison Types for life loss. A turn two Ekans is one of the scariest starts in the set.
Black/Red's control deck is all about board control, using Red's Fighting Types and Black's Ghost Types to destroy everything, until you've Psychic Type'd your way into a good fatty to finish the game with (like Weezing, Machamp or Alakazam).
Black/Red's uncommon TM, TM03 - Sword's Dance, is not what you want to see your opponent play on their Poison Type, especially if you don't have a blocker out. It will get two counters, once for the Poison Type lifeloss and again for the combat damage, adding up very quickly.
RG - Midrange-Aggro or Ramp-Aggro
Red/Green's Midrange-Aggro deck makes use of Fighting Types and Red removal spells like Repel to clear the way for your Electric Types and Bug Type armies. Cards like Mankey can be extremely powerful for removal when necessary, and beating down fast when the coast is clear.
Red/Green's Ramp-Aggro deck uses Grass Types to get you ahead on mana and cast Fire Type fatties like Arcanine and Rapidash, quickly killing your opponent out of nowhere. Creatures like Tangela and Oddish can beat down just fine when they're not busy ramping you, especially when they're backed up with pump spells like Potion (which their Grass Type can help pay for).
Red/Green's uncommon TM, TM17 - Submission, can easily kill two of your opponent's creatures by having them fight each other. It helps your aggro armies get through in the late game, or you can ramp into it and quickly put a stop to your opponent's plan.
GW - Aggro or Ramp-Control
Green/White's aggro deck is all about White's fliers and Green's Bug Types to swarm the opponent. Cards like Exp. All let you kill out of nowhere, and cards like Jigglypuff help you remain firmly on the beatdown while also gaining life and playing double-duty on defense.
Green/White's ramp-control deck has Normal Types to buy time, Grass Types to ramp, and Dragon Types to get extra value out of your Normal Types and Bug Types. Cards like Weedle and Pidgey will help you stay alive until you cast your fatties (like Clefable, Venusaur or Pidgeot).
Green/White's uncommon TM, TM32 - Double Team, turns your swarm of creatures into an army to be reckoned with.
WB - Aggro or Midrange-Control
White/Black's aggro deck is all about taking to the skies with the highest number of flying types. Cards like Farfetch'd, Zubat and Spearow will peck at your opponent until Golbat and Fearow come to finish them off.
White/Black's control deck stays alive with Normal Types gaining life, Ghost Types two-for-one-ing, and Psychic Types finding you what you need until your bigger creatures come down like Persian or Khangaskhan. Cards like Max Revive and TM42 - Dream Eater make it all too easy to outlast your opponent.
White/Black's uncommon TM, TM10 - Double-Edge, gives midrange/control decks a huge advantage against aggro, wiping out most of their side while leaving you with an even bigger dude ready to swing.
UR - Tempo-Aggro or Control
Blue/Red's tempo-aggro deck uses direct damage from Fire Types, evasion from Electric Types, and more aggressive Water Types like Goldeen and Horsea to provide a steady stream of cheap, efficient threats to take out your opponent before they knew what hit them. Cards like Pokeball can help you recur your Fire Types for even more damage while providing you more gas to keep going.
Blue/Red's control deck plays the slower game of amassing card advantage with Water Types, using Fighting Types to keep the board clear, and blocking with value cards like Magikarp. Then it can cast crazy threats like Gyarados to end the game out of nowhere. Cards like Ultra Ball help you rebuy your Water Types, draw more cards, and keep your opponent in check at the same time.
Blue/Red's uncommon TM, TM35 - Metronome, lets the weaker Water Types and Fire Types potentially turn into massive threats later in the game. Did your opponent block your enchanted Squirtle with their Ivysaur? Well they'd better hope you're not too lucky, or else you'll end up with a 7/7 Ivysaur that will eat their's right up.
BG - Aggro-Midrange or Ramp-Control
Black/Green's aggro-midrange deck wants to keep the opponent scared right from the beginning with Poison Types like Nidoran Male, and take over and destroy them in the midgame with your Bug Types like Venomoth. With good kill spells like Silph Scope and TM06 - Toxic, it's not hard to do.
Black/Green's ramp-control deck is all about value. Getting tons of uses out of your Ghost Types and Bug Types with Revive and Ether, all the while ramping up with your Grass Types to the fatties that you found with your Psychic Types (like Muk, Nidoqueen or Vileplume).
Black/Green's uncommon TM, TM50 - Substitute, let's you get even more value out of your creatures. You can attack freely into your opponent, dealing even more damage, or you can put it on your opponent's threat, destroy it with a kill spell, and get it for yourself.
RW - Aggro or Aggro-Control
Red/White's aggro deck wants to do one thing: kill fast using Fire Types, Electric Types, and White's fliers. Pikachu and Vulpix can be very scary cards for your opponent to see if they don't have much of a board yet. Cards like Paralyze Heal can make life even worse for your opponent just when they thought they were going to stabilize, and HM04 - Strength can turn drawing those extra lands late-game into even more damage.
Red/White's aggro-control deck can play the beatdown early on with Fire Types and fliers, but then change gears if the game slows down, getting value with Fighting Types, Normal Types, and combining them with Dragon Types. You can choose to go a bit bigger and pack cards like TM38 - Fireblast to decimate your opponent before you end the game with a Ninetales equipped with a Protein or targeted by an X Defend.
Red/White's uncommon TM, TM23 - Dragon Rage, takes all those Normal Types in your aggressive deck and turns them into direct damage.
UG - Ramp or Ramp-Control
Green/Blue's ramp deck wants to do just one thing: find fatties and cast them. It uses Water Types to dig through the deck, and Grass Types to cast them quickly. A turn three Exeggute into a turn four Exeggutor will quickly beat through anything the opponent can cast.
Green/Blue's ramp-control deck just wants cards: cards in hand and on the battlefield. You get board advantage with Bug Types, card advantage with Water Types, and thanks to cards like Staryu, you can turn your ramping Grass Types into even more draw in the lategame. Good stalling cards like Kakuna or HM03 - Surf will help you survive until you crush your opponent with your overflowing resources.
Green/Blue's uncommon TM, TM31 - Mimic, lets you finally answer the question: what's better than having one fatty out? Why, having two of course.
WUB - Control
White/Blue/Black has one goal: making life miserable for the opponent. You gain life and trade early with your Normal Types, get crazy card advantage with your Water Types, and destroy anything that makes it through the cracks with Black's kill spells and Ghost Types. There's nothing more satisfying than using Dratini to Dragon Type your Mewtwo, turning your opponent's already decimated board into a barren wasteland of concession.
UBR - Aggro-Control
Blue/Black/Red wants to beat down when necessary and hold back to defend when necessary too. It uses Red's burn spells, Fighting Types, and Black's kill spells to keep the board clear and make way for attackers, and utilizes Water Types to close out the game by finding you even more removal like Max Repel. Cards like Seadra and Arbok can both attack for serious damage and keep the opponent from attacking just as well when needed.
BRG - Midrange-Ramp
Black/Red/Green wants to keep the board clear and has an easy time doing it with Grass Types ramping you up to cast multiple kill spells a turn and quickly bringing out powerful midrange creatures like Grimer and Growlithe. If your opponent somehow manages to deal with them, well then they still have to deal with them again thanks to cards like Moltres and Mew that decimate the late-game
RGW - Aggro-Midrange
Red/Green/White wants to hit fast and quick with Fire Types, Electric Types, and fliers, but also pack a bit of a bigger punch for the later game too with powerful cards like Scyther, Clefairy and Primeape. Tauros is not only scary by itself, but with the help of a few Fire Types and Normal Types, it can turn into an unstoppable monster all too quickly.
GWU - Ramp-Control
Green/White/Blue isn't too concerned about what the opponent is doing; why would it be when everything you're casting is just way better than them anyway? Slowpoke and Seel shut down any aggression while getting value and stalling for time, and Cloyster and Wigglytuff make your opponent wonder why they even bothered to attack in the first place. Just take your time, cast your game-ending Butterfree or Articuno that you ramped into no problem, and bring the game to its obvious conclusion.
WUR - Tempo-Aggro
White/Blue/Red wants to kill the opponent fast and disrupt them by making them spend lots of mana on creatures that you temporarily disable. Ice Types and efficient removal like White's TM44 - Rest combine well with evasive Electric Types and fliers, or in Magnemite's case, both. A timely X Accuracy can end the game out of nowhere, even when the opponent thinks they've stabilized.
BUG - Midrange-Control
Blue/Black/Green is the king of value town. You can make use of recursive cards like Revive, Ether, and Itemfinder to get double use out of all your two-for-one Ghost Types, Water Types, and Bug Types, which you'll have no problem casting thanks to your Grass Types. Defensive Rock Types and cards like Tentacool can help you stall until your destructive late-game cards, like the beef-factory Brock, Pokemon Breeder, or a soul-crushing Master Ball.
WRB - Aggro
Black/Red/White is as aggro as it gets. Fire Types, Electric Types, Poison Types, and fliers all come together to make life a living hell for your opponent starting turn one. Ground Types like Sandshrew and Cubone are especially good here, making sure you can land a threat even if your mana isn't perfect. Be sure to enjoy the look on your opponent's face as you drop a game-ending Magmar or Zapdos, swiftly bringing their life to zero when they thought they'd built up an impenetrable defense.
RUG - Tempo-Control
Red/Green/Blue wants to keep the opponent off-balance until it slowly but surely ends up simply taking over the game. It can beat down and stall in the early game using Fire Types, Electric Types, Blue bounce spells, and Green dudes like Tangela, then switch roles in the late-game using its Grass Types to power out armies of Bug Types like Parasect that can be replayed for value with cards like Pokeball and Ultra Ball. Your opponent may have laughed at those Poliwags and Bellsprouts you played in the early-game, but once you wipe the board with a TM38 - Fireblast that they survive, then evolve them into Poliwraths and Victreebells, you'll be the last one laughing.
BWG - Midrange-Ramp
Green/White/Black just wants to play some good, fair Magic... by crushing its opponent to death with an overwhelming board state. Dragon Types combined with Normal Types, Psychic Types, and Bug Types help you survive the early-game against aggro decks and get value later too. Don't forget about recurring them with Green/Black spells for extra value, especially your Ghost Types and Black removal. Ramping into a Chansey will make your opponent question when they even bothered playing, though you can always choose to be merciful and bring about a quick death using an Exp. All if you wish.
WUBRG - Control
The ultimate draft plan: take nothing but bombs and mana-fixing. With common dual lands for each two color combination, uncommon badges that let you ramp like crazy and color-fix, plus common artifacts like Fossil that fix mana too, it's not inconceivable to reliably cast Gary Oak, Pokemon Master; Misty, Jealous Gym Leader; and Hyper Potion in the same deck. Prioritizing stones (such as Water Stone) to find your bombs and mana, and playing Rock Types like Geodude so that you'll still be able to do some serious blocking and survive no matter what kind of mana you have, is a good way to go.
Links
Complete Visual Spoiler
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Ditto 4W
Creature — Pokemon (R)
Normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
You may have Ditto enter the battlefield as a copy of any creature on the battlefield, except it gains normal type.
1/1
Dodrio 3W
Creature — Pokemon (U)
Flying, normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
Evolution—Doduo (As long as this is on the battlefield, each creature you control named Doduo is a copy of this.)
3/3
Doduo 2W
Creature — Pokemon (C)
Flying
Normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
2/2
Dragonair 2WW
Creature — Pokemon (U)
Dragon type (When this enters the battlefield, you may exile another target creature you control, then return that card to the battlefield under your control.)
Evolution—Dratini (As long as this is on the battlefield, each creature you control named Dratini is a copy of this.)
3/4
Dragonite 5WWW
Creature — Pokemon (R)
Flying, dragon type (When this enters the battlefield, you may exile another target creature you control, then return that card to the battlefield under your control.)
Evolution—Dratini or Dragonair
Whenever another creature enters the battlefield under your control, put a number of +1/+1 counters on it equal to its power.
5/7
Dratini 1W
Creature — Pokemon (C)
Dragon type (When this enters the battlefield, you may exile another target creature you control, then return that card to the battlefield under your control.)
1/2
Eevee 1W
Creature — Eevee Pokemon (C)
Normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
2/2
Escape Rope 1WW
Instant (R)
Exile target creature or planeswalker. Its controller may search his or her library for a basic land card, put that card onto the battlefield tapped, then shuffle his or her library.
Exp. All 2WW
Instant (C)
Creatures you control get +2/+2 until end of turn.
Farfetch’d 1W
Creature — Pokemon (C)
Flying
Normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
2/1
HM 02 — Fly 2W
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +1/+0 and has flying.
1W: Return HM 02 - Fly to its owner’s hand.
Kangaskhan 5WW
Creature — Pokemon (U)
Normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
Whenever you gain life, put a 1/1 white Baby creature token onto the battlefield.
5/5
Lickitung 4W
Creature — Pokemon (C)
Normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
Whenever you gain life, put a +1/+1 counter on Lickitung.
1/3
Max Revive 4W
Sorcery (U)
Return target creature card from your graveyard to the battlefield. You gain life equal to its toughness.
Paralyze Heal 1W
Instant (C)
Exile target creature you control, then return that card to the battlefield under your control with a +1/+1 counter on it.
Pidgeot 5WW
Creature — Pokemon (R)
Flying, first strike, vigilance, normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
Evolution—Pidgey or Pidgeotto
5/6
Pidgeotto 3WW
Creature — Pokemon (U)
Flying, normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
Evolution—Pidgey (As long as this is on the battlefield, each creature you control named Pidgey is a copy of this.)
3/5
Pidgey 1W
Creature — Pokemon (C)
Flying
Normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
1/3
Porygon XW
Creature — Pokemon (U)
Normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
Porygon enters the battlefield with X +1/+1 counters on it.
0/0
Raticate 4W
Creature — Pokemon (U)
First strike, normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
Evolution—Rattata (As long as this is on the battlefield, each creature you control named Rattata is a copy of this.)
4/4
Rattata 2W
Creature — Pokemon (C)
First strike
Normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
2/2
Release 3WW
Sorcery (R)
Exile all creatures. Each player gains 1 life for each creature he or she controlled exiled this way.
Snorlax 7WW
Creature — Pokemon (R)
Defender, normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
Whenever Snorlax blocks or becomes the target of a spell or ability, you may put an awake counter on Snorlax.
As long as Snorlax has an awake counter on it, it loses defender and gains vigilance.
8/8
Thunder Stone W
Sorcery (C)
Look at the top five cards of your library. You may reveal a land or white creature card from among them and put it into your hand. Then put the rest on the bottom of your library in any order.
TM 15 — Hyper Beam 3WW
Enchantment — Aura (R)
Enchant creature
Enchanted creature gets +2/+2 and has “2WW, T: This creature deals 10 damage to target attacking or blocking creature. Enchanted creature doesn’t untap during your next untap step.”
TM 44 — Rest 2W
Enchantment — Aura (C)
Enchant creature
Enchanted creature can’t attack or block, and its activated abilities can’t be activated.
X Defend XWW
Instant (C)
Target creature gets +X/+X and gains lifelink until end of turn.
UUUUUUUUUU
Blastoise 5UUU
Creature — Pokemon (R)
Water type (When this creature enters the battlefield, draw a card.)]
Evolution—Squirtle or Wartortle
Whenever Blastoise enters the battlefield or attacks, you may return target creature to its owner’s hand.
4/8
Goldeen 2UU
Creature — Pokemon (C)
Water type (When this creature enters the battlefield, draw a card.)
Goldeen can’t be blocked.
2/1
Great Ball U
Artifact (U)
When Great Ball enters the battlefield, exile target creature until Great Ball leaves the battlefield. (That permanent returns under its owner’s control.)
At the beginning of your upkeep, put a wobble counter on Great Ball. When Great Ball has three or more wobble counters on it, sacrifice it.
HM 03 — Surf 1U
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets -3/-0.
1U: Return HM 03 - Surf to its owner’s hand.
Ice Heal 2U
Instant (C)
Return target permanent to its owner’s hand.
Itemfinder 1U
Sorcery (U)
Return target noncreature card from your graveyard to your hand.
Kabuto 2U
Artifact Creature — Pokemon (C)
Water type (When this creature enters the battlefield, draw a card.)
Rock type (Whenever this creature blocks, it gets +1/+1 until end of turn.)
1/1
Kabutops 6U
Artifact Creature — Pokemon (R)
Trample, water type, rock type (When this creature enters the battlefield, draw a card. Whenever this creature blocks, it gets +1/+1 until end of turn.)
Evolution—Kabuto (As long as this is on the battlefield, each creature you control named Kabuto is a copy of this.)
6/3
Kingler 4U
Creature — Pokemon (U)
Hexproof, water type (When this creature enters the battlefield, draw a card.)
Evolution—Krabby (As long as this is on the battlefield, each creature you control named Krabby is a copy of this.)
3/3
Krabby 3U
Creature — Pokemon (C)
Hexproof
Water type (When this creature enters the battlefield, draw a card.)
2/2
Link Cable Trade 4UU
Sorcery (R)
Exchange control of any number of target creatures you control with the same number of target creatures you don’t control. Untap all permanents exchanged this way.
Master Ball 3UU
Instant (R)
Counter target spell. If a creature spell is countered this way, put that card onto the battlefield under your control instead of into its owner’s graveyard.
Omanyte 1U
Artifact Creature — Pokemon (C)
Water type (When this creature enters the battlefield, draw a card.)
Rock type (Whenever this creature blocks, it gets +1/+1 until end of turn.)
0/1
Omastar 5U
Artifact Creature — Pokemon (R)
Hexproof, water type, rock type (When this creature enters the battlefield, draw a card. Whenever this creature blocks, it gets +1/+1 until end of turn.)
Evolution—Omanyte (As long as this is on the battlefield, each creature you control named Omanyte is a copy of this.)
3/5
Pokeball 1U
Sorcery (C)
As an additional cost to cast Pokeball, return a creature you control to its owner’s hand.
Draw two cards.
Pokedex 5U
Sorcery (R)
Search your library for a card and put that card into your hand. Then shuffle your library.
Draw two cards.
Poliwag 2U
Creature — Pokemon (C)
Flash
Water type (When this creature enters the battlefield, draw a card.)
1/3
Poliwhirl 3U
Creature — Pokemon (U)
Flash, water type (When this creature enters the battlefield, draw a card.)
Evolution—Poliwag (As long as this is on the battlefield, each creature you control named Poliwag is a copy of this.)
2/4
Seaking 4UU
Creature — Pokemon (U)
Water type (When this creature enters the battlefield, draw a card.)
Evolution (As long as this is on the battlefield, each creature you control named Goldeen is a copy of this.)
Seaking can’t be blocked.
4/2
Squirtle 1U
Creature — Pokemon (C)
Water type (When this creature enters the battlefield, draw a card.)
1/1
Staryu 4U
Creature — Pokemon (C)
Water type (When this creature enters the battlefield, draw a card.)
8: Exile Staryu, then return it to the battlefield under your control. Activate this ability only any time you could cast a sorcery.
3/1
TM 11 — Bubblebeam 3U
Enchantment — Aura (U)
Enchant creature
When TM 11 - Bubblebeam enters the battlefield, you may return up to two target creatures to their owners’ hands.
Enchanted creature gets +1/+1.
Ultra Ball UU
Instant (C)
As an additional cost to cast Ultra Ball, return a creature you control to its owner’s hand.
Counter target spell.
Vaporeon 4U
Creature — Eevee Pokemon (R)
Water type (When this creature enters the battlefield, draw a card.)
Evolution—Eevee
When Vaporeon enters the battlefield, you may search your library for an Eevee creature card, reveal it, and put it into your hand. If you do, shuffle your library.
3/3
Wartortle 2UU
Creature — Pokemon (U)
Water type (When this creature enters the battlefield, draw a card.)
Evolution—Squirtle (As long as this is on the battlefield, each creature you control named Squirtle is a copy of this.)
3/2
Water Stone U
Sorcery (C)
Look at the top five cards of your library. You may reveal a land or blue creature card from among them and put it into your hand. Then put the rest on the bottom of your library in any order.
X Accuracy XUU
Instant (C)
Target creature gets +X/+0 and can’t be blocked this turn.
BBBBBBBBBB
Abra B
Creature — Pokemon (C)
Psychic type (When this creature enters the battlefield, look at the top card of target player’s library. You may put that card on the bottom of that player’s library.)
1/1
Alakazam 5BBB
Creature — Pokemon (R)
Psychic type (When this creature enters the battlefield, look at the top card of target player’s library. You may put that card on the bottom of that player’s library.)
Evolution—Abra or Kadabra
Whenever an opponent becomes the target of a spell or ability you control, that player exiles the top seven cards of his or her library.
6/3
Antidote 2B
Sorcery (C)
Target opponent reveals his or her hand. You choose a nonland card from it. That player discards that card.
Drowzee 2B
Creature — Pokemon (C)
Lifelink
Psychic type (When this creature enters the battlefield, look at the top card of target player’s library. You may put that card on the bottom of that player’s library.)
2/2
Gengar 5BB
Creature — Pokemon (R)
Flying, lifelink, ghost type (When this dies, you may destroy target creature.)
Evolution—Ghastly or Haunter (As long as this is on the battlefield, each creature you control named Ghastly or Haunter is a copy of this.)
5/4
Ghastly 2BB
Creature — Pokemon (C)
Flying
Ghost type (When this dies, you may destroy target creature.)
1/1
Golbat 4B
Creature — Pokemon (U)
Flying, poison type (Whenever this creature attacks, defending player loses 1 life.)
Evolution—Zubat (As long as this is on the battlefield, each creature you control named Zubat is a copy of this.)
4/2
Haunter 3BB
Creature — Pokemon (U)
Flying, ghost type (When this dies, you may destroy target creature.)
Evolution—Ghastly (As long as this is on the battlefield, each creature you control named Ghastly is a copy of this.)
3/1
HM 01 — Cut 1B
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets -1/-1 and can’t block.
1B: Return HM 01 - Cut to its owner’s hand.
Hypno 4BB
Creature — Pokemon (U)
Lifelink, psychic type (When this creature enters the battlefield, look at the top card of target player’s library. You may put that card on the bottom of that player’s library.)
Evolution—Drowzee (As long as this is on the battlefield, each creature you control named Drowzee is a copy of this.)
4/4
Kadabra 2BB
Creature — Pokemon (U)
Psychic type (When this creature enters the battlefield, look at the top card of target player’s library. You may put that card on the bottom of that player’s library.)
Evolution—Abra (As long as this is on the battlefield, each creature you control named Abra is a copy of this.)
5/2
Moon Stone B
Sorcery (C)
Look at the top five cards of your library. You may reveal a land or black creature card from among them and put it into your hand. Then put the rest on the bottom of your library in any order.
Mr. Mime 2B
Creature — Pokemon (R)
Indestructible, psychic type (When this creature enters the battlefield, look at the top card of target player’s library. You may put that card on the bottom of that player’s library.)
Whenever Mr. Mime is dealt damage, put that many barrier counters on Mr. Mime.
Remove ten barrier counters from Mr. Mime: Target player exiles the top ten cards of his or her library.
0/1
Nidoking 6B
Artifact Creature — Pokemon (R)
Trample, ground type, poison type (Whenever this creature attacks, it gets +1/+1 until end of turn and defending player loses 1 life.)
Evolution—Nidoran Male or Nidorino (As long as this is on the battlefield, each creature you control named Nidoran Male or Nidorino is a copy of this.)
7/5
Nidoqueen 6B
Artifact Creature — Pokemon (R)
Lifelink, ground type, poison type (Whenever this creature attacks, it gets +1/+1 until end of turn and defending player loses 1 life.)
Evolution—Nidorna Female or Nidorina (As long as this is on the battlefield, each creature you control named Nidoran Female or Nidorina is a copy of this.)
5/7
Nidoran Female 1B
Creature — Pokemon (C)
Poison type (Whenever this creature attacks, defending player loses 1 life.)
1/2
Nidoran Male 1B
Creature — Pokemon (C)
Poison type (Whenever this creature attacks, defending player loses 1 life.)
2/1
Nidorina 3B
Creature — Pokemon (U)
Poison type (Whenever this creature attacks, defending player loses 1 life.)
Evolution—Nidoran Female (As long as this is on the battlefield, each creature you control named Nidoran Female is a copy of this.)
3/4
Nidorino 3B
Creature — Pokemon (U)
Poison type (Whenever this creature attacks, defending player loses 1 life.)
Evolution—Nidoran Male (As long as this is on the battlefield, each creature you control named Nidoran Male is a copy of this.)
4/3
Revive B
Sorcery (C)
Return target creature card from your graveyard to your hand.
Silph Scope 2BB
Instant (U)
Destroy target creature. Look at its controller’s hand.
TM 06 — Toxic B
Enchantment — Aura (C)
Enchant creature
At the beginning of each upkeep, put a toxic counter on TM 06 - Toxic.
Enchanted creature gets -1/-1 for each toxic counter on TM 06 - Toxic.
TM 27 — Fissure 3BB
Enchantment — Aura (R)
Enchant creature
Enchanted creature gets +3/+3 and has “Whenever enchanted creature blocks or becomes blocked by a creature, destroy that creature.”
TM 36 — Self Destruct 4BB
Enchantment — Aura (R)
Enchant creature
At the beginning of your upkeep, destroy enchanted creature.
When enchanted creature dies, destroy all creatures and planeswalkers.
TM 42 — Dream Eater 3BB
Enchantment — Aura (C)
Enchant creature
When TM 42 - Dream Eater enters the battlefield, tap enchanted creature.
Whenever enchanted creature becomes untapped, its controller sacrifices it and you gain life equal to its toughness.
X Special XBB
Instant (C)
Target creature gets +X/+0 and gains deathtouch until end of turn.
Zubat 2B
Creature — Pokemon (C)
Flying
Poison type (Whenever this creature attacks, defending player loses 1 life.)
2/1
RRRRRRRRRR
Burn Heal 3R
Instant (C)
Destroy target artifact or land.
Charizard 5RRR
Creature — Pokemon (R)
Flying, double strike, fire type (When this creature enters the battlefield, it deals damage equal to its power to target player.)
Evolution—Charmander or Charmeleon (As long as this is on the battlefield, each creature you control named Charmander or Charmeleon is a copy of this.)
5/4
Charmander 1R
Creature — Pokemon (C)
Fire type (When this creature enters the battlefield, it deals damage equal to its power to target player.)
2/1
Charmeleon 4RR
Creature — Pokemon (U)
Fire type (When this creature enters the battlefield, it deals damage equal to its power to target player.)
Evolution—Charmander (As long as this is on the battlefield, each creature you control named Charmander is a copy of this.)
4/4
Electabuzz 1RR
Creature — Pokemon (R)
Electric type (This creature can’t be blocked except by two or more creatures.)
Whenever Electabuzz attacks, until end of turn it gets +1/+1 for each other attacking creature.
2/2
Electrode 5R
Creature — Pokemon (U)
Haste, electric type (This creature can’t be blocked except by two or more creatures.)
Evolution—Voltorb (As long as this is on the battlefield, each creature you control named Voltorb is a copy of this.)
6/2
Fire Stone R
Sorcery (C)
Look at the top five cards of your library. You may reveal a land or red creature card from among them and put it into your hand. Then put the rest on the bottom of your library in any order.
Flareon 2R
Creature — Eevee Pokemon (R)
Fire type (When this creature enters the battlefield, it deals damage equal to its power to target player.)
Evolution—Eevee
When Flareon enters the battlefield, you may search your library for an Eevee creature card, reveal it, and put it into your hand. If you do, shuffle your library.
2/3
Hitmonchan 3R
Creature — Pokemon (C)
Fighting type (When this creature enters the battlefield, you may have it fight target creature.)
1/4
Hitmonlee 1RR
Creature — Pokemon (C)
Fighting type (When this creature enters the battlefield, you may have it fight target creature.)
3/1
HM 04 — Strength R
Enchantment — Aura (C)
Enchant creature
Enchanted creature has “R: This creature gets +1/+0 until end of turn.
1R: Return HM 04 - Strength to its owner’s hand.
Hurt Itself in Its Confusion 3RR
Instant (R)
Each creature deals damage to itself equal to its power.
Jolteon 3R
Creature — Eevee Pokemon (R)
Electric type (This creature can’t be blocked except by two or more creatures.)
Evolution—Eevee
When Jolteon enters the battlefield, you may search your library for an Eevee creature card, reveal it, and put it into your hand. If you do, shuffle your library.
3/2
Machamp 5RR
Creature — Pokemon (R)
Fighting type (When this creature enters the battlefield, you may have it fight target creature.)
Evolution—Machop or Machoke
Whenever Machamp attacks, you may have it fight target creature.
Whenever a creature dealt damage by Machamp this turn dies, put a +1/+1 counter on Machamp.
6/4
Machoke 3RR
Creature — Pokemon (U)
Fighting type (When this creature enters the battlefield, you may have it fight target creature.)
Evolution—Machop (As long as this is on the battlefield, each creature you control named Machop is a copy of this.)
4/3
Machop 1R
Creature — Pokemon (C)
Fighting type (When this creature enters the battlefield, you may have it fight target creature.)
2/1
Magnemite 2R
Artifact Creature — Pokemon (C)
Flying
Electric type (This creature can’t be blocked except by two or more creatures.)
2/1
Magneton 4R
Artifact Creature — Pokemon (U)
Flying, electric type (This creature can’t be blocked except by two or more creatures.)
Evolution—Magnemite (As long as this is on the battlefield, each creature you control named Magnemite is a copy of this.)
3/2
Max Repel XR
Instant (C)
Max Repel deals X damage to target creature or planeswalker.
Ponyta 2RR
Creature — Pokemon (C)
First strike
Fire type (When this creature enters the battlefield, it deals damage equal to its power to target player.)
2/3
Rapidash 5RR
Creature — Pokemon (U)
First strike, fire type (When this creature enters the battlefield, it deals damage equal to its power to target player.)
Evolution—Ponyta (As long as this is on the battlefield, each creature you control named Ponyta is a copy of this.)
4/5
Repel 1R
Instant (C)
Repel deals 3 damage to target creature or player.
TM 25 — Thunder 4RR
Enchantment — Aura (R)
Enchant creature
Enchanted creature gets +1/+1 and has “Whenever this creature attacks, it deals damage equal to its power to target creature or player.”
TM 26 — Earthquake 1RR
Enchantment — Aura (U)
Enchant creature without flying
When TM 26 - Earthquake enters the battlefield, creatures without flying can’t block this turn.
Enchanted creature can’t block.
TM 38 — Fireblast 2R
Enchantment — Aura (U)
Enchant creature
When TM 38 - Fireblast enters the battlefield, it deals 2 damage to each creature.
Enchanted creature gets -1/-1.
Voltorb 3R
Creature — Pokemon (C)
Haste
Electric type (This creature can’t be blocked except by two or more creatures.)
3/1
X Speed XRR
Instant (C)
Target creature gets +X/+0 and gains first strike until end of turn.
GGGGGGGGGG
Awakening 1G
Instant (C)
Destroy target artifact or enchantment.
Bellsprout 3G
Creature — Pokemon (C)
Reach
Grass type (This creature has “T: Add G to your mana pool.)
2/4
Bulbasaur G
Creature — Pokemon (C)
Grass type (This creature has “T: Add G to your mana pool.)
1/1
Caterpie G
Creature — Pokemon (C)
Bug type (When this creature enters the battlefield, if it isn’t a token, you may pay its casting cost. If you do, put a token onto the battlefield that’s a copy of it.)
1/1
Ether 3G
Sorcery (U)
Return up to two target permanent cards from your graveyard to your hand.
Gloom 3GG
Creature — Pokemon (U)
Trample, grass type (This creature has “T: Add G to your mana pool.)
Evolution—Oddish (As long as this is on the battlefield, each creature you control named Oddish is a copy of this.)
5/4
HM 05 — Flash 2G
Enchantment — Aura (C)
Enchant creature
Flash
Enchanted creature gets +0/+1 and has hexproof.
1G: Return HM 05 - Flash to its owner’s hand.
Hyper Potion 3GGG
Sorcery (R)
Untap all creatures you control. Creatures you control get +3/+3 and gain trample until end of turn.
Ivysaur 4GG
Creature — Pokemon (U)
Grass type (This creature has “T: Add G to your mana pool.)
Evolution—Bulbasaur (As long as this is on the battlefield, each creature you control named Bulbasaur is a copy of this.)
6/6
Kakuna 2G
Creature — Pokemon (U)
Deathtouch, bug type (When this creature enters the battlefield, if it isn’t a token, you may pay its casting cost. If you do, put a token onto the battlefield that’s a copy of it.)
Evolution—Weedle (As long as this is on the battlefield, each creature you control named Weedle is a copy of this.)
1/3
Leaf Stone G
Sorcery (C)
Look at the top five cards of your library. You may reveal a land or green creature card from among them and put it into your hand. Then put the rest on the bottom of your library in any order.
Metapod 3G
Creature — Pokemon (U)
Bug type (When this creature enters the battlefield, if it isn’t a token, you may pay its casting cost. If you do, put a token onto the battlefield that’s a copy of it.)
Evolution—Caterpie (As long as this is on the battlefield, each creature you control named Caterpie is a copy of this.)
3/4
Oddish 2GG
Creature — Pokemon (C)
Trample
Grass type (This creature has “T: Add G to your mana pool.)
3/3
Paras 2G
Creature — Pokemon (C)
Bug type (When this creature enters the battlefield, if it isn’t a token, you may pay its casting cost. If you do, put a token onto the battlefield that’s a copy of it.)
Grass type (This creature has “T: Add G to your mana pool.)
2/2
Parasect 2GG
Creature — Pokemon (U)
Bug type, grass type (When this creature enters the battlefield, if it isn’t a token, you may pay its casting cost. If you do, put a token onto the battlefield that’s a copy of it. This creature has “T: Add G to your mana pool.)
Evolution—Paras (As long as this is on the battlefield, each creature you control named Paras is a copy of this.)
4/3
Pinsir 3GG
Creature — Pokemon (R)
Bug type (When this creature enters the battlefield, if it isn’t a token, you may pay its casting cost. If you do, put a token onto the battlefield that’s a copy of it.)
G, T: Pinsir fights target creature. (Each deals damage equal to its power to the other.)
3/3
Potion 1G
Instant (C)
Target creature gets +3/+3 until end of turn. Untap that creature.
Tangela 1G
Creature — Pokemon (C)
Reach
Grass type (This creature has “T: Add G to your mana pool.)
2/2
Throw a Rock 1G
Instant (C)
Destroy target creature with flying.
TM 21 — Mega Drain 4GG
Enchantment — Aura (R)
Enchant creature
When TM 21 - Mega Drain enters the battlefield, exile target creature.
Enchanted creature gets +X/+Y, where X is the exiled creature card’s power and Y is its toughness.
TM 22 — Solar Beam 2GG
Enchantment — Aura (R)
Enchant creature
Enchanted creature gets +2/+2 and has “T: Put a +1/+1 counter on this creature,” and “3GG, T, Remove a +1/+1 counter from this creature: Destroy target noncreature permanent.”
Venusaur 5GGG
Creature — Pokemon (R)
Grass type (This creature has “T: Add G to your mana pool.)
Evolution—Bulbasaur or Ivysaur (As long as this is on the battlefield, each creature you control named Bulbasaur or Ivysaur is a copy of this.)
When Venusaur enters the battlefield, untap all creatures you control, then draw a card for each creature that untapped this way.
6/8
Victreebell 5GG
Creature — Pokemon (R)
Reach, hexproof, grass type (This creature has “T: Add G to your mana pool.)
Evolution—Bellsprout or Weepinbell (As long as this is on the battlefield, each creature you control named Bellsprout or Weepinbell is a copy of this.)
6/7
Vileplume 5GG
Creature — Pokemon (R)
Trample, deathtouch, grass type (This creature has “T: Add G to your mana pool.)
Evolution—Oddish or Gloom (As long as this is on the battlefield, each creature you control named Oddish or Gloom is a copy of this.)
7/6
Weedle 1G
Creature — Pokemon (C)
Deathtouch
Bug type (When this creature enters the battlefield, if it isn’t a token, you may pay its casting cost. If you do, put a token onto the battlefield that’s a copy of it.)
1/1
Weepinbell 3GG
Creature — Pokemon (U)
Reach, grass type (This creature has “T: Add G to your mana pool.)
Evolution—Bellsprout (As long as this is on the battlefield, each creature you control named Bellsprout is a copy of this.)
4/5
X Attack XGG
Instant (C)
Target creature gets +X/+X and gains trample until end of turn.
WUBRGWUBRG
Articuno 4WWUU
Legendary Creature — Pokemon (M)
Flying, ice type (When this enters the battlefield, you may tap target creature. It doesn’t untap during its controller’s next untap step.)
Creatures your opponents control don’t untap during their controller’s untap step.
5/5
Cloyster 3WU
Creature — Pokemon (U)
Vigilance, ice type (When this enters the battlefield, you may tap target creature. It doesn’t untap during its controller’s next untap step.)
Evolution—Shellder (As long as this is on the battlefield, each creature you control named Shellder is a copy of this.)
3/5
Dewgong 4WU
Creature — Pokemon (U)
Ice type (When this enters the battlefield, you may tap target creature. It doesn’t untap during its controller’s next untap step.)
Evolution—Seel (As long as this is on the battlefield, each creature you control named Seel is a copy of this.)
4/6
Lapras 2WU
Creature — Pokemon (R)
Ice type (When this enters the battlefield, you may tap target creature. It doesn’t untap during its controller’s next untap step.)
Water type (When this creature enters the battlefield, draw a card.)
Lapras can’t be blocked.
2/4
Seel 2WU
Creature — Pokemon (C)
Ice type (When this enters the battlefield, you may tap target creature. It doesn’t untap during its controller’s next untap step.)
2/3
Shellder 1WU
Creature — Pokemon (C)
Vigilance
Ice type (When this enters the battlefield, you may tap target creature. It doesn’t untap during its controller’s next untap step.)
1/3
TM 13 — Ice Beam WU
Enchantment — Aura (U)
Enchant creature
When TM 13 - Ice Beam enters the battlefield, tap enchanted creature.
Enchanted creature doesn’t untap during its controller’s untap step.
Golduck 3UB
Creature — Pokemon (U)
Psychic type, water type (When this creature enters the battlefield, look at the top card of target player’s library, then you may put that card on the bottom of that player’s library, and draw a card.)
Evolution—Psyduck (As long as this is on the battlefield, each creature you control named Psyduck is a copy of this.)
3/5
Mewtwo 6UUBB
Legendary Creature — Pokemon (M)
Flying, psychic type (When this creature enters the battlefield, look at the top card of target player’s library. You may put that card on the bottom of that player’s library.)
Whenever an opponent becomes the target of a spell or ability you control, that player sacrifices half of the permanents he or she controls, rounded up.
6/6
Psyduck UB
Creature — Pokemon (C)
Psychic type (When this creature enters the battlefield, look at the top card of target player’s library. You may put that card on the bottom of that player’s library.)
Water type (When this creature enters the battlefield, draw a card.)
1/1
Starmie 4UB
Creature — Pokemon (R)
Psychic type, water type (When this creature enters the battlefield, look at the top card of target player’s library, then you may put that card on the bottom of that player’s library, and draw a card.)
Evolution—Staryu
4: Exile Starmie, then return it to the battlefield under your control.
4/2
Tentacool 3UB
Creature — Pokemon (C)
Water type (When this creature enters the battlefield, draw a card.)
Poison type (Whenever this creature attacks, defending player loses 1 life.)
3/3
Tentacruel 5UB
Creature — Pokemon (U)
Water type, poison type (When this creature enters the battlefield, draw a card. Whenever this creature attacks, defending player loses 1 life.)
Evolution—Tentacool (As long as this is on the battlefield, each creature you control named Tentacool is a copy of this.)
6/6
TM 29 — Psychic 3UB
Enchantment — Aura (U)
Enchant creature
You control enchanted creature.
At the beginning of the end step, if you control no other creatures, sacrifice enchanted creature.
Arbok 3BR
Creature — Pokemon (U)
First strike, poison type (Whenever this creature attacks, defending player loses 1 life.)
Evolution—Ekans (As long as this is on the battlefield, each creature you control named Ekans is a copy of this.)
4/1
Ekans BR
Creature — Pokemon (C)
First strike
Poison type (Whenever this creature attacks, defending player loses 1 life.)
2/1
Jesse and James, Team Rocket 3BR
Planeswalker — Jesse and James (M)
Starting Loyalty: 4
+2: Until end of turn, the next time a creature an opponent controls dies, return it to the battlefield under your control.
-4: Untap target creature and gain control of it. It gains haste until end of turn. At the beginning of the next end step, sacrifice it.
-12: You get an emblem with “At the beginning of your upkeep, you gain control target creature chosen at random that you don’t control.”
Koffing 1BR
Creature — Pokemon (C)
Flying
Poison type (Whenever this creature attacks, defending player loses 1 life.)
1/3
Magmar 1BR
Creature — Pokemon (R)
Fire type (When this creature enters the battlefield, it deals damage equal to its power to target player.)
B: Target creature with power less than Magmar’s power can’t block it this turn.
R: Magmar gets +1/+0 until end of turn.
2/1
TM 03 — Swords Dance BR
Enchantment — Aura (U)
Enchant creature
Whenever an opponent loses life, put a +1/+1 counter on enchanted creature.
Enchanted creature has “2BR: Each opponent loses 1 life.”
Weezing 4BR
Creature — Pokemon (U)
Flying, poison type (Whenever this creature attacks, defending player loses 1 life.)
Evolution—Koffing (As long as this is on the battlefield, each creature you control named Koffing is a copy of this.)
3/5
Arcanine 6RG
Creature — Pokemon (U)
Trample, fire type (When this creature enters the battlefield, it deals damage equal to its power to target player.)
Evolution—Growlithe (As long as this is on the battlefield, each creature you control named Growlithe is a copy of this.)
6/6
Growlithe 3RG
Creature — Pokemon (C)
Trample
Fire type (When this creature enters the battlefield, it deals damage equal to its power to target player.)
3/3
Mankey 2RG
Creature — Pokemon (C)
Haste
Fighting type (When this creature enters the battlefield, you may have it fight target creature.)
3/2
Moltres 5RRGG
Legendary Creature — Pokemon (M)
Flying, fire type (When this creature enters the battlefield, it deals damage equal to its power to target player.)
Whenever a source you control deals damage to an opponent, you may return target creature card from your graveyard to your hand.
5/5
Primeape 4RG
Creature — Pokemon (U)
Haste, fighting type (When this creature enters the battlefield, you may have it fight target creature.)
Evolution—Mankey (As long as this is on the battlefield, each creature you control named Mankey is a copy of this.)
5/3
Scyther 2RG
Creature — Pokemon (R)
Flying, bug type (When this creature enters the battlefield, if it isn’t a token, you may pay its casting cost. If you do, put a token onto the battlefield that’s a copy of it.)
When Scyther enters the battlefield, add RRGG to your mana pool.
2/2
TM 17 — Submission 4RG
Enchantment — Aura (U)
Enchant creature
When TM 17 - Submission enters the battlefield, you may have enchanted creature fight another target creature.
Enchanted creature gets +1/-1.
Ash Ketchum, Pokemon Trainer 1GW
Planeswalker — Ash (M)
Starting Loyalty: 2
+1: Put a +1/+1 counter on up to one target creature. It gets +1/+1 until end of turn.
0: Put a legendary 1/1 red and white Pokemon creature token named Ash’s Pikachu onto the battlefield.
-6: You get an emblem with “Creatures you control have lifelink, trample, hexproof, and vigilance.”
Chansey 8GW
Creature — Pokemon (R)
Normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
When Chansey enters the battlefield, put ten 0/1 white and green Egg creature tokens onto the battlefield.
2/10
Clefable 4GW
Creature — Pokemon (U)
Flash, normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
Evolution—Clefairy (As long as this is on the battlefield, each creature you control named Clefairy is a copy of this.)
5/5
Clefairy 3GW
Creature — Pokemon (C)
Flash
Normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
3/3
Jigglypuff 1GW
Creature — Pokemon (C)
Vigilance
Normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
2/3
TM 32 — Double Team 2GW
Enchantment — Aura (U)
Enchant creature
Enchanted creature gets +1/+1 for each other creature you control.
Other creatures you control get +1/+1.
Wigglytuff 3GW
Creature — Pokemon (U)
Vigilance, normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
Evolution—Jigglypuff (As long as this is on the battlefield, each creature you control named Jigglypuff is a copy of this.)
4/5
Fearow 4WB
Creature — Pokemon (U)
Flying, normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
Evolution—Spearow (As long as this is on the battlefield, each creature you control named Spearow is a copy of this.)
5/4
Gary Oak, Pokemon Master 2WB
Planeswalker — Gary (M)
Starting Loyalty: 3
+1: Up to one target creature gets +1/+1 until end of turn. Up to one other target creature gets -1/-1 until end of tun.
-2: Put a 1/1 black and white Fangirl creature token onto the battlefield. Each opponent sacrifices a creature.
-7: You draw seven cards. Each opponent discards seven cards.
Jynx 2WB
Creature — Pokemon (R)
Psychic type, ice type (When this creature enters the battlefield, look at the top card of target player’s library, then you may put that card on the bottom of that player’s library, and you may tap target creature. It doesn’t untap during its controller’s next untap step.)
Whenever an opponent or creature an opponent controls becomes the target of a spell or ability you control, that opponent or that creature’s controller loses 1 life and you gain 1 life.
3/4
Meowth WB
Creature — Pokemon (C)
Deathtouch
Normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
2/2
Persian 3WB
Creature — Pokemon (U)
Deathtouch, normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
Evolution—Meowth (As long as this is on the battlefield, each creature you control named Meowth is a copy of this.)
4/4
Spearow 2WB
Creature — Pokemon (C)
Flying
Normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
3/2
TM 10 — Double-Edge 3WB
Enchantment — Aura (U)
Enchant creature
When TM 10 - Double-Edge enters the battlefield, all creatures get -2/-2 until end of turn.
Enchanted creature gets +2/+2.
Gyarados 6UR
Creature — Pokemon (U)
Flying, water type (When this creature enters the battlefield, draw a card.)
Evolution—Magikarp (As long as this is on the battlefield, each creature you control named Magikarp is a copy of this.)
7/5
Horsea 2UR
Creature — Pokemon (C)
Haste
Water type (When this creature enters the battlefield, draw a card.)
2/2
Magikarp UR
Creature — Pokemon (C)
Water type (When this creature enters the battlefield, draw a card.)
0/3
Misty, Jealous Gym Leader 4UR
Planeswalker — Misty (M)
Starting Loyalty: 5
+1: Draw a card. Then if you have fewer cards in hand than an opponent, draw another card.
-X: Misty deals X damage to target creature. Then if an opponent controls more creatures than you, Misty deals X damage to another target creature.
-10: Return up to ten target permanents to their owners’ hands. Then Misty deals damage to each opponent equal to the number of cards in his or her hand.
Poliwrath 5UR
Creature — Pokemon (R)
Flash, water type, fighting type (When this creature enters the battlefield, draw a card, and you may have it fight target creature.)
Evolution—Poliwag or Poliwhirl (As long as this is on the battlefield, each creature you control named Poliwag or Poliwhirl is a copy of this.)
4/5
Seadra 3UR
Creature — Pokemon (U)
Haste, water type (When this creature enters the battlefield, draw a card.)
Evolution—Horsea (As long as this is on the battlefield, each creature you control named Horsea is a copy of this.)
3/3
TM 35 — Metronome 1UR
Enchantment — Aura (U)
Enchant creature
Enchanted creature gets +1/+1.
UR: Choose a creature on the battlefield at random. Until end of turn, enchanted creature becomes a copy of that creature.
Beedrill 2BG
Creature — Pokemon (R)
Flying, deathtouch, bug type (When this creature enters the battlefield, if it isn’t a token, you may pay its casting cost. If you do, put a token onto the battlefield that’s a copy of it.)
Evolution—Weedle or Kakuna (As long as this is on the battlefield, each creature you control named Weedle or Kakuna is a copy of this.)
4/3
Grimer 3BG
Creature — Pokemon (C)
Trample
Poison type (Whenever this creature attacks, defending player loses 1 life.)
4/4
Mew 2BBGG
Legendary Creature — Pokemon (M)
Flying, psychic type (When this creature enters the battlefield, look at the top card of target player’s library. You may put that card on the bottom of that player’s library.)
Whenever you become the target of a spell or ability, you may exile a creature card from your graveyard. If you do, put a token onto the battlefield that’s a copy of that card.
3/3
Muk 5BG
Creature — Pokemon (U)
Trample, poison type (Whenever this creature attacks, defending player loses 1 life.)
Evolution—Grimer (As long as this is on the battlefield, each creature you control named Grimer is a copy of this.)
7/7
TM 50 — Substitute BG
Enchantment — Aura (U)
Enchant creature
When enchanted creature dies, return it to the battlefield under your control.
Enchanted creature gets +1/+1.
Venomoth 1BG
Creature — Pokemon (U)
Flying, bug type, poison type (When this creature enters the battlefield, if it isn’t a token, you may pay its casting cost. If you do, put a token onto the battlefield that’s a copy of it. Whenever this creature attacks, defending player loses 1 life.)
Evolution—Venonat (As long as this is on the battlefield, creatures you control named Venonat are a copy of this.)
3/1
Venonat BG
Creature — Pokemon (C)
Bug type (When this creature enters the battlefield, if it isn’t a token, you may pay its casting cost. If you do, put a token onto the battlefield that’s a copy of it.)
Poison type (Whenever this creature attacks, defending player loses 1 life.)
2/1
Ninetales 3RW
Creature — Pokemon (U)
Double strike, fire type (When this creature enters the battlefield, it deals damage equal to its power to target player.)
Evolution—Vulpix (As long as this is on the battlefield, each creature you control named Vulpix is a copy of this.)
2/4
Pikachu RW
Creature — Pokemon (C)
Electric type (This creature can’t be blocked except by two or more creatures.)
2/2
Raichu 2RW
Creature — Pokemon (U)
Electric type (This creature can’t be blocked except by two or more creatures.)
Evolution—Pikachu (As long as this is on the battlefield, each creature you control named Pikachu is a copy of this.)
4/2
Tauros 2RW
Creature — Pokemon (R)
Haste, normal type (When this creature enters the battlefield, you gain life equal to its toughness.)
Whenever a player’s life total changes, put a +1/+1 counter on Tauros.
2/2
TM 23 — Dragon Rage 1RW
Enchantment — Aura (U)
Enchant creature
Whenever you gain life, enchanted creature deals damage to each opponent equal to the amount of life gained.
Enchanted creature gets +2/+0.
Vulpix 1RW
Creature — Pokemon (C)
Double strike
Fire type (When this creature enters the battlefield, it deals damage equal to its power to target player.)
1/2
Zapdos 3RRWW
Legendary Creature — Pokemon (M)
Flying, electric type (This creature can’t be blocked except by two or more creatures.)
Whenever Zapdos deals combat damage to an opponent, you may exile target creature.
5/5
Brock, Pokemon Breeder 5GU
Planeswalker — Brock (M)
Starting Loyalty: 6
+2: Distribute two +1/+1 counters among up to two target creatures you control.
-4: Choose two target creatures you control. Put a token onto the battlefield that’s a copy of one of them with a number of +1/+1 counters on it equal to the power of the other.
-11: For each creature you control, put a token onto the battlefield that’s a copy of that creature. Then put two +1/+1 counters on each creature you control.
Butterfree 3GU
Creature — Pokemon (R)
Flying, bug type (When this creature enters the battlefield, if it isn’t a token, you may pay its casting cost. If you do, put a token onto the battlefield that’s a copy of it.)
Evolution—Caterpie or Metapod
When Butterfree enters the battlefield, for each creature token you control, put a token onto the battlefield that’s a copy of that token.
3/5
Exeggute 4GU
Creature — Pokemon (C)
Psychic type (When this creature enters the battlefield, look at the top card of target player’s library. You may put that card on the bottom of that player’s library.)
Grass type (This creature has “T: Add G to your mana pool.)
5/5
Exeggutor 5GU
Creature — Pokemon (U)
Psychic type, grass type (When this creature enters the battlefield, look at the top card of target player’s library. You may put that card on the bottom of that player’s library. This creature has “T: Add G to your mana pool.)
Evolution—Exeggute (As long as this is on the battlefield, each creature you control named Exeggute is a copy of this.)
8/8
Slowbro 4GU
Creature — Pokemon (U)
Psychic type, water type (When this creature enters the battlefield, look at the top card of target player’s library, then you may put that card on the bottom of that player’s library, and draw a card.)
Evolution—Slowpoke (As long as this is on the battlefield, each creature you control named Slowpoke is a copy of this.)
5/6
Slowpoke 2GU
Creature — Pokemon (C)
Psychic type (When this creature enters the battlefield, look at the top card of target player’s library. You may put that card on the bottom of that player’s library.)
Water type (When this creature enters the battlefield, draw a card.)
2/3
TM 31 — Mimic 2GU
Enchantment — Aura (U)
Enchant creature you control
When TM 31 - Mimic enters the battlefield, put a token onto the battlefield that’s a copy of enchanted creature.
XXXXXXXXXX
Aerodactyl 5
Artifact Creature — Pokemon (R)
Flying, haste, rock type (Whenever this creature blocks, it gets +1/+1 until end of turn.)
At the beginning of your upkeep, if Aerodactyl is in your graveyard, you may exile another artifact card in your graveyard. If you do, put Aerodactyl on top of your library.
3/3
Bike 4
Artifact (R)
Whenever a creature enters the battlefield under your control, you may untap Bike.
T: Target creature gains haste, first strike, and trample until end of turn.
Blaine’s Volcano Badge 3
Legendary Artifact — Badge (U)
T: Add an amount of R or G to your mana pool equal to the number of badges you control.
Brock’s Boulder Badge 3
Legendary Artifact — Badge (U)
T: Add an amount of G or U to your mana pool equal to the number of badges you control.
Calcium 2
Artifact — Equipment (C)
Equipped creature gets +0/+1 and has deathtouch.
Equip 3
Carbos 3
Artifact — Equipment (C)
Equipped creature gets +1/+1 and has haste.
Equip 1
Cubone 3
Artifact Creature — Pokemon (C)
Trample
Ground type (Whenever this creature attacks, it gets +1/+1 until end of turn.)
2/1
Diglett 4
Artifact Creature — Pokemon (C)
Haste
Ground type (Whenever this creature attacks, it gets +1/+1 until end of turn.)
1/2
Dugtrio 7
Artifact Creature — Pokemon (U)
Haste, ground type (Whenever this creature attacks, it gets +1/+1 until end of turn.)
Evolution—Diglett (As long as this is on the battlefield, each creature you control named Diglett is a copy of this.)
3/4
Erika’s Rainbow Badge 3
Legendary Artifact — Badge (U)
T: Add an amount of G or W to your mana pool equal to the number of badges you control.
Fishing Rod 5
Artifact (R)
Whenever a creature enters the battlefield under your control, you may untap Fishing Rod.
T: Return target creature you control to its owner’s hand.
Fossil 1
Artifact (C)
1, T: Add one mana of any color to your mana pool.
1, Sacrifice Fossil: Draw a card.
Gary’s Earth Badge 3
Legendary Artifact — Badge (U)
T: Add an amount of W or B to your mana pool equal to the number of badges you control.
Geodude 3
Artifact Creature — Pokemon (C)
Rock type (Whenever this creature blocks, it gets +1/+1 until end of turn.)
1/3
Giovanni’s Earth Badge 3
Legendary Artifact — Badge (U)
T: Add an amount of B or R to your mana pool equal to the number of badges you control.
Golem 8
Artifact Creature — Pokemon (R)
Rock type (Whenever this creature blocks, it gets +1/+1 until end of turn.)
Eevolution—Geodude or Graveler (As long as this is on the battlefield, each creature you control named Geodude or Graveler is a copy of this.)
2: Target creature attacks this turn if able.
6/7
Graveler 5
Artifact Creature — Pokemon (U)
Rock type (Whenever this creature blocks, it gets +1/+1 until end of turn.)
Evolution—Geodude (As long as this is on the battlefield, each creature you control named Geodude is a copy of this.)
3/5
HP Up 2
Artifact — Equipment (C)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature.
Equip 1
Iron 1
Artifact — Equipment (C)
Equipped creature gets +0/+2 and has vigilance.
Equip 2
Janine’s Soul Badge 3
Legendary Artifact — Badge (U)
T: Add an amount of U or B to your mana pool equal to the number of badges you control.
Koga’s Soul Badge 3
Legendary Artifact — Badge (U)
T: Add an amount of B or G to your mana pool equal to the number of badges you control.
Lt. Surge’s Thunder Badge 3
Legendary Artifact — Badge (U)
T: Add an amount of R or W to your mana pool equal to the number of badges you control.
Marowak 6
Artifact Creature — Pokemon (U)
Trample, ground type (Whenever this creature attacks, it gets +1/+1 until end of turn.)
Evolution—Cubone (As long as this is on the battlefield, each creature you control named Cubone is a copy of this.)
4/3
Misty’s Cascade Badge 3
Legendary Artifact — Badge (U)
T: Add an amount of U or R to your mana pool equal to the number of badges you control.
Nugget 7
Artifact (R)
Whenever a creature enters the battlefield under your control, you may untap Nugget.
T: Draw a card.
Onix 3
Artifact Creature — Pokemon (R)
Ground type, rock type (Whenever this creature attacks or blocks, it gets +1/+1 until end of turn.)
At the beginning of your upkeep, put a +1/+1 counter on Onix.
1/1
Poke Flute 6
Artifact (R)
Whenever a creature enters the battlefield under your control, you may untap Poke Flute.
T: Tap or untap target creature.
PP Up 2
Artifact — Equipment (C)
Whenever a creature enters the battlefield under your control, you may attach PP Up to it.
Equipped creature gets +1/+1.
Equip 3
Protein 1
Artifact — Equipment (C)
Equipped creature gets +2/+0.
Equip 2
Rare Candy 6
Artifact (R)
6, T, Sacrifice Rare Candy: Search your library for a Pokemon creature card with evolution. Reveal that card, then shuffle your library and put that card onto the battlefield.
Rhydon 8
Artifact Creature — Pokemon (U)
Ground type, rock type (Whenever this creature attacks or blocks, it gets +1/+1 until end of turn.)
Evolution—Rhyhorn (As long as this is on the battlefield, each creature you control named Rhyhorn is a copy of this.)
6/6
Rhyhorn 6
Artifact Creature — Pokemon (C)
Ground type (Whenever this creature attacks, it gets +1/+1 until end of turn.)
Rock type (Whenever this creature blocks, it gets +1/+1 until end of turn.)
3/3
Sabrina’s Marsh Badge 3
Legendary Artifact — Badge (U)
T: Add an amount of W or U to your mana pool equal to the number of badges you control.
Sandshrew 2
Artifact Creature — Pokemon (C)
Ground type (Whenever this creature attacks, it gets +1/+1 until end of turn.)
1/1
Sandslash 5
Artifact Creature — Pokemon (U)
Ground type (Whenever this creature attacks, it gets +1/+1 until end of turn.)
Evolution—Sandshrew (As long as this is on the battlefield, each creature you control named Sandshrew is a copy of this.)
3/3
Missingno 6
Creature — Pokemon (M)
At the beginning of each upkeep, put a glitch counter on Missingno, then each player exiles X permanents he or she controls, where X is the number of glitch counters on Missingno.
4/1
TTTTTTTTTT
Celadon City
Land (C)
Celadon City enters the battlefield tapped.
T: Add G or W to your mana pool.
Cerulean City
Land (C)
Cerulean City enters the battlefield tapped.
T: Add U or R to your mana pool.
Cinnabar Island
Land (C)
Cinnabar Island enters the battlefield tapped.
T: Add R or G to your mana pool.
Fuschia City
Land (C)
Fuschia City enters the battlefield tapped.
T: Add B or G to your mana pool.
Indigo Plateau
Land (R)
T: Add 1 to your mana pool.
T: Add one mana of any color to your mana pool. Spend this mana only to cast Pokemon creature spells or activate abilities of Pokemon creatures.
Lavender Town
Land (C)
Lavender Town enters the battlefield tapped.
T: Add U or B to your mana pool.
Pallet Town
Land (C)
Pallet Town enters the battlefield tapped.
T: Add W or B to your mana pool.
Pewter City
Land (C)
Pewter City enters the battlefield tapped.
T: Add G or U to your mana pool.
Pokemon Center
Land (C)
T, Sacrifice Pokemon Center: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
Saffron City
Land (C)
Saffron City enters the battlefield tapped.
T: Add W or U to your mana pool.
Vermilion City
Land (C)
Vermillion City enters the battlefield tapped.
T: Add R or W to your mana pool.
Viridian City
Land (C)
Viridian City enters the battlefield tapped.
T: Add B or R to your mana pool.