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    Deck Building Guide by Silk

    Version: 1.0 | Updated: 07/17/09 | Printable Version | Search Guide | Bookmark Guide

    ===============================================================================
    
                               Pokemon TCG Deck Building FAQ
                               For The Game Boy Color System
                               By "Silk" of www.GameFAQs.com
                         Version {1.0} (Most Recent Update: 7/17/09)
                                    Copyright (C) 2009
                                  80 Characters Per Line
    
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                                    Legal Disclaimer
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    If this guide is to be used for any profit purposes, contact with me must be
    made prior to the guide being hosted. If it is being offered for free (ie.
    free membership or no membership necessary) it may be hosted without any
    contacting of it's original author (although I'd like to here about it.) 
    This guide's original host is GameFAQS.
    It's original author is "Silk" of GameFAQs.com. 
    Please give credit if you use this guide in any way.
    
    All characters, areas, or any other events in the game are (c) Nintendo, Inc.
    
                    The following sites host this guide as of yet:
    
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                              |   GameFAQs.com      |
                              |   GameSpot.com      |
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                              |   Honestgamers.com  |
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                                      Contact Info
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    You can reach me at the e-mail provided below. If you wish to submit
    information not already found in the FAQ, send it in, and you shall receive
    full credit.
                            ------------------------------
                            E-Mail: Sole.Control@gmail.com
                            ------------------------------
    
    Guidelines:
    In order for me to answer your e-mails just make sure it's:
    
    - Not junk.
    - Written in English so I can quickly read it.
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    mistake it for spam.
    
    Thanks.
    
    
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                                       Game Info
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
                             +---------------------------+
                             |    Name: Pokemon TCG      |
                             |    Developer: Nintendo    |
                             |  ESRB Rated: E(Everyone)  |
                             |  Number of Players: 1-2   |
                             |   (C) to Nintendo Inc.    |
                             +---------------------------+
    
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                                    Version Updates
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    -------------------------------------------------
    I. Version: 0.8 - Updated When: 2/13/06- KB: 163K
    -------------------------------------------------
    
    Just found this pretty big list of facts and decks on my computer and it
    brought me back to the good ol' days of this game. I was never
    really a big fan of Pokemon in general, but the game always had a
    decent strategy element that was interesting to me. I didn't
    care for collecting the cards much, but this simple game allowed
    for an easy and fun way to play the game without the hassle. So I
    basically just had to reformat all of this information into a FAQ
    that will hopefully help you assemble a competitive deck. To the
    FAQmobile!
    
    --------------------------------------------------
    II. Version: 0.9 - Updated When: 2/27/06- KB: 163K
    --------------------------------------------------
    
    Minor update, added new decks to deck lists. More to come if I have time...
    
    ---------------------------------------------------
    III. Version: 0.9 - Updated When: 4/19/06- KB: 163K
    ---------------------------------------------------
    
    Added a new deck from a submitter, made a few error changes.
    
    ---------------------------------------------------
    III. Version: 1.0 - Updated When: 7/17/09- KB: 163K
    ---------------------------------------------------
    
    Changes made for old time's sake, new info in best cards section.
    
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                                   Table of Contents
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    I. About this FAQ
        1. Why make it?
        2. Misc. Questions
    II. Building A Deck
        1. Basics of a Deck
        2. Cards You Need to Have
        3. Competitive Decks
        4. Theme Decks
        5. User-Created Decks
    III. Getting Started
        1. Controls
        2. Game Modes
        3. Official Rules
    IV. The Cards
        1. Base Set
        2. Jungle Set
        3. Fossil Set
        4. GameBoy Exclusive
        5. Promotional Cards
        6. Card Pop!/Mystery Cards
        7. Other Promos (Not In The Game)
    V. Metagame
    VI. GameShark Codes
        1. Why Use Them
        2. The Codes
    VII. Frequently Asked Game Questions
    
    Last: Special Thanks
    
    -Remember that you can use Control + F to bring up the find box and type
    in the desired section name.
    
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                         ***************************************
                                   I. About This FAQ
                         ***************************************
    ===============================================================================
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    1. Why Make It?
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    I've always been a gaming fan, and GameFAQs has helped me out with a lot of
    things: it is always a reliable source for codes, it has reviews by the
    gamers, for other gamers, and best of all, has "homemade" FAQs submitted by
    gamers for free. I'm sure like most of you, GameFAQs has saved me a bundle of
    time and money, for if I get stuck on an area, no longer must I search the
    Internet through the fake crap or go out and buy a $15 strategy guide. So what
    I'm saying is, I "owe" GameFAQs, and this is my way of paying it back. Plus
    this is just a kick ass GameBoy game.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                   2. Misc. Questions
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Any questions you have for me that are NOT about this or one of my other
    FAQs can be answering by emailing me with the topic of the email being
    "Misc. Ques". I will help out with whatever I can, but remember, if there's a
    FAQ on it, check there first.
    
    ===============================================================================
                         ***************************************
                                  II. Building a Deck
                         ***************************************
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    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                               1. Basics of a Deck
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    When building a deck, the most important aspect is balance. A harmony is
    achieved when the trainers supplement and aid your pokes, and the amount of
    energy as well as how you poke powers/attacks work well together create the
    harmony that allow you to win. Whether it be fast paced or a stall fest, make
    every card in your deck count, and make sure that every card's purpose
    furthers the effectiveness of your strategy.
    
    ============
    Card Balance
    ============
    
    
    Balancing a deck is both a combination of card amount and card usage.
    With all decks being the limited 60 cards, you have to choose your cards
    wisely. For your standard deck, try to limit yourself to one or two
    types of energy (Usually two). More is ok, but usually three and up are only
    used with colorless types or specialty decks.
    
    Pokemon Balance
    ---------------
    
    When using evolution cards in tangent with basic pokemon cards,
    the number of cards you choose is determined by your deck's strategy.
    For example:
    
    4x Base Pokemon
    4x Stage 1 Pokemon
    4x Stage 2 Pokemon (if applicable)
    
    This layout would presume that most of your deck is going to be based on
    the powers of that line of pokemon. Putting in 16 cards for one evolutionary
    line means that your deck better be focused on those cards. Stage 1 evolutions
    are more forgiving, but the 8x pokemon you use to form a max'd out stage 1
    evolution line MUST be apart of your strategy. An example of this setup at
    its finest would either be the "Rain Dance" deck:
    
    4x Squirtle
    4x Wartortle/Pokemon Breeder
    4x Blastoise
    
    In this deck the corresponding evolutionary line is the main
    focal point, and all of the other cards in that deck are based off of their
    power.
    
    Another common setup of evolutionary chains is the more conservative
    4 x 3 x 3 method:
    
    4x Ghastly
    3x Haunter (Fossil)
    3x Gengar
    
    Taken from the damage moving deck, this setup means that a majority of
    the strategy is going to come from this line of Pokemon, but since
    additional Pokemon cards are needed to pull it off, room has to be
    made.
    
    Other chains that I usually don't recommend using are the 4 x 3 x 2, and the
    3 x 3 x 2. My only problem with both is the presence of only 2 stage 2
    evolutionary cards. When you are dedicating space for the evolutionary
    chain, you better make sure you use it. Thus, having 3 of any given stage
    2 is better in my eyes because it allows for more chances of using your
    evolved monster.
    
    For Stage 1 evolution, either 4 x 4 or 4 x 3 or 3 x 3 or 3 x 2 all work
    out well. Use whichever amount fits your strategy.
    
    
    Trainer Balance
    ---------------
    
    Trainers are a little less difficult to balance out. As long as you have
    a satisfactory number (3 and up) for your strategy, trainer cards
    ALWAYS come in handy. That being said, trainer cards also make my
    exception in that in certain cases, putting one in a deck is ok.
    Throwing in a last ditch Computer Search or Item Finder can be ok if all
    of the other aspects of your strategy are covered.
    
    
    Energy Balance
    --------------
    
    Ah, now this can be tricky. It is hard to really gauge how much energy to
    put in a deck. My best advice, take a look at your poke's attacks: do they
    require a lot of discarding? Is your deck centered around your pokes? Are
    most attacks around 3 energy? Then a decent amount of energy is required,
    somewhere between 22-26. For the Haymaker and basic Pokemon type decks, energy
    can be in the 17-22 range. Energy retrievals and pokemon powers can also
    effect your energy, for example, in an 'Energy Trans' deck with Venasuar,
    less energy is required because once Venasuar comes out, you can control
    energy placement on your board at will. Choose wisely.
    
    
    Begginer Mistakes
    -----------------
    
    Most beginners tend to make the 3 following mistakes when making decks:
    
    1. Trainers have no regard and the deck, and very little are present.
    
    2. They have no real strategy.
    
    3. Basics that don't evolve, such as Hitmonchan and Electabuzz, are looked down
    upon. The thought is: "Only 20 damage for a Rare?" Overrated cards, such as
    Base Set Zapdos, however, are seen as powerful because of their potential to do
    high amounts of damage. The fact that you have to discard or the energy amount
    required for the attack isn't considered.
    
    ==============================
    How To Avoid Beginner Mistakes
    ==============================
    
    A list of all the aspects of deck making and a few tips on how to avoid making
    beginner mistakes in each area.
    
    Strategy
    --------
    
    A good deck needs a strategy, a purpose. This is the main mistake for a
    beginner. Many just pick two colors and some of their favorite Pokemon and
    build the deck around those. A strategy normally envolves a certain card or
    combo that has an interesting and useful attack or Pokepower. An example would
    be RainDance decks that revolve around Blastoise and his 'RainDance' power.
    Make sure your deck as a strategy other than just 'eventually' dealing damage
    to the opponent.
    
    Color / Type
    ------------
    
    Try to stay focused with the strategy, remembering that 1, or 2-3 colors are
    generally ok when the Pokemon lines and trainer cards are in order
    
    Pokemon
    -------
    
    These also fall in behind the strategy, but once again you will have some
    options. Another big thing I overlooked as a beginner was Haymaker Pokémon. For
    those who don't know, Haymakers are non-evolution Pokémon with high (about 70)
    HP; cheap, 1, 2, or 3 energy attacks that deal fairly high (10-40) damage; and
    low retreat. Good examples are Electabuzz, Scyther, Fossil Magmar, Promo
    Mewtwo, etc. They look weak compared to the heavy evolutions with 100 HP and 60
    damage, but they're fast and don't have to deal with evolution. Back up your
    evolutions with some Haymaker Pokémon for dealing damage while you build your
    bench. The #1 most important aspect is to have multiple copies of a card, in
    general. If it's an important card, have 3 or 4. If it's good but not that
    important, use 2. Almost never use just one, except for decks that specialize.
    
    Evolution
    ---------
    
    Don't go with one of each stage, you'll never get them when you need them. Most
    often, you should pyramid the evolutions.
    
    Trainers
    --------
    
    Extremely important. Don't overlook these.
    Basics that should be in every deck:
    
    3-4x Bill *Exception* Stall Decks
    
    2-3x Professor Oak *Exception* Stall Decks
    
    2-4x Gust of Wind
    
    3-4x Energy Removal
    
    and/or
    
    2-3x Super Energy Removal
    
    Search These are just some examples of trainers found in most decks. Other
    trainers should, of course, support the strategy
    
    Energy
    ------
    
    This most often depends on the deck. Just try and make sure your energy is
    enough, but doesn't overly clog your deck.
    
    
    ========================
    Creating Focus in a Deck
    ========================
    
    As an example, I will modify the game's preset "Squirtle & Friends" deck
    without creating an archtype deck (the most obvious being turning this deck
    into a Rain Dance deck.)
    
    
    Pre-Set Squirtle & Friends
    --------------------------
    
    Pokemon (27)
      2x Squirtle
      1x Wartortle
      1x Blastoise
      2x Seel
      1x Dewgong
      1x Goldeen
      1x Seaking
      1x Staryu
      1x Starmie
      1x Lapras
      1x Machop
      1x Machoke
      2x Geodude
      1x Hitmonchan
      2x Abra
      1x Kadabra
      2x Ghastly
      1x Haunter
      2x Rattata
      1x Raticate
      1x Meowth
    
    Trainers (8)
      1x Professor Oak
      1x Bill
      1x Switch
      1x Pokeball
      1x Scoop Up
      1x Item Finder
      1x Potion
      1x Full Heal
    
    Energy (25)
      11x Water Energy
      6x Fighting Energy
      8x Psychic Energy
    
    
    Ok, first off, this deck has basically no balance whatsoever.
    Therefore, I am merely going to doctor it to show you how to focus
    a deck, not create a whole new tournament ready deck, so just
    follow my lead to see how to properly focus your card choices.
    
    Pokemon Changes
    ---------------
    
    We are going to need to slim this deck down to two energy choices,
    there are just way too many pokemon chains. Like I said, this is
    just an example, so I am just going to pick a type to deal away with.
    Logically, since a majority of the water pokemon on this team is weak
    to lightning, keeping the fighting/ground pokemon may help. Thus, I do
    away with the psychics:
    
    Pokemon
      2x Squirtle
      1x Wartortle
      1x Blastoise
      2x Seel
      1x Dewgong
      1x Goldeen
      1x Seaking
      1x Staryu
      1x Starmie
      1x Lapras
      1x Machop
      1x Machoke
      2x Geodude
      1x Hitmonchan
      2x Rattata
      1x Raticate
      1x Meowth
    
    Now to weed out what evolutionary chains we don't like. For water, I
    would personally just scratch out the Goldeen/Seaking right away,
    as they just don't have any kind of power. Also, with no Graveler
    or any kind of focus on the Geodude line in this deck, cut out
    the awkwardly placed Geodudes.
    
    Pokemon
      2x Squirtle
      1x Wartortle
      1x Blastoise
      2x Seel
      1x Dewgong
      1x Staryu
      1x Starmie
      1x Lapras
      1x Machop
      1x Machoke
      1x Hitmonchan
      2x Rattata
      1x Raticate
      1x Meowth
    
    Now its time to beef up some of the remaining lines and cut out
    the stragglers that are left and don't fit with the final product.
    Since this isn't a Rain Dance focused deck, just cut out the Blastoise.
    This allows you to beef up the versatile Seel/Dewgong line, a basic
    with 60 HP and a Stage 1 that does 50 damage ain't too shabby for just
    a regular casual deck. Lapras is a good opener and can help stall or
    set you up for your later evolutions, so keep that. Starmie/Staryu
    can also be beefed for additional attack. Not to sound like a broken
    record, but remember this is just an EXAMPLE. Substituting and balancing
    decks is a matter of analysis and personal taste. Substitute the lines
    as you see fit. For example, I could possibly see Gyrados replacing
    Dewgong, and etc. Let's see what we have so far:
    
    Pokemon
      4x Seel
      3x Dewgong
      3x Staryu
      2x Starmie
      3x Lapras
      1x Machop
      1x Machoke
      1x Hitmonchan
      2x Rattata
      1x Raticate
      1x Meowth
    
    Now to focus the fighting line. At this point, I am not seeing the colorless
    being all that useful, so axe them. Up the Hitmochans for early striking,
    and solidify the Machop/Machoke line for more staying power.
    
    Pokemon
      4x Seel
      3x Dewgong
      3x Staryu
      2x Starmie
      3x Lapras
      3x Machop
      2x Machoke
      3x Hitmonchan
    
    Now that I have my strains picked out, I need to analyze pokemon amount.
    Looking back, 23 Pokemon may be too many for this deck, so last ditch
    cuts and additions are made at your leisure. Here's what my finish product
    ended up looking like:
    
    Pokemon (19)
      4x Seel
      3x Dewgong
      3x Lapras
      3x Machop
      2x Machoke
      4x Hitmonchan
    
    I ended up cutting out Starmie for additional early game power with
    Hitmonchan.
    
    Now for trainers.
    
    Trainer Changes
    ---------------
    
    Let's see what we have here:
    
    Trainers
      1x Professor Oak
      1x Bill
      1x Switch
      1x Pokeball
      1x Scoop Up
      1x Item Finder
      1x Potion
      1x Full Heal
    
    Now that we cut down on the pokemon amount, we can add much needed
    trainers. If you don't know by now, you will, ADD BILL TO YOUR DECK.
    That card is a godsend, and there is no drawback to it. Prof Oak
    is also good in times of need, so those two cards should be bumped
    up immediately:
    
    Trainers
      2x Professor Oak
      4x Bill
      1x Switch
      1x Pokeball
      1x Scoop Up
      1x Item Finder
      1x Potion
      1x Full Heal
    
    Since we have Evolution cards and its not a stall deck, get rid
    of the lone Scoop Up. Also cut out the lonely Switch and Full Heal,
    as they are not needed.
    
    Trainers
      2x Professor Oak
      4x Bill
      1x Pokeball
      1x Item Finder
      1x Potion
    
    Now we play to our cards. With the presence of Machop, Lapras, and
    Hitmonchan for early game, some Pluspowers would definitely help their
    low energy attacks out. Also, because of our ability to do 50 damage with
    Machoke and Dewgong, some Gust of Winds should be added in order to kill
    off important basic pokemon that may later evolve into powerful creatures.
    We could also throw in 2 Computer Searches in order to find that evolution
    creature or a professor Oak in times of need.
    
    Trainers
      2x Professor Oak
      4x Bill
      3x Pluspower
      3x Gust of Wind
      2x Computer Search
      1x Pokeball
      1x Item Finder
      1x Potion
    
    Cut out the lone non useful items we will see what we have.
    
    Trainers
      2x Professor Oak
      4x Bill
      3x Pluspower
      3x Gust of Wind
      2x Computer Search
    
    It is always good to keep your enemy energy starved, and Energy
    Removals will help with this deck because it will give us time to set
    up our 3 Energy 50 Damage attacks while our basics keep pounding away
    with one energy card.
    
    Trainers
      2x Professor Oak
      4x Bill
      3x Pluspower
      3x Gust of Wind
      2x Computer Search
      4x Energy Removal
      2x Super Energy Removal
    
    Energy Changes
    --------------
    
    Reformat the energy as you wish, remembering to take out pokemon or
    trainers in order to keep the 60 card amount. I ended up using this:
    
    Energy (21)
     12x Water Energy
      9x Fighting Energy
    
    More water because the fighting type in our deck can manage with only
    one until evolution.
    
    
    Overall
    -------
    
    Pokemon (19)
      4x Seel
      3x Dewgong
      3x Lapras
      3x Machop
      2x Machoke
      4x Hitmonchan
    
    Trainers (20)
      2x Professor Oak
      4x Bill
      3x Pluspower
      3x Gust of Wind
      2x Computer Search
      4x Energy Removal
      2x Super Energy Removal
    
    Energy (21)
     12x Water Energy
      9x Fighting Energy
    
    I played a few practices matches within the game at all of the gyms,
    and was able to get a 3rd/4th turn Dewgong/Machoke pretty easily. I also
    won every match, but that's mostly because the trainers are horrible.
    Overall, this deck will do well in casual play, but like many, will
    probably fall short to more competitive archtypes, like Haymakers.
    
    It serves as a decent guide to balancing a deck however, as this deck
    will fair far better than the original.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                             2. Cards You Need to Have
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Basically a "Best of" list, but more than that. These cards have been picked
    for their usefulness is most situations, and a few standouts for their
    abilities to have whole decks be based around them.
    
    ANALYSIS COMING SOON.
    
    Top 5 Trainers
    --------------
    
    1. Bill
    
    2. Professor Oak
    
    3. Super Energy Removal
    
    4. Gust of Wind
    
    5. Pluspower
    
    
    Top 5 Pokemon
    -------------
    
    1. Scyther
    
    2. Electabuzz
    
    3. Wigglytuff
    
    4. Chansey
    
    5. (tied) Hitmonchan/Blastoise
    
    (And you wonder why most Haymakers are made of these cards...)
    
    
    1. Scyther: This is the ultimate "all-arounder" Pokemon card. No color for it's
    primary attack (making DC on this a must-have), it also sports high HP for a 
    basic, NO RETREAT (huge for flexibility), resistance to fighting, and can work
    in just about any deck. Works great with Venasaur, awesome in Haymakers and in
    anti-Haymakers (imagine that, stops Hitmochan in its path), and with its high
    HP and ability to use any color, you never know when you'll see a Scyther pop
    up in someone's deck. 
    
    tl;dr - Destroys Hitmochan (former powerhouse), super flexible card (no pun)
    
    2. Electabuzz: Quite simply put the most powerful base Pokemon, no evos, but
    can do 40 damage with two energy! And only one of those has to be electric, so
    he is also fairly flexible and requires little electric energy to function.
    When his 30/40 attack backfires, the 10 damage hurts but is nowhere close to
    ruining this card. Weakness to fighting and no resistance put him below
    Scyther without question
    
    tl;dr - Big power with a little gamblin' luck
    
    3. Wigglytuff: All I have to say is put this in a deck with strong basice (ie
    'Do the Wave') and if you have enough search cards like Bill and Oak and the 
    like, you'll have a turn two or three Wiggly dealing out 60 damage for 3
    colorless before the opponent even knew what hit them.
    
    tl;dr - Do the goddamn Wave
    
    4. Chansey: 120 FREAKING HP IN A BASIC? Super stall card, colorless, deals
    out HUGE damage when it has to. Another super flexible card.
    
    tl;dr - 120 FREAKING HP IN A BASIC
    
    5. Hitmochan/Blastoise: Hitmonchan use to be THE card before Scyther, but
    with everyone and their mom playing Scyther, the resistance is just too
    much for Chan to stand up with. Blastoise has an entire deck based around
    his Pokemon Power, so that does the talking for him.
    
    tl;dr - Scythe killed Chan's shine, RAIN DANCE
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                              3. Competitive Decks
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    I will list here the tried a few decks that have found success in both casual
    and tournament play. Although updated now, these decks have proven over and
    over again through tournament wins to detailed analysis at Pojo.com to be
    made to win. I will list the basic structure for each "arch-type", and then
    list a few common hybrids that are also useful.
    
    ============
    The Haymaker
    ============
    
    We all love it and fear it. Built for speed, the original Haymaker is a go-to
    competitive deck, made to win with fast and brutal basic Pokemon attacks with
    the aid of numerous trainers.
    
    Standard Haymaker
    -----------------
    
    Pokemon (12)
      4x Scyther
      4x Hitmonchan
      4x Electabuzz
    
    Trainers (25)
      4x Bill
      4x Professor Oak
      4x Energy Removal
      4x Super Energy Removal
      4x Pluspower
      3x Gust of Wind
      2x Item Finder/Lass
      2x Computer Search
    
    Energy (21)
      9x Fighting Energy
      8x Lightning Energy
      4x Double Colorless Energy
    
    Magmar Variant (Flamemaker)
    ---------------------------
    
    Pokemon (12)
      4x Scyther
      4x Magmar (Fossil)
      4x Electabuzz
    
    Trainers (24)
      4x Bill
      4x Professor Oak
      4x Energy Removal
      3x Super Energy Removal
      4x Pluspower
      3x Gust of Wind
      2x Item Finder/Lass
      2x Computer Search
    
    Energy (22)
     10x Fire Energy
      8x Lightning Energy
      4x Double Colorless Energy
    
    Classic Haymaker (Base Set)
    ---------------------------
    
    Pokemon (12)
      4x Hitmonchan
      4x Electabuzz
      4x Farfetch'd
    
    Energy (22)
      4x Double Colorless
      8x Lightning Energy
     10x Fighting Energy
    
    Trainers (26)
      4x Bill
      3x Professor Oak
      4x Energy Removal
      3x Super Energy Removal
      2x Computer Search
      2x Item Finder
      3x Plus Power
      2x Scoop Up
      3x Gust of Wind
    
    All-in One Haymaker (Potpourri Maker)
    -------------------------------------
    
    Pokemon (12)
      3x Scyther
      3x Magmar (Fossil)
      3x Electabuzz
      3x Hitmonchan
    
    Trainers (24)
      4x Bill
      4x Professor Oak
      4x Energy Removal
      3x Super Energy Removal
      3x Pluspower
      3x Gust of Wind
      1x Item Finder
      1x Computer Search
    
    Energy (25)
      8x Fire Energy
      8x Fighting Energy
      6x Lightning Energy
      3x Double Colorless Energy
    
    
    
    =========================
    Do the Wave (Wigglymaker)
    =========================
    
    A lot of replacement can occur to this deck, and although the basic
    layout is important, many of the main attack pokemon besides the Wigglytuff
    line can be swapped out for other strong haymaker type pokemon.
    
    Standard 'Do the Wave'
    ---------------------
    
    Pokemon (16)
      4x Scyther
      4x Jigglypuff (Fossil)
      4x Wigglytuff
      4x Electabuzz
    
    Trainers (24)
      4x Bill
      4x Professor Oak
      4x Energy Removal
      4x Super Energy Removal
      4x Pluspower
      4x Gust of Wind
      2x Item Finder
      2x Computer Search
    
    Energy (18)
     14x Lightning Energy
      4x Double Colorless Energy
    
    
    All Bases 'Do the Wave'
    -----------------------
    
    Pokemon (15)
      3x Scyther
      3x Jigglypuff (Fossil)
      3x Wigglytuff
      3x Electabuzz
      3x Magmar (Fossil)
    
    Trainers (24)
      4x Bill
      4x Professor Oak
      4x Energy Removal
      2x Super Energy Removal
      4x Pluspower
      4x Gust of Wind
      2x Item Finder
      2x Computer Search
      2x Energy Retrieval
    
    Energy (19)
      7x Lightning Energy
      8x Fire Energy
      4x Double Colorless Energy
    
    
    ==========
    Rain Dance
    ==========
    
    Get that Blastoise set up quickly, then Rain Dance all the energy you need on
    your strong basics and Stage 1's.
    
    Basic Rain Dance
    ----------------
    
    Pokemon (19)
      4x Squirtle
      4x Blastoise
      3x Articuno (Fossil)
      3x Lapras
      3x Seel
      2x Dewgong
    
    Trainers (20)
      4x Bill
      3x Professor Oak
      3x Pluspower
      4x Pokemon Breeder
      2x Pokemon Trader
      2x Gust of Wind
      2x Computer Search
    
    Energy (21)
      21x Water Energy
    
    ==========
    The Sponge
    ==========
    
    Created by Pojo.com legend by Scott Gerhardt, this deck takes advantage of
    promo Mewtwo's ability to attach 2 energy first turn in order for the
    optimum 2nd turn 40 damage hit. Looks shaky at first, but this is a deck
    built by an expert, and it is solid.
    
    The Sponge v1.4
    ---------------
    
    Pokemon (10)
      3x Promo Mewtwo
      4x Electabuzz
      1x Mew (Non-GB Only Promo)
      2x Ditto
    
    Trainers (33)
      3x Bill
      4x Professor Oak
      1x Gambler
      4x Energy Removal
      2x Super Energy Removal
      3x Computer Search
      3x Item Finder
      3x Scoop Up
      3x Gust of Wind
      3x PlusPower
      3x Energy Retrieval
      1x Mr. Fuji
    
    Energy (17)
      7x Psychic Energy
      7x Electric Energy
      3x Double Colorless Energy
    
    Savage Sponge
    -------------
    
    Pokémon (14)
      2x Chansey
      2x Ditto
      4x Scyther
      3x Electabuzz
      3x Mewtwo (Movie Promo)
    
    Trainers (30)
      4x Professor Oak
      3x Energy Removal
      3x Super Energy Removal
      4x Computer Search
      2x Gust of Wind
      3x Item Finder
      3x Rocket's Sneak Attack
      3x Scoop Up
      3x Nightly Garbage Run
      2x PlusPower
    
    Energy (16)
      4x Double Colorless Energy
      6x Lightning Energy
      6x Psychic Energy
    
    =========
    Potpourri
    =========
    
    Another deck idea mastered by Pojo.com legend Scott Gerhardt, the
    Potpourri is designed to contain weaknesses to all of the decks
    in the current metagame, and for its time, it was very effective.
    Again, it goes against the basic standing by having seemingly
    miscellaneous one trick cards, but in actuality it is all set up
    to take out the current metagame of haymakers and the likes.
    Solid deck. The variations are limitless to this, try and
    create your own.
    
    Basic Potpourri
    ---------------
    
    Pokemon (14)
      3x Hitmonchan
      3x Electabuzz
      3x Scyther
      3x Mr. Mime
      1x Ponyta
      1x Kangiskhan
    
    Trainers (24)
      3x Bill
      3x Prof. Oak
      3x Gust of Wind
      3x Super Energy Removal
      2x Energy Removal
      2x PlusPower
      2x Item Finder
      2x Energy Retrieval
      2x Scoop Up
      1x Computer Search
      1x Lass
    
    Energy (22)
      7x Fighting Energy
      6x Electric Energy
      6x Psychic Energy
      3x Double Colorless Energy
    
    
    ============
    Energy Trans
    ============
    
    The basic idea around this deck is to get a Venasuar is play as quickly as
    possible, so that you may lay down your limited amount of energy cards but be
    able to 'trans'fer them around as needed. Be sure to take advantage of Energy
    Transing all the energy to a non injured pokemon, and then playing the Pokemon
    Center so that you lose no energy for a clean sweep of your damage. Tricky
    tricky...
    
    Basic Energy Trans
    ------------------
    
    Pokemon (17)
      3x Venomoth
      4x Venonat
      3x Koffing
      3x Venasuar
      4x Bulbasaur
    
    Trainers (24)
      4x Computer Search
      2x Item Finder
      4x Pokemon Breeder
      4x Pokemon Center
      3x Professor Oak
      4x Gust of Wind
      3x Pluspower
    
    Energy (19)
      19x Grass Energy
    
    
    ==========
    Stall Deck
    ==========
    
    COMING SOON.
    
    
    ===========
    Damage Swap
    ===========
    
    Also taking advantage of Alakazam's Damage Swap Pokemon power, these 
    decks focus less on no energy stalls and try to have a viable game plan 
    revolving around the powerful Pokemon power.
    
    Damage Swap
    -----------
    
    Pokemon (18)
      3x Alakazam
      3x Abra
      3x Wigglytuff
      3x Jigglypuff
      3x Chansey
      3x Likitung
    
    Trainers (22)
      3x Bill
      2x Professor Oak
      3x Computer Search
      3x Gust of Wind
      3x Scoop Up
      3x Pokémon Breeder
      3x Pokémon Center
      2x Switch
    
    Energy (20)
      16x Psychic Energy
      4x Double Colorless Energy
    
    
    
    ========
    Wildfire
    ========
    
    The Idea: To play a ****load of energy on Moltres while Chansey and Scyther
    stall, and then bring on Tres to burn away all of their energy cards. Rinse and
    repeat.
    
    Simple Wildfire Stall
    ---------------------
    
    Pokemon (12)
      4x Moltres
      4x Scyther
      4x Chansey
    
    Trainers (29)
      4x Pokemon Center
      4x Scoop Up
      4x Super Energy Removal
      4x Oak
      4x Bill
      4x Imposter Professor Oak
      3x Computer Search
      2x Item Finder
    
    Energy (19)
     15x Fire Energy
      4x Double Colorless
    
    
    ======
    Viagra
    ======
    
    The idea is to get Wigglytuff "Up and Running" (hence the name) as fast as
    possible. Do whatever it takes to get a full bench and a Wiggly.
    
    Standard Viagra
    ---------------
    
    Pokemon (16)
      4x Jigglypuff
      3x Wigglytuff
      3x Kangiskhan
      3x Hitmonchan
      2x Ditto
      1x Scyther
    
    Trainers (29)
      4x Professor Oak
      4x Bill
      3x Item Finders
      3x Computer Searches
      3x PlusPower
      3x Gust of Wind
      3x Energy Retrievals
      3x Scoop Up
      3x Lass
    
    Energy (15)
     11x Fighting Energy
      4x Double Colorless Energy
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                4. User-Created Decks
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    ===============
    My Random Decks
    ===============
    
    I just threw some crazy ideas for decks together here.
    
    No More Evos - By: Silk
    -----------------------
    
    Pokemon (12)
      4x Scyther
      4x Aerodactyl
      4x Electabuzz
    
    Trainers (25)
      4x Bill
      3x Professor Oak
      4x Energy Removal
      3x Super Energy Removal
      4x Pluspower
      4x Mysterious Fossil
      3x Gust of Wind
      2x Item Finder
      2x Computer Search
    
    Energy (19)
      15x Lightning Energy
      4x Double Colorless Energy
    
    Deck Strategy: As can be seen from the card layout, the strat
    is to get a Aero out as soon as possible to prevent powerful
    evolutions, and then to beat the opponents basic pokemon with 
    your own overpowered basics.
    
    
    ====================
    User Submitted Decks
    ====================
    
    I will post any decks submitted to me from email, etc. here.
    The deck's name is first, followed by the creator's 
    GameFAQs account/alias they used in their email.
    
    
    Firepower Deck - By: roboshark
    ------------------------------
      
    Pokemon (22)
      1x Charmander
      1x Charmeleon
      1x Charizard
      2x Vulpix
      2x Ninetails lv (Base)
      2x Ninetails lv (GB)
      1x Growlithe
      1x Arcanine 
      2x Ponyta
      2x Rapidash
      1x Magmar (Fossil)
      1x Magmar (Base
      1x Moltres  
      1x Legendary Moltres
      1x Machop
      1x Machoke
      1x Machamp
                          
    Trainer (10)
      1x Professor oak
      1x Impostor Professor Oak
      1x Bill
      2x Energy Eemoval
      1x Pokeball
      1x Pokedex
      1x Pluspower
      1x Defender
      1x Potion
        
    Energy (28)
      24x Fire Energy
      4x Fighting Energy
     
     
     
    User's Strategy: Bring out Moltres lv 37 and equip it with enough energy to 
    use dive bomb whilst backing it up with Charizard/Magmar lv 24, use 
    imposter professor oak to drain the opponents deck whilst attacking the 
    **** out of them with your powerful pokemon. Avoid using energy 
    discarding attacks/cards.
    
    
    Zapdos Only Deck - By: Boozman
    ------------------------------
    
    Pokemon (4)
       2X Legendary Zapdos
       2X Kabuto
    
    Trainer (34)
       1X Professor Oak
       4X Bill
       2X Mr. Fuji
       2X Mysterious fossil
       3X Energy Search
       2X Super energy Removal
       2X Switch
       4X Computer Search
       2X Item Finder
       4X Potion
       4X Super Potion
       4X Full Heal
    
    Energy (22)
       22X Lightning Energy
    
    User's Strategy: The point of the deck is to get Zapdos out and power it up 
    quickly. Usually you will be able to attack on the third turn to do 70 damage. 
    100 HP and All the trainers help keep Zapdos Alive. Since it is the only 
    basic pokemon in the deck, you will always have it in your hand to play 
    at the start of the game. 
    
    One problem that i face with this deck is if a person plays alot of 
    mysterious fossils or clefairy dolls becuase Zapdos' attack is random 
    and so killing those trainers just wastes time. Another is that becuase 
    Zapdos' attack is so high, it cannot kill a Mr. Mime. Thus Kabuto is put 
    in.  Since it is a Stage 1 pokemon, it does not get in the way of you 
    drawing Zapdos on the first turn.
    
    
    Modified 'Do the Wave' - By: -=Nethervoid=-
    -------------------------------------------
    
    Pokemon (18)
       4x Scyther
       4x Jigglypuff
       3x Wigglytuff
       4x Hitmonchan
       3x Movie Promo Mewtwo
    
    Trainers (24)
       4x Bill
       4x Prof. Oak
       4x Energy Removal
       4x Gust of Wind
       4x Plus Power
       4x Computer Search
    
    Energy (18)
       4x DCE
       7x Psychic
       7x Fighting
    
    User's Strategy: The reason for this list is that regardless of what your 
    opening hand is, you can fix it to the point where you can either be swinging 
    with a Mewtwo on turn 2 and have a DCE on a Jigglypuff waiting for the evo, 
    or a fully powered Wigglytuff on turn 2 going the distance and just
    wrecking house. There's never a situation with this deck where you
    really need a SER and if you do, you can Comp. Search up a second ER.
    
    You also don't need 4x Wigglytuff; if one dies it's done enough damage
    for the second one to finish the job no matter what it is. If you can't
    find a Wiggly for one reason or another, you have enough dig/search with
    this build to get it for turn 2. You get really flooded with dead ends
    if you use the build you have between pitching needed cards to the Item
    Finder and losing energy without a way to get it back to the SER. You
    want consistency and the best way is with 4 each of the most powerful
    Trainer cards available and the same for your Pokemon, running 2 of
    anything in a deck like this spells disaster.
    
    
    Eirik's Nidoking Deck - By: Eirik 
    ---------------------------------
    
    Pokemon (15)
      3x Nidoran (male)
      3x Nidoking
      3x Scyther
      3x Drowzee
      3x Hypno
    
    Trainers (16)
      4x Bill
      3x Pokemon Breeder
      2x Energy Search
      2x Energy Removal
      2x Super Energy Removal
      2x Computer Search
      2x Gust of Wind
      2x Gambler
    
    Energy (26)
      14x Grass Energy
      8x   Psychic Energy
      4x   Double Colorless Energy
    
    User's Strategy: Strategy here is to get Nidoking up as fast as you can and use 
    Toxic to beat'em up. If the opponent doesn't swap the Pokemon, Pokemon with 60 
    HP or under is dead before your turn. Rince repeat all over again. And if you 
    get your Nidokings beated up, Use Hypno and Scyther to take care of rest.
    
    
    Noah's Squortoise Deck - By: Noah
    ---------------------------------
    
    Pokemon  (12)
      4x Squirtle
      4x Wartortle
      4x Blastoise
     
    Trainer  (11)
      3x Pokemon Breeder
      4x Pokeball
      4x Gust of Wind
     
    Energy  (37)
      37x Water energy
    
    User's Strategy: N/A
    
    Scott's Fast 'Do The Wave' Deck - By: Scott
    -------------------------------------------
    
    Pokemon (15)
      4x Scyther
      4x Jigglypuff LV14
      4x Wigglytuff
      2x Chansey
      1x Kangaskhan
    
    Trainers (28)
      4x Professor Oak
      4x Bill
      1x Pokemon Trader
      4x Energy Search
      4x Energy Removal
      1x Switch
      3x Computer Search
      2x Pokedex
      3x Item Finder
      1x Gust of Wind
      1x Full Heal
    
    Energy (17)
      13x Grass Energy
      4x Double Colorless Energy
    
    User's Strategy: Computer Search and Item Finder serve as a toolbox to 
    access Gust of Wind, Full Heal, Pokemon Trader, and Switch.
    
    You should be able to play professor oak 2-4 times each game and the only 
    problems I tend to have is in long games possibly decking myself but even 
    that shouldn't be a problem after playing the deck a few times.
    
    
    ===============================================================================
                         ***************************************
                                 III. Getting Started
                         ***************************************
    ===============================================================================
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                     1. Controls
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    I'm not here to give you a step by step guide on controlling the game, that's
    what the manuals for, I am here to help you build a good deck. Thus, I'll
    submit my effort for the control scheme in a very simple format:
    
    A Button: Do something.
    B Button: Cancel something.
    Start: Pause.
    Select: In-duel shortcuts
    
    And that's the end of that chapter...
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                     2. Game Modes
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    This game is really limited to two styles of play, the actual story mode, and
    the 2-player link battle. After you (easily) conquer the story mode by either
    your own means or by using this guide as help (you better...), it is finally
    time to partake in the real game, head to head matches with other (presumably
    good) people. These matches are what really bring the game to life and allow
    the bigger aspect of strategy to shine through. To activate a link battle,
    go to the left wing room in any gym and talk to one of the clerks behind
    the counter.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                   3. Official Rules
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                 Official WotC Rules
    
    What's a Pokémon?
    
    Welcome to the world of Pokémon, a special place where people just like you
    train to become the number-one Pokémon Master in the world!
    But what is a Pokémon, you ask? "Pokémon are incredible creatures that share
    the world with humans," says Professor Oak, the leading authority on these
    monsters. "There are currently 150 documented species of Pokémon."
    And your incredible task is to capture, train, and fight with all of them! It's
    not easy, but once you get the hang of it, you'll know exactly which Pokémon to
    choose for a battle. On your way to the top, you'll perfect your skills by
    using your Pokémon to fight against other Pokémon trainers.
    Each Pokémon has its own special fighting abilities. Though they come in many
    shapes and sizes, even the smallest Pokémon can launch a fierce attack. Some
    Pokémon grow, or evolve, into even more powerful creatures. But don't
    worry-even your toughest Pokémon will be loyal to you!
    Carry your Pokémon with you, and you're ready for anything! You've got the
    power in your hands, so use it!
    If you play the Pokémon Game Boy(r) game or watch the animated Pokémon show,
    you already know the basic ideas and goals of the trading card game!
    
    -------------------------------------------------------------------------------
    
    Gotta Catch 'Em All!
    
    In the Pokémon trading card game, one of your goals is to collect each of the
    cards, similar to your goal of collecting each of the Pokémon in the Game Boy
    game. But not all Pokémon cards are as easy to catch as others. The Energy
    cards are the most basic and most common kind of cards. Your Pokémon cards,
    Evolution cards, and Trainer cards come in four different varieties: common
    cards are marked in the bottom right-hand corner with a (Circle). Uncommon
    cards are marked with a (Diamond), and rare cards are marked with a (Star). In
    addition, some rare cards are printed using holographic foil. These "holo"
    cards are the hardest to catch and collect. In addition, a limited quantity of
    each set of Pokémon cards is printed with the symbol, which shows that those
    cards are first-edition cards from that set. The same cards may be reprinted in
    the future but never with the symbol, ensuring that your first-edition cards
    will maintain their value!
    
    If you're mostly interested in playing, there are always good cards appearing
    in all levels of commonality. (Many of the most popular Pokémon-such as
    Pikachu, Charmander, Squirtle, and Bulbasaur-are common cards.) This ensures
    that players who buy different amounts of cards can still play and have a fun
    and fair game.
    
    -------------------------------------------------------------------------------
    
    What Do You Need to Play?
    
    Well, you and your opponent will each need your own deck of 60 cards, a coin to
    flip, and some counters to mark damage to your Pokémon. You can use pennies or
    whatever else you want to if you run out of counters.
    
    -------------------------------------------------------------------------------
    
    How to Win
    
    In Pokémon, you can win three different ways. First, at the start of the game,
    you set aside 6 of your cards as Prizes. Every time one of your opponent's
    Pokémon is Knocked Out, you take 1 of your Prizes and put it into your hand.
    When you've taken all 6 of your Prizes, you win the game! (You'll win most of
    your games this way.) Second, you also win if your opponent doesn't have an
    Active Pokémon (or a Benched Pokémon to replace it with) at the end of any
    turn. And finally, you win if your opponent's deck is out of cards at the start
    of his or her turn.
    
    -------------------------------------------------------------------------------
    
    What's the Pokémon Game Like
    
    You and your opponent take turns playing cards from your hands. Some of these
    cards will be Basic Pokémon cards, Evolution cards that can grow them into
    bigger and stronger Pokémon, or Energy cards that help Pokémon fight. You can
    also play Trainer cards-these will do lots of different things to help you win.
    You might have several Pokémon on the table at once, but only one of them
    (called your "Active Pokémon") will be fighting for you at a time. The rest
    will be sitting on your Bench in case you need them to fight. Every turn,
    you'll have a chance to attack with your Active Pokémon, which will either do
    damage to your opponent's Active Pokémon (called the "Defending Pokémon" during
    your attack) or do something else to it, like making it Asleep, Confused,
    Paralyzed, or Poisoned. If your attack does enough damage to Knock Out the
    Defending Pokémon, you get to take 1 of your 6 Prizes. When you take your 6th
    Prize (when 6 of your opponent's Pokémon have been Knocked Out), you win!
    
    -------------------------------------------------------------------------------
    
    What Are the Different Kinds of Cards?
    
    Basic Pokémon are your most important cards. They fight for you turn after turn
    against your opponent's Pokémon.
    
    Evolution cards are played on top of your Basic Pokémon (or sometimes on top of
    other Evolution cards). They make your Pokémon bigger and more powerful.
    Energy cards are attached to your Pokémon to give them the Energy they need to
    use their attacks.
    
    Trainer cards are one-shot cards that do something once and are then discarded.
    
    -------------------------------------------------------------------------------
    
    Starting the Game
    
    Shuffle your deck and draw a starting hand of 7 cards. Put the rest of your
    deck face-down in front of you.
    
    You and your opponent each choose a Basic Pokémon card (it'll say "Basic
    Pokémon" in the upper left-hand corner) from your hands and put them face-down.
    These will be your starting Active Pokémon.
    
    Each player may, if he or she wishes, choose up to 5 Basic Pokémon from his or
    her hand and put them face-down on his or her Bench (this is where Pokémon wait
    when they're not the Active Pokémon).
    
    Put the top 6 cards of your deck face-down in front of you. These are your
    Prizes, which you take when your opponent's Pokémon are Knocked Out. You can't
    look at a Prize card until you take it.
    
    Flip a coin to decide who goes first. You can use your special Pokémon coin, if
    you have one.
    
    Flip over all the Active and Benched Pokémon that have been put on the table.
    Be sure to leave room for your discard pile. All of your cards that get
    discarded during the game, no matter how they get discarded, will go there.
    During the game, you'll be putting more and more cards on the table. All the
    cards on the table that are in the Active Pokémon area or on the Bench are
    referred to as being "in play." Your deck, your Prizes, and the cards in your
    discard pile are not considered to be "in play."
    
    Pokémon cards, Evolution cards, and Energy cards will be on the table-"in
    play"-after you play them from your hand. You can keep using those cards in
    play turn after turn. Trainer cards, though, are used once and then discarded.
    
    -------------------------------------------------------------------------------
    
    Let's Play!
    As you play, you and your opponent take turns. During your opponent's turn, you
    don't do anything except replace your Active Pokémon if it gets Knocked Out
    (see below). During your turn, go through the steps below.
    
    -------------------------------------------------------------------------------
    
    What Can You Do during Your Turn?
    
    1) DRAW a card
    
    You always begin your turn by drawing a card. (If your deck is empty at the
    beginning of your turn, the game is over, and your opponent wins.)
    
    2) DO ANY of the following in any order and as often as you like:
    
    Put a Basic Pokémon on the Bench
    
    Choose a Basic Pokémon from your hand and put it face-up on your Bench. You can
    have no more than 5 Pokémon on your Bench at any time, so you can only put a
    new Basic Pokémon there only if your Bench has 4 or fewer Pokémon on it.
    
    Evolve a Pokémon in play
    
    If you have a card in your hand that says "Evolves from so-and-so" and
    so-and-so is the name of a Pokémon you already have in play, you may play that
    card in your hand on top of the Pokémon so-and-so. This is called "evolving" a
    Pokémon.
    Example: Juliane has a card called Ninetales that says "Evolves from Vulpix,"
    and she has a Vulpix card in play. She may play the Ninetales card on top of
    the Vulpix card.
    
    When a Pokémon evolves, it keeps all cards attached to it (Energy cards,
    Evolution cards, etc.) and any damage it might already have, but the old
    attacks and Pokémon Powers of the Pokémon it evolved from go away. All other
    things about the Pokémon go away-Sleep, Confusion, Paralysis, Poison, or
    anything else that might be the result of an attack some Pokémon made earlier.
    Sorry, you can't evolve a Pokémon that you just played or evolved on that turn.
    Also, neither player can evolve a Pokémon on the first turn. And finally, yes,
    you can evolve a Pokémon on your Bench-that counts as "in play"!
    
    Attach an Energy card to a Pokémon
    
    Take an Energy card from your hand and attach it to one of your Pokémon in play
    (put it under the Pokémon card).
    
    Unlike most of the other things you can do during your turn, you may do this
    only once during your turn. Also, remember that you can attach an Energy card
    to a Pokémon on your Bench. After all, that's "in play," too!
    
    Play a Trainer card
    
    When you want to play a Trainer card, do what it says, then put it in the
    discard pile.
    
    Retreat your Active Pokémon
    
    You may switch your Active Pokémon with one of the Pokémon on your Bench. To do
    this, you must discard Energy attached to the Active Pokémon equal to the
    Retreat Cost that's written in the lower right-hand corner. (You'll read more
    about costs in the "Attack with Your Active Pokémon" section.) If you can't do
    that, then you can't retreat. Pokémon with no Retreat Cost don't need to get
    rid of any Energy when they retreat-they can retreat "for free."
    
    A Pokémon that is Asleep or Paralyzed can't retreat. A Confused Pokémon can try
    to retreat, but it might not succeed. (Why this might happen will be explained
    later on in the rules.)
    
    When your Active Pokémon goes to your Bench (whether it retreated or got there
    some other way), it keeps any Energy cards, any Evolution cards, and any damage
    counters it might already have. All other things about the Pokémon go
    away-Sleep, Confusion, Paralysis, Poison, or anything else that might be the
    result of an attack some Pokémon made earlier. All of these things go away.
    If you retreat, you can still attack that turn with the new Active Pokémon.
    
    Use a Pokémon Power
    
    Some Pokémon have a special "Pokémon Power" that they can use when they're in
    play. (Remember, Benched Pokémon are "in play," too.) Many of these Powers can
    be used before you attack. Each Pokémon Power is different, though, so you
    should read carefully to see how each Power works.
    
    A Pokémon Power isn't the same as a Pokémon's attack, so if you use the Pokémon
    Power, you can still attack!
    
    3) ATTACK with your Active Pokémon
    
    If you wish, you may have your Active Pokémon attack your opponent's Active
    Pokémon (also called the "Defending Pokémon"). This is the last thing you can
    do during your turn-you can't do anything else afterward. You can only attack
    one time during your turn, and your Pokémon can only use one of its attacks
    each turn. To attack, just tell your opponent which one of your Pokémon's
    attacks you're using. You can only use an attack if you have at least the
    required amount of Energy attached to your Active Pokémon.
    The required amount is written to the left of the attack name.
    
    Energy
    
    Any kind of Energy can count toward Colorless Energy requirements. But only
    Energy of the appropriate kind counts toward Energy requirements of that kind.
    For example, you can use at attack with [FFC] next to it only if that Pokémon
    has at least 3 Energy attached to it, at least 2 of which are Energy.
    You have to have the required amount of Energy attached to a Pokémon to use its
    attack, but you don't have to discard those cards to attack. The cards stay
    attached to your Pokémon unless the card says otherwise!
    
    Damage
    
    When you attack, read the attack you're using and do what it says. For each 10
    damage a Pokémon takes, put one damage counter on it. If a Pokémon ever has
    total damage at least equal to its Hit Points (for example, 4 or more damage
    counters on a Pokémon with 40 HP), it's immediately Knocked Out.
    
    Weakness and Resistance
    
    Some Pokémon have a Weakness or Resistance to Pokémon of certain other types.
    (For example, Charmander has a Weakness to Pokémon.) A Defending Pokémon takes
    double damage from a Pokémon that it has a Weakness to, and it takes 30 less
    damage from a Pokémon that it has Resistance to.
    
    Usually the attack won't depend on the order you do this in, but if it does,
    then this is how you'll figure it out! First, you pay any costs (discarding
    Energy cards, for example) before seeing what the attack does. Then damage
    comes before any other effects. Also, Weakness is applied before other things
    that might change the amount of damage.
    
    What happens when your Pokémon is Knocked Out?
    
    Whenever one of your Pokémon is Knocked Out, put its Basic Pokémon card and all
    cards attached to it (Evolution cards, Energy cards, etc.) in your discard
    pile. Your opponent then chooses one of his or her Prizes (even if you Knocked
    Out your Pokémon yourself!) and puts it into his or her hand. After that, you
    must replace your Active Pokémon with a Pokémon from your Bench. (If you can't
    do this because your Bench is empty, you lose.) If your Active Pokémon and your
    opponent's Active Pokémon are Knocked Out at the same time, the player whose
    turn it is replaces his or her Pokémon last. The player whose turn it is
    chooses his or her Prize last as well.
    
    4) Your turn is OVER now
    
    Sometimes there are things to do after your turn is over but before your
    opponent's turn begins. After you've done those things, your opponent's turn
    begins.
    
    -------------------------------------------------------------------------------
    
    What Happens after Each Player's Turn?
    
    After each player's turn, if either player's Active Pokémon is Poisoned, it'll
    take damage, and if it's Asleep or Paralyzed it might recover. Then the next
    player's turn begins.
    
    -------------------------------------------------------------------------------
    
    How Do Sleep, Confusion, Paralysis, and Poison Work?
    
    Some attacks cause the Defending Pokémon to be Asleep, Confused, Paralyzed, or
    Poisoned. These things don't happen to a Benched Pokémon, only to an Active
    Pokémon-in fact, if a Pokémon goes to the Bench, these things are removed from
    it. And evolving a Pokémon also means it's no longer Asleep, Confused,
    Paralyzed, or Poisoned.
    
    Asleep
    
    If a Pokémon is Asleep, it can't attack or retreat. As soon as a Pokémon is
    Asleep, turn it sideways to show that it's Asleep. After each player's turn,
    flip a coin. On a heads, the Pokémon wakes up (turn the card back right-side
    up), but on a tails it's still Asleep, and you'll have to wait until after the
    next turn to try to wake it up again.
    
    Confused
    
    If a Pokémon is Confused, you have to flip a coin whenever you try to attack
    with it or whenever you try to make it retreat. Turn a Confused Pokémon with
    its head pointed toward you to show it's Confused.
    When you try to make a Confused Pokémon retreat, you first have to pay the
    Retreat Cost by discarding Energy cards. Then flip a coin. On heads, you
    retreat the Pokémon as normal. On tails, the retreat fails, and that Pokémon
    can't try to retreat again that turn.
    When you attack with a Confused Pokémon, you flip a coin. On heads, the attack
    works normally, but on tails your Pokémon attacks itself with an attack that
    does 20 damage. (If your Pokémon has a Weakness or Resistance to its own type,
    or if there's some other effect that would alter the attack, apply these things
    as usual.)
    
    On tails, the Active Pokémon does 20 damage to itself even if its attack
    normally doesn't do damage (like Squirtle's Withdraw attack).
    
    Paralyzed
    
    If a Pokémon is Paralyzed, it can't attack or retreat. Turn the Pokémon
    sideways to show it's Paralyzed. If an Active Pokémon is Paralyzed, it recovers
    after its player's next turn. Turn the card right-side up again.
    What this means is that if your Pokémon gets Paralyzed, it will be out of
    action on your next turn, and then it will be okay again.
    
    Poisoned
    
    If a Pokémon is Poisoned, place a "poison marker" on it to show that it's
    Poisoned.
    
    As long as it's still Poisoned, the Pokémon takes 10 damage after each player's
    turn, ignoring Weakness and Resistance. If an attack would Poison a Pokémon
    that's already Poisoned, it doesn't get doubly Poisoned; instead, the new
    Poison condition replaces the old one.
    
    Make sure whatever you use for a poison marker looks different from a damage
    counter.
    
    -------------------------------------------------------------------------------
    
    Can Your Pokémon Be Asleep and Confused at the Same Time?
    
    If a Pokémon is Asleep, Confused, or Paralyzed, and a new attack is made
    against it that causes it to become Asleep, Confused, or Paralyzed, the old
    condition is erased and only the new one counts. But these three conditions are
    the only attack effects that erase each other. For example, a Pokémon can be
    confused and Poisoned at the same time.
    
    STOP READING NOW! You know enough to start playing, so play a few games before
    you go on to the Expert Rules!
    
    -------------------------------------------------------------------------------
    
    Why Are There So Many Different Cards?
    
    One of the things that makes Pokémon different from other card games is that
    it's a trading card game. This means that there are lots of different cards
    that you can collect and trade with your friends. Also, you aren't limited to
    just playing the decks you buy-you can use all the different cards you have to
    create totally new decks! A lot of the fun of a trading card game comes from
    making different decks that use different strategies.
    
    -------------------------------------------------------------------------------
    
    How Do You Make a New Deck?
    
    Your deck has to have exactly 60 cards, and you can't have more than 4 of any
    one card other than basic Energy cards in your deck. A card counts as the same
    as another card if it has the same name-it doesn't matter whether the cards
    have different art or come from different sets.
    
    To make a new deck, first notice that all the cards other than the Trainers
    have different Energy types on them. Your deck should probably include one or
    two of the basic Energy types, and you can choose to add some Colorless Pokémon
    if you like. If you just choose one Energy type, you will always have the right
    kind of Energy for your Pokémon, but not as much variety. If you have several
    Energy types, you'll have more Pokémon to choose from, but you'll run the risk
    of sometimes not drawing the right type of Energy for your Pokémon. And be sure
    your deck has enough Energy cards (most decks need 25 to 30).
    
    Once you've chosen your Energy types, pick Pokémon and Trainer cards that work
    well together. Do you want to build up big Pokémon to crush your opponent? Then
    put in a lot of Evolution cards and some Trainers like Pokédex that help you
    find those Evolution cards. Do you want to do a lot of damage to your
    opponent's Pokémon very quickly? Then pick Pokémon that don't need to be
    evolved and cards like PlusPower that do extra damage.
    
    After you've made your deck, play it as often as you can against as many other
    decks as you can. See what works and what doesn't, and then make changes. If
    you keep working at it, you'll have a deck that will show everyone you're the
    greatest Pokémon Master of all time!
    
    ===============================================================================
    
                              Pokemon TCG Expert Rules
    ===============================================================================
    
    In What Order Do You Do Your Attack?
    
    The exact steps to go through when attacking are listed here. For most attacks,
    it won't matter what order you do things in, but if you have to work your way
    through a really complicated attack, follow these steps in order and you should
    be fine.
    
    Announce which attack your Active Pokémon is using. Make sure your Pokémon has
    enough Energy cards attached to it to use the attack.
    If necessary, make any choices the attack requires you to make. (For example,
    Poliwhirl's Amnesia attack says "Choose 1 of the Defending Pokémon's attacks."
    So you choose now.)
    
    If necessary, do anything the attack requires you to do in order to use it.
    (For example, discard Energy cards, as in Charmander's Ember attack, which
    makes you discard one (R) Energy card in order to use it.)
    
    If necessary, apply any effects that might alter or cancel the attack. (For
    example, if your Pokémon was hit last turn by Sandshrew's Sand-attack, that
    attack said that if you tried to attack with that Pokémon during your next
    turn, you should flip a coin. If tails, your Pokémon's attack does nothing.)
    
    If your Active Pokémon is Confused, check now to see if the attack fails.
    Do whatever the attack says. Do any damage first, then do any other effects,
    and finally, Knock Out any Pokémon that have damage greater than or equal to
    their Hit Points.
    
    -------------------------------------------------------------------------------
    
    How Do You Figure Out the Damage?
    
    Usually the amount of damage an attack does won't depend on the order in which
    you do things. But if you have to figure out an attack in which a lot of
    different things might change the damage, follow these steps in order (skip any
    steps that don't apply to that attack).
    
    Start with the base damage. This is the number written to the right of the
    attack, or, if that number has an x, -, +, or ? sign next to it, it's the
    amount of damage the attack text tells you to do.
    
    Apply any effects the Active Pokémon has that will affect the base damage dealt
    (for example, Scyther's Swords Dance). Then if the base damage is 0 (or if the
    attack doesn't do any damage at all), just stop figuring the damage. You're
    done now. Otherwise, keep going.
    
    Double the damage if the Defending Pokémon has a Weakness to the attacking
    Pokémon's type.
    
    Subtract 30 damage if the Defending Pokémon has Resistance to the attacking
    Pokémon's type.
    
    Figure out effects of Trainer cards attached to the attacking Pokémon.
    
    Figure out effects of Trainer cards attached to the Defending Pokémon.
    
    Apply any relevant effects resulting from the Defending Pokémon's last attack
    (for example, Onix's Harden) or any relevant Pokémon Powers.
    
    For each 10 damage the attack ends up doing, put one damage counter on the
    Defending Pokémon. (If at this point the damage done turns out to be less than
    0, don't do anything.)
    
    Now that damage has been done, if the attack does anything other than damage,
    do all of that.
    
    -------------------------------------------------------------------------------
    
    How Do You Retreat Using Double Energy Cards?
    
    Paying Retreat Costs can get confusing with Double Energy cards. Here's the way
    it works: Discard Energy cards one at a time until you've paid the Retreat Cost
    (or maybe more). Once you've paid the cost, you can't discard any more cards.
    
    For example, suppose your Pokémon has a Retreat Cost of (2) and it has two (R)
    Energy cards and a Double Colorless Energy card attached. You can pay the
    Retreat Cost in several ways-by discarding DC, by discarding 2 (R), or by
    discarding (R) first and then. You can't discard all 3 cards, though.
    
    -------------------------------------------------------------------------------
    
    What Happens if a Card Tells You to Draw More Cards than You Have Left?
    
    Sometimes a card will tell you to draw more cards than you have in your deck or
    to search for cards that you don't have in your deck. If this happens, do as
    much as you can (draw as many cards as you have left or get those cards that
    are in your deck) and continue play as normal. Remember, you lose if you can't
    draw a card at the beginning of your turn, not if you can't draw one because a
    card told you to.
    
    -------------------------------------------------------------------------------
    
    What Happens if Neither Player Gets a Basic Pokémon in His or Her First 7 Cards?
    
    Sometimes neither you nor your opponent will get any Basic Pokémon in your
    first hands of 7 cards. If this happens, both players shuffle and draw 7 new
    cards. In this case, neither player gets to draw the extra 2 cards. Repeat this
    process until at least one of the players has a Basic Pokémon card in his or
    her hand of 7 cards. If the other player still doesn't have a Basic Pokémon
    card in his or her hand, that player can shuffle and draw 7 new cards, but the
    player who already has a Basic Pokémon can draw up to 2 extra cards as usual.
    Continue this process until both players have a Basic Pokémon in their first
    hand of 7 cards.
    
    -------------------------------------------------------------------------------
    
    What Happens if Both Players Win at the Same Time?
    
    You win if you take your last Prize or if your opponent can't replace his or
    her Knocked Out Pokémon with one from his or her Bench. But it might happen
    that both players "win" in one of these ways at the same time. If this happens,
    play Sudden Death. But if you win in both ways and your opponent wins in only
    one way, you win!
    
    -------------------------------------------------------------------------------
    
    What's Sudden Death?
    
    If Sudden Death occurs, play a new game of Pokémon, but have each player use
    only 1 Prize instead of the usual 6. Except for the number of Prizes, treat the
    Sudden Death game like a whole new game of Pokémon: Set everything up again,
    including flipping a coin to see who goes first. The winner of this game is the
    overall winner. It may happen that the Sudden Death game also ends in Sudden
    Death; if that happens, just keep playing Sudden Death games until somebody
    wins.
    
    ------------------------------------------------------------------------------
    
    Glossary
    
    Active Pokémon: Your Pokémon that's in front of all your other Pokémon. Only
    the Active Pokémon can attack.
    
    Attach: To take a card from your hand and put it on one of your Pokémon in play.
    
    Attack: 1) When your Active Pokémon fights your opponent's Defending Pokémon.
    2) The text written on each Pokémon that shows what it does when it attacks (a
    Pokémon can have one or two attacks on it).
    
    Basic Energy card: A Grass, Fire, Water, Lightning, Psychic, or Fighting Energy
    card.
    
    Basic Pokémon card: A card that you can play directly from your hand on your
    turn to put a Pokémon into play. See Evolution card.
    
    Bench: Your Pokémon that are in play but aren't actively fighting sit here.
    They're ready to come out and fight if the Active Pokémon retreats or is
    Knocked Out.
    
    Damage: When one Pokémon attacks another, it will usually cause damage. If a
    Pokémon has total damage greater than or equal to its Hit Points, it is Knocked
    Out.
    
    Defending Pokémon: Your opponent's Active Pokémon during your attack.
    
    Discard pile: The pile of cards you've discarded. These cards are always
    face-up. Anyone can look at these cards at any time.
    
    Energy card: The cards that power your Pokémon and make them able to attack.
    See Basic Energy card.
    
    Evolution card: A card you can play on top of a Basic Pokémon card (or
    sometimes on top of another Evolution card) to make it stronger.
    
    Hit Points: A number every Pokémon has, telling you how much damage it can take
    before it's Knocked Out.
    
    In play: Your cards on the table are considered to be in play. Basic Pokémon,
    Evolution cards, and Energy cards can't be used unless they are in play. (The
    cards in your deck, your discard pile, and your Prizes are not considered to be
    in play, but your Benched Pokémon are.)
    
    Knocked Out: If a Pokémon has damage greater than or equal to its Hit Points,
    it's Knocked Out. That Pokémon goes to the discard pile, along with any cards
    attached to it. When one of your opponent's Pokémon is Knocked Out, you take
    one of your Prizes.
    
    Pokémon: The colorful creatures that fight for you in the Pokémon trading card
    game. They are represented in the game by Basic Pokémon and Evolution cards.
    Pokémon Power: The special abilities some Pokémon have. These are written in
    the same place attacks are, but they always have the words "Pokémon Power" in
    front of them so that you can tell they're not attacks.
    
    Prizes: The 6 cards you put face-down at the start of the game. Every time one
    of your opponent's Pokémon is Knocked Out, you take 1 of your Prizes into your
    hand. When you take your last Prize, you win!
    
    Resistance: If a Pokémon has Resistance, it takes 30 less damage whenever
    attacked by Pokémon of a certain other type. Resistance is indicated in the
    lower middle of the card.
    
    Retreat: The act of taking your Active Pokémon and switching it with one of
    your Benched Pokémon. To retreat, you must discard from the retreating Pokémon
    Energy equal to the Retreat Cost of that Pokémon. This cost is written in the
    lower right-hand corner of the card.
    
    Sudden Death: Sometimes both players will win at the same time. In this case,
    you play a shorter version of the Pokémon game called "Sudden Death" (using
    only 1 Prize each instead of 6).
    
    Trainer card: These are cards that you play during your turn by following the
    instructions on the card and then discarding it.
    
    Weakness: If a Pokémon has Weakness, it takes double damage when attacked by
    Pokémon of a certain other type. Weakness is indicated in the lower left-hand
    corner of the card.
    
    -------------------------------------------------------------------------------
    
    
    ===============================================================================
                         ***************************************
                                     IV. The Cards
                         ***************************************
    ===============================================================================
    
    This (fairly gargantuan by my standards) section will simply list all
    of the cards in the game. This cards, with the exception of a few promotional
    and GB exclusive cards, all come from the Base, Jungle, or Fossil sets in the
    real Pokemon TCG sets. All attacks, HP, Pokemon Powers, etc., were all copied
    directly from the cards and should read exactly as the cards do.
    
    I have also given my personal rating of the card as a whole, factoring in
    its evolution and strategy within particular decks. It is under the
    'My Rating' category, and it is out of 5 *'s, 5 being the best.
    
    --------------
    
    Ratings Guide
    
    ***** - A must have card. A solid card either for any deck, or because of
    its ability to have an entire successful deck revolve around it.
    
    **** - A really good card. Used often in decks, although possibly not
    overused like some of the ***** cards.
    
    *** - A decent card. A card that given the right situation and deck set
    up, could possibly shine. Has the advantage of being a little unexpected
    because of its lesser use than top tier cards.
    
    ** - A limited card. Very limited uses, best to stay away unless
    apart of a evolutionary line or for a theme deck.
    
    * - A bad card. Would not recommend using it unless for fun.
    
    --------------
    
    Energy Abbreviations
    
    (Number) = Colorless
    G = Grass
    R = Fire
    L = Lightning
    W = Water
    F = Fighting
    P = Psychic
    
    ---------------
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                     1. Base Set
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Alakazam
    Evolution: Stage 2 - evolves from Kadabra 1/102
    Rarity: Rare
    Type: Psychic
    HP: 80
    Weakness: P
    Resistance: N/A
    Retreat: 3
    My Rating: **** 1/2
    
    Pokemon Power: "Damage Swap" As often as you like during your turn (before you
    attack), you may move 1 damage counter from one of your Pokemon to another as
    long as you don't Knock Out that Pokemon. This power can't be used if Alakazam
    is Asleep, Confused, or Paralyzed.
    
    Attack: {PPP} Confuse Ray (30) Flip a coin. If heads, the defending Pokemon is
    now Confused.
    
    --------------
    
    Blastoise
    Evolution: Stage 2 - evolves from Wartortle 2/102
    Rarity: Rare
    Type: Water
    HP: 100
    Weakness: L
    Resistance: N/A
    Retreat: 3
    My Rating: **** 1/2
    
    Pokemon Power: "Rain Dance" As often as you like during your turn (before your
    attack), you may attach 1 Water Energy Card to 1 of your Water Pokemon. (This
    doesn't use up your 1 Energy Card attachment for the turn.) This power can't be
    used if Blastoise is Asleep, Confused, or Paralyzed.
    
    Attack: {WWW} Hydro Pump (40+) Does 40 damage plus 10 damage for each Water
    Energy attached to this Pokemon but not used to pay for this attack. (You
    cannot add more than 20 damage this way.)
    
    --------------
    
    Chansey
    Evolution: Basic Pokemon 3/102
    Rarity: Rare
    Type: Colorless
    HP: 120
    Weakness: F
    Resistance: P
    Retreat: 1
    My Rating: ****
    
    Attack: {2} Scrunch Flip a coin. If heads, prevent all damage done to Chansey
    during your opponent's next turn. (Any other effects of attacks still happen.)
    
    Attack: {4} Double-Edge (80) Chansey does 80 damage to itself.
    
    --------------
    
    Charizard
    Evolution: Stage 2 - evolves from Charmeleon 4/102
    Rarity: Rare
    Type: Fire
    HP: 120
    Weakness: W
    Resistance: F
    Retreat: 3
    My Rating: ***
    
    Pokemon Power: "Energy Burn" As often as you like during your turn (before your
    attack), you may turn all Energy attached to Charizard into Fire Energy for the
    rest of the turn. This power can't be used if Charizard is Asleep, Confused, or
    Paralyzed.
    
    Attack: {RRRR} Fire Spin (100) Discard 2 Fire Energy Cards to use this attack.
    
    --------------
    
    Clefairy
    Evolution: Basic Pokemon 5/102
    Rarity: Rare
    Type: Colorless
    HP: 40
    Weakness: F
    Resistance: P
    Retreat: 1
    My Rating: ** 1/2
    
    Attack: {1} Sing Flip a coin. If heads, the defending Pokemon is now Asleep.
    
    Attack: {3} Metronome Choose one of the defending Pokemon's attacks. Metronome
    copies that attack except for its Energy costs and anything else required in
    order to use that attack, such as discarding Energy Cards. (No matter what type
    the the defending Pokemon is, Clefairy's type is still colorless)
    
    --------------
    
    Gyarados
    Evolution: Stage 1 - evolves from Magikarp 6/102
    Rarity: Rare
    Type: Water
    HP: 100
    Weakness: G
    Resistance: F
    Retreat: 3
    My Rating: *** 1/2
    
    Attack: {WWW} Dragon Rage (50)
    
    Attack: {WWWW} Bubblebeam (40) Flip a coin. If heads, the defending Pokemon is
    now Paralyzed.
    
    --------------
    
    Hitmonchan
    Evolution: Basic Pokemon 7/102
    Rarity:
    Rare
    Type: Fighting
    HP: 70
    Weakness: P
    Resistance: N/A
    Retreat: 2
    My Rating: **** 1/2
    
    Attack: {F} Jab (20)
    Attack: {1FF} Special Punch (40)
    
    --------------
    
    Machamp
    Evolution: Stage 2 - evolves from Machoke 8/102
    Rarity: Rare
    Type: Fighting
    HP: 100
    Weakness: P
    Resistance: N/A
    Retreat: 3
    My Rating: ** 1/2
    
    Pokemon Power: "Strikes Back" Whenever opponent damages Machamp (even if it
    knocks out Machamp), this power does 10 damage to attacker (no weakness or
    resistance.) This power cannot be used if Machamp is already Asleep, Confused,
    or Paralyzed when opponent attacks.
    
    Attack: {1FFF} Seismic Toss (60)
    
    --------------
    
    Magneton
    Evolution: Stage 1 - evolves from Magnemite 9/102
    Rarity: Rare
    Type: Lightning
    HP: 60
    Weakness: F
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Attack: {1LL} Thunder Wave (30) Flip a coin. If heads, the defending Pokemon is
    now paralyzed.
    
    Attack: {2LL} Selfdestruct (80) Does 20 damage to each Pokemon on each bench.
    (Do not apply Weakness or Resistance for benched Pokemon.) Magneton does 80
    damage to itself.
    
    --------------
    
    Mewtwo
    Evolution: Basic Pokemon 10/102
    Rarity: Rare
    Type: Psychic
    HP: 60
    Weakness: P
    Resistance: N/A
    Retreat: 3
    My Rating: ** 1/2
    
    Attack: {1P} Psychic (10+) Does 10 damage plus 10 more damage for each Energy
    Card attached to the defending Pokemon.
    
    Attack: {PP} Barrier Discard 1 Psychic Energy Card in order to prevent all
    effects of attacks, including damage, done to Mewtwo during opponent's next
    turn.
    
    --------------
    
    Nidoking
    Evolution: Stage 2 - evolves from Nidorino 11/102
    Rarity: Rare
    Type: Grass
    HP: 90
    Weakness: P
    Resistance: N/A
    Retreat: 3
    My Rating: ***
    
    Attack: {2G} Thrash (30+) Flip a coin. If heads, this attack does 30 damage
    plus 10 more damage; If tails, this attack does 30 damage plus Nidoking does 10
    damage to itself.
    
    Attack: {GGG} Toxic (20) The defending Pokemon is now Poisoned. It now takes 20
    Poison damage instead of 10 after each player's turn (even if it was already
    Poisoned).
    
    --------------
    
    Ninetails
    Evolution: Stage 1 - evolves from Vulpix 12/102
    Rarity: Rare
    Type: Fire
    HP: 80
    Weakness: W
    Resistance: N/A
    Retreat: 1
    My Rating: ****
    
    Attack: {2} Lure If your opponent has any Benched Pokemon, choose 1 and switch
    it with his or her active Pokemon.
    
    Attack: {RRRR} Fire Blast (80) Discard 1 Fire Energy Card to use this attack.
    
    --------------
    
    Poliwrath
    Evolution: Stage 2 - evolves from Poliwhirl 13/102
    Rarity: Rare
    Type: Water
    HP: 90
    Weakness: G
    Resistance: N/A
    Retreat: 3
    My Rating: ** 1/2
    
    Attack: {1WW} Water Gun (30+) Does 30 damage plus 10 damage for each Water
    Energy attached to Poliwrath but not used to pay for this attack. (You may not
    add more than 20 damage this way.)
    
    Attack: {2WW} Whirlpool (40) If the defending Pokemon has Energy Cards
    attached, choose 1 and discard.
    
    --------------
    
    Raichu
    Evolution: Stage 1 - evolves from Pikachu 14/102
    Rarity: Rare
    Type: Lightning
    HP: 80
    Weakness: F
    Resistance: N/A
    Retreat: 1
    My Rating: ** 1/2
    
    Attack: {2L} Agility (20) Flip a coin. If heads, during opponent's next turn,
    prevent all effects of attacks, including damage, done to Raichu.
    
    Attack: {1LLL} Thunder (60) Flip a coin. If tails, Raichu does 30 damage to
    itself.
    
    --------------
    
    Venusaur
    Evolution: Stage 2 - evolves from Ivysaur 15/102
    Rarity: Rare
    Type: Grass
    HP: 100
    Weakness: R
    Resistance: N/A
    Retreat: 2
    My Rating: ****
    
    Pokemon Power: "Energy Trans" As often as you like during your turn (before
    attack), you may take 1 Grass Energy Card attached to 1 of your Pokemon and
    attach it to a different one. This power can't be used if Venusaur is Asleep,
    Confused, or Paralyzed.
    
    Attack: {GGGG} Solarbeam (60)
    
    --------------
    
    Zapdos
    Evolution: Basic Pokemon 16/102
    Rarity: Rare
    Type: Lightning
    HP: 90
    Weakness: N/A
    Resistance: F
    Retreat: 3
    My Rating: **
    
    Attack: {1LLL} Thunder (60) Flip a coin. If tails, Zapdos does 30 damage to
    itself.
    
    Attack: {LLLL} Thunderbolt (100) Discard all Energy Cards attached to Zapdos to
    use this attack.
    
    --------------
    
    Beedrill
    Evolution: Stage 2 - evolves from Kakuna 17/102
    Rarity: Rare
    Type: Grass
    HP: 80
    Weakness: R
    Resistance: F
    Retreat: N/A
    My Rating: ***
    
    Attack: {3} Twineedle (30×) Flip 2 coins. This attack does 30 times number of
    heads.
    
    Attack: {GGG} Poison Sting (40) Flip a coin. If heads, the defending Pokemon is
    now poisoned.
    
    --------------
    
    Dragonair
    Evolution: Stage 1 - evolves from Dratini 18/102
    Rarity: Rare
    Type: Colorless
    HP: 80
    Weakness: N/A
    Resistance: P
    Retreat: 2
    My Rating: *** 1/2
    
    Attack: {3} Slam (30×) Flip 2 coins. This attack does 30 times number of heads.
    Attack: {4} Hyper Beam (20) If the defending Pokemon has Energy Cards attached,
    choose 1 and discard.
    
    --------------
    
    Dugtrio
    Evolution: Stage 1 - evolves from Diglett 19/102
    Rarity: Rare
    Type: Fighting
    HP: 70
    Weakness: G
    Resistance: L
    Retreat: 2
    My Rating: ** 1/2
    
    Attack: {1FF} Slash (40)
    
    Attack: {FFFF} Earthquake (70) Does 10 damage to each of your own Benched
    Pokemon. (Don't apply Weakness or Resistance for Benched Pokemon.)
    
    --------------
    
    Electabuzz
    Evolution: Basic Pokemon 20/102
    Rarity: Rare
    Type: Lightning
    HP: 70
    Weakness: F
    Resistance: N/A
    Retreat: 2
    My Rating: *****
    
    Attack: {L} Thundershock (10) Flip a coin. If heads, the defending Pokemon is
    now paralyzed.
    
    Attack: {1L} Thunderpunch (30+) Flip a coin. If heads, this attack does an
    additional 10 damage to the defending Pokemon. If tails, Electabuzz does 10
    damage to itself.
    
    --------------
    
    Electrode
    Evolution: Stage 1 - evolves from Voltorb 21/102
    Rarity: Rare
    Type: Lightning
    HP: 80
    Weakness: F
    Resistance: N/A
    Retreat: 1
    My Rating: ** 1/2
    
    Pokemon Power: "Buzzap" At any time during your turn (before attack) you may
    Knock Out Electrode and attach it to 1 of your other Pokemon. Electrode becomes
    an Energy Card of choice providing 2 Energy of that type. You can't use this
    power if Electrode is Asleep, Confused or Paralyzed.
    
    Attack: {LLL} Electric Shock (50) Flip a coin. If tails, Electrode does 10
    damage to itself.
    
    --------------
    
    Pidgeotto
    Evolution: Stage 1 - evolves from Pidgey 22/102
    Rarity: Rare
    Type: Colorless
    HP: 60
    Weakness: L
    Resistance: F
    Retreat: 1
    My Rating: ** 1/2
    
    Attack: {2} Whirlwind (20) If opponent has Benched Pokemon, he or she chooses 1
    of them and switches it with the defending Pokemon. (do damage dealing before
    switching Pokemon.)
    
    Attack: {3} Mirror Move If Pidgeotto was attacked last turn, do the final
    result of that attack on Pidgeotto to the defending Pokemon.
    
    --------------
    
    Arcanine
    Evolution: Stage 1 - evolves from Growlithe 23/102
    Rarity: Uncommon
    Type: Fire
    HP: 100
    Weakness: W
    Resistance: N/A
    Retreat: 3
    My Rating: ***
    
    Attack: {1RR} Flamethrower (50) Discard 1 Fire Energy Card to use this attack.
    
    Attack: {2RR} Take Down (80) Arcanine does 30 damage to itself.
    
    --------------
    
    Charmeleon
    Evolution: Stage 1 - evolves from Charmander 24/102
    Rarity: Uncommon
    Type: Fire
    HP: 80
    Weakness: W
    Resistance: N/A
    Retreat: 1
    My Rating: ***
    
    Attack: {3} Slash (30)
    
    Attack: {1RR} Flamethrower (50) Discard 1 Fire Energy Card to use this attack.
    
    --------------
    
    Dewgong
    Evolution: Stage 1 - evolves from Seel 25/102
    Rarity: Uncommon
    Type: Water
    HP: 80
    Weakness: L
    Resistance: N/A
    Retreat: 3
    My Rating: *** 1/2
    
    Attack: {1WW} Aurora Beam (50)
    
    Attack: {2WW} Ice Beam (30) Flip a coin. If heads, the defending Pokemon is now
    Paralyzed.
    
    --------------
    
    Dratini
    Evolution: Basic Pokemon 26/102
    Rarity: Uncommon
    Type: Colorless
    HP: 40
    Weakness: N/A
    Resistance: P
    Retreat: 1
    My Rating: **
    
    Attack: {1} Pound (10)
    
    --------------
    
    Farfetch'd
    Evolution: Basic Pokemon 27/102
    Rarity: Uncommon
    Type: Colorless
    HP: 50
    Weakness: L
    Resistance: F
    Retreat: 1
    My Rating: ***
    
    Attack: {1} Leek Slap (30) Flip a coin. If tails, this attack does nothing.
    Either way, you can't use this attack again as long as Farfetch'd stays in play
    (even after benching Farfetch'd).
    
    Attack: {3} Pot Smash (30)
    
    --------------
    
    Growlithe
    Evolution: Basic Pokemon 28/102
    Rarity: Uncommon
    Type: Fire
    HP: 60
    Weakness: W
    Resistance: N/A
    Retreat: 1
    My Rating: ***
    
    Attack: {1R} Flare (20)
    
    --------------
    
    Haunter
    Evolution: Stage 1 - evolves from Gastly 29/102
    Rarity: Uncommon
    Type: Psychic
    HP: 60
    Weakness: N/A
    Resistance: F
    Retreat: 1
    My Rating: ** 1/2
    
    Attack: {P} Hypnosis The defending Pokemon is now Asleep.
    
    Attack: {PP} Dream Eater (50) Can't use unless the defending Pokemon is Asleep.
    
    --------------
    
    Ivysaur
    Evolution: Stage 1 - evolves from Bulbasaur 30/102
    Rarity: Uncommon
    Type: Grass
    HP: 60
    Weakness: R
    Resistance: N/A
    Retreat: 1
    My Rating: ***
    
    Attack: {2G} Vine Whip (30)
    
    Attack: {GGG} Poisonpowder (20) The defending Pokemon is now Poisoned.
    
    --------------
    
    Jynx
    Evolution: Basic Pokemon 31/102
    Rarity: Uncommon
    Type: Psychic
    HP: 70
    Weakness: P
    Resistance: N/A
    Retreat: 2
    My Rating: ***
    
    Attack: {P} Doubleslap (10×) Flip 2 coins. Attack does 10 damage times the
    number of heads
    
    Attack: {1PP} Meditate (20+) Does 20 damage plus 10 more damage for each damage
    counter on the defending Pokemon.
    
    --------------
    
    Kadabra
    Evolution: Stage 1 - evolves from Abra 32/102
    Rarity: Uncommon
    Type: Psychic
    HP: 60
    Weakness: P
    Resistance: N/A
    Retreat: 3
    My Rating: ***
    
    Attack: {PP} Recover Discard 1 Energy Card to use this attack. Remove all
    damage counters from Kadabra.
    
    Attack: {1PP} Super Psy (50)
    
    --------------
    
    Kakuna
    Evolution: Stage 1 - evolves from Weedle 33/102
    Rarity: Uncommon
    Type: Grass
    HP: 80
    Weakness: R
    Resistance: N/A
    Retreat: 2
    My Rating: ***
    
    Attack: {2} Stiffen Flip a coin. If heads, prevent all damage done to Kakuna
    during opponent's next turn. (any other effects of attacks still happen.)
    
    Attack: {GG} Poisonpowder (20) Flip a coin. If heads, the defending Pokemon is
    now Poisoned.
    
    --------------
    
    Machoke
    Evolution: Stage 1 - evolves from Machop 34/102
    Rarity: Uncommon
    Type: Fighting
    HP: 80
    Weakness: P
    Resistance: N/A
    Retreat: 3
    My Rating: ***
    
    Attack: {1FF} Karate Chop (50-) Does 50 damage minus 10 for each damage counter
    on Machoke.
    
    Attack: {2FF} Submission (60) Does 20 damage to itself.
    
    --------------
    
    Magikarp
    Evolution: Basic Pokemon 35/102
    Rarity: Uncommon
    Type: Water
    HP: 30
    Weakness: L
    Resistance: N/A
    Retreat: 1
    My Rating: *
    
    Attack: {1} Tackle (10)
    
    Attack: {W} Flail (10×) Does 10 damage times number of damage counters on
    Magikarp.
    
    --------------
    
    Magmar
    Evolution: Basic Pokemon 36/102
    Rarity: Uncommon
    Type: Fire
    HP: 50
    Weakness: W
    Resistance: N/A
    Retreat: 2
    My Rating: ** 1/2
    
    Attack: {RR} Fire Punch (30)
    
    Attack: {1RR} Flamethrower (50) Discard 1 Fire Energy Card card to use this
    attack.
    
    --------------
    
    Nidorino
    Evolution: Stage 1 - evolves from Nidoran M 37/102
    Rarity: Uncommon
    Type: Grass
    HP: 60
    Weakness: P
    Resistance: N/A
    Retreat: 1
    My Rating: ** 1/2
    
    Attack: {2G} Double Kick (30×) Flip 2 coins. Does 30 damage times number of
    heads.
    
    Attack: {2GG} Horn Drill (50)
    
    --------------
    
    Poliwhirl
    Evolution: Stage 1 - evolves from Poliwag 38/102
    Rarity: Uncommon
    Type: Water
    HP: 60
    Weakness: G
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Attack: {WW} Amnesia Choose 1 of the defending Pokemons attacks. The defending
    Pokemon cannot use that attack next turn.
    
    Attack: {1WW} Doubleslap (30×) Flip 2 coins. Does 30 damage times number of
    heads.
    
    --------------
    
    Porygon
    Evolution: Basic Pokemon 39/102
    Rarity: Uncommon
    Type: Colorless
    HP: 30
    Weakness: F
    Resistance: P
    Retreat: 1
    My Rating: * 1/2
    
    Attack: {1} Conversion 1 If the defending Pokemon has a weakness, change to a
    type of your choice other than Colorless.
    
    Attack: {2} Conversion 2 Change Porygon's Resistance to a type of your choice
    other than Colorless.
    
    --------------
    
    Raticate
    Evolution: Stage 1 - evolves from Rattata 40/102
    Rarity: Uncommon
    Type: Colorless
    HP: 60
    Weakness: F
    Resistance: P
    Retreat: 1
    My Rating: ***
    
    Attack: {1} Bite (20)
    
    Attack: {3} Super Fang (?) Does damage to the defending Pokemon equal to half
    the the defending Pokemon's remaining HP (rounded up to the nearest 10).
    
    --------------
    
    Seel
    Evolution: Basic Pokemon 41/102
    Rarity: Uncommon
    Type: Water
    HP: 60
    Weakness: L
    Resistance: N/A
    Retreat: 1
    My Rating: ** 1/2
    
    Attack: {W} Headbutt (10)
    
    --------------
    
    Wartortle
    Evolution: Stage 1 - evolves from Squirtle 42/102
    Rarity: Uncommon
    Type: Water
    HP: 70
    Weakness: L
    Resistance: N/A
    Retreat: 1
    My Rating: ***
    
    Attack: {1W} Withdraw Flip a coin. If heads, prevent all damage done to
    Wartortle during your opponent's next turn. (Any other effects of attacks still
    happen.)
    
    Attack: {2W} Bite (40)
    
    --------------
    
    Abra
    Evolution: Basic Pokemon 43/102
    Rarity: Common
    Type: Psychic
    HP: 30
    Weakness: P
    Resistance: N/A
    Retreat: N/A
    My Rating: * 1/2
    
    Attack: {P} Psyshock (10) Flip a coin. If heads, the defending Pokemon is now
    Paralyzed.
    
    --------------
    
    Bulbasaur
    Evolution: Basic Pokemon 44/102
    Rarity: Common
    Type: Grass
    HP: 40
    Weakness: R
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Attack: {GG} Leech Seed (20) Unless all damage from this attack is prevented,
    you may remove 1 damage counter from Bulbasaur.
    
    --------------
    
    Caterpie
    Evolution: Basic Pokemon 45/102
    Rarity: Common
    Type: Grass
    HP: 40
    Weakness: R
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Attack: {G} String Shot (10) Flip a coin. If heads, the the defending Pokemon
    is now Paralyzed.
    
    --------------
    
    Charmander
    Evolution: Basic Pokemon 46/102
    Rarity: Common
    Type: Fire
    HP: 50
    Weakness: W
    Resistance: N/A
    Retreat: 1
    My Rating: ** 1/2
    
    Attack: {1} Scratch (10)
    
    Attack: {1R} Ember (30) Discard 1 Fire Energy Card to use this attack.
    
    --------------
    
    Diglett
    Evolution: Basic Pokemon 47/102
    Rarity: Common
    Type: Fighting
    HP: 30
    Weakness: G
    Resistance: L
    Retreat: N/A
    My Rating: * 1/2
    
    Attack: {F} Dig (10)
    
    Attack: {FF} Mud Slap (30)
    
    --------------
    
    Doduo
    Evolution: Basic Pokemon 48/102
    Rarity: Common
    Type: Colorless
    HP: 50
    Weakness: L
    Resistance: F
    Retreat: N/A
    My Rating: **
    
    Attack: {1} Fury Attack (10×) Flip 2 coins. Does 10 damage times number of
    heads.
    
    --------------
    
    Drowzee
    Evolution: Basic Pokemon 49/102
    Rarity: Common
    Type: Psychic
    HP: 50
    Weakness: P
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Attack: {1} Pound (10)
    
    Attack: {PP} Confuse Ray (10) Flip a coin. If heads, the defending Pokemon is
    now Confused.
    
    --------------
    
    Gastly
    Evolution: Basic Pokemon 50/102
    Rarity: Common
    Type: Psychic
    HP: 30
    Weakness: N/A
    Resistance: F
    Retreat: N/A
    My Rating: *
    
    Attack: {P} Sleeping Gas Flip a coin. If heads, the defending Pokemon is now
    Asleep.
    
    Attack: {1P} Destiny Bond Discard 1 Psychic Energy Card to use this attack. If
    a Pokemon Knocks Out Gastly on opponent's next turn, Knock Out that Pokemon.
    
    --------------
    
    Koffing
    Evolution: Basic Pokemon 51/102
    Rarity: Common
    Type: Grass
    HP: 50
    Weakness: P
    Resistance: N/A
    Retreat: 1
    My Rating: ***
    
    Attack: {GG} Foul Gas (10) Flip a coin. If heads, the defending Pokemon is now
    Poisoned; If tails, the defending Pokemon is now Confused.
    
    --------------
    
    Machop
    Evolution: Basic Pokemon 52/102
    Rarity: Common
    Type: Fighting
    HP: 50
    Weakness: P
    Resistance: N/A
    Retreat: 1
    My Rating: *** 1/2
    
    Attack: {F} Low Kick (20)
    
    --------------
    
    Magnemite
    Evolution: Basic Pokemon 53/102
    Rarity: Common
    Type: Lightning
    HP: 40
    Weakness: F
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Attack: {L} Thunder Wave (10) Flip a coin. If heads, the defending Pokemon is
    now Paralyzed.
    
    Attack: {1L} Selfdestruct (40) Does 10 damage to each Pokemon on each Bench.
    (no weakness or Resistance for benched Pokemon.) Magnemite does 40 damage to
    itself.
    
    --------------
    
    Metapod
    Evolution: Stage 1 - evolves from Caterpie 54/102
    Rarity: Common
    Type: Grass
    HP: 70
    Weakness: R
    Resistance: N/A
    Retreat: 2
    My Rating: **
    
    Attack: {2} Stiffen Flip a coin. If heads, prevent all damage done to Metapod
    on opponent's next turn. (any other effects of attacks still happen.)
    
    Attack: {GG} Stun Spore (20) Flip a coin. If heads, the defending Pokemon is
    now Paralyzed.
    
    --------------
    
    Nidoran Male
    Evolution: Basic Pokemon 55/102
    Rarity: Common
    Type: Grass
    HP: 40
    Weakness: P
    Resistance: N/A
    Retreat: 1
    My Rating: * 1/2
    
    Attack: {G} Horn Hazard (30) Flip a coin. If tails, this attack does nothing.
    
    --------------
    
    Onix
    Evolution: Basic Pokemon 56/102
    Rarity: Common
    Type: Fighting
    HP: 90
    Weakness: G
    Resistance: N/A
    Retreat: 3
    My Rating: **
    
    Attack: {F} Rock Throw (10)
    
    Attack: {FF} Harden During opponent's next turn, prevent 30 or less damage
    (after applying weakness and Resistance). (any other effects of attacks still
    happen.)
    
    --------------
    
    Pidgey
    Evolution: Basic Pokemon 57/102
    Rarity: Common
    Type: Colorless
    HP: 40
    Weakness: L
    Resistance: F
    Retreat: 1
    My Rating: * 1/2
    
    Attack: {2} Whirlwind (10) After damage dealing, opponent chooses 1 benched
    Pokemon and switches it with defending Pokemon (only if opponent has benched
    Pokemon).
    
    --------------
    
    Pikachu
    Evolution: Basic Pokemon 58/102
    Rarity: Common
    Type: Lightning
    HP: 40
    Weakness: F
    Resistance: N/A
    Retreat: 1
    My Rating: * 1/2
    
    Attack: {1} Gnaw (10)
    
    Attack: {1L} Thunder Jolt (30) Flip a coin. If tails, Pikachu does 10 damage to
    itself.
    
    --------------
    
    Poliwag
    Evolution: Basic Pokemon 59/102
    Rarity: Common
    Type: Water
    HP: 40
    Weakness: G
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Attack: {W} Water Gun (10+) Does 10 damage plus 10 damage for each W attached
    to Poliwag but not used to pay for this attack (max 2 extra).
    
    --------------
    
    Ponyta
    Evolution: Basic Pokemon 60/102
    Rarity: Common
    Type: Fire
    HP: 40
    Weakness: W
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Attack: {2} Smash Kick (20)
    
    Attack: {RR} Flame Tail (30)
    
    --------------
    
    Rattata
    Evolution: Basic Pokemon 61/102
    Rarity: Common
    Type: Colorless
    HP: 30
    Weakness: F
    Resistance: P
    Retreat: N/A
    My Rating: **
    
    Attack: {1} Bite (20)
    
    --------------
    
    Sandshrew
    Evolution: Basic Pokemon 62/102
    Rarity: Common
    Type: Fighting
    HP: 40
    Weakness: G
    Resistance: L
    Retreat: 1
    My Rating: * 1/2
    
    Attack: {F} Sand-attack (10) If the Defending Pokemon tries to attack during
    your opponent's next turn, your opponent flips a coin. If tails, that attack
    does nothing.
    
    --------------
    
    Squirtle
    Evolution: Basic Pokemon 63/102
    Rarity: Common
    Type: Water
    HP: 40
    Weakness: L
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Attack: {W} Bubble (10) Flip a coin. If heads, the defending Pokemon is now
    Paralyzed.
    
    Attack: {1W} Withdraw Flip a coin. If heads, prevent all damage done to
    Squirtle during opponent's next turn. (Any other effects of attacks still
    happen.)
    
    --------------
    
    Starmie
    Evolution: Stage 1 - evolves from Staryu 64/102
    Rarity: Common
    Type: Water
    HP: 60
    Weakness: L
    Resistance: N/A
    Retreat: 1
    My Rating: ** 1/2
    
    Attack: {WW} Recover Discard 1 Energy Card to use this attack. Remove all
    damage counters from Starmie.
    
    Attack: {2W} Star Freeze (20) Flip a coin. If heads, the defending Pokemon is
    now Paralyzed.
    
    --------------
    
    Staryu
    Evolution: Basic Pokemon 65/102
    Rarity: Common
    Type: Water
    HP: 40
    Weakness: L
    Resistance: N/A
    Retreat: 1
    My Rating: ** 1/2
    
    Attack: {W} Slap (20)
    
    --------------
    
    Tangela
    Evolution: Basic Pokemon 66/102
    Rarity: Common
    Type: Grass
    HP: 50
    Weakness: R
    Resistance: N/A
    Retreat: 2
    My Rating: ** 1/2
    
    Attack: {1G} Bind (20) Flip a coin. If heads, the defending Pokemon is now
    Paralyzed.
    
    Attack: {GGG} Poisonpowder (20) The defending Pokemon is now Poisoned.
    
    --------------
    
    Voltorb
    Evolution: Basic Pokemon 67/102
    Rarity: Common
    Type: Lightning
    HP: 40
    Weakness: F
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Attack: {1} Tackle (10)
    
    --------------
    
    Vulpix
    Evolution: Basic Pokemon 68/102
    Rarity: Common
    Type: Fire
    HP: 50
    Weakness: W
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Attack: {RR} Confuse Ray (10) Flip a coin. If heads, the defending Pokemon is
    now Confused.
    
    --------------
    
    Weedle
    Evolution: Basic Pokemon 69/102
    Rarity: Common
    Type: Grass
    HP: 40
    Weakness: R
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Attack: {G} Poison Sting (10) Flip a coin. If heads, the defending Pokemon is
    now Poisoned.
    
    --------------
    
    Clefairy Doll
    HP: 10
    Type: Trainer 70/102
    Rarity: Rare
    My Rating: **
    
    Text: Play Clefairy Doll as if it were a Basic Pokemon. While in play, Clefairy
    Doll counts as a Pokemon (instead of a Trainer card.) Clefairy Doll has no
    attacks, can't retreat, and can't be Asleep, Confused, Paralyzed, or Poisoned.
    If Clefairy Doll is Knocked Out, it doesn't count as a Knock Out. At any time
    during your turn (before attack), you may discard Clefairy Doll.
    
    --------------
    
    Computer Search
    Type: Trainer 71/102
    Rarity: Rare
    My Rating: **** 1/2
    
    Text: Discard 2 other cards from your hand in order to search your deck for any
    card and put it into your hand. Shuffle your deck afterward.
    
    --------------
    
    Devolution Spray
    Type: Trainer 72/102
    Rarity: Rare
    My Rating: *
    
    Text: Choose 1 of your own Pokemon in play and a Stage of Evolution. Discard
    all Evolution cards of that Stage or higher attached to that Pokemon. That
    Pokemon is no longer Asleep, Confused, Paralyzed, Poisoned, or anything else
    that might be the result of an attack (just as if you had evolved it).
    
    --------------
    
    Impostor Professor Oak
    Type: Trainer 73/102
    Rarity: Rare
    My Rating: **
    
    Text: Your opponent shuffles his or her hand into his or her deck, then draws 7
    cards.
    
    --------------
    
    Item Finder
    Type: Trainer 74/102
    Rarity: Rare
    My Rating: ****
    
    Text: Discard 2 other cards from your hand in order to put a Trainer Card from
    your discard pile into your hand.
    
    --------------
    
    Lass
    Type: Trainer 75/102
    Rarity: Rare
    My Rating: ****
    
    Text: You and your opponent show each other your hands, then shuffle all the
    Trainer cards from you hands into your decks.
    
    --------------
    
    Pokemon Breeder
    Type: Trainer 76/102
    Rarity: Rare
    My Rating: *** 1/2
    
    Text: Put a Stage 2 Evolution card from your hand on the matching Basic
    Pokemon. You can only play this card when you would be allowed to evolve that
    Pokemon anyway.
    
    --------------
    
    Pokemon Trader
    Type: Trainer 77/102
    Rarity: Rare
    My Rating: ***
    
    Text: Trade 1 of the Basic Pokemon or Evolution cards in your hand for 1 of the
    Basic Pokemon or Evolution cards from your deck. Show both cards to your
    opponent. Shuffle your deck afterward.
    
    --------------
    
    Scoop Up
    Type: Trainer 78/102
    Rarity: Rare
    My Rating: ****
    
    Text: Choose 1 of your own Pokemon in play and return its Basic Pokemon card to
    your hand. (Discard all cards attached to that card.)
    
    --------------
    
    Super Energy Removal
    Type: Trainer 79/102
    Rarity: Rare
    My Rating: **** 1/2
    
    Text: Discard 1 Energy Card attached to 1 of your own Pokemon in order to
    choose 1 of your opponent's Pokemon and up to 2 Energy Cards attached to it.
    Discard those Energy Cards.
    
    --------------
    
    Defender
    Type: Trainer 80/102
    Rarity: Uncommon
    My Rating: ***
    
    Text: Attach Defender to 1 of your Pokemon. At the end of your opponent's next
    turn, discard Defender. Damage done to that Pokemon by attacks is reduced by 20
    (after applying Weakness and Resistance.)
    
    --------------
    
    Energy Retrieval
    Type: Trainer 81/102
    Rarity: Uncommon
    My Rating: *** 1/2
    
    Text: Trade 1 of other cards in your hand for up to 2 basic Energy Cards from
    your discard pile.
    
    --------------
    
    Full Heal
    Type: Trainer 82/102
    Rarity: Uncommon
    My Rating: **
    
    Text: Your Active Pokemon is no longer Asleep, Confused, Paralyzed, or
    Poisoned.
    
    --------------
    
    Maintenance
    Type: Trainer 83/102
    Rarity: Uncommon
    My Rating: **
    
    Text: Shuffle 2 of the other cards from your hand into your deck in order to
    draw a card.
    
    --------------
    
    Pluspower
    Type: Trainer 84/102
    Rarity: Uncommon
    My Rating: ****
    
    Text: Attach Pluspower to your Active Pokemon. At the end of your turn, discard
    Pluspower. If this Pokemon's attack does damage to the defending Pokemon (after
    applying Weakness and Resistance), the attack does 10 more damage to the the
    defending Pokemon.
    
    --------------
    
    Pokemon Center
    Type: Trainer 85/102
    Rarity: Uncommon
    My Rating: *** 1/2
    
    Text: Remove all damage counters from all of your own Pokemon with damage
    counters on them, then discard all Energy Cards attached to those Pokemon.
    
    --------------
    
    Pokemon Flute
    Type: Trainer 86/102
    Rarity: Uncommon
    My Rating: * 1/2
    
    Text: Choose 1 basic Pokemon card from your opponent's discard pile and put it
    on his or her Bench. (You can't play Pokemon Flute if your opponent's Bench is
    full.)
    
    --------------
    
    Pokédex
    Type: Trainer 87/102
    Rarity: Uncommon
    My Rating: **
    
    Text: Look at up to 5 cards from the top of your deck and rearrange them as you
    like.
    
    --------------
    
    Professor Oak
    Type: Trainer 88/102
    Rarity: Uncommon
    My Rating: *****
    
    Text: Discard your hand, then draw 7 cards.
    
    --------------
    
    Revive
    Type: Trainer 89/102
    Rarity: Uncommon
    My Rating: **
    
    Text: Put 1 Basic Pokemon card from your discard pile onto your Bench. Put
    damage counters on that Pokemon equal to half its HP (rounded down to the
    nearest 10). (You can't play Revive if your Bench is full.)
    
    --------------
    
    Super Potion
    Type: Trainer 90/102
    Rarity: Uncommon
    My Rating: ***
    
    Text: Discard 1 Energy Card attached to 1 of your own Pokemon in order to
    remove up to 4 damage counters from that Pokemon.
    
    --------------
    
    Bill
    Type: Trainer 91/102
    Rarity: Common
    My Rating: *****
    
    Text: Draw 2 cards.
    
    --------------
    
    Energy Removal
    Type: Trainer 92/102
    Rarity: Common
    My Rating: ****
    
    Text: Choose 1 Energy Card attached to 1 of your opponent's Pokemon and discard
    it.
    
    --------------
    
    Gust of Wind
    Type: Trainer 93/102
    Rarity: Common
    My Rating: ****
    
    Text: Choose 1 of your opponent's Benched Pokemon and switch it with his/her
    Active Pokemon.
    
    --------------
    
    Potion
    Type: Trainer 94/102
    Rarity: Common
    My Rating: ***
    
    Text: Remove up to 2 damage counters from 1 of your Pokemon.
    
    --------------
    
    Switch
    Type: Trainer 95/102
    Rarity: Common
    My Rating: ***
    
    Text: Switch 1 of your own Benched Pokemon with your Active Pokemon.
    
    --------------
    
    Double Colorless Energy
    Type: Energy 96/102
    Rarity: Uncommon
    My Rating: **** 1/2
    
    Text: Provides 2 Colorless Energys. Doesn't count as a Basic Energy Card.
    
    --------------
    
    Fighting Energy
    Type: Energy 97/102
    Rarity: Common
    My Rating: *****
    
    Text: Provides 1 Fighting Energy.
    
    --------------
    
    Fire Energy
    Type: Energy 98/102
    Rarity: Common
    My Rating: *****
    
    Text: Provides 1 Fire Energy.
    
    --------------
    
    Grass Energy
    Type: Energy 99/102
    Rarity: Common
    My Rating: *****
    
    Text: Provides 1 Grass Energy.
    
    --------------
    
    Lightning Energy
    Type: Energy 100/102
    Rarity: Common
    My Rating: *****
    
    Text: Provides 1 Lightning Energy.
    
    --------------
    
    Psychic Energy
    Type: Energy 101/102
    Rarity: Common
    My Rating: *****
    
    Text: Provides 1 Psychic Energy.
    
    --------------
    
    Water Energy
    Type: Energy 102/102
    Rarity: Common
    My Rating: *****
    
    Text: Provides 1 Water Energy.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                   2. Jungle Set
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Clefable
    Evolution: Stage 1 - evolves from Clefairy 1/64
    Rarity: Rare
    Type: Colorless
    HP: 70
    Weakness: F
    Resistance: P
    Retreat: 2
    My Rating: *** 1/2
    
    Attack: {1} Metronome Choose 1 of the Defending Pokemon's attacks. Metronome
    copies that attack except for its Energy costs and anything else required in
    order to use that attack, such as discarding Energy Cards. (No matter what type
    the Defending Pokemon is, Clefable's type is still Colorless.)
    
    Attack: {2} Minimize All damage done by attacks to Clefable during your
    opponent's next turn is reduced by 20 (after applying Weakness and Resistance).
    
    --------------
    
    Electrode
    Evolution: Stage 1 - evolves from Voltorb 2/64
    Rarity: Rare
    Type: Lightning
    HP: 90
    Weakness: F
    Resistance: N/A
    Retreat: 1
    My Rating: ***
    
    Attack: {2} Tackle (20)
    
    Attack: {LLL} Chain Lightning (20) If the Defending Pokemon isn't Colorless,
    this attack does 10 damage to each Benched Pokemon of the same type as the
    Defending Pokemon (including your own).
    
    --------------
    
    Flareon
    Evolution: Stage 1 - evolves from Eevee 3/64
    Rarity: Rare
    Type: Fire
    HP: 70
    Weakness: W
    Resistance: N/A
    Retreat: 1
    My Rating: ***
    
    Attack: {2} Quick Attack (10+) Flip a coin. If heads, this attack does 10
    damage plus 20 more damage; if tails, this attack does 10 damage.
    
    Attack: {2RR} Flamethrower (60) Discard 1 Fire Energy Card attached to Flareon
    in order to use this attack.
    
    --------------
    
    Jolteon
    Evolution: Stage 1 - evolves from Eevee 4/64
    Rarity: Rare
    Type: Lightning
    HP: 70
    Weakness: F
    Resistance: N/A
    Retreat: 1
    My Rating: ***
    
    Attack: {2} Quick Attack (10+) Flip a coin. If heads, this attack does 10
    damage plus 20 more damage; if tails, this attack does 10 damage.
    
    Attack: {1LL} Pin Missile (20x) Flip 4 coins. This attack does 20 damage times
    the number of heads.
    
    --------------
    
    Kangaskhan
    Evolution: Basic Pokemon 5/64
    Rarity: Rare
    Type: Colorless
    HP: 90
    Weakness: F
    Resistance: P
    Retreat: 3
    My Rating: ****
    
    Attack: {1} Fetch Draw a card.
    
    Attack: {4} Comet Punch (20x) Flip 4 coins. This attack does 20 damage times
    the number of heads.
    
    --------------
    
    Mr. Mime
    Evolution: Basic Pokemon 6/64
    Rarity: Rare
    Type: Psychic
    HP: 40
    Weakness: P
    Resistance: N/A
    Retreat: 1
    My Rating: ****
    
    Pokemon Power: "Invisible Wall" Whenever an attack (including your own) does 30
    or more damage to Mr. Mime (after applying Weakness and Resistance), prevent
    that damage. (Any other effects of attacks still happen.) This power can't be
    used if Mr. Mime is Asleep, Confused, or Paralyzed.
    
    Attack: {1P} Meditate (10+) Does 10 damage plus 10 more damage for each damage
    counter On the Defending Pokemon.
    
    --------------
    
    Nidoqueen
    Evolution: Stage 2 - evolves from Nidorina 7/64
    Rarity: Rare
    Type: Grass
    HP: 90
    Weakness: P
    Resistance: N/A
    Retreat: 3
    My Rating: ** 1/2
    
    Attack: {1G} Boyfriends (20+) Does 20 damage plus 20 more damage for each
    Nidoking you have in play.
    
    Attack: {2GG} Mega Punch (50)
    
    --------------
    
    Pidgeot
    Evolution: Stage 2 - evolves from Pidgeotto 8/64
    Rarity: Rare
    Type: Colorless
    HP: 80
    Weakness: L
    Resistance: F
    Retreat: N/A
    My Rating: **
    
    Attack: {2} Wing Attack (20)
    
    Attack: {3} Hurricane (30) Unless this attack Knocks Out the Defending Pokemon,
    return the Defending Pokemon and all cards attached to it to your opponent's
    hand.
    
    --------------
    
    Pinsir
    Evolution: Basic Pokemon 9/64
    Rarity: Rare
    Type: Grass
    HP: 60
    Weakness: R
    Resistance: N/A
    Retreat: 1
    My Rating: *** 1/2
    
    Attack: {GG} Irongrip (20) Flip a coin. If heads, the Defending Pokemon is now
    Paralyzed.
    
    Attack: {2GG} Guillotine (50)
    
    --------------
    
    Scyther
    Evolution: Basic Pokemon 10/64
    Rarity: Rare
    Type: Grass
    HP: 70
    Weakness: R
    Resistance: F
    Retreat: N/A
    My Rating: *****
    
    Attack: {G} Swords Dance During your next turn, Scyther's Slash attack's base
    damage is 60 instead of 30.
    
    Attack: {3} Slash (30)
    
    --------------
    
    Snorlax
    Evolution: Basic Pokemon 11/64
    Rarity: Rare
    Type: Colorless
    HP: 90
    Weakness: F
    Resistance: P
    Retreat: 4
    My Rating: **
    
    Pokemon Power: "Thick Skinned" Snorlax can't become Asleep, Confused,
    Paralyzed, or Poisoned. This power can't be used if Snorlax is already Asleep,
    Confused, or Paralyzed.
    
    Attack: {4} Body Slam (30) Flip a coin. If heads, the Defending Pokemon is now
    Paralyzed.
    
    --------------
    
    Vaporeon
    Evolution: Stage 1 - evolves from Eevee 12/64
    Rarity: Rare
    Type: Water
    HP: 80
    Weakness: L
    Resistance: N/A
    Retreat: 1
    My Rating: ** 1/2
    
    Attack: {2} Quick Attack (10+) Flip a coin. If heads, this attack does 10
    damage plus 20 more damage; if tails, this attack does 10 damage.
    
    Attack: {1WW} Water Gun (30+) Does 30 damage plus 10 more damage for each Water
    Energy attached to Vaporeon but not used to pay for this attack's Energy cost.
    Extra Water Energy after the 2nd doesn't count.
    
    --------------
    
    Venomoth
    Evolution: Stage 1 - evolves from Venonat 13/64
    Rarity: Rare
    Type: Grass
    HP: 70
    Weakness: R
    Resistance: F
    Retreat: N/A
    My Rating: *** 1/2
    
    Pokemon Power: "Shift" Once during your turn (before your attack), you may
    change the type of Venomoth to the type of any other Pokemon in play other than
    Colorless. This power can't be used if Venomoth is Asleep, Confused, or
    Paralyzed.
    
    Attack: {GG} Venom Powder (10) Flip a coin. If heads, the Defending Pokemon is
    now Confused and Poisoned.
    
    --------------
    
    Victreebel
    Evolution: Stage 2 - evolves from Weepinbell 14/64
    Rarity: Rare
    Type: Grass
    HP: 80
    Weakness: R
    Resistance: N/A
    Retreat: 2
    My Rating: **
    
    Attack: {G} Lure If your opponent has any Benched Pokemon, choose 1 of them and
    switch it with his or her Active Pokemon.
    
    Attack: {GG} Acid (20) Flip a coin. If heads, the Defending Pokemon can't
    retreat during your opponent's next turn.
    
    --------------
    
    Vileplume
    Evolution: Stage 2 - evolves from Gloom 15/64
    Rarity: Rare
    Type: Grass
    HP: 80
    Weakness: R
    Resistance: N/A
    Retreat: 2
    My Rating: ***
    
    Pokemon Power: "Heal" Once during your turn (before your attack), you may flip
    a coin. If heads, remove 1 damage counter from 1 of your Pokemon. This power
    can't be used if Vileplume is Asleep, Confused, or Paralyzed.
    
    Attack: {GGG} Petal Dance (40x) Flip 3 coins. This attack does 40 damage times
    the number of heads. Vileplume is now Confused (after doing damage).
    
    --------------
    
    Wigglytuff
    Evolution: Stage 1 - evolves from Jigglypuff 16/64
    Rarity: Rare
    Type: Colorless
    HP: 80
    Weakness: F
    Resistance: P
    Retreat: 2
    My Rating: *****
    
    Attack: {1} Lullaby The Defending Pokemon is now Asleep.
    
    Attack: {3} Do the Wave (10+) Does 10 damage plus 10 more damage for each of
    your Benched Pokemon.
    
    --------------
    
    Butterfree
    Evolution: Stage 2 - evolves from Metapod 33/64
    Rarity:
    Uncommon
    Type: Grass
    HP: 70
    Weakness: R
    Resistance: F
    Retreat: N/A
    My Rating: ** 1/2
    
    Attack: {2} Whirlwind (20) If your opponent has any Benched Pokemon, he or she
    chooses 1 of them and switches it with the Defending Pokemon. (Do the damage
    before switching the Pokemon.)
    
    Attack: {GGGG} Mega Drain (40) Remove a number of damage counters from
    Butterfree equal to half the damage done to the Defending Pokemon (after
    applying Weakness and Resistance) (rounded up to the nearest 10).
    
    --------------
    
    Dodrio
    Evolution: Stage 1 - evolves from Doduo 34/64
    Rarity: Uncommon
    Type: Colorless
    HP: 70
    Weakness: L
    Resistance: F
    Retreat: N/A
    My Rating: *** 1/2
    
    Pokemon Power: "Retreat Aid" As long as Dodrio is Benched, pay 1 Energy less to
    retreat your Active Pokemon.
    
    Attack: {3} Rage (10+) Does 10 damage plus 10 more damage for each damage
    counter on Dodrio.
    
    --------------
    
    Exeggutor
    Evolution: Stage 1 - evolves from Exeggcute 35/64
    Rarity: Uncommon
    Type: Grass
    HP: 80
    Weakness: R
    Resistance: N/A
    Retreat: 3
    My Rating: ***
    
    Attack: {P} Teleport Switch Exeggutor with 1 of your Benched Pokemon.
    
    Attack: {1} Big Eggsplosion (20x) Flip a number of coins equal to the number of
    Energy attached to Exeggutor. This attack does 20 damage times the number of
    heads.
    
    --------------
    
    Fearow
    Evolution: Stage 1 - evolves from Spearow 36/64
    Rarity: Uncommon
    Type: Colorless
    HP: 70
    Weakness: L
    Resistance: F
    Retreat: N/A
    My Rating: **
    
    Attack: {3} Agility (20) Flip a coin. If heads, during your opponent's next
    turn, prevent all effects of attacks, including damage, done to Fearow.
    
    Attack: {4} Drill Peck (40)
    
    --------------
    
    Gloom
    Evolution: Stage 1 - evolves from Oddish 37/64
    Rarity: Uncommon
    Type: Grass
    HP: 60
    Weakness: R
    Resistance: N/A
    Retreat: 1
    My Rating: ***
    
    Attack: {G} Poisonpowder The Defending Pokemon is now Poisoned.
    
    Attack: {GG} Foul Odor (20) Both the Defending Pokemon and Gloom are now
    Confused (after doing damage).
    
    --------------
    
    Lickitung
    Evolution: Basic Pokemon 38/64
    Rarity: Uncommon
    Type: Colorless
    HP: 90
    Weakness: F
    Resistance: P
    Retreat: 3
    My Rating: ***
    
    Attack: {1} Tongue Wrap (10) Flip a coin. If heads, the Defending Pokemon is
    now Paralyzed.
    
    Attack: {2} Supersonic Flip a coin. If heads, the Defending Pokemon is now
    Confused.
    
    --------------
    
    Marowak
    Evolution: Stage 1 - evolves from Cubone 39/64
    Rarity: Uncommon
    Type: Fighting
    HP: 60
    Weakness: G
    Resistance: L
    Retreat: 1
    My Rating: ** 1/2
    
    Attack: {FF} Bonemerang (30x) Flip 2 coins. This attack does 30 damage times
    the number of heads.
    
    Attack: {1FF} Call for Friend Search your deck for a Fighting Basic Pokemon
    card and put it onto your Bench. Shuffle your deck afterward. (You can't use
    this attack if your Bench is full.)
    
    --------------
    
    Nidorina
    Evolution: Stage 1 - evolves from Nidoran (F) 40/64
    Rarity: Uncommon
    Type: Grass
    HP: 70
    Weakness: P
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Attack: {G} Supersonic Flip a coin. If heads, the Defending Pokemon is now
    Confused.
    
    Attack: {2G} Double Kick (30x) Flip 2 coins. This attack does 30 damage times
    the number of heads.
    
    --------------
    
    Parasect
    Evolution: Stage 1 - evolves from Paras 41/64
    Rarity: Uncommon
    Type: Grass
    HP: 60
    Weakness: R
    Resistance: N/A
    Retreat: 1
    My Rating: ** 1/2
    
    Attack: {GG} Spore The Defending Pokemon is now Asleep.
    
    Attack: {3} Slash (30)
    
    --------------
    
    Persian
    Evolution: Stage 1 - evolves from Meowth 42/64
    Rarity: Uncommon
    Type: Colorless
    HP: 70
    Weakness: F
    Resistance: P
    Retreat: N/A
    My Rating: ****
    
    Attack: {2} Scratch (20)
    
    Attack: {3} Pounce (30) If the Defending Pokemon attacks Persian during your
    opponent's next turn, any damage done by the attack is reduced by 10 (after
    applying Weakness and Resistance). (Benching either Pokemon ends this effect.)
    
    --------------
    
    Primeape
    Evolution: Stage 1 - evolves from Mankey 43/64
    Rarity: Uncommon
    Type: Fighting
    HP: 70
    Weakness: P
    Resistance: N/A
    Retreat: 1
    My Rating: ** 1/2
    
    Attack: {FF} Fury Swipes (20x) Flip 3 coins. This attack does 20 damage times
    the number of heads.
    
    Attack: {1FF} Tantrum (50) Flip a coin. If tails, Primeape is now Confused
    (after doing damage).
    
    --------------
    
    Rapidash
    Evolution: Stage 1 - evolves from Ponyta 44/64
    Rarity: Uncommon
    Type: Fire
    HP: 70
    Weakness: W
    Resistance: N/A
    Retreat: N/A
    My Rating: ***
    
    Attack: {2} Stomp (20+) Flip a coin. If heads, this attack does 20 damage plus
    10 more damage; if tails, this attack does 20 damage.
    
    Attack: {1RR} Agility (30) Flip a coin. If heads, during your opponent's next
    turn, prevent all effects of attacks, including damage, done to Rapidash.
    
    --------------
    
    Rhydon
    Evolution: Stage 1 - evolves from Rhyhorn 45/64
    Rarity: Uncommon
    Type: Fighting
    HP: 100
    Weakness: G
    Resistance: L
    Retreat: 3
    My Rating: ***
    
    Attack: {2F} Horn Attack (30)
    
    Attack: {FFFF} Ram (50) Rhydon does 20 damage to itself. If your opponent has
    any Benched Pokemon, he or she chooses 1 of them and switches it with the
    Defending Pokemon. (Do the damage before switching the Pokemon. Switch the
    Pokemon even if Rhydon is knocked out.)
    
    --------------
    
    Seaking
    Evolution: Stage 1 - evolves from Goldeen 46/64
    Rarity: Uncommon
    Type: Water
    HP: 70
    Weakness: L
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Attack: {W} Horn Attack (10)
    
    Attack: {1W} Waterfall (30)
    
    --------------
    
    Tauros
    Evolution: Basic Pokemon 47/64
    Rarity: Uncommon
    Type: Colorless
    HP: 60
    Weakness: F
    Resistance: P
    Retreat: 2
    My Rating: ****
    
    Attack: {2} Stomp (20+) Flip a coin. If heads, this attack does 20 damage plus
    10 more damage; if tails, this attack does 20 damage.
    
    Attack: {3} Rampage (20+) Does 20 damage plus 10 more damage for each damage
    counter on Tauros. Flip a coin. If tails, Tauros is now Confused (after doing
    damage).
    
    --------------
    
    Weepinbell
    Evolution: Stage 1 - evolves from Bellsprout 48/64
    Rarity: Uncommon
    Type: Grass
    HP: 70
    Weakness: R
    Resistance: N/A
    Retreat: 1
    My Rating: ***
    
    Attack: {G} Poisonpowder (10) Flip a coin. If heads, the Defending Pokemon is
    now Poisoned.
    
    Attack: {GG} Razor Leaf (30)
    
    --------------
    
    Bellsprout
    Evolution: Basic Pokemon 49/64
    Rarity: Common
    Type: Grass
    HP: 40
    Weakness: R
    Resistance: N/A
    Retreat: 1
    My Rating: ** 1/2
    
    Attack: {G} Vine Whip (10)
    
    Attack: {G} Call for Family Search your deck for a Basic Pokemon named
    Bellsprout and put it onto your Bench. Shuffle your deck afterward. (You can't
    use this attack if your Bench is full.)
    
    --------------
    
    Cubone
    Evolution: Basic Pokemon 50/64
    Rarity: Common
    Type: Fighting
    HP: 40
    Weakness: G
    Resistance: L
    Retreat: 1
    My Rating: **
    
    Attack: {1} Snivel If the Defending Pokemon attacks Cubone during your
    opponent's next turn, any damage done by the attack is reduced by 20 (after
    applying Weakness and Resistance). (Benching either Pokemon ends this effect.)
    
    Attack: {FF} Rage (10+) Does 10 damage plus 10 more damage for each damage
    counter on Cubone.
    
    --------------
    
    Eevee
    Evolution: Basic Pokemon 51/64
    Rarity: Common
    Type: Colorless
    HP: 50
    Weakness: F
    Resistance: P
    Retreat: 1
    My Rating: **
    
    Attack: {1} Tail Wag Flip a coin. If heads, the Defending Pokemon can't attack
    Eevee during your opponent's next turn. (Benching either Pokemon ends this
    effect.)
    
    Attack: {2} Quick Attack (10+) Flip a coin. If heads, this attack does 10
    damage plus 20 more damage; if tails, this attack does 10 damage.
    
    --------------
    
    Exeggcute
    Evolution: Basic Pokemon 52/64
    Rarity: Common
    Type: Grass
    HP: 50
    Weakness: R
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Attack: {P} Hypnosis The Defending Pokemon is now Asleep.
    
    Attack: {GG} Leech Seed (20) Unless all damage from this attack is prevented,
    you may remove 1 damage counter from Exeggcute.
    
    --------------
    
    Goldeen
    Evolution: Basic Pokemon 53/64
    Rarity: Common
    Type: Water
    HP: 40
    Weakness: L
    Resistance: N/A
    Retreat: N/A
    My Rating: *
    
    Attack: {W} Horn Attack (10)
    
    --------------
    
    Jigglypuff
    Evolution: Basic Pokemon 54/64
    Rarity: Common
    Type: Colorless
    HP: 60
    Weakness: F
    Resistance: P
    Retreat: 1
    My Rating: ** 1/2
    
    Attack: {1} Lullaby The Defending Pokemon is now Asleep.
    
    Attack: {2} Pound (20)
    
    --------------
    
    Mankey
    Evolution: Basic Pokemon 55/64
    Rarity: Common
    Type: Fighting
    HP: 30
    Weakness: P
    Resistance: N/A
    Retreat: N/A
    My Rating: * 1/2
    
    Pokemon Power: "Peek" Once during your turn (before your attack), you may look
    at one of the following: the top card of either player's deck, a random card
    from your opponent's hand, or one of either player's Prizes. This power can't
    be used if Mankey is Asleep, Confused, or Paralyzed.
    
    Attack: {1} Scratch (10)
    
    --------------
    
    Meowth
    Evolution: Basic Pokemon 56/64
    Rarity: Common
    Type: Colorless
    HP: 50
    Weakness: F
    Resistance: P
    Retreat: 1
    My Rating: * 1/2
    
    Attack: {2} Pay Day (10) Flip a coin. If heads, draw a card.
    
    --------------
    
    Nidoran Female
    Evolution: Basic Pokemon 57/64
    Rarity: Common
    Type: Grass
    HP: 60
    Weakness: P
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Attack: {G} Fury Swipes (10x) Flip 3 coins. This attack does 10 damage times
    the number of heads.
    
    Attack: {GG} Call for Family Search your deck for a Basic Pokemon named Nidoran
    M or Nidoran F and put it onto your Bench. Shuffle your deck
    afterward. (You can't use this attack if your Bench is full.)
    
    --------------
    
    Oddish
    Evolution: Basic Pokemon 58/64
    Rarity: Common
    Type: Grass
    HP: 50
    Weakness: R
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Attack: {G} Stun Spore (10) Flip a coin. If heads, the Defending Pokemon is now
    Paralyzed.
    
    Attack: {GG} Sprout Search your deck for a Basic Pokemon named Oddish and put
    it onto your Bench. Shuffle your deck afterward. (You can't use this attack if
    your Bench is full.)
    
    --------------
    
    Paras
    Evolution: Basic Pokemon 59/64
    Rarity: Common
    Type: Grass
    HP: 40
    Weakness: R
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Attack: {2} Scrach (20)
    
    Attack: {GG} Spore The Defending Pokemon is now Asleep.
    
    --------------
    
    Pikachu
    Evolution: Basic Pokemon 60/64
    Rarity: Common
    Type: Lightning
    HP: 50
    Weakness: F
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Attack: {LL} Spark (20) If your opponent has any Benched Pokemon, choose 1 of
    them and this attack does 10 damage to it. (Don't apply Weakness and Resistance
    for Benched Pokemon.)
    
    --------------
    
    Rhyhorn
    Evolution: Basic Pokemon 61/64
    Rarity: Common
    Type: Fighting
    HP: 70
    Weakness: G
    Resistance: L
    Retreat: 3
    My Rating: **
    
    Attack: {1} Leer Flip a coin. If heads, the Defending Pokemon can't attack
    Rhyhorn during your opponent's next turn. (Benching either Pokemon ends this
    effect.)
    
    Attack: {2F} Horn Attack (30)
    
    --------------
    
    Spearow
    Evolution: Basic Pokemon 62/64
    Rarity: Common
    Type: Colorless
    HP: 50
    Weakness: L
    Resistance: F
    Retreat: N/A
    My Rating: **
    
    Attack: {1} Peck (10)
    
    Attack: {3} Mirror Move If Spearow was attacked last turn, do the final result
    of that attack on Spearow to the Defending Pokemon.
    
    --------------
    
    Venonat
    Evolution: Basic Pokemon 63/64
    Rarity: Common
    Type: Grass
    HP: 40
    Weakness: R
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Attack: {G} Stun Spore (10) Flip a coin. If heads, the Defending Pokemon is now
    Paralyzed.
    
    Attack: {1G} Leech Life (10) Remove a number of damage counters from Venonat
    equal to the damage done to the Defending Pokemon (after applying Weakness and
    Resistance).
    
    --------------
    
    Poke Ball
    Type: Trainer 64/64
    Rarity: Common
    My Rating: *
    
    Text: Flip a coin. If heads, you may search your deck for any Basic Pokemon or
    Evolution card. Show that card to your opponent, then put it into your hand.
    Shuffle your deck afterward.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                   3. Fossil Set
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Aerodactyl
    Evolution: Stage 1 - evolves from Mysterious Fossil 1/62
    Rarity: Rare
    Type: Fighting
    HP: 60
    Weakness: G
    Resistance: F
    Retreat: 2
    My Rating: *** 1/2
    
    Pokemon Power: "Prehistoric Power" No more Evolution cards can be played. This
    power stops working while Aerodactyl is Asleep, Confused, or Paralyzed.
    
    Attack: {3} Wing Attack (30)
    
    --------------
    
    Articuno
    Evolution: Basic Pokemon 2/62
    Rarity: Rare
    Type: Water
    HP: 70
    Weakness: N/A
    Resistance: F
    Retreat: 2
    My Rating: ****
    
    Attack: {WWW} Freeze Dry (30) Flip a coin. If heads, the Defending Pokemon is
    now Paralyzed.
    
    Attack: {WWWW} Blizzard (50) Flip a coin. If heads, this attack does 10 damage
    to each of your opponent's Benched Pokemon. If tails, this attack does 10
    damage to each of your own Benched Pokemon. (Don't apply Weakness and
    Resistance for Benched Pokemon.)
    
    --------------
    
    Ditto
    Evolution: Basic Pokemon 3/62
    Rarity: Rare
    Type: Colorless
    HP: 50
    Weakness: F
    Resistance: P
    Retreat: 1
    My Rating: ****
    
    Pokemon Power: "Transform" If Ditto is your Active Pokemon, treat it as if it
    were the same card as the Defending Pokemon, including type, Hit Points,
    Weakness, and so on, except Ditto can't evolve, always has this Pokemon Power,
    and you may treat any Energy attached to Ditto as Energy of any type. Ditto
    isn't a copy of any other Pokemon while Ditto is Asleep, Confused, or
    Paralyzed.
    
    --------------
    
    Dragonite
    Evolution: Stage 2 - evolves from Dragonair 4/62
    Rarity: Rare
    Type: Colorless
    HP: 100
    Weakness: N/A
    Resistance: F
    Retreat: 1
    My Rating: *** 1/2
    
    Pokemon Power: "Step In" Once during your turn (before you attack) if Dragonite
    is on your Bench, you may switch it with your Active Pokemon.
    
    Attack: {4} Slam (40×) Flip 2 coins. This attack does 40 damage times the
    number of heads.
    
    --------------
    
    Gengar
    Evolution: Stage 2 - evolves from Haunter 5/62
    Rarity: Rare
    Type: Psychic
    HP: 80
    Weakness: N/A
    Resistance: F
    Retreat: 1
    My Rating: **** 1/2
    
    Pokemon Power: "Curse" Once during your turn (before your attack), you may move
    1 damage counter from 1 of your opponent's Pokemon to another (even if it would
    Knock Out the other Pokemon). This power can't be used if Gengar is Asleep,
    Confused, or Paralyzed.
    
    Attack: {PPP} Dark Mind (30) If your opponent has any Benched Pokemon, choose 1
    of them and this attack does 10 damage to it. (Don't apply Weakness and
    Resistance for Benched Pokemon.)
    
    --------------
    
    Haunter
    Evolution: Stage 1 - evolves from Gastly 6/62
    Rarity: Rare
    Type: Psychic
    HP: 50
    Weakness: N/A
    Resistance: F
    Retreat: N/A
    My Rating: ****
    
    Pokemon Power: "Transparency" Whenever an attack does anything to Haunter, flip
    a coin. If heads, prevent all effects of that attack, including damage, done to
    Haunter. This power stops working while Haunter is Asleep.
    
    Attack: {1P} Nightmare (10) The Defending Pokemon is now Asleep.
    
    --------------
    
    Hitmonlee
    Evolution: Basic Pokemon 7/62
    Rarity: Rare
    Type: Fighting
    HP: 60
    Weakness: P
    Resistance: N/A
    Retreat: 1
    My Rating: ***
    
    Attack: {FF} Stretch Kick If your opponent has any Benched Pokemon, choose 1 of
    them and this attack does 20 damage to it. (Don't apply Weakness and Resistance
    for Benched Pokemon.)
    
    Attack: {FFF} High Jump Kick (50)
    
    --------------
    
    Hypno
    Evolution: Stage 1 - evolves from Drowzee 8/62
    Rarity: Rare
    Type: Psychic
    HP: 90
    Weakness: P
    Resistance: N/A
    Retreat: 2
    My Rating: ***
    
    Attack: {P} Prophecy Look at up to 3 cards from the top of either player's deck
    and rearrange them as you like.
    
    Attack: {PPP} Dark Mind (30) If your opponent has any Benched Pokemon, choose 1
    of them and this attack does 10 damage to it. (Don't apply Weakness and
    Resistance for Benched Pokemon.)
    
    --------------
    
    Kabutops
    Evolution: Stage 2 - evolves from Kabuto 9/62
    Rarity: Rare
    Type: Fighting
    HP: 60
    Weakness: G
    Resistance: N/A
    Retreat: 1
    My Rating: ** 1/2
    
    Attack: {FF} Sharp Sickle (30)
    
    Attack: {FFFF} Absorb (40) Remove a number of damage counters from Kabutops
    equal to half the damage done to Defending Pokemon (after applying Weakness and
    Resistance) (rounded up to the nearest 10). If Kabutops has fewer damage
    counters than that, remove all of them.
    
    --------------
    
    Lapras
    Evolution: Basic Pokemon 10/62
    Rarity: Rare
    Type: Water
    HP: 80
    Weakness: L
    Resistance: N/A
    Retreat: 2
    My Rating: ****
    
    Attack: {W} Water Gun (10+) Does 10 damage plus 10 more damage for each W
    Energy attached to Lapras but not used to pay for this attack's Energy cost.
    You can't add more than 20 damage this way.
    
    Attack: {WW} Confuse Ray (10) Flip a coin. If heads, the Defending Pokemon is
    now Confused.
    
    --------------
    
    Mangeton
    Evolution: Stage 1 - evolves from Magnemite 11/62
    Rarity: Rare
    Type: Lightning
    HP: 80
    Weakness: F
    Resistance: N/A
    Retreat: 2
    My Rating: ** 1/2
    
    Attack: {1L} Sonicboom (20) Don't apply Weakness and Resistance for this
    attack. (Any other effects that would happen after applying Weakness and
    Resistance still happen.)
    
    Attack: {LLLL} Selfdestruct (100) Does 20 damage to each Pokemon on each
    player's Bench. (Don't apply Weakness and Resistance for Benched Pokemon.)
    Magneton does 100 damage to itself.
    
    --------------
    
    Moltres
    Evolution: Basic Pokemon 12/62
    Rarity: Rare
    Type: Fire
    HP: 70
    Weakness: N/A
    Resistance: F
    Retreat: 2
    My Rating: ****
    
    Attack: {R} Wildfire You may discard any number of Energy cards attached to
    Moltres when you use this attack. If you do, discard that many cards from the
    top of your opponent's deck.
    
    Attack: {RRRR} Dive Bomb (80) Flip a coin. If tails, this attack does nothing.
    
    --------------
    
    Muk
    Evolution: Stage 1 - evolves from Grimer 13/62
    Rarity: Rare
    Type: Grass
    HP: 70
    Weakness: P
    Resistance: N/A
    Retreat: 2
    My Rating: ****
    
    Pokemon Power: "Toxic Gas" Ignore all Pokemon Powers other than Toxic Gases.
    This power stops working while Muk is Asleep, Confused, or Paralyzed.
    
    Attack: {GGG} Sludge (30) Flip a coin. If heads, the Defending Pokemon is now
    Poisoned.
    
    --------------
    
    Raichu
    Evolution: Stage 1 - evolves from Pikachu 14/62
    Rarity: Rare
    Type: Lightning
    HP: 90
    Weakness: F
    Resistance: N/A
    Retreat: 1
    My Rating: ***
    
    Attack: {LLLL} Gigashock (30) Choose 3 of your opponent's Benched Pokemon and
    this attack does 10 damage to each of them. (Don't apply Weakness and
    Resistance for Benched Pokemon.) If your opponent has fewer than 3 Benched
    Pokemon, do the damage to each of them.
    
    --------------
    
    Zapdos
    Evolution: Basic Pokemon 15/62
    Rarity: Rare
    Type: Lightning
    HP: 80
    Weakness: N/A
    Resistance: F
    Retreat: 2
    My Rating: ***
    
    Attack: {LLLL} Thunderstorm (40) For each of your opponent's Benched Pokemon,
    flip a coin. If heads, this attack does 20 damage to that Pokemon. (Don't apply
    Weakness and Resistance for Benched Pokemon.) Then, Zapdos does 10 damage times
    the number of tails to itself.
    
    --------------
    
    Arbok
    Evolution: Stage 1 - evolves from Ekans 31/62
    Rarity: Uncommon
    Type: Grass
    HP: 60
    Weakness: P
    Resistance: N/A
    Retreat: 2
    My Rating: ** 1/2
    
    Attack: {G} Terror Strike (10) Flip a coin. If heads and if your opponent has
    any Benched Pokemon, he or she chooses 1 of them and switches it with the
    Defending Pokemon. (Do the damage before switching the Pokemon.)
    
    Attack: {1GG} Poison Fang (20) The Defending Pokemon is now Poisoned.
    
    --------------
    
    Cloyster
    Evolution: Stage 1 - evolves from Shelder 32/62
    Rarity: Uncommon
    Type: Water
    HP: 50
    Weakness: L
    Resistance: N/A
    Retreat: 2
    My Rating: ** 1/2
    
    Attack: {WW} Clamp (30) Flip a coin. If heads, the Defending Pokemon is now
    Paralyzed. If tails, this attack does nothing (not even damage).
    
    Attack: {WW} Spike Cannon (30×) Flip 2 coins. This attack does 30 damage times
    the number of heads.
    
    --------------
    
    Gastly
    Evolution: Basic Pokemon 33/62
    Rarity: Uncommon
    Type: Psychic
    HP: 50
    Weakness: N/A
    Resistance: F
    Retreat: N/A
    My Rating: ***
    
    Attack: {P} Lick (10) Flip a coin. If heads, the Defending Pokemon is now
    Paralyzed.
    
    Attack: {PP} Energy Conversion Put up to 2 Energy cards from your discard pile
    into your hand. Gastly does 10 damage to itself.
    
    --------------
    
    Golbat
    Evolution: Stage 1 - evolves from Zubat 34/62
    Rarity: Uncommon
    Type: Grass
    HP: 60
    Weakness: P
    Resistance: F
    Retreat: N/A
    My Rating: ** 1/2
    
    Attack: {3} Wing Attack (30)
    
    Attack: {1GG} Leech Life (20) Remove a number of damage counters from Golbat
    equal to the damage done to the Defending Pokemon (after applying Weakness and
    Resistance). If Golbat has fewer damage counters than that, remove all of them.
    
    --------------
    
    Golduck
    Evolution: Stage 1 - evolves from Psyduck 35/62
    Rarity: Uncommon
    Type: Water
    HP: 70
    Weakness: L
    Resistance: N/A
    Retreat: 1
    My Rating: ***
    
    Attack: {P} Psyshock (10) Flip a coin. If heads, the Defending Pokemon is now
    Paralyzed.
    
    Attack: {1WW} Hyper Beam (20) If the Defending Pokemon has any Energy cards
    attached to it, choose 1 of them and discard it.
    
    --------------
    
    Golem
    Evolution: Stage 2 - evolves from Graveler 36/62
    Rarity: Uncommon
    Type: Fighting
    HP: 80
    Weakness: G
    Resistance: N/A
    Retreat: 4
    My Rating: ***
    
    Attack: {1FFF} Avalanche (60)
    
    Attack: {FFFF} Selfdestruct (100) Does 20 damage to each Pokemon on each
    player's Bench. (Don't apply Weakness and Resistance for Benched Pokemon.)
    Golem does 100 damage to itself.
    
    --------------
    
    Graveler
    Evolution: Stage 1 - evolves from Geodude 37/62
    Rarity: Uncommon
    Type: Fighting
    HP: 60
    Weakness: G
    Resistance: N/A
    Retreat: 2
    My Rating: ** 1/2
    
    Attack: {FF} Harden During your opponent's next turn, whenever 30 or less
    damage is done to Graveler (after applying Weakness and Resistance), prevent
    that damage. (Any other effects of attacks still happen.)
    
    Attack: {1FF} Rock Throw (40)
    
    --------------
    
    Kingler
    Evolution: Stage 1 - evolves from Krabby 38/62
    Rarity: Uncommon
    Type: Water
    HP: 60
    Weakness: L
    Resistance: N/A
    Retreat: 3
    My Rating: ** 1/2
    
    Attack: {W} Flail (10×) Does 10 damage times the number of damage counters on
    Kingler.
    
    Attack: {1WW} Crabhammer (40)
    
    --------------
    
    Magmar
    Evolution: Basic Pokemon 39/62
    Rarity: Uncommon
    Type: Fire
    HP: 70
    Weakness: W
    Resistance: N/A
    Retreat: 1
    My Rating: **** 1/2
    
    Attack: {R} Smokescreen (10) If the Defending Pokemon tries to attack during
    your opponent's next turn, your opponent flips a coin. If tails, that attack
    does nothing.
    
    Attack: {RR} Smog (20) Flip a coin. If heads, the Defending Pokemon is now
    Poisoned.
    
    --------------
    
    Omastar
    Evolution: Stage 2 - evolves from Omanyte 40/62
    Rarity: Uncommon
    Type: Water
    HP: 70
    Weakness: G
    Resistance: N/A
    Retreat: 1
    My Rating: ** 1/2
    
    Attack: {1W} Water Gun (20+) Does 20 damage plus 10 more damage for each Energy
    attached to Omastar but not used to pay for this attack's Energy cost. You
    can't add more than 20 damage in this way.
    
    Attack: {WW} Spike Cannon (30x) Flip 2 coins. This attack does 30 damage times
    the number of heads.
    
    --------------
    
    Sandslash
    Evolution: Stage 1 - evolves from Sandshrew 41/62
    Rarity: Uncommon
    Type: Fighting
    HP: 70
    Weakness: G
    Resistance: L
    Retreat: 1
    My Rating: ***
    
    Attack: {2} Slash (20)
    
    Attack: {FF} Fury Swipes (20×) Flip 3 coins. This attack does 20 damage times
    the number of heads.
    
    --------------
    
    Seadra
    Evolution: Stage 1 - evolves from Horsea 42/62
    Rarity: Uncommon
    Type: Water
    HP: 60
    Weakness: L
    Resistance: N/A
    Retreat: 1
    My Rating: ** 1/2
    
    Attack: {1W} Water Gun (20+) Does 20 damage plus 10 more damage for each Energy
    attached to Seadra but not used to pay for this attack's Energy cost. You can't
    add more than 20 damage in this way.
    
    Attack: {2W} Agility (20) Flip a coin. If heads, during your opponent's next
    turn, prevent all effects of attacks, including damage, done to Seadra.
    
    --------------
    
    D30: Slowbro
    Evolution: Stage 1 - evolves from Slowpoke 43/62
    Rarity: Uncommon
    Type: Psychic
    HP: 60
    Weakness: P
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Pokemon Power: "Strange Behavior" As often as you like during your turn (before
    your attack), you may move 1 damage counter from 1 of your Pokemon to Slowbro
    as long as you don't Knock Out Slowbro. This power can't be used if Slowbro is
    Asleep, Confused, or Paralyzed.
    
    Attack: {PP} Psyshock (20) Flip a coin. If heads, the Defending Pokemon is now
    Paralyzed.
    
    --------------
    
    Tentacruel
    Evolution: Stage 1 - evolves from Tentacool 44/62
    Rarity: Uncommon
    Type: Water
    HP: 60
    Weakness: L
    Resistance: N/A
    Retreat: N/A
    My Rating: **
    
    Attack: {W} Supersonic Flip a coin. If heads, the Defending Pokemon is now
    Confused.
    
    Attack: {WW} Jellyfish Sting (10) The Defending Pokemon is now Poisoned.
    
    --------------
    
    Weezing
    Evolution: Stage 1 - evolves from Koffing 45/62
    Rarity: Uncommon
    Type: Grass
    HP: 60
    Weakness: P
    Resistance: N/A
    Retreat: 1
    My Rating: ** 1/2
    
    Attack: {GG} Smog (20) Flip a coin. If heads, the Defending Pokemon is now
    Poisoned.
    
    Attack: {1GG} Selfdestruct (60) Does 10 damage to each Pokemon on each player's
    Bench. (Don't apply Weakness and Resistance for Benched Pokemon.) Weezing does
    60 damage to itself.
    
    --------------
    
    Ekans
    Evolution: Basic Pokemon 46/62
    Rarity: Common
    Type: Grass
    HP: 40
    Weakness: P
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Attack: {G} Spit Poison Flip a coin. If heads, the Defending Pokemon is now
    Poisoned.
    
    Attack: {1G} Wrap (20) Flip a coin. If heads, the Defending Pokemon is now
    Paralyzed.
    
    --------------
    
    Geodude
    Evolution: Basic Pokemon 47/62
    Rarity: Common
    Type: Fighting
    HP: 50
    Weakness: G
    Resistance: N/A
    Retreat: 1
    My Rating: ** 1/2
    
    Attack: {1F} Stone Barrage (10×) Flip a coin until you get tails. This attack
    does 10 damage times the number of heads.
    
    --------------
    
    Grimer
    Evolution: Basic Pokemon 48/62
    Rarity: Common
    Type: Grass
    HP: 50
    Weakness: P
    Resistance: N/A
    Retreat: 1
    My Rating: ***
    
    Attack: {1} Nasty Goo (10) Flip a coin. If heads, the Defending Pokemon is now
    Paralyzed.
    
    Attack: {G} Minimize All damage done by attacks to Grimer during your
    opponent's next turn is reduced by 20 (after applying Weakness and Resistance).
    
    --------------
    
    Horsea
    Evolution: Basic Pokemon 49/62
    Rarity: Common
    Type: Water
    HP: 40
    Weakness: L
    Resistance: N/A
    Retreat: N/A
    My Rating: **
    
    Attack: {W} Smokescreen (10) If the Defending Pokemon tries to attack during
    your opponent's next turn, your opponent flips a coin. If tails, that attack
    does nothing.
    
    --------------
    
    C32: Kabuto
    Evolution: Stage 1 - evolves from Fossil 50/62
    Rarity: Common
    Type: Fighting
    HP: 30
    Weakness: G
    Resistance: N/A
    Retreat: 1
    My Rating: *
    
    Pokemon Power: "Kabuto Armor" Whenever an attack (even your own) does damage to
    Kabuto (after applying Weakness and Resistance), that attack only does half the
    damage to Kabuto (rounded down to nearest 10). (Any other effects of attacks
    still happen.) This power stops working while Kabuto is Asleep, Confused, or
    Paralyzed.
    
    Attack: {1} Scratch (10)
    
    --------------
    
    Krabby
    Evolution: Basic Pokemon 51/62
    Rarity: Common
    Type: Water
    HP: 50
    Weakness: L
    Resistance: N/A
    Retreat: 2
    My Rating: **
    
    Attack: {W} Call for Family Search your deck for a Basic Pokemon named Krabby
    and put it onto your Bench. Shuffle your deck afterward. (You can't use this
    attack if your Bench is full.)
    
    Attack: {1W} Irongrip (20)
    
    --------------
    
    Omanyte
    Evolution: Stage 1 - evolves from Fossil 52/62
    Rarity: Common
    Type: Water
    HP: 40
    Weakness: G
    Resistance: N/A
    Retreat: 1
    My Rating: ** 1/2
    
    Pokemon Power: "Clairvoyance" Your opponent plays with his or her hand face up.
    This power stops working while Omanyte is Asleep, Confused, or Paralyzed.
    
    Attack: {W} Water Gun (10+) Does 10 damage plus 10 more damage for each Energy
    attached to Omanyte but not used to pay for this attack's Energy cost. You
    can't add more than 20 damage in this way.
    
    --------------
    
    Psyduck
    Evolution: Basic Pokemon 53/62
    Rarity: Common
    Type: Water
    HP: 50
    Weakness: L
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Attack: {P} Headache Your opponent can't play Trainer cards during his or her
    next turn.
    
    Attack: {W} Fury Swipes (10×) Flip 3 coins. This attack does 10 damage times
    the number of heads.
    
    --------------
    
    Shellder
    Evolution: Basic Pokemon 54/62
    Rarity: Common
    Type: Water
    HP: 30
    Weakness: L
    Resistance: N/A
    Retreat: 1
    My Rating: *
    
    Attack: {W} Supersonic Flip a coin. If heads, the Defending Pokemon is now
    Confused.
    
    Attack: {W} Hide in Shell Flip a coin. If heads, prevent all damage done to
    Shellder during your oponent's next turn. (Any other effects of attacks still
    happen.)
    
    --------------
    
    Slowpoke
    Evolution: Basic Pokemon 55/62
    Rarity: Common
    Type: Psychic
    HP: 50
    Weakness: P
    Resistance: N/A
    Retreat: 1
    My Rating: * 1/2
    
    Attack: {1} Spacing Out Flip a coin. If heads, remove a damage counter from
    Slowpoke. This attack can't be used if Slowpoke has no damage counters on it.
    
    Attack: {PP} Scavenge Discard 1 Energy card attached to Slowpoke in order to
    use this attack. Put a Trainer card from your discard pile into your hand.
    
    --------------
    
    Tentacool
    Evolution: Basic Pokemon 56/62
    Rarity: Common
    Type: Water
    HP: 30
    Weakness: L
    Resistance: N/A
    Retreat: N/A
    My Rating: *
    
    Pokemon Power: "Cowardice" At any time during your turn (before your attack),
    you may return Tentacool to your hand. (Discard all cards attached to
    Tentacool.) This power can't be used the turn you put Tentacool into play or if
    Tentacool is Asleep, Confused, or Paralyzed.
    
    Attack: {W} Acid (10)
    
    --------------
    
    Zubat
    Evolution: Basic Pokemon 57/62
    Rarity: Common
    Type: Grass
    HP: 40
    Weakness: P
    Resistance: F
    Retreat: N/A
    My Rating: * 1/2
    
    Attack: {2} Supersonic Flip a coin. If heads, the Defending Pokemon is now
    Confused.
    
    Attack: {1G} Leech Life (10) Remove a number of damage counters from Zubat
    equal to the damage done to the Defending Pokemon (after applying Weakness and
    Resistance). If Zubat has fewer damage counters than that, remove all of them.
    
    --------------
    
    Mr. Fuji
    Type: Trainer 58/62
    Rarity: Uncommon
    My Rating: *** 1/2
    
    Text: Choose a Pokemon on your Bench. Shuffle it and any cards attached to it
    into your deck.
    
    --------------
    
    Energy Search
    Type: Trainer 59/62
    Rarity: Common
    My Rating: ***
    
    Text: Search your deck for a basic Energy card and put it into your hand.
    Shuffle your deck afterward.
    
    --------------
    
    Gambler
    Type: Trainer 60/62
    Rarity: Common
    My Rating: **
    
    Text: Shuffle your hand into your deck. Flip a coin. If heads, draw 8 cards. If
    tails, draw 1 card.
    
    --------------
    
    Recycle
    Type: Trainer 61/62
    Rarity: Common
    My Rating: **
    
    Text: Flip a coin. If heads, put a card in your discard pile on top of your
    deck.
    
    --------------
    
    Mysterious Fossil
    Type: Trainer 62/62
    Rarity: Common
    My Rating: ** 1/2
    
    Text: Play Mysterious Fossil as if it were a Basic Pokemon. While in play,
    Mysterious Fossil counts as a Pokemon (instead of a Trainer card). Mysterious
    Fossil has no attacks, can't retreat, and can't be Asleep, Confused, Paralyzed,
    or Poisoned. If Mysterious Fossil is Knocked Out, it doesn't count as a Knocked
    Out Pokemon. (Discard it anyway.) At any time during your turn before your
    attack, you may discard Mysterious Fossil from play.
    
    --------------
    **NOTE** The game decided to include this card, a promo in the real
    Pokemon TCG, to be included in the Fossil Set. Thus I will list it
    here.
    
    Mew
    Evolution: Basic Pokemon 0/62
    Rarity: Rare
    Type: Psychic
    HP: 50
    Weakness: P
    Resistance: N/A
    Retreat: 1
    My Rating: ***
    
    Attack: {P} Psywave (10x) Does 10 damage times the number of energy cards
    attahced to the Defending Pokemon.
    
    Attack: {PP} Devolution Beam Choose an Evolved Pokemon (your own or your
    opponent's), return the highest stage Evolution Card on that Pokemon to it's
    player's hand.)
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                               4. GameBoy Exclusive
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    These cards are only available in the GameBoy and are not apart of the real
    life Pokemon TCG sets.
    
    --------------
    
    Tangela
    Evolution: Basic Pokemon 1/12
    Rarity: Common
    Type: Grass
    HP: 50
    Weakness: R
    Resistance: N/A
    Retreat: 2
    My Rating: ** 1/2
    
    Attack: {G} Stun Spore (10) Flip a coin. If heads, the Defending Pokemon is now
    Paralyzed.
    
    Attack: {1GG} Poison Whip (10) The Defending Pokemon is now Poisoned.
    
    --------------
    
    Meowth
    Evolution: Basic Pokemon 2/12
    Rarity: Common
    Type: Colorless
    HP: 50
    Weakness: F
    Resistance: P
    Retreat: 1
    My Rating: **
    
    Attack: {2} Cat Punch (20) Does 20 damage to 1 of your opponent's Pokemon
    chosen at random. Don't apply Weakness or Resistance for this attack. (Any
    other effects that would happen after applying Weakness and Resistance still
    happen.)
    
    --------------
    
    Marowak
    Evolution: Stage 1 - evolves from Cubone 3/12
    Rarity: Uncommon
    Type: Fighting
    HP: 70
    Weakness: G
    Resistance: L
    Retreat: 2
    My Rating: **
    
    Attack: {1F} Bone Attack (10) Flip a coin. If heads, the Defending Pokemon
    can't attack during your opponent's next turn.
    
    Attack: {FFF} Wail Each player fills his or her bench with Basic Pokemon chosen
    at random from his or her deck. If a player has fewer Basic Pokemon than that
    in his or her deck, he or she chooses all of them. Each player shuffles his or
    her deck afterward.
    
    --------------
    
    Jigglypuff
    Evolution: Basic Pokemon 4/12
    Rarity: Common
    Type: Colorless
    HP: 50
    Weakness: F
    Resistance: P
    Retreat: 1
    My Rating: **
    
    Attack: {1} Friendship Song Flip a coin. If heads, put a Basic Pokemon card
    chosen at random from your deck onto your bench. (You can't use this attack if
    your bench is full.)
    
    Attack: {2} Expand (10) All damage done to Jigglypuff during your opponent's
    next turn is reduced by 10 (after applying Weakness and Resistance).
    
    --------------
    
    Flareon
    Evolution: Stage 1 - evolves from Eevee 5/12
    Rarity: Uncommon
    Type: Fire
    HP: 60
    Weakness: W
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Attack: {3} Bite (30)
    
    Attack: {3} Rage (10+) Does 10 damage plus 10 more damage for each damage
    counter on Flareon.
    
    --------------
    
    Vaporeon
    Evolution: Stage 1 - evolves from Eevee 6/12
    Rarity: Uncommon
    Type: Water
    HP: 60
    Weakness: L
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Attack: {1} Focus Energy During your next turn, Vaporeon's Bite attack's base
    damage is doubled.
    
    Attack: {3} Bite (30)
    
    --------------
    
    Jolteon
    Evolution: Stage 1 - evolves from Eevee 7/12
    Rarity: Uncommon
    Type: Lightning
    HP: 60
    Weakness: F
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Attack: {2} Double Kick (20x) Flip 2 coins. This attack does 20 damage times
    the number of heads.
    
    Attack: {4} Stun Needle (30) Flip a coin. If heads, the Defending Pokemon is
    now Paralyzed.
    
    --------------
    
    Ninetails
    Evolution: Stage 1 - evolves from Vulpix 8/12
    Rarity: Rare
    Type: Fire
    HP: 80
    Weakness: W
    Resistance: N/A
    Retreat: 1
    My Rating: ***
    
    Attack: {RR} Mix-Up If your opponent has any Basic Pokemon or Evolution Cards
    in his or her hand, your opponent shuffles them into his or her deck. Then,
    your opponent puts an equal number of Basic Pokemon or Evolution Cards chosen
    at random from his or her deck into his or her hand. Your opponent shuffles his
    or her deck afterward.
    
    Attack: {RRR} Dancing Embers (10x) Flip 8 coins. This attack does 10 damage
    times the number of heads.
    
    --------------
    
    Magnemite
    Evolution: Basic Pokemon 9/12
    Rarity: Common
    Type: Lightning
    HP: 40
    Weakness: F
    Resistance: N/A
    Retreat: 1
    My Rating: * 1/2
    
    Attack: {1} Tackle (10)
    
    Attack: {1L} Magnetic Storm Remove all Energy Cards attached to all of your
    Pokemon. Then randomly reattach each of them.
    
    --------------
    
    Electrode
    Evolution: Stage 1 - evolves from Voltorb 10/12
    Rarity: Rare
    Type: Lightning
    HP: 70
    Weakness: F
    Resistance: N/A
    Retreat: 1
    My Rating: ***
    
    Attack: {LL} Sonicboom (30) Don't apply Weakness and Resistance for this
    attack. (Any other effects that would happen after applying Weakness and
    Resistance still happen.)
    
    Attack: {LLL} Energy Spike Search your deck for a Basic Energy Card and attach
    it to 1 of your Pokemon. Shuffle your deck afterward.
    
    --------------
    
    Pidgeot
    Evolution: Stage 2 - evolves from Pidgeotto 11/12
    Rarity: Rare
    Type: Colorless
    HP: 80
    Weakness: L
    Resistance: F
    Retreat: 1
    My Rating: ** 1/2
    
    Attack: {3} Slicing Wind (30) Does 30 damage to 1 of your opponent's Pokemon
    chosen at random. Don't apply Weakness and Resistance for this attack. (Any
    other effects that would happen after applying Weakness and Resistance still
    happen.)
    
    Attack: {4} Gale (20) Switch Pidgeot with 1 of your Benched Pokemon chosen at
    random. If your opponent has any Benched Pokemon, switch the Defending Pokemon
    with 1 of them chosen at random. (Do the damage before switching the Pokemon.)
    
    --------------
    
    Ditto
    Evolution: Basic Pokemon 12/12
    Rarity: Rare
    Type: Colorless
    HP: 50
    Weakness: F
    Resistance: P
    Retreat: 1
    My Rating: ** 1/2
    
    Attack: {1} Pound (10)
    
    Attack: {3} Morph Remove all damage counters from Ditto. For the rest of the
    game, replace Ditto with a copy of a Basic Pokemon Card (other than Ditto)
    chosen at random from your deck. Ditto is no longer Asleep, Confused,
    Paralyzed, Poisoned, or anything else that might be the result of an attack
    (just as if you had evolved it).
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                               5. Promotional Cards
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    These cards can only be gotten at certain key points in the game or through
    a coliseum battle.
    
    --------------
    
    P01: Arcanine
    Evolution: Stage 1 - Evolves from Growlithe 1/18
    Rarity: Promo
    Type: Fire
    HP: 70
    Weakness: W
    Resistance: N/A
    Retreat: 1
    My Rating: *** 1/2
    
    Attack: {2} Quick Attack (10+) Flip a coin. If heads, this attack does 10
    damage plus 20 more damage; if tails, this attack does 10 damage.
    
    Attack: {RR} Flames of Rage (40+) Discard 2 Fire Energy Cards attached to
    Arcanine in order to use this attack. This attack does 40 damage plus 10 more
    damage for each damage counter on Arcanine.
    
    --------------
    
    Legendary Moltres
    Evolution: Basic Pokemon 2/18
    Rarity: Promo
    Type: Fire
    HP: 100
    Weakness: N/A
    Resistance: F
    Retreat: 2
    My Rating: ***
    
    Pokemon Power: "Firegiver" When you put Moltres into play during your turn (not
    during set-up), put from 1 to 4 (chosen at random) R energy cards from your
    deck into your hand. Shuffle your deck afterward.
    
    Attack: {RRR} Dive Bomb (70) Flip a coin. If tails, this attack does nothing.
    
    --------------
    
    Legendary Articuno
    Evolution: Basic
    Pokemon 3/18
    Rarity: Promo
    Type: Water HP: 100
    Weakness: N/A
    Resistance: F
    Retreat: 2
    My Rating: ***
    
    Pokemon Power: "Quickfreeze" When you put Articuno into play during your turn
    (not during set-up), flip a coin. If heads, the Defending Pokemon is now
    Paralyzed.
    
    Attack: {WWW} Ice Breath (40) Does 40 damage to 1 of your opponent's Pokemon
    chosen at random. Don't apply Weakness and Resistance for this attack. (Any
    other effects that would happen after applying Weakness and Resistance still
    happen.)
    
    --------------
    
    Pikachu
    Evolution: Basic Pokemon 4/18
    Rarity: Promo
    Type: Lightning
    HP: 60
    Weakness: F
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Attack: {1} Growl If the Defending Pokemon attacks Pikachu during your
    opponent's next turn, any damage dome by the attack is reduced by 10 (after
    applying Weakness and Resistance). (Benching or evolving either Pokemon ends
    this effect.)
    
    Attack: {LL} Thundershock (20) Flip a coin. If heads, the Defending Pokemon is
    now Paralyzed.
    
    --------------
    
    Pikachu
    Evolution: Basic Pokemon 5/18
    Rarity: Promo
    Type: Lightning
    HP: 60
    Weakness: F
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Attack: {1} Growl If the Defending Pokemon attacks Pikachu during your
    opponent's next turn, any damage dome by the attack is reduced by 10 (after
    applying Weakness and Resistance). (Benching or evolving either Pokemon ends
    this effect.)
    
    Attack: {LL} Thundershock (20) Flip a coin. If heads, the Defending Pokemon is
    now Paralyzed.
    
    --------------
    
    Flying Pikachu
    Evolution: Basic Pokemon 5/18
    Rarity: Promo
    Type: Lightning
    HP: 40
    Weakness: N/A
    Resistance: F
    Retreat: 1
    My Rating: **
    
    Attack: {L} Thundershock (10) Flip a coin. If heads, the Defending Pokemon is
    now Paralyzed.
    
    Attack: {3} Fly (30) Flip a coin. If heads, during your opponent's next turn,
    prevent all effects of attacks, including damage, done to Flying Pikachu. If
    tails, this attack does nothing (not even damage).
    
    --------------
    
    Surfing Pikachu
    Evolution: Basic Pokemon 7/18
    Rarity: Promo
    Type: Lightning
    HP: 50
    Weakness: F
    Resistance: N/A
    Retreat: 1
    My Rating: ** 1/2
    
    Attack: {WW} Surf (30)
    
    --------------
    
    Surfing Pikachu
    Evolution: Basic Pokemon 8/18
    Rarity: Promo
    Type: Lightning
    HP: 50
    Weakness: F
    Resistance: N/A
    Retreat: 1
    My Rating: ** 1/2
    
    Attack: {WW} Surf (30)
    
    --------------
    
    Electabuzz
    Evolution: Basic Pokemon 9/18
    Rarity: Promo
    Type: Lightning
    HP: 60
    Weakness: F
    Resistance: N/A
    Retreat: 2
    My Rating: **
    
    Attack: {L} Light Screen Whenever an attack does damage to Electabuzz (after
    applying Weakness and Resistance) during your opponent's next turn, that attack
    only does half the damage to Electabuzz (rounded down to the nearest 10). (Any
    other effects of attacks still happen.)
    
    Attack: {2} Quick Attack (10+) Flip a coin. If heads, this attack does 10
    damage plus 20 more damage; if tails, this attack does 10 damage.
    
    --------------
    
    Legendary Zapdos
    Evolution: Basic Pokemon 10/18
    Rarity: Promo
    Type: Lightning
    HP: 100
    Weakness: N/A
    Resistance: F
    Retreat: 2
    My Rating: ***
    
    Pokemon Power: "Peal of Thunder" When you put Zapdos into play during your turn
    (not during set-up), do 30 damage to a Pokemon other than Zapdos chosen at
    random. (Don't apply Weakness and Resistance.)
    
    Attack: {LLL} Big Thunder Choose a Pokemon other than Zapdos at random. This
    attack does 70 damage to that Pokemon. Don't apply Weakness or Resistance for
    this attack. (Any other effects that would happen after applying Weakness and
    Resistance still happen.)
    
    --------------
    
    Slowpoke
    Evolution: Basic Pokemon 11/18
    Rarity: Promo
    Type: Psychic
    HP: 40
    Weakness: P
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Attack: {C} Headbutt (10)
    
    Attack: {PP} Amnesia Choose 1 of the Defending Pokemon's attacks. That Pokemon
    can't use that attack during your opponent's next turn.
    
    --------------
    
    Mewtwo
    Evolution: Basic Pokemon 12/18
    Rarity: Promo
    Type: Psychic
    HP: 70
    Weakness: P
    Resistance: N/A
    Retreat: 2
    My Rating: **** 1/2
    
    Attack: {P} Energy Absorption Choose up to 2 Energy Cards from your Discard
    Pile and attach them to Mewtwo.
    
    Attack: {PPC} Psyburn (40)
    
    --------------
    
    Mewtwo
    Evolution: Basic Pokemon 13/18
    Rarity: Promo
    Type: Psychic
    HP: 70
    Weakness: P
    Resistance: N/A
    Retreat: 2
    My Rating: **** 1/2
    
    Attack: {P} Energy Absorption Choose up to 2 Energy Cards from your Discard
    Pile and attach them to Mewtwo.
    
    Attack: {PPC} Psyburn (40)
    
    --------------
    
    Mew
    Evolution: Basic Pokemon 14/18
    Rarity: Promo
    Type: Psychic
    HP: 40
    Weakness: P
    Resistance: N/A
    Retreat: 1
    My Rating: **
    
    Pokemon Power: "Neutralizing Shield" Prevent all effects of attacks, including
    damage, done to Mew by evolved Pokemon (excluding your own). This power stops
    working while Mew is Asleep, Confused, or Paralyzed.
    
    Attack: {P} Psyshock (10) Flip a coin. If heads, the Defending Pokemon is now
    Paralyzed.
    
    --------------
    
    Jigglypuff
    Evolution: Basic Pokemon 15/18
    Rarity: Promo
    Type: Colorless
    HP: 50
    Weakness: F
    Resistance: P
    Retreat: 1
    My Rating: ** 1/2
    
    Attack: {1} First Aid Remove 1 damage counter from Jigglypuff.
    
    Attack: {3} Double-Edge (40) Jigglypuff does 20 damage to itself.
    
    --------------
    
    Legendary Dragonite
    Evolution: Stage 2 - evolves from Dragonair 16/18
    Rarity: Promo
    Type: Colorless
    HP: 100
    Weakness: N/A
    Resistance: F
    Retreat: 2
    My Rating: *** 1/2
    
    Pokemon Power: "Healing Wind" When you put Dragonite into play, remove 2 damage
    counters from each of your Pokemon. If a Pokemon has fewer damage counter than
    that, remove all of them from that Pokemon.
    
    Attack: {3} Slam (30x) Flip 2 coins. This attack does 30 damage times the
    number of heads.
    
    --------------
    
    Imakuni?
    Type: Trainer 17/18
    Rarity: Promo
    My Rating: *
    
    Text: Your Active Pokemon is now Confused. Imakuni wants you to play him as a
    Basic Pokemon, but you can't. A mysterious creature not listed in the Pokedex,
    he asks kids around the world, "Who is cuter - Pikachu or me?"
    
    --------------
    
    P18: Super Energy Retrieval
    Type: Trainer 18/18
    Rarity: Promo
    My Rating: *** 1/2
    
    Text: Trade 2 of the other cards in your hand for up to 4 basic energy cards
    from your discard pile.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                            6. Card Pop!/Mystery Cards
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    These two EXTREMELY rare cards can only be gotten through a lucky Card Pop!
    or by GameShark. There are no alternatives.
    
    --------------
    
    Venusaur
    Evolution: Stage 2 - evolves from Ivysaur 1/2
    Rarity: Promo
    Type: Grass
    HP: 100
    Weakness: R
    Resistance: N/A
    Retreat: 2
    My Rating: ***
    
    Pokemon Power: "Solar Power" Once during your turn (before you attack), you may
    use this power. Your Active Pokemon and the Defending Pokemon are no longer
    Asleep, Confused, Paralyzed, or Poisoned. This power can't be used if Venusaur
    is Asleep, Confused, or Paralyzed.
    
    Attack: {GGGG} Mega Drain (40) Remove a number of damage counters from Venusaur
    equal to half the damage done to the Defending Pokemon (after applying Weakness
    and Resistance) (rounded up to the nearest 10). If Venusaur has fewer damage
    counters than that, remove all of them.
    
    --------------
    
    Mew
    Evolution: Basic Pokemon 2/2
    Rarity: Promo
    Type: Psychic
    HP: 50
    Weakness: P
    Resistance: N/A
    Retreat: N/A
    My Rating: ***
    
    Attack: {1P} Mystery Attack (?) Does a random amount of damage to the Defending
    Pokemon and may cause a random effect to the Defending Pokemon.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                          7. Other Promos (Not In The Game)
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    These are other Promotional cards not featured in the GameBoy game.
    
    --------------
    
    Movie Pikachu
    Evolution: Basic Pokemon 1/6
    Rarity: Promo
    Type: Electric
    HP: 50
    Weakness: F
    Resistance: N/A
    Retreat: 1
    My Rating: * 1/2
    
    Attack: {L} Recharge Search your deck for a (L) Energy card and attach it to
    Pikachu. Shuffle your deck afterward.
    
    Attack: {LLL} Thunderbolt (50) Discard all Energy cards attached to Pikachu in
    order to use this attack.
    
    --------------
    
    Movie Dragonite
    Evolution: Stage 2 - evolves from Dragonite 2/6
    Rarity: Promo
    Type: Colorless
    HP: 90
    Weakness: N/A
    Resistance: F
    Retreat: 2
    My Rating: ***
    
    Pokemon Power: "Special Delivery" Once during your turn (before you attack),
    you may draw a card. If you do, choose a card from your hand and put it on the
    top of your deck. This power can't be used if Dragonite is Asleep, Confused, or
    Paralyzed.
    
    Attack: {3} Supersonic Flight (60) Flip a coin. If tails, this attack does
    nothing.
    
    --------------
    
    Promo Meowth
    Evolution: Basic Pokemon 3/6
    Rarity: Promo
    Type: Colorless
    HP: 50
    Weakness: F
    Resistance: P
    Retreat: 1
    My Rating: ** 1/2
    
    Attack: {2} Cat Punch (?) Flip a coin. If heads, this attack does 20 damage. If
    tails and if your opponent has any benched Pokemon, he or she chooses 1 of them
    and this attack does 20 damage to it. (Don't apply Weakness and Resistance for
    Benched Pokemon.)
    
    --------------
    
    Promo Mewtwo
    Evolution: Basic Pokemon 4/6
    Rarity: Promo
    Type: Psychic
    HP: 60
    Weakness: P
    Resistance: N/A
    Retreat: 1
    My Rating: ** 1/2
    
    Attack: {P} Energy Control Flip a coin. If Heads, choose a basic Energy card
    attached to 1 of your opponent's Pokemon and attach it to another of your
    opponent's Pokemon of your choice.
    
    Attack: {PPP} Telekinesis (?) Choose 1 of your opponents's Pokemon. This attack
    does 30 damage to that Pokemon .
    
    --------------
    
    Dark Persian
    Evolution: Stage 1 - evolves from Meowth 5/6
    Rarity: Promo
    Type: Colorless
    HP: 60
    Weakness: F
    Resistance: P
    Retreat: N/A
    My Rating: ** 1/2
    
    Attack: {1} Tempt If your opponent has any Benched Pokemon, flip a coin. If
    heads, choose 1 of your opponent's Benched Pokemon and switch it with the
    Defending Pokemon.
    
    Attack: {2} Poison Claws (10) Flip a coin. If heads, the Defending Pokemon is
    now Poisoned.
    
    --------------
    
    Ancient Mew
    Evolution: Basic Pokemon 6/6
    Rarity: Promo
    Type: Psychic
    HP: 40
    Weakness: P
    Resistance: N/A
    Retreat: 2
    My Rating: ** 1/2
    
    Attack: {PP} Ancient Attack (40)
    
    
    
    
    ===============================================================================
                         ***************************************
                                     V. Meta-Game
                         ***************************************
    ===============================================================================
    
    Meta-game is essentially the game(s) outside of the actual game itself. This
    can include the mental game when developing a deck: should you pick efficient,
    more popular cards, or do with some surprise cards that aren't always as
    consistent.
    
    The basic definition: the strategic analysis of a single deck, or the most
    commonly played decks in any given region of the country, in the hopes of
    building a deck that will be more likely to beat decks of the original type
    when played in a tournament environment.
    
    Pretty much, this means in order to win, you need to take a close look at the
    decks that people you're playing against are playing. Remember what types of
    Pokémon, Trainers, Status Effect they are using, and build decks that take
    advantages of their weaknesses. That's the long and the short of "the metagame."
    
    Adjusting to the current metagame of popular decks can also lead to great
    results. For example, if in your area, everyone is running a RainMaker, play a
    lightning/grass heavy deck. Its all about adjusting to the larger span of what
    competitive strategies are popular, and trying to find something to come up
    with those strategies. The best deck example of this is probably the Potpourri,
    so I will use it as an example here.
    
    MORE ANALYSIS COMING SOON.
    
    ===============================================================================
                         ***************************************
                                 VI. GameShark Codes
                         ***************************************
    ===============================================================================
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                 1. Why Use Them
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    For those of us without unlimited free time, it would take forever to amass
    a collection where one would have 4 of every card and be capable of making
    any sort of deck to play around with. Use these codes only to help further
    your experience so that you may play around with a variety of decks without
    taking forever to amass the card collection required to do so.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                  2. The Codes
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    =================
    
    Infinite Booster Packs in the Mail:
    01811ED1
    01851FD1
    018420D1
    018221D1
    
    
    This will allow you to re-read the first four booster packs sent by the good
    Dr. All four types are available, and you can gain as many as you like.
    
    =================
    
    Change 1st Card in Booster Pack:
    01??00C4
    
    
    This code changes the first card in any booster pack you receive to the card
    that you desire. Just insert one of the below numbers corresponding with its
    card into the ??.
    
    
    Grass Energy: 01
    Fire Energy: 02
    Water Energy: 03
    Lightning Energy: 04
    Fighting Energy: 05
    Psychic Energy: 06
    Double Colorless Energy: 07
    Bulbasaur: 08
    Ivysaur: 09
    Venusaur (Card Pop! Promo): 0A
    Venusaur: 0B
    Caterpie: 0C
    Metapod: 0D
    Butterfree: 0E
    Weedle: 0F
    Kakuna: 10
    Beedrill: 11
    Ekans: 12
    Arbok: 13
    Nidoran Female: 14
    Nidorina: 15
    Nidoqueen: 16
    Nidoran Male: 17
    Nidorino: 18
    Nidoking: 19
    Zubat: 1A
    Golbat: 1B
    Oddish: 1C
    Gloom: 1D
    Vileplume: 1E
    Paras: 1F
    Parasect: 20
    Venonat: 21
    Venomoth: 22
    Bellsprout: 23
    Weepinbell: 24
    Victreebell: 25
    Grimer: 26
    Muk: 27
    Exeggcute: 28
    Exeggutor: 29
    Koffing: 2A
    Wheezing: 2B
    Tangela (GB): 2C
    Tangela: 2D
    Scyther: 2E
    Pinsir: 2F
    Charrmander: 30
    Charmelion: 31
    Charizard: 32
    Vulpix: 33
    Ninetales: 34
    Ninetales (GB): 35
    Growlithe: 36
    Arcanine (Promo): 37
    Arcanine: 38
    Ponyta: 39
    Rapidash: 3A
    Magmar: 3B
    Magmar (Fossil): 3C
    Flareon (GB): 3D
    Flareon (Jungle): 3E
    Moltres: 3F
    Legendary Moltres: 40
    Squirtle: 41
    Wartortle: 42
    Blastoise: 43
    Psyduck: 44
    Golduck: 45
    Poliwag: 46
    Poliwhirl: 47
    Poliwrath: 48
    Tentacool: 49
    Tentacruel: 4A
    Seel: 4B
    Dewgong: 4C
    Shellder: 4D
    Cloister: 4E
    Krabby: 4F
    Kingler: 50
    Horsea: 51
    Seadra: 52
    Goldeen: 53
    Seaking: 54
    Staryu: 55
    Starmie: 56
    Magikarp: 57
    Gyarados: 58
    Lapras: 59
    Vaporeon (GB): 5A
    Vaporeon (Jungle): 5B
    Omanyte: 5C
    Omastar: 5D
    Articuno: 5E
    Legendary Articuno: 5F
    Pikachu: 60
    Pikachu (Jungle): 61
    Pikachu (Promo 1): 62
    Pikachu (Promo 2): 63
    Flying Pikachu: 64
    Surfing Pikachu: 65
    Surfing Pikachu: 66
    Raichu: 67
    Raichu (Fossil): 68
    Magnemite: 69
    Magnemite (GB): 6A
    Magneton: 6B
    Magneton (Fossil): 6C
    Voltorb: 6D
    Electrode (GB): 6E
    Electrode (Jungle): 6F
    Electabuzz (Movie Promo): 70
    Electabuzz: 71
    Jolteon (GB): 72
    Jolteon: 73
    Zapdos: 74
    Zapdos (Fossil): 75
    Legendary Zapdos: 76
    Sandshrew: 77
    Sandslash: 78
    Diglett: 79
    Dugtrio: 7A
    Mankey: 7B
    Primeape: 7C
    Machop: 7D
    Machoke: 7E
    Machamp: 7F
    Geodude: 80
    Graveler: 81
    Golem: 82
    Onix: 83
    Cubone: 84
    Marowak (Jungle): 85
    Marowak (GB): 86
    Hitmonlee: 87
    Hitmonchan: 88
    Rhyhorn: 89
    Rhydon: 8A
    Kabuto: 8B
    Kabutops: 8C
    Aerodactlyl: 8D
    Abra: 8E
    Kadabra: 8F
    Alakazam: 90
    Slowpoke (Promo): 91
    Slowpoke (Fossil): 92
    Slowbro: 93
    Gastly: 94
    Gastly (Fossil): 95
    Haunter (Fossil): 96
    Haunter: 97
    Gengar: 98
    Drowzee: 99
    Hypno: 9A
    Mr. Mime: 9B
    Jynx: 9C
    Mewtwo: 9D
    Mewtwo (Movie Promo 1): 9E
    Mewtwo (Movie Promo 2): 9F
    Mew (Promo): A0
    Mew (Card Pop! Promo): A1
    Mew: A2
    Pidgey: A3
    Pidgeotto: A4
    Pidgeot (GB): A5
    Pidgeot (Jungle): A6
    Rattata: A7
    Raticate: A8
    Spearow: A9
    Fearow: AA
    Clefairy: AB
    Clefable: AC
    Jigglypuff (Promo): AD
    Jigglypuff (GB): AE
    Jigglypuff (Jungle): AF
    Wigglytuff: B0
    Meowth (GB): B1
    Meowth (Jungle): B2
    Persian: B3
    Farfetch'd: B4
    Doduo: B5
    Dodrio: B6
    Lickitung: B7
    Chansey: B8
    Kangaskhan: B9
    Tauros: BA
    Ditto: BB
    Eevee: BC
    Porygon: BD
    Snorlax: BE
    Dratini: BF
    Dragonair: C0
    Legendary Dragonite: C1
    Dragonite: C2
    Professor Oak: C3
    Imposter Professor Oak: C4
    Bill: C5
    Mr. Fuji: C6
    Lass: C7
    Imakuni?: C8
    Pokemon Trader: C9
    Pokemon Breeder: CA
    Clefairy Doll: CB
    Mysterious Fossil: CC
    Energy Retrieval: CD
    Super Energy Retrieval (Promo): CE
    Energy Search: CF
    Energy Removal: D0
    Super Energy Removal: D1
    Switch: D2
    Pokemon Center: D3
    Pokeball: D4
    Scoop Up: D5
    Computer Search: D6
    Pokedex: D7
    Pluspower: D8
    Defender: D9
    Item Finder: DA
    Gust of Wind: DB
    Devolution Spray: DC
    Potion: DD
    Super Potion: DE
    Full Heal: DF
    Revive: E0
    Maintenance: E1
    Pokemon Flute: E2
    E2 Gambler: E3
    E3 Recycle: E4
    
    ===============================================================================
                         ***************************************
                                        VII. FAQ
                         ***************************************
    ===============================================================================
    
    Standard Game Rules
    -------------------
    
    Q: When my opponent draws no basic Pokemon, why don't I get to draw 2 cards
    like in the real card game?
    
    A: This was one of the few rules from the actual card game that wasn't
    included in the Gameboy TCG, use it to your advantage to run low basics in
    your deck!
    
    ---
    
    Q: Do you need to have 60 cards or is 60 just the maximum?
    
    A: You are required to play with EXACTLY 60 cards
    
    ---
    
    Q: Can you use any Pokemon powers from your hand?
    
    A: The cards that have a Pokemon Power that is "played from your hand" means
    that when you bring the card into play from your hand.  This does NOT mean
    that you can use the Pokemon Power while the card is in your hand.
    
    ---
    
    Q: When does Confusion end?
    
    A: Flipping heads will allow that attack to successfully work, but will not
    end that Pokemon's confusion.  Once confused, they stay so until they faint,
    evolve, are benched, or are Full Healed.
    
    
    In-Game Questions
    -----------------
    
    Q: Are there any cards missing from the GameBoy version.
    
    A: Yes. The two missing cards seem to be Fossil Ditto, and Base Set
    Electrode. They have seemingly been "semi-replaced" with GB exclusive
    cards.
    
    ---
    
    Q: How do I get multiple copies of the four Legendary cards?
    
    A: After beating the game once and receiving your copy of one of each
    legendary card, go back and challegene the masters again, and for every
    win thereafter, you will receive one legendary card at random. However, 
    after you have 2 copies of each of the cards, when you try to receive 
    another one, the ledgendary cards 'speak to you' but this time they say,
    'We have no more cards to give you'. (Thanks Simon Thunder)
    
    ==================
    Cheap In-Game Tips
    ==================
    
    -Whenever Dr. Mason e-mails you a booster pack, save your game before opening
    the e-mail. Once opened, if you do not want the cards in the booster pack,
    shut the game off immediately and start over. This time, the cards in the
    booster will be different. Repeat until you find the cards you want.
    
    -If you want to give all of your cards to the man in order to get your MP
    Pikachu a faster way to do this instead of waiting for him to ask for one is
    to do this: When he asks you for a card give it to him, write in the diary,
    and shut off the gameboy. Turn it back on and talk to the same man. He will
    ask for it immediatley. Repeat in order to get the MP Pikachu way faster!
    
    -The game auto-saves in a battle... abuse it!
    
    -First you must understand how the game saves. The game automatically saves
    after each input command that you do. It does not save after your opponent
    attacks, only after you input. Use this to your advantage. If you get a
    result you don't like, just turn off the game, then turn it back on. Now you
    can try something else.
    
    -See all of your prizes
    After you beat an opponent, select a prize. Once you see what it is do Tip 1.
    When you turn it back on you will be back to just before the attack. Attack
    again and select a different prize. Repeat this with all prizes and you can
    select the one you want/need.
    
    -Beat the coin flip
    Coin flips in the game are NOT random. They are on some type of predetermined
    routine that you can take advantage of. If you have a Pokemon that has a
    damage attack and a coin flip attack (like Lapras) then always try the status
    attack first. For example, if you have 2 Water energies on Lapras. You can do
    a 20 pt Water Gun or a 10 Confuse Ray attack. Try the Confuse Ray attack. If
    it's heads then you get the 10 pts damage and your opponent is confused. If
    you get tails, simply turn off the game as soon as the coin shows tails and
    start it again. Now do Water Gun. Don't bother with Confuse Ray because once
    it's tails it will ALWAYS be tails. This can also be used with trainer cards.
    Once you know what the coin flip will be you can decide if you want to use
    cards like Gambler or Recycle.
    
    
    ===============================================================================
                         ***************************************
                                     Special Thanks
                         ***************************************
    ===============================================================================
    
    
    Deck Submissions
    ----------------
    
    -roboshark
    -Boozman
    --=Nethervoid=-
    -Eirik 
    -Noah
    -Scott
    
    
    FAQ Suggestions/Error Fixes
    ---------------------------
    
    -Simon Thunder
    --=Nethervoid=-
    
    
    If I missed anyone I am sorry, please let me know and I will give you
    proper credit.
    
    
    ===============================================================================
    
     This document is available for any and all non-profit use.
    
     Pokemon is (c) to Nintendo, Inc.
    
     The Nintendo GameBoy is (c) to Nintendo, Inc.
    
    ===============================================================================