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* PopularGameVariant: One of the most popular alternative formats is Gym Leader Challenge. In addition to using the expanded format, which includes cards from all past expansions through Black and White, Gym Leader Challenge adds three rules to the normal rules: All Poémon in a player's deck must be the same type, Pokémon with a rulebox and Ace Spec item cards are not allowed, and only one of each card other than basic energy may be in a player's deck. The format is so popular that it even sees play in side events at official competitions.

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* PopularGameVariant: One of the most popular alternative formats is Gym Leader Challenge. In addition to using the expanded format, which includes cards from all past expansions through Black and White, Gym Leader Challenge adds three rules to the normal rules: All Poémon Pokémon in a player's deck must be the same type, Pokémon with a rulebox and Ace Spec item cards are not allowed, and only one of each card other than basic energy may be in a player's deck. The format is so popular that it even sees play in side events at official competitions.
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** [[https://bulbapedia.bulbagarden.net/wiki/Tapu_Lele-GX_(Guardians_Rising_60) Tapu Lele-GX]]'s Wonder Tag ability allows it to search out a Supporter card from your deck when played to the bench, making it a fantastic card to get you out of pooer hands or to aid in setup.[[labelnote:*]]The last Pokémon to have this effect for an Ability, Jirachi-EX and its Stellar Guidance, saw incredible amounts of play despite effectively being very frail dead-weight in most decks after being played.[[/labelnote]] To top it off, its main attack is a copy of Mewtwo-EX's X-Ball attack that can't hit for weakness; despite having been long since powercrept past, it's far from being a bad attack, and means that it can't just be ignored and can be a powerful tool in some situations.

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** [[https://bulbapedia.bulbagarden.net/wiki/Tapu_Lele-GX_(Guardians_Rising_60) Tapu Lele-GX]]'s Wonder Tag ability allows it to search out a Supporter card from your deck when played to the bench, making it a fantastic card to get you out of pooer poorer hands or to aid in setup.[[labelnote:*]]The last Pokémon to have this effect for an Ability, Jirachi-EX and its Stellar Guidance, saw incredible amounts of play despite effectively being very frail dead-weight in most decks after being played.[[/labelnote]] To top it off, its main attack is a copy of Mewtwo-EX's X-Ball attack that can't hit for weakness; despite having been long since powercrept past, it's far from being a bad attack, and means that it can't just be ignored and can be a powerful tool in some situations.
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** [[https://bulbapedia.bulbagarden.net/wiki/Shaymin-EX_(Roaring_Skies_77) Shaymin-EX]] allowed for lightning-fast setup, making fast offense decks much more powerful; when played to the bench ,you can draw cards until you have six in hand. Not only does this not take up your supporter card for the turn, you could play ''multiple'' Shaymin-EX to keep drawing cards, making exceptionally potent early-game attackers even more so. To top it off, for a single Double Colorless Energy, you could return it to your hand — and then, if you wished, play it down ''again'' the next turn!

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** [[https://bulbapedia.bulbagarden.net/wiki/Shaymin-EX_(Roaring_Skies_77) Shaymin-EX]] allowed for lightning-fast setup, making fast offense decks much more powerful; when played to the bench ,you bench, you can draw cards until you have six in hand. Not only does this not take up your supporter card for the turn, you could play ''multiple'' Shaymin-EX to keep drawing cards, making exceptionally potent early-game attackers even more so. To top it off, for a single Double Colorless Energy, you could return it to your hand — and then, if you wished, play it down ''again'' the next turn!
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** Item-based Gusting effects[[labelnote:*]]After Base Set's Gust of Wind[[/labelnote]] have historically been very powerful, even when limited to either be a ComebackMechanic (Ultra Prism's Counter Catcher) or a coinflip) (XY-era on Pokémon Catcher). However, non-limited Gusting effects (such as the original Gust of Wind, Double Gust, Black and White's Pokémon Catcher print, etc.) tend to be disgustingly powerful in comparison to other cards. (Reliable Gusting effects are usually extremely powerful even on Supporter cards; both Lysandre and Guzma saw incredibly extensive play while legal)

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** Item-based Gusting effects[[labelnote:*]]After Base Set's Gust of Wind[[/labelnote]] have historically been very powerful, even when limited to either be a ComebackMechanic (Ultra Prism's Counter Catcher) or a coinflip) coinflip (XY-era on Pokémon Catcher). However, non-limited Gusting effects (such as the original Gust of Wind, Double Gust, Black and White's Pokémon Catcher print, etc.) tend to be disgustingly powerful in comparison to other cards. (Reliable Gusting effects are usually extremely powerful even on Supporter cards; both Lysandre and Guzma saw incredibly extensive play while legal)

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%% Administrivia/ZeroContextExample entries are not allowed on wiki pages. All such entries have been commented out. Add context to the entries before uncommenting them.

This is the YMMV page for the Game Boy Color game based on the trading card game. If you were looking for the actual paper card game, see TabletopGame/{{Pokemon}}. [=YMMVs=] for the paper trading card game should go in the section at the bottom of YMMV.{{Pokemon}}.

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%% Administrivia/ZeroContextExample entries are not allowed on wiki pages. All such entries have been commented out. Add context to the entries before uncommenting them.

This is the YMMV page for the Game Boy Color game based on the trading tabletop collectible card game. If you were looking For subjectives for the actual paper card game, see TabletopGame/{{Pokemon}}. [=YMMVs=] for the paper trading card video game should go in the section at the bottom of YMMV.{{Pokemon}}.adaptation, see ''YMMV/PokemonTradingCardGame1998''.



* AntiClimaxBoss:
** Every one of the Grand Masters besides Courtney. They center their decks on their signature Legendary cards, who are all AwesomeButImpractical; Dragonite relies on coin flips for its attacks to work, and Zapdos and Articuno's attacks do damage to random targets, and Zapdos can ''hit its own teammates'', so feel free to laugh as Steve knocks out his own Pokémon. Aside from their Legendaries, the Grand Masters mostly prefer Pokémon with high energy attacks, which means they'll quickly stall as they dump lots of energy into their Pokémon only for it to be KO'd. [[spoiler:Ronald]] has the powers of all four Legendary cards, but seems to have included them in his deck just for bragging rights, as he only runs Fire energies and thus his Articuno and Zapdos exist to use their Pokémon Powers and soak up damage while his Eeveelutions do all the heavy lifting for him.
** Vilrich can very often become this due to ArtificialStupidity with deck-burning, [[StupidEvil which makes it more likely than not that he'll deck out]].
* EvenBetterSequel: The second game is much longer and has more cards, allowing for more diverse strategies. It also has an actual plot, and the characters get a little bit more development. It's a shame that it never got an international release (though there ''is'' a FanTranslation for those interested in playing it).
* FridgeBrilliance: The Castle in the Game Centre in GR Island of the 2nd GBC game has duelists [[ChessMotifs formed after]] {{TabletopGame/Chess}} [[ChessMotifs pieces]]. However, the Queen herself says that the castle has no King. The logic comes from the fact that, before the Queen, the player had already dueled a Pawn, a Knight, a Bishop, and a Rook in that order... more specifically, the order of the relative strength the actual chess pieces have. The King piece is around the strength of a Knight or Bishop, meaning that a King duelist would either be an AntiClimaxBoss or would have to be located between the Knight and Bishop (making a jarring inclusion). Alternately: there’s no King in the Game Center because the entirety of GR Island is ruled by [[FinalBoss King Vilrich]], who stays in his own castle.

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* AntiClimaxBoss:
** Every one of the Grand Masters besides Courtney. They center their decks on their signature Legendary cards, who are all AwesomeButImpractical; Dragonite relies on coin flips for
AccidentalInnuendo: [[https://www.pokemon.com/us/pokemon-tcg/pokemon-cards/xy-series/xy11/91/ An Ambipom card]] shows it lying down and winking suggestively, and its attacks to work, and Zapdos and Articuno's attacks do damage to random targets, and Zapdos can ''hit its own teammates'', so feel free to laugh as Steve knocks out his own Pokémon. Aside first attack is named [[UsefulNotes/FurryFandom Furry Chance]].
* SugarWiki/AwesomeArt: As a trading card game, this is a given. The Full Art cards
from their Legendaries, the Grand Masters mostly prefer Black & White series onward stand out in particular. BREAK Evolution cards also tend to have suitably epic designs. The alternate art Pokémon with high energy attacks, which means they'll quickly stall as they dump lots of energy into their Pokémon only for it to be KO'd. [[spoiler:Ronald]] has the powers of all four Legendary cards, but seems to have included them in his deck just for bragging rights, as he only runs Fire energies and thus his Articuno and Zapdos exist to use their Pokémon Powers and soak up damage while his Eeveelutions do all the heavy lifting for him.
** Vilrich can very often become this due to ArtificialStupidity with deck-burning, [[StupidEvil which makes it more likely than not that he'll deck out]].
* EvenBetterSequel: The second game is much longer and has more cards, allowing for more diverse strategies. It also has an actual plot, and the characters get a little bit more development. It's a shame that it never got an international release (though there ''is'' a FanTranslation for those interested in playing it).
* FridgeBrilliance: The Castle in the Game Centre in GR Island of the 2nd GBC game has duelists [[ChessMotifs formed after]] {{TabletopGame/Chess}} [[ChessMotifs pieces]]. However, the Queen herself says that the castle has no King. The logic comes
V from the fact that, before ''Sword & Shield'' series are also generally highly praised and sought-after, to the Queen, the player had already dueled a Pawn, a Knight, a Bishop, and a Rook in that order... more specifically, the order point of the relative strength the actual chess pieces have. The King piece is around the strength of a Knight or Bishop, meaning that a King duelist would either be becoming an AntiClimaxBoss or would have to be located between the Knight and Bishop (making a jarring inclusion). Alternately: there’s no King official rarity, "(Special) Illustration Rare", in the Game Center because the entirety of GR Island is ruled by [[FinalBoss King Vilrich]], who stays in his own castle.''Scarlet & Violet'' era.



** The good old-fashioned Blastoise Rain Dancer deck works just as well as it does in the real game. Get a Blastoise into play, abuse its Pokémon Power to attach as many Water energy as you like to your Water Pokémon, and go clean house. Even on its own, Blastoise can pump itself up to a base 40 damage attack once it hits the field, with the potential for it to hit 60 damage with two more energy on it.
*** You can do some absolutely evil combinations by adding on Mewtwo, which allows you to get two energy cards from your discard pile, and Mr. Fuji, which allows you to shuffle back your Pokémon and your energy back into your deck, greatly reducing the risk of deck outs.
** [[https://gamefaqs.gamespot.com/boards/581059-pokemon-card-gb2/75196165 Legendary Zapdos]] is utterly broken when used by a skilled player. Its special attack "Big Thunder" deals 70 damage to a random Pokémon in play other than Zapdos, ignoring weakness and resistance. So, just play no other Pokémon, load Zapdos up with Electric energy, and then zap the enemy to death.
** Normally, you can only draw one card per turn. If you have Bill, which is the Pokémon equivalent of Yu-Gi-Oh's Pot of Greed, it allows you to draw two additional cards. If you have Professor Oak, you can discard your entire hand and get ''7 turns' worth of cards'', which works amazingly when your hand consists of a single Professor Oak. Have multiple Professor Oak cards and don't want to discard all of them? Have Gambler, which shuffles your entire hand back and coin flips you either one card or 8 cards. It's basically mandatory to have 4 Bills in your deck and multiple of Professor Oak and Gambler, and while they do increase your risk of decking out, they make it far easier to find the cards that you do want, which leads to...
** Haymaker decks. In fact, if you start with a Charmander & Friends deck, you can immediately run soft Haymaker with supporting Diglett for a 2 Fighting energy move that causes 30 damage and Rattata, which has a 1 Colorless energy move that causes 20 damage. They're frail until you evolve them, which is problematic, except the payoff is Dugtrio having a 4 Fighting move that causes 70 damage, like [[ThatOneBoss Courtney's Legendary Moltres]], ''but without the downside of missing half the time'', and Raticate keeps Bite, allowing you to hit Pokémon like Mr. Mime (which, outside of a few edge cases, cannot be hurt by any move dealing 30 damage or more, which counters Haymaker) while also giving Raticate Super Fang. Super Fang causes half of the Pokémon's remaining health to disappear, allowing you to three-shot any Pokémonwith 100 health or less. But the real hard Haymakers are rare cards like Scyther, which has a 3 Colorless move that causes 30 damage (or 60 with a one turn setup), Hitmonchan, which causes 40 damage for 2 Fighting and 1 Colorless, and Electabuzz, which causes either 30 or 40 damage for 1 Electric and 1 Colorless. They are far easier to set up than Dugtrio because they don't require an evolution, and any Colorless requirement can be solved with either any energy card or a Double Colorless Energy, allowing you to set up easier. An example: You can start a game off with Scyther as your active Pokemon, use a Green Energy turn one to double the power of Slash, and DCE on turn two to give it the required energy to do 60 damage. Additionally, with the cards from Charmander & Friends, your deck starts off with being able to evolve Charmander into a Charmeleon, which also has Slash, allowing you to spam 30 damage moves from your second turn onward; it's just slightly more impractical to setup than Scyther is, but for the most part, hits just as hard.
** You can also use the same idea that [[ThatOneBoss Murray]] has; stall. It's very slow, it's very boring, but it's extremely powerful. Evolve Abra into Alakazam on your bench to let you move damage counters and use Mr. Mime to prevent you from taking damage from attacks that do 30 or more damage. Have Switch to move Pokémon without paying the retreat cost and Scoop Up to move your injured Pokémon back into your hand, removing all damage in the process. You can also stack energy cards on any Pokémon you want to use Mr. Fuji on to put them back in your deck with your Pokémon, making it effectively impossible to deck out before your opponent. But what he doesn't abuse is Pokémon like Magmar and Lickitung. Magmar has Smokescreen, a 1 Fire energy 10 damage move that flips a coin and causes paralysis if you land on heads, preventing the opponent from attacking or retreating (unless they use Switch, Scoop Up, or evolve), and Lickitung has Tongue Wrap, which is the same, except it's Colorless, making it way easier to pull off. Both of them also have very respectable health pools - Magmar has 70 HP and Lickitung has 90 HP, allowing you to survive most hits that Pokémon would do, and Alakazam can shrug that off to the rest of your party as much as you want during your turn. Add in Pokémon Center, which heals your entire team at the cost of all your energy, but when the move you want is only one energy card, it's effectively free. Especially if you add in Pokémon like Chansey, who has both 120 HP and their own 2 Colorless move that prevents it from taking damage from a coin flip, and you can shrug off any attack outside of a Charizard's [[AwesomeButImpractical Fire Spin]], healing every turn back to full health, while making it extremely annoying for your opponent to attack you, especially with any moves that require their own coin flips to work.
** In the sequel, Lv. 30 Dark Machamp breaks most decks across its knee. On top of being deceptively easy to bring out for a second stage mon (The Boss’ Way being a free search for Dark cards), it has respectable damage in a two energy move that deals 30 damage. But the real reason it’s busted is Fling, which throws the opponent’s active Pokémon and every card on it back into the deck. Due to the AI never planning around it even if it’s on the field (Fling only works if there’s at least one benched Mon), it’s an immediate get out of jail free card unless your opponent is bricked, and aside from a few opponents like Queen and her Haymaker deck, it’s borderline impossible to recover from until it’s too late to matter.
* DemonicSpiders: Mr. Mime is an extremely annoying card to go up against, and it's used not only in ThatOneBoss Murray's deck but later matches with TheRival. Its Pokemon Power makes it immune to all damage greater than 20, making it impossible to one-hit KO despite its 40 HP, and it's often combined with Alakazam to move what little damage it takes to the Bench. If you don't have or draw Switch, you can be forced to lose Energy retreating something that can't hurt it, or worse, be stuck against it until you're KO'd, and if nothing on your bench does 20 or less damage... Its Meditate attack is deceptively dangerous too, doing +10 damage for each damage counter on the target, essentially giving it compounding damage.
* HilariousInHindsight: [[HilariousInHindsight/{{Pokemon}} Check the main page]].
* SuspiciouslySimilarSong: The [[https://www.youtube.com/watch?v=TlhyUGOx_oE Club Leader Duel]] music has an identical bassline to [[https://www.youtube.com/watch?v=tE51zPBHa1M Waterfront by Simple Minds]]
* ThatOneBoss:
** Murray, leader of the Psychic Club in the first game. His deck is based around stalling, playing key monsters such as Chansey and Snorlax to soak up damage with their massive HP pools, using Switch to return them to the bench without losing energy, and Scoop Up to return them to his hand and negate all the damage they've taken. On their own, they can just take attacks or attack, but Murray can also use Alakazam's Pokémon Power to transfer any damage he takes to any of his benched Pokémon (like Chansey or Snorlax). Even worse, Murray can use Pokémon Center to heal all the damage you've manged to inflict on his active and benched Pokémon. Losing to him because of a Deck Out is very possible. On the other hand, if you load your deck with colorless types resistant to Psychic, ''beating him'' because of a Deck Out is also possible, since [[ArtificialStupidity he loves using Kanghaskhan's "Fetch."]]
** Michael, [[BossInMookClothing an ordinary Fighting Club member]], runs something ''very'' close to the infamous Haymaker deck archetype, featuring Hitmonchan, Electabuzz and Magmar, along with Kanghaskhan for high HP, covering Psychic types, and draw power.
** Grand Master Courtney's Legendary Moltres has the power to add Fire Energy to her hand, making her extremely likely to get out Moltres and power up her Pokémon effectively. Its 70-damage coin flip attack is also a hassle.
** Hiderō/Bernard, leader of the GR Fire Fort, in the second game boy game. His "special rule" is easily one of the most unfair in the game: Fire type Pokémon have ''no weaknesses!'' Why is that so unfair? Well, unlike the other masters' rules, there's pretty much no way to possibly use this to your advantage, since his deck doesn't have any Water cards to hit ''your'' Fire types' weaknesses. So basically, it's just TheComputerIsACheatingBastard disguised as a rules change. His deck is by no means bad either, and with no weaknesses to exploit the only real strategy is just to play really, really well or hope his AIRoulette gets handed the IdiotBall.
** Also from the second game, Queen uses a variant of the infamous Haymaker deck, which was ''the'' dominant deck in the early days of the real life TCG for its simple efficiency of unevolved Pokémon with plenty of HP and respectable damage output, backed up by lots of powerful Trainer cards. Since all the Pokémon are fully evolved, they tend to hit relatively hard from the get-go, and have high HP. But since they're also all basic Pokémon, they don't need any setting up beyond some energy cards. Unless you get very lucky or are running a similar deck, she ''will'' give you a lot of trouble.
* ThatOneLevel: In the second game, the Colorless Altar is a frustrating area to go through, even if you're experienced with the game. Each opponent will randomly choose four of a certain card/Pokémon you need in your deck to face them. On one hand, you can manipulate the RNG beforehand (what cards they ask for aren't chosen until you talk to them so you can just save and reload for the right choice) which helps a bit; On the other hand, if you don't have ''any card'' they ask for? You're gonna have to go back and grind for the right card packs until you get what you need. Not only that, but the deck requirements can make it a pain to even try and cheese through these opponents, especially with Nishijima's [[StoneWall heavily defensive deck.]] There's a reason that even the best speedrunners in this game lose runs to this place.
* ViewerGenderConfusion: Even though 'Murray' is a male name, his long hair and purple top give him a feminine appearance.

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** The good old-fashioned Blastoise Rain Dancer deck works just as well as it does in ''Base Set'' to ''Gym Challenge'' sets featured Trainer cards with extraordinarily powerful effects that often meant a game would be decided on the real game. Get first turn of a Blastoise into play, abuse its Pokémon Power game (In some extreme cases, the first turn was the ''only'' turn). This lead to attach as many Water energy as you like to a brief 'Prop-15/3' format [[labelnote:*]]You could play at most 15 Trainer cards in your Water Pokémon, deck, and go clean house. Even on its own, Blastoise can pump itself up to a base 40 damage attack once it hits could only have 3 copies of any individual card. Naturally, the field, with only difference in Trainer cards used than the potential for it to hit 60 damage with two more energy on it.
*** You can do some absolutely evil combinations by adding on Mewtwo,
standard format was that people were playing ''less'' of them which allows you only made it harder for the player going second to get two energy into the game[[/labelnote]] which proved unpopular enough that it was only used at a single major event[[labelnote:*]]Wizards of the Coast took inspiration from their own Magic tournaments, and began the practise of format rotation afterwards, rotating out Base Set, Jungle and Fossil for their next tournament.[[/labelnote]]. Trainer cards from your discard pile, and Mr. Fuji, ''Neo Genesis'' onward were much less powerful; cards reprinting old effects often were limited to coinflip success or were simply less powerful; ''Expedition'' onward introduced Supporter cards, which allows you to shuffle back your Pokémon and your energy back into your deck, greatly reducing the risk of deck outs.
** [[https://gamefaqs.gamespot.com/boards/581059-pokemon-card-gb2/75196165 Legendary Zapdos]] is utterly broken when used by a skilled player. Its special attack "Big Thunder" deals 70 damage to a random Pokémon in
could only play other than Zapdos, ignoring weakness one of a turn, and resistance. So, just play no other Pokémon, load Zapdos up with Electric energy, and then zap many of the enemy to death.
** Normally, you can only draw one card per turn. If you have Bill, which is the Pokémon equivalent of Yu-Gi-Oh's Pot of Greed, it allows you to draw two additional cards. If you have
old incredibly powerful Trainers became Supporters eventually.
*** The cards everyone remembers (Bill,
Professor Oak, and Computer Search) allowed you can discard your entire hand and get ''7 turns' worth to essentially draw through most of cards'', which works amazingly when your hand consists of a single Professor Oak. Have multiple Professor Oak cards and don't want to discard all of them? Have Gambler, which shuffles your entire hand back and coin flips you either one card or 8 cards. It's basically mandatory to have 4 Bills in your deck and multiple of Professor Oak and Gambler, and while they do increase your risk of decking out, they make it far easier to find the in a single turn; successfully playing all twelve cards that you do want, which leads to...
** Haymaker decks. In fact, if you start with a Charmander & Friends deck, you can immediately run soft Haymaker with supporting Diglett for a 2 Fighting energy move that causes 30 damage and Rattata, which has a 1 Colorless energy move that causes 20 damage. They're frail until you evolve them, which is problematic, except the payoff is Dugtrio having a 4 Fighting move that causes 70 damage, like [[ThatOneBoss Courtney's Legendary Moltres]], ''but without the downside of missing half the time'', and Raticate keeps Bite, allowing you to hit Pokémon like Mr. Mime (which, outside of a few edge cases, cannot be hurt by any move dealing 30 damage or more, which counters Haymaker) while also giving Raticate Super Fang. Super Fang causes half of the Pokémon's remaining health to disappear, allowing you to three-shot any Pokémonwith 100 health or less. But the real hard Haymakers are rare cards like Scyther, which has a 3 Colorless move that causes 30 damage (or 60 with a one turn setup), Hitmonchan, which causes 40 damage for 2 Fighting and 1 Colorless, and Electabuzz, which causes either 30 or 40 damage for 1 Electric and 1 Colorless. They are far easier to set up than Dugtrio because they don't require an evolution, and any Colorless requirement can be solved with either any energy card or a Double Colorless Energy, allowing you to set up easier. An example: You can start a game off with Scyther as your active Pokemon, use a Green Energy turn one to double the power of Slash, and DCE on turn two to give it the required energy to do 60 damage. Additionally, with the cards from Charmander & Friends, your deck starts off with being able to evolve Charmander into a Charmeleon, which also has Slash, allowing you to spam 30 damage moves from your second turn onward; it's just slightly more impractical to setup than Scyther is, but for the most part, hits just as hard.
** You can also use the same idea that [[ThatOneBoss Murray]] has; stall. It's very slow, it's very boring, but it's extremely powerful. Evolve Abra into Alakazam on your bench to
would let you move damage counters and use Mr. Mime to prevent you from taking damage from attacks that do 30 or more damage. Have Switch to move Pokémon without paying the retreat cost and Scoop Up to move draw ''40'' cards, four being free searches; including draw-for-turn, your injured Pokémon back into opening hand of 7, and Prize cards, you could end your hand, removing all damage in the process. You can also stack energy turn with only six cards on any Pokémon you want to use Mr. Fuji on to put them back left in your deck with your Pokémon, making it effectively impossible to deck out before your opponent. But what he doesn't abuse is Pokémon like Magmar and Lickitung. Magmar has Smokescreen, a 1 Fire energy 10 damage move that flips a coin and causes paralysis if you land on heads, preventing the opponent from attacking or retreating (unless they use Switch, Scoop Up, or evolve), and Lickitung has Tongue Wrap, which is the same, except it's Colorless, making it way easier to pull off. Both of them also have very respectable health pools - Magmar has 70 HP and Lickitung has 90 HP, allowing you to survive most hits that Pokémon would do, and Alakazam can shrug that off to the rest of your party as much as you want during your turn. Add in Pokémon Center, which heals your entire team at the cost of all your energy, but when the move you want is only one energy card, it's effectively free. Especially if you add in Pokémon like Chansey, who has both 120 HP and their own 2 Colorless move that prevents it from taking damage from a coin flip, and you can shrug off any attack outside of a Charizard's [[AwesomeButImpractical Fire Spin]], healing every turn back to full health, while making it extremely annoying for your opponent to attack you, especially with any moves that require their own coin flips to work.
** In the sequel, Lv. 30 Dark Machamp breaks most decks across its knee. On top of being deceptively easy to bring out for a second stage mon (The Boss’ Way being a free search for Dark cards), it has respectable damage in a two energy move that deals 30 damage. But the real reason it’s busted is Fling, which throws the opponent’s active Pokémon and every card on it back into the deck. Due to the AI never planning around it even if it’s on the field (Fling only works if there’s at least one benched Mon), it’s an immediate get out of jail free card unless your opponent is bricked, and aside from a few opponents like Queen and her Haymaker deck, it’s borderline impossible to recover from until it’s too late to matter.
deck.
* DemonicSpiders: Mr. Mime is an *** Energy Removal and Super Energy Removal meant that any attempt at actually setting up Pokémon with attack costs of more than one or two Energy was doomed to fail, and was one of the main contributors to the dominence of the Haymaker deck archetype in the early years.
*** Rocket's Sneak Attack, The Rocket's Trap, and Chaos Gym were all
extremely annoying powerful hand disruption that ultimately created the 'First turn victory' conditions- playing multiple successive Rocket's Sneak Attack cards to shuffle away all of the opponent's Trainer cards, then shuffling the ''rest'' of their hand back in with The Rocket's Trap, followed by laying a Chaos Gym card to go up against, and it's used not disrupt any lucky Trainer card draws they might have, leaving them with only Pokémon and Energy cards to play without having to make a coin-flip.
** Darkness and Metal types when first introduced
in ThatOneBoss Murray's deck but later matches with TheRival. Its Pokemon Power makes it immune to ''Neo Genesis'', were often considered this early on. Before Diamond and Pearl introducing basic Energy cards for the types, all costs had to be paid via the Darkness and Metal Special Energy cards, which usually made the cards even more powerful than they might seem on initial readings.
** [[https://bulbapedia.bulbagarden.net/wiki/Sneasel_(Neo_Genesis_25) Sneasel]] from ''Neo Genesis'' in particular was obscenely overpowered, capable of dealing a theoretical 140
damage greater than 20, a turn when charged up at a time when 40-50 a turn for that much Energy was considered extremely good. When the first Modified Format was created, Sneasel obtained the dubious honour of being the first Pokémon card specifically officially banned from a format.
** The Neo Genesis Slowking in the English version, thanks to a mistranslation
making it impossible to one-hit KO despite its 40 HP, and it's often combined with Alakazam to move what little damage it takes to Pokémon Power much stronger than intended. "Mind Games" makes the Bench. If you don't have or draw Switch, you can be forced opponent flip a coin to lose Energy retreating something that can't hurt it, or worse, be stuck against it until you're KO'd, use any Trainer card, and if nothing tails the effect fails and the card is placed on top of your opponent's deck. The Japanese text specified that the power only worked while Slowking was active, but this was left off the English card, which meant you could stack 4 Slowkings on your bench does 20 or less damage... Its Meditate attack is deceptively dangerous too, doing +10 damage for each damage counter on to reduce your opponent's chances of playing Trainers to 1/16, while also shutting down the target, essentially giving it compounding damage.opponent's draw 15/16ths of the time. The card was (eventually) banned like Sneasel until TPCI issued errata fixing the Power when they took over.
** The 'SP Engine' focusing on Pokémon SP from the ''Platinum'' era of cards, was extremely powerful, with early-game setup options, additional search power and support tools such as [[https://bulbapedia.bulbagarden.net/wiki/Team_Galactic%27s_Invention_G-101_Energy_Gain_(Platinum_116) Energy Gain]] that lead them to dominate the format until powercreep caught up to them.
** Item-based Gusting effects[[labelnote:*]]After Base Set's Gust of Wind[[/labelnote]] have historically been very powerful, even when limited to either be a ComebackMechanic (Ultra Prism's Counter Catcher) or a coinflip) (XY-era on Pokémon Catcher). However, non-limited Gusting effects (such as the original Gust of Wind, Double Gust, Black and White's Pokémon Catcher print, etc.) tend to be disgustingly powerful in comparison to other cards. (Reliable Gusting effects are usually extremely powerful even on Supporter cards; both Lysandre and Guzma saw incredibly extensive play while legal)
** [[https://bulbapedia.bulbagarden.net/wiki/Mewtwo-EX_(Next_Destinies_54) Mewtwo-EX]] was all but unstoppable for a year or two after its initial printing, being included in all four World Championships decks of 2012. X-Ball hit for 20 damage per energy attached to both active Pokémon, and could punish heavily-set-up opposing Pokémon with just a single Double Colorless Energy. Due to the colorless energy cost, it could be and frequently was splashed in every deck around right through until its final reprint in Legendary Treasures was rotated, even after power creep had mostly caught up to it.
** [[https://bulbapedia.bulbagarden.net/wiki/Shaymin-EX_(Roaring_Skies_77) Shaymin-EX]] allowed for lightning-fast setup, making fast offense decks much more powerful; when played to the bench ,you can draw cards until you have six in hand. Not only does this not take up your supporter card for the turn, you could play ''multiple'' Shaymin-EX to keep drawing cards, making exceptionally potent early-game attackers even more so. To top it off, for a single Double Colorless Energy, you could return it to your hand — and then, if you wished, play it down ''again'' the next turn!
** [[https://bulbapedia.bulbagarden.net/wiki/Tapu_Lele-GX_(Guardians_Rising_60) Tapu Lele-GX]]'s Wonder Tag ability allows it to search out a Supporter card from your deck when played to the bench, making it a fantastic card to get you out of pooer hands or to aid in setup.[[labelnote:*]]The last Pokémon to have this effect for an Ability, Jirachi-EX and its Stellar Guidance, saw incredible amounts of play despite effectively being very frail dead-weight in most decks after being played.[[/labelnote]] To top it off, its main attack is a copy of Mewtwo-EX's X-Ball attack that can't hit for weakness; despite having been long since powercrept past, it's far from being a bad attack, and means that it can't just be ignored and can be a powerful tool in some situations.
** [[https://bulbapedia.bulbagarden.net/wiki/Zoroark-GX_(Shining_Legends_53) Zoroark-GX]] is a true JackOfAllStats; it has an incredibly powerful ability, Trade, which lets you discard a card to draw two more once a turn per Zoroark-GX, which is very powerful draw support especially when combined with cards like [[https://bulbapedia.bulbagarden.net/wiki/Mallow_(Guardians_Rising_127) Mallow]]. Its first attack, and the one it most often uses is Riotous Beating, which hits the opponent's Active Pokémon for 20 damage per each of the attacking player's Pokémon in play, is a strong attack that's easy to hit large numbers with (especially with cards like [[https://bulbapedia.bulbagarden.net/wiki/Brigette_(BREAKthrough_134) Brigette]]), and its GX attack, Trickster GX, allows you to pick one of the opponent's moves to use, including other GX attacks. About the only weaknesses it has are that it can almost never OHKO opposing GX Pokémon in a format where not dealing a KO every turn is slow, and that it shares a format with Buzzwole-GX.
** [[https://bulbapedia.bulbagarden.net/wiki/Buzzwole-GX_(Crimson_Invasion_57) Buzzwole-GX]] is, as a standalone card, not overly powerful. However, in the 2018 [=BREAKthrough=]-Celestial Storm format, it proved ''ridiculously'' powerful; with Strong Energy and Beast Energy as boosting Energy cards, Diancie-Prism Star and Regirock-EX powering it up from the bench, Float Stone to dodge the cooldown on Knuckle Impact, Choice Band to boost to even ''more'' power, perfect partners in [[https://bulbapedia.bulbagarden.net/wiki/Buzzwole_(Forbidden_Light_77) non-GX Buzzwole]] and [[https://bulbapedia.bulbagarden.net/wiki/Lycanroc-GX_(Guardians_Rising_74) Lycanroc-GX]], and Max Elixers and Beast Rings to power up extra Buzzwole incredibly quickly, Buzzwole-GX decks racked up more wins than any other achetype in that season. Due to how simple it is to set up, (Brooklet Hill and Ultra Space stadiums are both capable of Buzzwole search) the only serious weakness Buzzwole decks had was the inherent unreliability of the Max Elixer card, with Buzzwole mirror matches freqently being decided by which player hit more Max Elixers.
** When [[https://bulbapedia.bulbagarden.net/wiki/Arceus_%26_Dialga_%26_Palkia-GX_(Cosmic_Eclipse_156) Arceus, Dialga, and Palkia GX]] (aka ADP) was first released, many thought it had shown potential. ADP's GX attack, Altered Creation, not only gives the team a +30 damage boost for the rest of the game, but with an extra Water energy, allows players to take an additional Prize Card after each kill. However, it was somewhat dismissed as AwesomeButImpractical due to being slow and convoluted to set up and requiring the somewhat unusual combination of Water and Steel energy. But when Sword & Shield dropped, it introduced [[https://bulbapedia.bulbagarden.net/wiki/Zacian_V_(Sword_%26_Shield_138) Zacian V]], which gave ADP everything it wanted for a partner and let to ADPZ, one of the most centralizing deck archetypes of all time. Zacian V was powerful, being able to KO important support Pokémon like [[https://bulbapedia.bulbagarden.net/wiki/Dedenne-GX_(Unbroken_Bonds_57) Dedenne GX]] and [[https://bulbapedia.bulbagarden.net/wiki/Crobat_V_(Darkness_Ablaze_104) Crobat V]] in one hit and can use its ability to quickly get the needed energy for its attack, allowing ADP to focus on setting up an Altered Creation. While being unable to use its attack two turns in a row seems like a FatalFlaw, [[LoopholeAbuse you can easily get around this by using a switch and then retreating the new active Pokémon]] (since effects of attacks wear off after a Pokémon is sent to the bench). The fact that the aforementioned support Pokémon are worth three prizes after Altered Creation means you only need to knock out two of them to win the game, and those cards are in virtually every deck due to improving consistency. If you set up everything correctly, ADPZ can consistently win in only four turns, giving it a massive advantage against anything that couldn't win that fast (which was pretty much everything). It had gotten to a point that for a time there were widespread calls to ban ADP, and many people's thought process when creating new decks was "well, it loses to ADP, but at least it has a decent matchup against everything else", and while ADPZ isn't ''quite'' as hated as it once was, it is still considered to be at the top of the meta.
** [[https://bulbapedia.bulbagarden.net/wiki/Giratina_VSTAR_(Lost_Origin_131) Giratina VSTAR]] can be considered the ''Pokémon'' equivalent of [[TabletopGame/YuGiOh Borrelsword Dragon]], as the game's resident Dragon-type OneHitKO machine. Its base form, Giratina V, is already good; its first attack, "Abyss Seeking", is good for both card advantage and Lost Zone fueling, while its second attack, "Shred", is a decently powerful attack with no drawbacks that can get rid of problematic single-prize Pokémon. Once it evolves, however, its main attack, "Lost Impact" deals a very meaty 280 damage[[note]]enough to KO any Pokémon VSTAR, basic Pokémon ex, or below[[/note]] for only 3 Energy. It requires you to send 2 Energy attached to your Pokémon to the Lost Zone, but that's where its VSTAR Power comes in -- Star Requiem is an instant KO against ''any'' Pokémon for 2 Energy (especially useful for Pokémon VMAX and higher-stage Pokémon ex that can take a Lost Impact), with the only caveat being that you must have 10 or more cards in your Lost Zone (something that Lost Impact contributes to). This sounds AwesomeButImpractical, but the "Lost Box" engine[[note]]involves Comfey, Colress' Experiment and others to send lots of cards to your Lost Zone[[/note]] can easily fill up the Lost Zone and attach Energy to your Pokémon at the same time, making Giratina a perfect choice for its main attacker. While Giratina VSTAR was initially too slow to be a top-tier threat, the slower pace and greater focus on Basic Pokémon in the ''Scarlet & Violet'' era gave it some time to shine, where it benefited from a great matchup against other meta decks such as Miraidon ex as well as the new "Beach Court" Stadium that allowed for more frequent rotation and use of Comfey.
* GermansLoveDavidHasselhoff: A number of English-speaking collectors also collect Japanese cards, for two main reasons: they almost always release earlier than their English counterparts, and the holo cards have different (often nicer) foiling than cards in English and other Western languages, making them more visually distinct. Likewise, it's not uncommon to see English cards on Japanese auction sites, especially for the few cards that release earlier in English than in Japanese and/or for cards that are easier to get in English (for example, both of the Champion's Path secret rare Charizard, while very rare in English, were ''$1000 prize cards'' in Japanese).
* HilariousInHindsight: [[HilariousInHindsight/{{Pokemon}} Check the main page]].
Has a dedicated subpage]].
* SuspiciouslySimilarSong: The [[https://www.youtube.com/watch?v=TlhyUGOx_oE Club Leader Duel]] music has an identical bassline to [[https://www.youtube.com/watch?v=tE51zPBHa1M Waterfront by Simple Minds]]
* ThatOneBoss:
** Murray, leader
ImprovedSecondAttempt: While "alternate art" high-rarity cards garnered a lot of the Psychic Club praise since their debut in the first game. His deck is based around stalling, playing key monsters such as Chansey ''Tag Team'' sets and Snorlax to soak up damage with their massive HP pools, using Switch to return them to the bench without losing energy, and Scoop Up to return them to his hand and negate all the damage they've taken. On their own, they can just take attacks or attack, but Murray can also use Alakazam's Pokémon Power to transfer any damage he takes to any of his benched Pokémon (like Chansey or Snorlax). Even worse, Murray can use Pokémon Center to heal all the damage you've manged to inflict on his active and benched Pokémon. Losing to him because of a Deck Out is very possible. On the other hand, if you load your deck with colorless types resistant to Psychic, ''beating him'' because of a Deck Out is also possible, since [[ArtificialStupidity he loves using Kanghaskhan's "Fetch."]]
** Michael, [[BossInMookClothing an ordinary Fighting Club member]], runs something ''very'' close to the infamous Haymaker deck archetype, featuring Hitmonchan, Electabuzz and Magmar, along with Kanghaskhan for high HP, covering Psychic types, and draw power.
** Grand Master Courtney's Legendary Moltres has the power to add Fire Energy to her hand, making her extremely likely to get out Moltres and power up her Pokémon effectively. Its 70-damage coin flip attack is also a hassle.
** Hiderō/Bernard, leader of the GR Fire Fort, in the second game boy game. His "special rule" is easily
were one of the most unfair sought-after parts of later ''Sword & Shield'' sets, the latter were criticized by some fans for the [[CrackIsCheaper ridiculously low pull rates]] of said "alt art" cards. This got to the point that alt-art Umbreon VMAX in ''Evolving Skies'' became one of the most expensive cards in the game: Fire type entire ''history'' of the TCG, and alt-art Giratina V was valued at hundreds of dollars despite depicting a Pokémon have ''no weaknesses!'' Why is that so unfair? Well, unlike the other masters' rules, there's pretty much no way hadn't been in heavy demand up to possibly use this to your advantage, since his deck doesn't have any Water that point. When "alt art" cards returned in the ''Scarlet & Violet'' block as "Special Illustration Rares", their pull rates were increased drastically, making them much more accessible to hit ''your'' Fire types' weaknesses. So basically, many players and much easier to collect. Even the highly coveted ''and'' playable Tera Charizard ex Special Illustration Rare ended up seeing prices in the mere double digits.
* ItsEasySoItSucks: Some of the criticism stems from this, while others consider it a viable strength.
** Even more people would gladly point out that
it's just TheComputerIsACheatingBastard disguised as a rules change. His deck is by no means bad either, and with no weaknesses actually very challenging to exploit play the only real strategy is ''Pokémon'' card game ''well'' — not just to simply play really, really well or hope his AIRoulette gets handed it.
* {{Narm}}: The game frequently invents moves not in
the IdiotBall.
** Also from the second game, Queen uses a variant
games. Some of the these have rather goofy names, like Mawile's [[https://www.pokemon.com/us/pokemon-tcg/pokemon-cards/bw-series/bw9/80/ Big Ol' Bite]] and Forretress's infamous Haymaker deck, which [[https://www.pokemon.com/us/pokemon-tcg/pokemon-cards/hgss-series/hgss3/3/ Everyone Explode Now]].
* ObscurePopularity: A lot of people have collected the cards when they were kids, but eventually stopped. Nowadays, the TCG is thriving, with thousands of people of all ages attending tournaments, and the cards themselves even outselling ''TabletopGame/MagicTheGathering'' at times. Yet, a lot of people, even from within the greater ''Franchise/{{Pokemon}}'' fandom, seem surprised not just at the popularity of the game, but the mere fact that it still exists to this day.
* ObviousBeta: The Poémon Trading Card Game Live beta
was ''the'' dominant deck full of numerous bugs that resulted in certain interactions softlocking the game (such as an opponent conceding when Gardevoir ex's ability Psychic Embrace is being used), randomly preventing certain legal play actions (such as using Gardevoir ex's Psychic Embrace ability to attach energy to an active Psychic Poémon with more than 20 HP remaining), making certain actions stronger than they should be, and just frequently crashing. Few if any of these issues were fixed by the time the game launched, despite a high volume of feedback sent by players.
* OlderThanTheyThink: Many concepts and even attacks that appear
in the early days game originated in the cards first. Abilities appeared in the third generation, but the cards have had Pokémon Powers since they were first released. Mega Evolutions debuted in generation 6, but Level X Pokémon appeared in the cards during the fourth generation.
* PeripheryDemographic: A lot of collectors don't play the game.
* PopularGameVariant: One
of the real life TCG for its simple efficiency of unevolved most popular alternative formats is Gym Leader Challenge. In addition to using the expanded format, which includes cards from all past expansions through Black and White, Gym Leader Challenge adds three rules to the normal rules: All Poémon in a player's deck must be the same type, Pokémon with plenty of HP a rulebox and respectable damage output, backed up by lots of powerful Trainer cards. Since all the Pokémon Ace Spec item cards are fully evolved, they tend to hit relatively hard from the get-go, not allowed, and have high HP. But since they're also all only one of each card other than basic Pokémon, they energy may be in a player's deck. The format is so popular that it even sees play in side events at official competitions.
* PopularityPolynomial: The TCG had a resurgence in late 2020 in the wake of the UsefulNotes/Covid19Pandemic when Creator/LoganPaul made a video about buying an expensive vintage Base Set box, with stores beginning to sell out of TCG product; most notably, ''Evolutions'', once derided as a nostalgia-baiting "filler" set, became very popular and sold out in many places due to the cards being designed after early sets. Unfortunately, this also lead to the rise of scalping and the situation is so extremely bad that most stores had to remove TCG sets to prevent this from happening as it also leads to fights (which is exactly what happened in a Target store in Brookfield, Wisconsin when a fight occurred over trading cards).
* {{Sequelitis}}: The ''Champion's Path'' expansion is widely reviled by many fans. Intended as a "sequel" to the beloved ''Hidden Fates'', the set list is very small and largely consists of simplistic, unplayable cards with the only sought-after cards being two versions of Charizard[[note]]Shiny Charizard V and Rainbow Rare Charizard VMAX[[/note]] that have very low pull rates.[[note]]Compare to ''Hidden Fates'', which also had a sought-after Shiny Charizard-GX card but also had a larger set list and a wider variety of chase cards, and consequently a higher probability of pulling at least one of them.[[/note]] Those two cards alone are enough to sell the set, but many have reported becoming ''depressed'' after buying hundreds and hundreds of dollars' worth of ''Champion's Path'' products and getting nothing but junk. ''Its'' successor, Shining Fates, is considered an improvement but still vastly inferior to ''Hidden Fates''. With the rise and subsequent popularity of Illustration Rares, the set has also aged particularly poorly as its own secret rares are simply recolors of other Charizard cards, with the final ''Sword & Shield'' set ''Crown Zenith'' getting much more praise and being considered by many fans to be a truly worthy successor to ''Hidden Fates''.
* UnderusedGameMechanic: Back in the ''Ruby and Sapphire'' era, the TCG had official rules for Double Battles (officially called "Two-on-Two Battles"), with [[https://bulbapedia.bulbagarden.net/wiki/Double_Full_Heal_(EX_Sandstorm_86) several cards]] having attacks or abilities that interacted with "each Active Pokemon". Unlike the videogames, the format never caught on with the playerbase and was quickly abandoned, to the point where many fans
don't need any setting up beyond some energy cards. Unless you get very lucky or are running a similar deck, she ''will'' give you a lot of trouble.
* ThatOneLevel: In the second game, the Colorless Altar is a frustrating area to go through, even if you're experienced with the game. Each opponent will randomly choose four of a certain card/Pokémon you need in your deck to face them. On one hand, you can manipulate the RNG beforehand (what cards they ask for aren't chosen until you talk to them so you can just save and reload for the right choice) which helps a bit; On the other hand, if you don't have ''any card'' they ask for? You're gonna have to go back and grind for the right card packs until you get what you need. Not only that, but the deck requirements can make
remember it a pain to even try and cheese through these opponents, especially with Nishijima's [[StoneWall heavily defensive deck.]] There's a reason that even the best speedrunners in this game lose runs to this place.
* ViewerGenderConfusion: Even though 'Murray' is a male name, his long hair and purple top give him a feminine appearance.
existing.



** Occasionally attack name translations differ from the main video game series' to better fit the context of the card game move's effects; for example, "''Nenriki''" (literally "willpower") is "Confusion" in the video games (it has a chance of confusing the opponent) and "Psyshock" in the card game (it can cause paralysis).
** The FanTranslation of the sequel is one of the very rare examples to [[DubNameChange change character names]], most likely so that the characters that debut in this game don't have names that [[AerithAndBob stand out too much]]. Like in the main series but the unlike the first Trading Card Game, they are given {{Punny Name}}s based on their specialty (so the Grass Fortress leader is Parker, the Water Fortress leader is Brooke, ''etc.'')

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** Occasionally ''Shining Legends'' Incineroar has an attack named "[[PrecisionFStrike Goddamn]] [[GratuitousEnglish Punch]]"[[note]]as spelled out by katakana[[/note]] in Japanese. For obvious reasons, such a name translations differ from wouldn't slide in the main video game series' to English version, so it was translated as "Profane Punch"; not only does "Profane" convey the intended meaning much better fit the context of the card game move's effects; for example, "''Nenriki''" (literally "willpower") is "Confusion" than ObligatorySwearing in the video games (it has a chance of confusing the opponent) and "Psyshock" children's game, but it serves as a StealthPun in the card game (it can cause paralysis).
** The FanTranslation of the sequel is one of the very rare examples to [[DubNameChange change character names]], most likely so
that the characters that debut Japanese name of the attack was literally profane.
** The Japanese expansion ''Lost Abyss'' was criticized by some fans for dropping the ''VideoGame/PokemonLegendsArceus'' theming of the previous few sets despite its main featured Pokémon (Giratina) being one half of the BigBadDuumvirate
in this game don't have names that [[AerithAndBob stand out too much]]. Like said game. When ''Lost Abyss'' was localized in the main series but West as ''Lost Origin'', it was combined with ''Dark Phantasma'', another Japanese set that heavily featured elements of the unlike game, allowing for the first Trading Card Game, they are given {{Punny Name}}s based on their specialty (so ''Legends: Arceus'' theming to be retained. It also meant that Giratina and [[spoiler:its temporary partner, [[BigBad Volo]],]] could now be found in the Grass Fortress leader is Parker, the Water Fortress leader is Brooke, ''etc.'')same expansion.
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** Michael, [[BossInMookClothing an ordinary Fighting Club member]], runs something ''very'' close to the infamous Haymaker deck archetype, featuring Hitmonchan, Electabuzz and Magmar, along with Kanghaskhan for high HP, covering Psychic types, and draw power.
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* DemonicSpiders: Mr. Mime is an extremely annoying card to go up against, and it's used not only in ThatOneBoss Murray's deck but later matches with TheRival. Its Pokemon Power makes it immune to all damage greater than 20, making it impossible to one-hit KO despite its 40 HP, and it's often combined with Alakazam to move what little damage it takes to the Bench. If you don't have or draw Switch, you can be forced to lose Energy retreating something that can't hurt it, or worse, be stuck against it until you're KO'd, and if nothing on your bench does 20 or less damage... Its Meditate attack is deceptively dangerous too, doing +10 damage for each damage counter on the target, essentially giving it compounding damage.

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Added more Haymaker and stall stuff


** Haymaker decks. In fact, if you start with a Charmander & Friends deck, you can immediately run soft Haymaker Diglett for a 2 Fighting energy move that causes 30 damage and Rattata, which has a 1 Colorless energy move that causes 20 damage. They're frail until you evolve them, which is problematic, except the payoff is Dugtrio having a 4 Fighting move that causes 70 damage, like Courtney's Legendary Moltres above, ''but without the downside of missing'', and Raticate keeps Bite, allowing you to hit Pokemon like [[DemonicSpider Mr. Mime]] while giving it Super Fang. Super Fang causes half of the Pokemon's remaining health to disappear, allowing you to three-shot any Pokemon with 100 health or less. But the real Haymakers are cards like Scyther, which has a 3 Colorless move that causes 30 damage, Hitmonchan, which causes 40 damage for 2 Fighting and 1 Colorless, and Electabuzz, which causes either 30 or 40 damage for 1 Electric and 1 Colorless. They are far easier to set up than Dugtrio because they don't require an evolution, and any Colorless requirement can be solved with any energy card or a Double Colorless Energy, allowing you to set up easier, such as having Scyther to use a Green Energy turn one to double the power of Slash and DCE on turn two to give it the required energy to do 60 damage. Additionally, with this deck, you start with Charmeleon, which has the exact same move as Scyther, allowing a turn two 30 damage move.

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** Haymaker decks. In fact, if you start with a Charmander & Friends deck, you can immediately run soft Haymaker with supporting Diglett for a 2 Fighting energy move that causes 30 damage and Rattata, which has a 1 Colorless energy move that causes 20 damage. They're frail until you evolve them, which is problematic, except the payoff is Dugtrio having a 4 Fighting move that causes 70 damage, like [[ThatOneBoss Courtney's Legendary Moltres above, Moltres]], ''but without the downside of missing'', missing half the time'', and Raticate keeps Bite, allowing you to hit Pokemon Pokémon like [[DemonicSpider Mr. Mime]] Mime (which, outside of a few edge cases, cannot be hurt by any move dealing 30 damage or more, which counters Haymaker) while also giving it Raticate Super Fang. Super Fang causes half of the Pokemon's Pokémon's remaining health to disappear, allowing you to three-shot any Pokemon with Pokémonwith 100 health or less. But the real hard Haymakers are rare cards like Scyther, which has a 3 Colorless move that causes 30 damage, damage (or 60 with a one turn setup), Hitmonchan, which causes 40 damage for 2 Fighting and 1 Colorless, and Electabuzz, which causes either 30 or 40 damage for 1 Electric and 1 Colorless. They are far easier to set up than Dugtrio because they don't require an evolution, and any Colorless requirement can be solved with either any energy card or a Double Colorless Energy, allowing you to set up easier, such as having easier. An example: You can start a game off with Scyther to as your active Pokemon, use a Green Energy turn one to double the power of Slash Slash, and DCE on turn two to give it the required energy to do 60 damage. Additionally, with this deck, you start the cards from Charmander & Friends, your deck starts off with being able to evolve Charmander into a Charmeleon, which also has the exact same move as Scyther, Slash, allowing a turn two you to spam 30 damage move.moves from your second turn onward; it's just slightly more impractical to setup than Scyther is, but for the most part, hits just as hard.
** You can also use the same idea that [[ThatOneBoss Murray]] has; stall. It's very slow, it's very boring, but it's extremely powerful. Evolve Abra into Alakazam on your bench to let you move damage counters and use Mr. Mime to prevent you from taking damage from attacks that do 30 or more damage. Have Switch to move Pokémon without paying the retreat cost and Scoop Up to move your injured Pokémon back into your hand, removing all damage in the process. You can also stack energy cards on any Pokémon you want to use Mr. Fuji on to put them back in your deck with your Pokémon, making it effectively impossible to deck out before your opponent. But what he doesn't abuse is Pokémon like Magmar and Lickitung. Magmar has Smokescreen, a 1 Fire energy 10 damage move that flips a coin and causes paralysis if you land on heads, preventing the opponent from attacking or retreating (unless they use Switch, Scoop Up, or evolve), and Lickitung has Tongue Wrap, which is the same, except it's Colorless, making it way easier to pull off. Both of them also have very respectable health pools - Magmar has 70 HP and Lickitung has 90 HP, allowing you to survive most hits that Pokémon would do, and Alakazam can shrug that off to the rest of your party as much as you want during your turn. Add in Pokémon Center, which heals your entire team at the cost of all your energy, but when the move you want is only one energy card, it's effectively free. Especially if you add in Pokémon like Chansey, who has both 120 HP and their own 2 Colorless move that prevents it from taking damage from a coin flip, and you can shrug off any attack outside of a Charizard's [[AwesomeButImpractical Fire Spin]], healing every turn back to full health, while making it extremely annoying for your opponent to attack you, especially with any moves that require their own coin flips to work.
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*** You can do some absolutely evil combinations by adding on Mewtwo, which allows you to get two energy cards from your discard pile, and Mr. Fuji, which allows you to shuffle back your Pokémon and your energy back into your deck, greatly reducing the risk of deck outs.


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** Normally, you can only draw one card per turn. If you have Bill, which is the Pokémon equivalent of Yu-Gi-Oh's Pot of Greed, it allows you to draw two additional cards. If you have Professor Oak, you can discard your entire hand and get ''7 turns' worth of cards'', which works amazingly when your hand consists of a single Professor Oak. Have multiple Professor Oak cards and don't want to discard all of them? Have Gambler, which shuffles your entire hand back and coin flips you either one card or 8 cards. It's basically mandatory to have 4 Bills in your deck and multiple of Professor Oak and Gambler, and while they do increase your risk of decking out, they make it far easier to find the cards that you do want, which leads to...
** Haymaker decks. In fact, if you start with a Charmander & Friends deck, you can immediately run soft Haymaker Diglett for a 2 Fighting energy move that causes 30 damage and Rattata, which has a 1 Colorless energy move that causes 20 damage. They're frail until you evolve them, which is problematic, except the payoff is Dugtrio having a 4 Fighting move that causes 70 damage, like Courtney's Legendary Moltres above, ''but without the downside of missing'', and Raticate keeps Bite, allowing you to hit Pokemon like [[DemonicSpider Mr. Mime]] while giving it Super Fang. Super Fang causes half of the Pokemon's remaining health to disappear, allowing you to three-shot any Pokemon with 100 health or less. But the real Haymakers are cards like Scyther, which has a 3 Colorless move that causes 30 damage, Hitmonchan, which causes 40 damage for 2 Fighting and 1 Colorless, and Electabuzz, which causes either 30 or 40 damage for 1 Electric and 1 Colorless. They are far easier to set up than Dugtrio because they don't require an evolution, and any Colorless requirement can be solved with any energy card or a Double Colorless Energy, allowing you to set up easier, such as having Scyther to use a Green Energy turn one to double the power of Slash and DCE on turn two to give it the required energy to do 60 damage. Additionally, with this deck, you start with Charmeleon, which has the exact same move as Scyther, allowing a turn two 30 damage move.
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** Also from the second game, Queen uses a variant of the infamous Haymaker deck, which was ''the'' dominant deck in the real life TCG for its simple efficiency of unevolved Pokémon with plenty of HP and respectable damage output, backed up by lots of powerful Trainer cards. Since all the Pokémon are fully evolved, they tend to hit relatively hard from the get-go, and have high HP. But since they're also all basic Pokémon, they don't need any setting up beyond some energy cards. Unless you get very lucky or are running a similar deck, she ''will'' give you a lot of trouble.

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** Also from the second game, Queen uses a variant of the infamous Haymaker deck, which was ''the'' dominant deck in the early days of the real life TCG for its simple efficiency of unevolved Pokémon with plenty of HP and respectable damage output, backed up by lots of powerful Trainer cards. Since all the Pokémon are fully evolved, they tend to hit relatively hard from the get-go, and have high HP. But since they're also all basic Pokémon, they don't need any setting up beyond some energy cards. Unless you get very lucky or are running a similar deck, she ''will'' give you a lot of trouble.
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** Also from the second game, there's Queen, who uses a simple and efficient Haymaker deck -- i.e. one full of Pokémon that don't evolve, energy cards, Bill and Professor Oak for drawing, and Switch to negate the high retreat costs. Since all the Pokémon are fully evolved, they tend to hit relatively hard from the get-go, and have high HP. But since they're also all basic Pokémon, they don't need any setting up beyond some energy cards. Unless you get very lucky or are running a similar deck, she ''will'' give you a lot of trouble.

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** Also from the second game, there's Queen, who Queen uses a simple and efficient variant of the infamous Haymaker deck, which was ''the'' dominant deck -- i.e. one full in the real life TCG for its simple efficiency of unevolved Pokémon that don't evolve, energy cards, Bill with plenty of HP and Professor Oak for drawing, and Switch to negate the high retreat costs.respectable damage output, backed up by lots of powerful Trainer cards. Since all the Pokémon are fully evolved, they tend to hit relatively hard from the get-go, and have high HP. But since they're also all basic Pokémon, they don't need any setting up beyond some energy cards. Unless you get very lucky or are running a similar deck, she ''will'' give you a lot of trouble.
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* ThatOneLevel: In the second game, the Colorless Altar is a frustrating area to go through, even if you're experienced with the game. Each opponent will randomly choose four of a certain card/Pokémon you need in your deck to face them. On one hand, you can manipulate the RNG beforehand (what cards they ask for aren't chosen until you talk to them so you can just save and reload for the right choice) which helps a bit; On the other hand, if you don't have ''any card'' they ask for? You're gonna have to go back and grind for the right card packs until you get what you need. Not only that, but the deck requirements can make it a pain to even try and cheese through these opponents, especially with Nishijima's [[StoneWall heavily defensive deck.]] There's a reason that even the best speedrunners in this game lose runs to this place.

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This is the YMMV page for the Game Boy Color game based on the trading card game. If you were looking for the actual paper card game, see TabletopGame/{{Pokemon}}. [=YMMVs=] for the paper trading card game should go in the section at the bottom of YMMV.{{Pokemon}}. See also the franchise-wide HilariousInHindsight page [[HilariousInHindsight/{{Pokemon}} here]].

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This is the YMMV page for the Game Boy Color game based on the trading card game. If you were looking for the actual paper card game, see TabletopGame/{{Pokemon}}. [=YMMVs=] for the paper trading card game should go in the section at the bottom of YMMV.{{Pokemon}}. See also the franchise-wide HilariousInHindsight page [[HilariousInHindsight/{{Pokemon}} here]].
{{Pokemon}}.
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* HilariousInHindsight: [[HilariousInHindsight/{{Pokemon}} Check the main page]].
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This is almost certainly intentional, as the alternative is even more broken.


* GoodBadBugs: The sequence of coin flips in the first game is predetermined for each match and doesn't change when the game is reset. Liberal SaveScumming can let you keep most of the heads for yourself while sticking your poor opponent with most of the tails, which is as powerful as it sounds. It's especially deadly when combined with cards like Fossil Haunter, which can put the opponent to sleep (requiring heads to break free of) and, due to its Transparency Pokémon Power, requires another heads to even take damage.

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* GoodBadBugs: The sequence of coin flips in ** In the first game is predetermined for each match and doesn't change when the game is reset. Liberal SaveScumming can let you keep sequel, Lv. 30 Dark Machamp breaks most decks across its knee. On top of being deceptively easy to bring out for a second stage mon (The Boss’ Way being a free search for Dark cards), it has respectable damage in a two energy move that deals 30 damage. But the heads for yourself while sticking your poor opponent with most of the tails, real reason it’s busted is Fling, which is as powerful as it sounds. It's especially deadly when combined with cards like Fossil Haunter, which can put throws the opponent to sleep (requiring heads to break free of) and, due to its Transparency opponent’s active Pokémon Power, requires another heads and every card on it back into the deck. Due to the AI never planning around it even take damage.if it’s on the field (Fling only works if there’s at least one benched Mon), it’s an immediate get out of jail free card unless your opponent is bricked, and aside from a few opponents like Queen and her Haymaker deck, it’s borderline impossible to recover from until it’s too late to matter.
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* SuspiciouslySimilarSong: The [[https://www.youtube.com/watch?v=TlhyUGOx_oE Club Leader Duel]] music has an identical bassline to [[https://www.youtube.com/watch?v=tE51zPBHa1M Waterfront by Simple Minds]]
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* EvenBetterSequel: The second game is much longer and has more cards, allowing for more diverse strategies. It also has an actual plot, and the characters get a little bit more development. It's a shame that it never got an international release.

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* EvenBetterSequel: The second game is much longer and has more cards, allowing for more diverse strategies. It also has an actual plot, and the characters get a little bit more development. It's a shame that it never got an international release.release (though there ''is'' a FanTranslation for those interested in playing it).



** The good old-fashioned Blastoise Rain Dancer deck works wonders just as well as it does in the real game. Get a Blastoise into play, abuse its Pokémon Power to attach as many Water energy as you like to your Water Pokémon, and go clean house. If nothing else, on its own Blastoise can pump itself up to a base 40 damage attack once it hits the field, with the potential for it to hit 60 damage with two more energy on it.

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** The good old-fashioned Blastoise Rain Dancer deck works wonders just as well as it does in the real game. Get a Blastoise into play, abuse its Pokémon Power to attach as many Water energy as you like to your Water Pokémon, and go clean house. If nothing else, Even on its own own, Blastoise can pump itself up to a base 40 damage attack once it hits the field, with the potential for it to hit 60 damage with two more energy on it.



* GoodBadBugs: The sequence of coin flips in the first game is predetermined for each match, and doesn't change when the game is reset. Liberal SaveScumming can let you keep most of the heads for yourself while sticking your poor opponent with most of the tails, which is as powerful as it sounds. It's especially deadly when combined with cards like Fossil Haunter, which can put the opponent to sleep (requiring heads to break free of) and, due to its Transparency Pokémon Power, requires another heads to even take damage.

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* GoodBadBugs: The sequence of coin flips in the first game is predetermined for each match, match and doesn't change when the game is reset. Liberal SaveScumming can let you keep most of the heads for yourself while sticking your poor opponent with most of the tails, which is as powerful as it sounds. It's especially deadly when combined with cards like Fossil Haunter, which can put the opponent to sleep (requiring heads to break free of) and, due to its Transparency Pokémon Power, requires another heads to even take damage.



** Murray, leader of the Psychic Club in the first game. His deck is based around stalling, playing key monsters such as Chansey and Snorlax to soak up damage with their massive HP pools and using Scoop to return them to the bench without losing energy. On their own they can just take attacks or attack, but Murray can also use Alakazam's Pokémon Power to transfer any damage he takes to any of his benched Pokémon (Like Chansey or Snorlax). Even worse, Murray can use Pokémon Center to heal all the damage you've manged to inflict on his active and benched Pokémon. Losing to him because of a Deck Out is very possible. On the other hand, if you load your deck with colorless types resistant to Psychic, ''beating him'' because of a Deck Out is also possible, since [[ArtificialStupidity he loves using Kanghaskhan's "Fetch."]]

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** Murray, leader of the Psychic Club in the first game. His deck is based around stalling, playing key monsters such as Chansey and Snorlax to soak up damage with their massive HP pools and pools, using Scoop Switch to return them to the bench without losing energy. energy, and Scoop Up to return them to his hand and negate all the damage they've taken. On their own own, they can just take attacks or attack, but Murray can also use Alakazam's Pokémon Power to transfer any damage he takes to any of his benched Pokémon (Like (like Chansey or Snorlax). Even worse, Murray can use Pokémon Center to heal all the damage you've manged to inflict on his active and benched Pokémon. Losing to him because of a Deck Out is very possible. On the other hand, if you load your deck with colorless types resistant to Psychic, ''beating him'' because of a Deck Out is also possible, since [[ArtificialStupidity he loves using Kanghaskhan's "Fetch."]]



** Hiderō/Bernard, leader of the GR Fire Fort, in the second game boy game. His "special rule" is easily one of the most unfair in the game: Fire type Pokémon have ''no weaknesses!'' Why is that so unfair? Well, unlike the other masters' rules, there's pretty much no way to possibly use this to your advantage, since his deck doesn't have any Water cards to hit ''your'' Fire types' weaknesses. So basically, it's just TheComputerIsACheatingBastard disguised as a rules change. His deck is by no means bad either, and with no weaknesses to exploit the only real strategy is just to play really, really well. Or hope his AIRoulette gets handed the IdiotBall.
** Also from the second game, there's Queen. The reason for her being so strong is because her deck is simple and efficient: a Haymaker deck -- i.e. one full of Pokémon that don't evolve, energy cards, Bill and Professor Oak for drawing, and Switch to negate the high retreat costs. Since all the Pokémon are fully evolved, they tend to hit relatively hard from the get-go, and have high HP. But since they're also all basic Pokémon, they don't need any setting up beyond some energy cards. Unless you get very lucky or are running a similar deck, she ''will'' give you a lot of trouble.

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** Hiderō/Bernard, leader of the GR Fire Fort, in the second game boy game. His "special rule" is easily one of the most unfair in the game: Fire type Pokémon have ''no weaknesses!'' Why is that so unfair? Well, unlike the other masters' rules, there's pretty much no way to possibly use this to your advantage, since his deck doesn't have any Water cards to hit ''your'' Fire types' weaknesses. So basically, it's just TheComputerIsACheatingBastard disguised as a rules change. His deck is by no means bad either, and with no weaknesses to exploit the only real strategy is just to play really, really well. Or well or hope his AIRoulette gets handed the IdiotBall.
** Also from the second game, there's Queen. The reason for her being so strong is because her deck is Queen, who uses a simple and efficient: a efficient Haymaker deck -- i.e. one full of Pokémon that don't evolve, energy cards, Bill and Professor Oak for drawing, and Switch to negate the high retreat costs. Since all the Pokémon are fully evolved, they tend to hit relatively hard from the get-go, and have high HP. But since they're also all basic Pokémon, they don't need any setting up beyond some energy cards. Unless you get very lucky or are running a similar deck, she ''will'' give you a lot of trouble.
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Apologies for serial tweaking, but grammar


* ViewerGenderConfusion: Even though 'Murray' is a male name, his long hair and purple top gives him a feminine appearance.

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* ViewerGenderConfusion: Even though 'Murray' is a male name, his long hair and purple top gives give him a feminine appearance.
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* FridgeBrilliance: The Castle in the Game Centre in GR Island of the 2nd GBC game has duellists [[ChessMotifs formed after]] {{TabletopGame/Chess}} [[ChessMotifs pieces]]. However, the Queen herself says that the castle has no King. The logic comes from the fact that, before the Queen, the player had already duelled a Pawn, a Knight, a Bishop, and a Rook in that order... more specifically, the order of the relative strength the actual chess pieces have. The King piece is around the strength of a Knight or Bishop, meaning that a King duelist would either be an AntiClimaxBoss or would have to be located between the Knight and Bishop (making a jarring inclusion). Alternately: there’s no King in the Game Center because the entirety of GR Island is ruled by [[FinalBoss King Vilrich]], who stays in his own castle.

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* FridgeBrilliance: The Castle in the Game Centre in GR Island of the 2nd GBC game has duellists duelists [[ChessMotifs formed after]] {{TabletopGame/Chess}} [[ChessMotifs pieces]]. However, the Queen herself says that the castle has no King. The logic comes from the fact that, before the Queen, the player had already duelled dueled a Pawn, a Knight, a Bishop, and a Rook in that order... more specifically, the order of the relative strength the actual chess pieces have. The King piece is around the strength of a Knight or Bishop, meaning that a King duelist would either be an AntiClimaxBoss or would have to be located between the Knight and Bishop (making a jarring inclusion). Alternately: there’s no King in the Game Center because the entirety of GR Island is ruled by [[FinalBoss King Vilrich]], who stays in his own castle.

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