| Expedition Base Set Trading Card Game Set E13 / J13 |
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| General information | |
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| Cards | English: 165 Japanese: 128 |
| Series | e-Card era |
| Previous Expansion | Pokemon Card Web |
| Following Expansion | Aquapolis |
| Associated Decks | ![]() Electric Garden |
| Released | September 15, 2002 (English) December 1, 2001 (Japanese) |
Expedition Base Set arrived in English on 15 September 2002 and is the most quietly ambitious set the Pokémon TCG has ever produced. It is the first expansion of the e-Card Series, and it tried something no trading card game had attempted before: making the cards themselves into software.
Every card carries a Dot Code — a dense strip of data printed down the left and bottom borders. Swiped through a Nintendo e-Reader attached to a Game Boy Advance, that strip would load the Pokémon’s Pokédex entry, and on some cards considerably more: playable minigames, music, and in a few cases hidden attacks that existed nowhere on the printed card. A piece of cardboard became a cartridge.
Making room for that data forced the most drastic card redesign in the game’s history to that point. The borders grew, and to compensate, flavour text, Pokédex data and the Level indicator were all stripped from the card face — the information had moved into the dot code instead. The result looks unlike anything before or since, which is much of why the e-Card sets have such a devoted following.
It also changed the rules in ways that outlasted the hardware. Expedition split Pokémon Power into Poké-Powers (activated) and Poké-Bodies (always on), a distinction the game kept for the next decade, and introduced Technical Machine cards that grant a Pokémon an attack — a direct nod to TMs in the video games. At 165 cards, with the first 32 all Holo Rares, it was also the largest English set produced to that point. The Japanese original, Base Expansion Pack, had appeared on 1 December 2001.
More electrifying than ever!
The Pokémon® trading card game is going where no trading card game has ever gone before—the Game Boy Advance™. The Pokémon-e: Expedition™ base set has new attacks, new game effects, new Pokémon Powers (now called Poké-Powers and Poké-Bodies), new Trainer cards, and even a cool new card design.
And now you can swipe your cards through a Nintendo® e-Reader to play fun video games on Game Boy Advance! Play Expedition, and you could be in for a shock!
— Original Wizards of the Coast promotional copy, 2002
Print Versions & Collectors Info
By 2002 Wizards had stopped 1st Edition stamping altogether, so Expedition exists in a single Unlimited print run. What varies instead is finish: like Legendary Collection before it, every card has a Reverse Holofoil counterpart — but where Legendary Collection was a reprint set, Expedition is the first set of all-new cards to carry reverse holos, which is where the convention we still live with today really begins.
There is an oddity in the packaging worth knowing. Expedition boosters contain nine cards rather than the usual eleven — one reverse holo, one rare, two uncommons and five commons, with a standard holo appearing roughly once every three packs. The Dot Code technology carried licensing costs that Wizards had to absorb somewhere, and the pack size is where it landed.
Condition is the defining issue with this set. Cards were designed to be physically swiped through a slot in the e-Reader, and a great many were — repeatedly. That leaves edge wear and surface scratching on cards that were otherwise well looked after. Combine that with the fact that the game’s popularity was dipping in 2002, so fewer packs were opened in the first place, and high-grade Expedition cards are genuinely scarce in a way their original print runs do not suggest.
Two theme decks were released alongside the set: Echo and Electric Garden.
The pack wrappers
Expedition shipped in four English wrappers — the three Kanto starters in their final forms plus Feraligatr, carried over from the Johto generation. The Japanese Base Expansion Pack wrapper is shown alongside for comparison. Remember that each of these packs held nine cards rather than the usual eleven.
Set List with Pictures
| Card Image | No. | Card name | Rarity | Card type |
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1/165 | Alakazam | |
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| Card text
Once during your turn, instead of Alakazam’s normal attack, you may choose 1 of your opponent’s Pokémon’s attacks. Alakazam copies that attack including its Energy costs and anything else required in order to use that attack, such as discarding Energy cards. (No matter what type that Pokémon is, Alakazam’s type is still Psychic.) This power can’t be used if Alakazam is affected by a Special Condition.
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2/165 | Ampharos | |
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| Card text As often as you like during your turn (before your attack), you may take a basic Energy card attached to 1 of your Benched Pokémon and attach it to your Active Pokémon. This power can’t be used if Ampharos is affected by a Special Condition. |
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3/165 | Arbok | |
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Card text
The Defending Pokémon is now Poisoned.
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4/165 | Blastoise | |
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Card text
Once during your turn (before your attack), if Blastoise is your Active Pokémon, you may flip a coin. If heads, discard an Energy card attached to Blastoise, if any. Then, if there are any Energy cards attached to the Defending Pokémon, choose 1 of them and discard it. This power can’t be used if Blastoise is affected by a Special Condition.
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5/165 | Butterfree | |
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Card text
Once during your turn (before your attack), you may remove all Special Conditions from your Active Pokémon. This power can’t be used if Butterfree is affected by a Special Condition.
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6/165 | Charizard | |
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Card text
Once during your turn (before your attack), you may turn all basic Energy cards attached to all of your Pokémon into Fire Energy for the rest of the turn. This power can’t be used if Charizard is affected by a Special Condition.
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7/165 | Clefable | |
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Card text
Once during your turn (before your attack), you may put a card from your hand back on your deck. If you do, search your deck for a basic Energy card, show it to your opponent, and put it into your hand. This power can’t be used if Clefable is affected by a Special Condition.
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8/165 | Cloyster | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
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9/165 | Dragonite | |
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Card text
Once during your turn (before your attack), if Dragonite is on your Bench, you may reduce your Active Pokémon’s Retreat Cost to 0.
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10/165 | Dugtrio | |
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Card text
Does 10 damage to each Benched Pokémon (yours and your opponent’s). (Don’t apply Weakness and Resistance for Benched Pokémon.)
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11/165 | Fearow | |
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Card text
The Defending Pokémon can’t retreat during your opponent’s next turn.
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12/165 | Feraligatr | |
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Card text
Once during your turn (before your attack), if Feraligatr is your Active Pokémon and if your opponent has any Benched Pokémon, your opponent switches his or her Active Pokémon with 1 of his or her Benched Pokémon. Either way, if you have any Benched Pokémon, switch Feraligatr with 1 of them. This power can’t be used if Feraligatr is affected by a Special Condition.
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13/165 | Gengar | |
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Card text
Once during your turn (before your attack), if your opponent has 3 or fewer Prizes, you may move 1 damage counter from 1 Pokémon (yours or your opponent’s) to another (even if it would Knock Out the other Pokémon). This power can’t be used if Gengar is affected by a Special Condition.
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14/165 | Golem | |
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Card text
All damage done by attacks to Golem is reduced by 10 (after applying Weakness and Resistance).
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15/165 | Kingler | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
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16/165 | Machamp | |
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Card text
Once during your turn (before your attack), look at the top 4 cards from your deck and rearrange them as you like. This power can’t be used if Machamp is Poisoned, Burned, Asleep, Confused or Paralyzed.
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17/165 | Magby | |
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Card text
Flip a coin. If heads, put a basic Energy card from your discard pile into your hand.
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18/165 | Meganium | |
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Card text
Once during your turn (before your attack), you may flip a coin. If heads, remove 1 damage counter from each of your Pokémon that has any. This power can’t be used if Meganium is affected by a Special Condition.
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19/165 | Mew | |
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Card text
Choose 1 of your opponent’s Pokémon. Count the number of Energy cards attached to that Pokémon. Put that many damage counters on the Pokémon.
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20/165 | Mewtwo | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Asleep.
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21/165 | Ninetales | |
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Card text
Flip 2 coins. If either of them is heads, the Defending Pokémon is now Confused.
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22/165 | Pichu | |
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Card text
Power Patch
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23/165 | Pidgeot | |
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Card text
Once during your turn (before your attack), if Pidgeot is your Active Pokémon, you may shuffle 1 of your Benched Pokémon and all cards attached to it into your deck. This power can’t be used if Pidgeot is affected by a Special Condition.
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24/165 | Poliwrath | |
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Card text
Once during your turn (before your attack), if Poliwrath is on your Bench, you may flip a coin. If heads, take all Energy cards attached to your Active Pokémon, if any, and attach them to Poliwrath. Then switch Poliwrath with your Active Pokémon.
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25/165 | Raichu | |
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Card text
If there are any Lightning Energy cards in your discard pile, flip a coin. If heads, attach 1 of them to Raichu.
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26/165 | Rapidash | |
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Card text
If your opponent has any Benched Pokémon, Choose 1 of them and flip a coin. If heads, this attack does 10 damage to that Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.)
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27/165 | Skarmory | |
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Card text
Flip a coin. If heads, this attack does 20 damage plus 10 more damage.
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28/165 | Typhlosion | |
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Card text
Once during your turn (before your attack), you may count the total number of Energy cards attached to all of your Pokémon and all of your opponent’s Pokémon. If your opponent has more total Energy cards attached, you may search your deck for 1 Fire Energy card and attach it to 1 of your Benched Pokémon, if any. Shuffle your deck afterward. This power can’t be used if Typhlosion is affected by a Special Condition.
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29/165 | Tyranitar | |
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Card text
All Energy attached to Tyranitar is Darkness Energy instead of its usual type.
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30/165 | Venusaur | |
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Card text
Once during your turn (before your attack), if you attach an Energy card to your Active Pokémon as part of your turn, you may attach an additional Energy card to that Pokémon at the same time. This power can’t be used if Venusaur is affected by a Special Condition.
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31/165 | Vileplume | |
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Card text
Once during your turn (before your attack), you may flip a coin. If heads the Defending Pokémon is now Poisoned. This power can’t be used if Vileplume is affected by a Special Condition.
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32/165 | Weezing | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Poisoned. If tails, the Defending Pokémon is now Confused.
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33/165 | Alakazam | |
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Card text
Once during your turn, instead of Alakazam’s normal attack, you may choose 1 of your opponent’s Pokémon’s attacks. Alakazam copies that attack including its Energy costs and anything else required in order to use that attack, such as discarding Energy cards. (No matter what type that Pokémon is, Alakazam’s type is still Psychic.) This power can’t be used if Alakazam is affected by a Special Condition.
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34/165 | Ampharos | |
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Card text
As often as you like during your turn (before your attack), you may take a basic Energy card attached to 1 of your Benched Pokémon and attach it to your Active Pokémon. This power can’t be used if Ampharos is affected by a Special Condition.
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35/165 | Arbok | |
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Card text
The Defending Pokémon is now Poisoned.
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36/165 | Blastoise | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
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37/165 | Blastoise | |
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Card text
Once during your turn (before your attack), if Blastoise is your Active Pokémon, you may flip a coin. If heads, discard an Energy card attached to Blastoise, if any. Then, if there are any Energy cards attached to the Defending Pokémon, choose 1 of them and discard it. This power can’t be used if Blastoise is affected by a Special Condition.
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38/165 | Butterfree | |
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Card text
Once during your turn (before your attack), you may remove all Special Conditions from your Active Pokémon. This power can’t be used if Butterfree is affected by a Special Condition.
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39/165 | Charizard | |
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Card text
Flip a coin. If tails, this attack does nothing.
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40/165 | Charizard | |
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Card text
Once during your turn (before your attack), you may turn all basic Energy cards attached to all of your Pokémon into Fire Energy for the rest of the turn. This power can’t be used if Charizard is affected by a Special Condition.
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41/165 | Clefable | |
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Card text
Once during your turn (before your attack), you may put a card from your hand back on your deck. If you do, search your deck for a basic Energy card, show it to your opponent, and put it into your hand. This power can’t be used if Clefable is affected by a Special Condition.
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42/165 | Cloyster | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
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43/165 | Dragonite | |
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Card text
Once during your turn (before your attack), if Dragonite is on your Bench, you may reduce your Active Pokémon’s Retreat Cost to 0.
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44/165 | Dugtrio | |
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Card text
Does 10 damage to each Benched Pokémon (yours and your opponent’s). (Don’t apply Weakness and Resistance for Benched Pokémon.)
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45/165 | Fearow | |
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Card text
The Defending Pokémon can’t retreat during your opponent’s next turn.
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46/165 | Feraligatr | |
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Card text
Flip 2 coins. This attack does 30 damage plus 20 more damage for each heads
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47/165 | Feraligatr | |
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Card text
Once during your turn (before your attack), if Feraligatr is your Active Pokémon and if your opponent has any Benched Pokémon, your opponent switches his or her Active Pokémon with 1 of his or her Benched Pokémon. Either way, if you have any Benched Pokémon, switch Feraligatr with 1 of them. This power can’t be used if Feraligatr is affected by a Special Condition.
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48/165 | Gengar | |
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Card text
Once during your turn (before your attack), if your opponent has 3 or fewer Prizes, you may move 1 damage counter from 1 Pokémon (yours or your opponent’s) to another (even if it would Knock Out the other Pokémon). This power can’t be used if Gengar is affected by a Special Condition.
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49/165 | Golem | |
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Card text
All damage done by attacks to Golem is reduced by 10 (after applying Weakness and Resistance).
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50/165 | Kingler | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
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51/165 | Machamp | |
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Card text
Once during your turn (before your attack), look at the top 4 cards from your deck and rearrange them as you like. This power can’t be used if Machamp is Poisoned, Burned, Asleep, Confused or Paralyzed.
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52/165 | Magby | |
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Card text
Flip a coin. If heads, put a basic Energy card from your discard pile into your hand.
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53/165 | Meganium | |
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Card text
The Defending Pokémon is now Asleep.
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54/165 | Meganium | |
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Card text
Once during your turn (before your attack), you may flip a coin. If heads, remove 1 damage counter from each of your Pokémon that has any. This power can’t be used if Meganium is affected by a Special Condition.
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55/165 | Mew | |
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Card text
Choose 1 of your opponent’s Pokémon. Count the number of Energy cards attached to that Pokémon. Put that many damage counters on the Pokémon.
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56/165 | Mewtwo | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Asleep.
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57/165 | Ninetales | |
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Card text
Flip 2 coins. If either of them is heads, the Defending Pokémon is now Confused.
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58/165 | Pichu | |
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Card text
Power Punch
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59/165 | Pidgeot | |
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Card text
Once during your turn (before your attack), if Pidgeot is your Active Pokémon, you may shuffle 1 of your Benched Pokémon and all cards attached to it into your deck. This power can’t be used if Pidgeot is affected by a Special Condition.
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60/165 | Poliwrath | |
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Card text
Once during your turn (before your attack), if Poliwrath is on your Bench, you may flip a coin. If heads, take all Energy cards attached to your Active Pokémon, if any, and attach them to Poliwrath. Then switch Poliwrath with your Active Pokémon.
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61/165 | Raichu | |
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Card text
If there are any Lightning Energy cards in your discard pile, flip a coin. If heads, attach 1 of them to Raichu.
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62/165 | Rapidash | |
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Card text
If your opponent has any Benched Pokémon, Choose 1 of them and flip a coin. If heads, this attack does 10 damage to that Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.)
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63/165 | Skarmory | |
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Card text
Flip a coin. If heads, this attack does 20 damage plus 10 more damage.
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64/165 | Typhlosion | |
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Card text
Flip a coin. If heads, this attack does 10 damage plus 20 more damage
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65/165 | Typhlosion | |
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Card text
Once during your turn (before your attack), you may count the total number of Energy cards attached to all of your Pokémon and all of your opponent’s Pokémon. If your opponent has more total Energy cards attached, you may search your deck for 1 Fire Energy card and attach it to 1 of your Benched Pokémon, if any. Shuffle your deck afterward. This power can’t be used if Typhlosion is affected by a Special Condition.
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66/165 | Tyranitar | |
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Card text
All Energy attached to Tyranitar is Darkness Energy instead of its usual type.
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67/165 | Venusaur | |
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Card text
If this attack damages the Defending Pokémon (after applying Weakness and Resistance), remove 1 damage counter from Venusaur, if it has any.
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68/165 | Venusaur | |
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Card text
Once during your turn (before your attack), if you attach an Energy card to your Active Pokémon as part of your turn, you may attach an additional Energy card to that Pokémon at the same time. This power can’t be used if Venusaur is affected by a Special Condition.
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69/165 | Vileplume | |
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Card text
Once during your turn (before your attack), you may flip a coin. If heads the Defending Pokémon is now Poisoned. This power can’t be used if Vileplume is affected by a Special Condition.
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70/165 | Weezing | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Poisoned. If tails, the Defending Pokémon is now Confused.
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71/165 | Bayleef | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Confused.
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72/165 | Chansey | |
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Card text
Flip a coin. If heads, remove 2 damage counters from 1 of your Pokémon. If the Pokémon has just 1 damage counter, remove it.
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73/165 | Charmeleon | |
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Card text
Flip 2 coins. This attack does 20 damage times the number of heads.
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74/165 | Croconaw | |
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Card text
Croconaw does 10 damage to itself.
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75/165 | Dragonair | |
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Card text
Flip a coin until you get tails. This attack does 20 damage times the number of heads.
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76/165 | Electabuzz | |
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Card text
Search your deck for a basic Energy card and attach it to Electabuzz. Shuffle your deck afterward.
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77/165 | Flaaffy | |
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Card text
Flip a coin. If tails, Flaaffy does 20 damage to itself.
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78/165 | Gloom | |
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Card text
Both the Defending Pokémon and Gloom are now Confused (after doing damage).
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79/165 | Graveler | |
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Card text
Don’t apply Resistance.
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80/165 | Haunter | |
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Card text
The Defending Pokémon is now Asleep.
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81/165 | Hitmonlee | |
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Card text
If your opponent has any Benched Pokémon, choose 1 of them and this attack does 30 damage to it. (Don’t apply Weakness and Resistance for Benched Pokémon.)
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82/165 | Ivysaur | |
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Card text
The Defending Pokémon is now Asleep.
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83/165 | Jynx | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
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84/165 | Kadabra | |
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Card text
Attach 2 basic Energy cards from your discard pile to Kadabra (1 if you have only 1).
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85/165 | Machoke | |
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Card text
Punch
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86/165 | Magmar | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Burned.
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87/165 | Metapod | |
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| Card text All damage done by attacks to Metapod is reduced by 20 (after applying Weakness and Resistance). |
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88/165 | Pidgeotto | ||
| Card text If your opponent has any Benched Pokémon, he or she chooses 1 of them and switches the Defending Pokémon with it. (Do the damage before switching the Pokémon.) |
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89/165 | Poliwhirl | ||
| Card text Flip a coin. If heads, the Defending Pokémon is now Paralyzed. |
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90/165 | Pupitar | ||
| Card text Headbutt |
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91/165 | Quilava | ||
| Card text Flip a coin. If heads, the Defending Pokémon is now Burned. |
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92/165 | Wartortle | ||
| Card text Flip 2 coins. This attack does 10 times the number of heads. |
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93/165 | Abra | ||
| Card text Flip a coin. If heads, the Defending Pokémon is now Confused. |
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94/165 | Bulbasaur | ||
| Card text Flip a coin. If heads, the Defending Pokémon is now Poisoned. |
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95/165 | Bulbasaur | ||
| Card text The Defending Pokémon is now Asleep. |
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96/165 | Caterpie | ||
| Card text Flip a coin. If heads, the Defending Pokémon is now Paralyzed. |
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97/165 | Charmander | ||
| Card text
Flip 2 coins. This attack does 10 damage times the number of heads.
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98/165 | Charmander | ||
| Card text
Flip a coin. If heads, the Defending Pokémon is now Burned.
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99/165 | Chikorita | ||
| Card text The Defending Pokémon is now Asleep. |
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100/165 | Chikorita | ||
| Card text The Defending Pokémon is now Asleep. |
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101/165 | Clefairy | ||
| Card text The Defending Pokémon is now Asleep. |
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102/165 | Corsola | ||
| Card text Flip 3 coins. This attack does 20 damage times the number of heads. |
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103/165 | Cubone | ||
| Card text Flip a coin. If tails, this attack does nothing. |
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104/165 | Cyndaquil | ||
| Card text Flip a coin. If heads, the Defending Pokémon is now Burned. |
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105/165 | Cyndaquil | ||
| Card text Discard a Fire Energy card attached to Cyndaquil. |
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106/165 | Diglett | ||
| Card text Flip 3 coins. This attack does 10 damage times the number of heads |
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107/165 | Dratini | ||
| Card text Flip a coin. If tails, this attack does nothing. |
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108/165 | Ekans | ||
| Card text Flip a coin. If heads, the Defending Pokémon is now Poisoned. |
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109/165 | Gastly | ||
| Card text Flip a coin. If heads, the Defending Pokémon is now Asleep. If tails, the Defending Pokémon is now Confused. |
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110/165 | Geodude | ||
| Card text Don’t apply Resistance. |
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111/165 | Goldeen | ||
| Card text Splash |
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112/165 | Hoppip | ||
| Card text The Defending Pokémon is now Asleep. |
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113/165 | Houndour | ||
| Card text Bite |
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114/165 | Koffing | ||
| Card text Flip a coin. If heads, the Defending Pokémon is now Confused. |
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115/165 | Krabby | ||
| Card text Crabhammer |
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116/165 | Larvitar | ||
| Card text Bite |
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117/165 | Machop | ||
| Card text Punch |
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118/165 | Magikarp | ||
| Card text This attack does 10 damage times the number of damage counters on Magikarp. |
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119/165 | Mareep | ||
| Card text Flip a coin. If heads, the Defending Pokémon is now Paralyzed. |
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120/165 | Marill | ||
| Card text Flip a coin. If heads, the Defending Pokémon is now Paralyzed. |
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121/165 | Meowth | ||
| Card text Flip 2 coins. This attack does 10 damage times the number of heads. |
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122/165 | Oddish | ||
| Card text The Defending Pokémon is now Asleep. |
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123/165 | Pidgey | ||
| Card text Flip 3 coins. This attack does 10 damage times the number of heads. |
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124/165 | Pikachu | ||
| Card text Flip a coin. If heads, the Defending Pokémon is now Paralyzed. |
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125/165 | Poliwag | ||
| Card text Headbutt |
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126/165 | Ponyta | ||
| Card text Flip a coin. If heads, the Defending Pokémon is now Burned. |
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127/165 | Qwilfish | ||
| Card text Flip a coin. If heads, the Defending Pokémon is now Paralyzed. |
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128/165 | Rattata | ||
| Card text Flip a coin. If heads, this attack does 10 damage plus 20 more damage. |
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129/165 | Shellder | ||
| Card text Flip a coin. If heads, the Defending Pokémon is now Paralyzed. |
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130/165 | Spearow | ||
| Card text Flip a coin. If tails, this attack does nothing. |
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131/165 | Squirtle | ||
| Card text Flip 2 coins. This attack does 20 damage times the number of heads. |
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132/165 | Squirtle | ||
| Card text Flip a coin. If heads, the Defending Pokémon is now Paralyzed. |
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133/165 | Tauros | ||
| Card text Flip a coin. If tails, this attack does nothing. |
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134/165 | Totodile | ||
| Card text Flip 2 coins. This attack does 20 damage times the number of heads. |
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135/165 | Totodile | ||
| Card text Flip a coin. If heads, the Defending Pokémon is now Paralyzed. |
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136/165 | Vulpix | ||
| Card text The Defending Pokémon is now Asleep. |
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137/165 | Bill’s Maintenance | T[Su] | |
| Card text If you have any cards in your hand, shuffle 1 of them into your deck, then draw 3 cards. |
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138/165 | Copycat | T[Su] | |
| Card text Shuffle your hand into your deck. Then, count the number of cards in your opponent’s hand and draw that many cards. |
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139/165 | Dual Ball | T | |
| Card text Flip 2 coins. For each heads, search your deck for a Basic Pokémon card other than a Baby Pokémon card, show it to your opponent, and put it into your hand. Shuffle your deck afterward. |
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140/165 | Energy Removal 2 | T | |
| Card text Flip a coin. If heads, choose 1 Energy card attached to 1 of your opponent’s Pokémon and discard it. |
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141/165 | Energy Restore | T | |
| Card text Flip 3 coins. For each heads, put a Basic Energy card from your discard pile into your hand. If you don’t have that many basic Energy cards in your discard pile, put all of them into your hand. |
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142/165 | Mary’s Impulse | T[Su] | |
| Card text Flip a coin until you get tails. For each heads, draw 2 cards. |
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143/165 | Master Ball | T | |
| Card text Look at 7 cards from the top of your deck. You may choose a Basic Pokémon or Evolution card from those cards, show it your opponent, then put it into your hand. Shuffle the rest into your deck. |
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144/165 | Multi Technical Machine 01 | T[TM] | |
| Card text The Defending Pokémon is now Paralyzed. |
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145/165 | Pokémon Nurse | T[Su] | |
| Card text Remove all damage counters from 1 of your Pokémon. Then discard all Energy cards attached to it, if any. |
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146/165 | Pokémon Reversal | T | |
| Card text Choose 1 of your opponent’s Benched Pokémon. Flip a coin. If heads, switch that Pokémon with the Defending Pokémon. |
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147/165 | Power Charge | T | |
| Card text Flip a coin. If heads, shuffle up to 2 Energy cards from your discard pile into your deck. |
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148/165 | Professor Elm’s Training Method | T[Su] | |
| Card text Search your deck for an Evolution card, show it to your opponent, and put it into your hand. Shuffle your deck afterward. |
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149/165 | Professor Oak’s Research | T[Su] | |
| Card text Shuffle your hand into your deck, then draw 5 cards. |
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150/165 | Strength Charm | T[Tool] | |
| Card text Whenever an attack from the Pokémon that Strength Charm is attached to does damage (after applying Weakness and Resistance), the attack does 10 more damage. At the end of your turn in which this happens, discard Strength Charm. |
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151/165 | Super Scoop Up | T | |
| Card text Flip a coin. If heads, return 1 of your Pokémon and all cards attached to it to your hand. |
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152/165 | Warp Point | T | |
| Card text If your opponent has any Benched Pokémon, he or she chooses 1 of them and switches it with his or her Active Pokémon, then, if you have any Benched Pokémon, you switch 1 of them with your Active Pokémon. |
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153/165 | Energy Search | T | |
| Card text Search your deck for a basic Energy card and put it into your hand. Shuffle your deck afterward. |
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154/165 | Full Heal | T | |
| Card text Your Active Pokémon is no longer Asleep, Confused, Paralyzed, or Poisoned. |
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155/165 | Moo-Moo Milk | T | |
| Card text Choose 1 of your Pokémon. Flip 2 coins. Remove 2 damage counters times the number of heads from that Pokémon. If the Pokémon has fewer damage counters than that, remove all of them. |
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156/165 | Potion | T | |
| Card text Remove up to 2 damage counters from 1 of your Pokémon. |
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157/165 | Switch | T | |
| Card text Switch 1 of your Benched Pokémon with your Active Pokémon. |
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158/165 | Darkness Energy | ||
| Card text If the Pokémon Darkness Energy is attached to damages the Defending Pokémon (after applying Weakness and Resistance), the attack does 10 more damage to the Defending Pokémon. At the end of every turn, put 1 damage counter on the Pokémon Darkness Energy is attached to, unless it’s Darkness or has Dark in its name. Darkness Energy provides Darkness Energy. (Doesn’t count as a basic Energy card.) |
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159/165 | Metal Energy | ||
| Card text Damage done to the Pokémon Metal Energy is attached to is reduced by 10 (after applying Weakness and Resistance). If the Pokémon Metal Energy is attached to isn’t Metal, whenever it damages a Pokémon, reduce that damage by 10 (before applying Weakness and Resistance). Metal Energy provides Metal Energy. (Doesn’t count as a basic Energy card.) |
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160/165 | Fighting Energy | __ | |
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161/165 | Fire Energy | __ | |
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162/165 | Grass Energy | __ | |
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163/165 | Lightning Energy | __ | |
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164/165 | Psychic Energy | __ | |
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165/165 | Water Energy | __ | |
For Collectors: Most Valuable Cards
Expedition sits in an unusual position. It is not a set most casual collectors think about, and yet the e-Card era has appreciated faster than almost anything else from the Wizards years — precisely because so few survive in good condition.
Reverse Holos — the first on new cards
Every card in the set exists in a reverse-holo version. Because Expedition is the first set of original cards to get this treatment, its reverse holos carry a first-of-their-kind status that Legendary Collection’s reprints cannot.
Why grading matters more here
These cards were made to be swiped through a slot, and plenty of them were. Edge wear and surface scratching from e-Reader use is common even on otherwise carefully kept cards. High-grade examples are correspondingly scarce — inspect edges and surfaces closely before buying ungraded.
A set bought at the wrong moment
Expedition landed while the Pokémon TCG’s popularity was dipping and the e-Reader was struggling outside Japan. Fewer packs were opened, fewer cards were kept, and the whole e-Card series is scarcer than its print runs imply. That is the collector’s argument for it: an underrated set that the market has spent twenty years slowly catching up on.
Vintage prices move constantly. Treat any quoted figure as directional and check live sold comps before buying or selling.
The box toppers
Every sealed booster box carried an oversized box topper, following the practice Legendary Collection had introduced a few months earlier. Expedition’s four were Alakazam, Tyranitar, Venusaur and Feraligatr — and they are the opening four of a 12-card subset completed across Aquapolis and Skyridge. Collectors chasing the full run therefore need boxes from all three e-Card sets.
Most Powerful Cards (Competitive Play)
Expedition’s competitive legacy is not a single dominant card. It is a pair of structural changes that shaped how Pokémon cards were written for the next ten years.
Poké-Powers and Poké-Bodies
Until Expedition, everything was simply a “Pokémon Power”, and whether it needed activating was a matter of reading the text carefully. Expedition split them: Poké-Powers must be activated, Poké-Bodies are always on unless something shuts them off. It sounds like housekeeping, but it made a whole class of effects unambiguous — and the distinction survived until Abilities replaced both in Black & White.
Technical Machine cards
Trainers that attach to a Pokémon and grant it an attack printed on the TM itself. A neat translation of the video games’ TMs into card form, and an early example of the game giving players a way to bolt capability onto a Pokémon rather than replacing it.
The hidden attacks
Genuinely unique to this era: some cards carried attacks that appeared nowhere on the printed card, accessible only by scanning the dot code with an e-Reader. No other Pokémon set has ever hidden game content inside the physical card this way.
Trivia & Pop Culture
- Released in English on 15 September 2002; the Japanese Base Expansion Pack had arrived on 1 December 2001.
- It was originally scheduled for May 2002 but was pushed back to September so that the Nintendo e-Reader would actually be on sale when the cards arrived.
- Japan released the e-Card era as five separate sets; Wizards condensed them into three for the West — Expedition, Aquapolis and Skyridge — totalling over 500 cards, which finally closed the long-standing gap between the Japanese and international release schedules.
- At 165 cards it was the largest English expansion produced to that point, with the first 32 all Holo Rares.
- It is the third “base set” released in the West, after Base Set and Base Set 2.
- Every card carries a Dot Code readable by the Nintendo e-Reader — loading Pokédex entries, minigames, music, and on some cards attacks that are not printed anywhere on the card.
- To fit the dot code, flavour text, Pokédex data and Level were removed from the card face entirely.
- Boosters held nine cards instead of eleven, because the Dot Code licensing carried a cost that had to come from somewhere.
- It split Pokémon Power into Poké-Powers and Poké-Bodies, and introduced Technical Machine cards.
- The e-Reader never caught on outside Japan, which is a large part of why the set is overlooked — and why surviving cards are scarcer than the print runs suggest.
- Two theme decks accompanied the set: Echo and Electric Garden.
Images & Videos

All 165 cards from Expedition Base Set in official set order. Click any card to open it full size. The first 32 are Holo Rares, and every card here also exists in a Reverse Holofoil version — the images below show the standard prints.


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