| Legendary Collection Trading Card Game Set E12 |
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| General information | |
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| Cards | English: 110 Japan: N/A |
| Series | Original Series Re-Print |
| Previous Expansion | Neo Destiny |
| Following Expansion | Expedition Base Set |
| Associated Decks | Turmoil![]() Lava |
| Released | May 24th, 2002 (English) |
Legendary Collection arrived in 2002 and did something no Pokémon set had done before: it made a reprint set genuinely desirable. Its 110 cards are drawn entirely from Base Set, Jungle, Fossil and Team Rocket — not one card in it is new.
Wizards of the Coast had tried this once already and it had not gone well. Base Set 2 in 2000 was a straight repackaging that collectors read as filler, and its reputation was poor enough that when this set arrived two years later it was pointedly not called Base Set 3. What changed was not the contents but the format — and one idea in particular.
Legendary Collection introduced the Reverse Holofoil: a card printed with holographic foil across its entire face except the artwork window, the exact inverse of a traditional holo. The foil here carries a distinctive fireworks pattern that has never been reused in any other Pokémon set, which is a large part of why these cards remain so recognisable. Every card in the set exists in both a normal and a reverse-holo version, which meant that for the first time a common could be a chase card. It is difficult to overstate how completely this caught on — reverse holos have appeared in essentially every Pokémon set released since, and the idea has been borrowed across the trading card industry.
The irony is neat. Base Set 2 failed because a reprint set offered collectors nothing to chase. Legendary Collection reprinted much the same cards and solved that problem with a printing technique — and in doing so became one of the most sought-after sets of the entire Wizards era.
They’re big. They’re bad.
They’re your all-time favorite Pokémon from the Pokémon® Blue and Pokémon Red Game Boy® games, back in action in the all-new Pokémon: Legendary Collection™ card set. Charizard, Blastoise, Venusaur, and many more of the most powerful Pokémon ever are on the prowl again.
And if that isn’t exciting enough, special foil versions of each Pokémon in the Pokémon: Legendary Collection expansion can be found in random boosters.
— Original Wizards of the Coast promotional copy, 2002
Print Versions & Collectors Info
Legendary Collection was never printed in 1st Edition. Like Base Set 2 before it, it exists in a single Unlimited print run — so unlike the earlier expansions, edition is not a variable here at all.
What matters instead is finish. Every card in the set comes in two versions: a standard print, and a Reverse Holofoil print with foil across the whole card face apart from the artwork window. Each 11-card pack contained one reverse holo, one rare, three uncommons and six commons, with a standard holo appearing roughly once every three packs. A guaranteed reverse holo in every pack sounds generous until you consider that the set runs to 110 cards — and that a reverse holo of any given card is far scarcer than its ordinary version.
There is a practical warning here. Because reverse holos have foil across the card body, they show wear far more readily than standard prints — surface scratching, print lines and edge whitening are all more visible. High-grade reverse holos from this set are correspondingly hard to find, which is a large part of why they command what they do.
The four pack wrappers
Legendary Collection shipped in four booster wrappers, and unlike the Gym sets — where each wrapper belonged to a single Gym Leader — these are grouped by theme: Mewtwo alone, the three Kanto starters together, the Eeveelutions, and the legendary birds. It is a neat reflection of what the set actually is. There were no new cards to advertise, so the packaging sold the roster instead — these are the Pokémon people already loved, gathered in one place.
The wrapper had no bearing on the contents. Every pack contained a guaranteed Reverse Holofoil, and each sealed box also carried an oversized Box Topper card.
Set List with Pictures
| Card Image | No. | Card name | Rarity | Card type |
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1/110 | Alakazam | |
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| Card text As often as you like during your turn (before your attack), you may move 1 damage counter from 1 of your Pokémon to another as long as you don’t Knock Out that Pokémon. This power can’t be used if Alakazam is Asleep, Confused, or Paralyzed. |
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2/110 | Articuno | |
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| Card text Flip a coin. If heads, the Defending Pokémon is now Paralyzed. |
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3/110 | Charizard | |
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Card text
As often as you like during your turn (before your attack), you may turn all Energy attached to Charizard into Fire Energy for the rest of the turn. This power can’t be used if Charizard is Asleep, Confused, or Paralyzed.
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4/110 | Dark Blastoise | |
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Card text
Does 30 damage plus 20 more damage for each Water Energy attached to Dark Blastoise but not used to pay for this attack. You can’t add more than 40 damage in this way.
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5/110 | Dark Dragonite | |
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Card text
When you play Dark Dragonite from your hand, search your deck for up to 2 Basic Pokémon and put them onto your Bench. Shuffle your deck afterward.
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6/110 | Dark Persian | |
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Card text
Flip a coin. If heads, choose 1 of your opponent’s Benched Pokémon and switch it with the Defending Pokémon. This attack can’t be used if your opponent has no Benched Pokémon.
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7/110 | Dark Raichu | |
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Card text
Flip a coin. If heads, flip another coin. If the second coin is heads, this attack does 20 damage to each of your opponent’s Benched Pokémon. If the second coin is tails, this attack does 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.)
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8/110 | Dark Slowbro | |
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Card text
When you play Dark Slowbro from your hand, choose up to 3 Basic Pokémon and/or Evolution cards from your discard pile and put them into your hand.
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9/110 | Dark Vaporeon | |
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Card text
If the Defending Pokémon has any Energy cards attached to it, choose 1 of them and discard it.
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10/110 | Flareon | |
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Card text
Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if tails, this attack does 10 damage.
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11/110 | Gengar | |
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Card text
Once during your turn (before your attack), you may move 1 damage counter from 1 of your opponent’s Pokémon to another (even if it would Knock Out the other Pokémon). This power can’t be used if Gengar is Asleep, Confused, or Paralyzed.
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12/110 | Gyarados | |
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Card text
If your opponent has any Benched Pokémon, choose 1 of them and this attack does 20 damage to it. (Don’t apply Weakness and Resistance for Benched Pokémon.)
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13/110 | Hitmonlee | |
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Card text
If your opponent has any Benched Pokémon, choose 1 of them and this attack does 20 damage to it. (Don’t apply Weakness and Resistance for Benched Pokémon.)
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14/110 | Jolteon | |
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Card text
Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if tails, this attack does 10 damage.
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15/110 | Machamp | |
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Card text
Whenever your opponent’s attack damages Machamp (even if Machamp is Knocked Out), this power does 10 damage to the attacking Pokémon. (Don’t apply Weakness and Resistance.) This power can’t be used if Machamp is already Asleep, Confused, or Paralyzed when your opponent attacks.
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16/110 | Muk | |
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Card text
Ignore all Pokémon Powers other than Toxic Gases. This power stops working while Muk is Asleep, Confused, or Paralyzed.
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17/110 | Ninetales | |
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Card text
If your opponent has any Benched Pokémon, choose 1 of them and switch it with the Defending Pokémon.
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18/110 | Venusaur | |
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Card text
As often as you like during your turn (before your attack), you may take 1 Grass Energy card attached to 1 of your Pokémon and attach it to a different one. This power can’t be used if Venusaur is Asleep, Confused, or Paralyzed.
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19/110 | Zapdos | |
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Card text
Flip a coin. If tails, Zapdos does 30 damage to itself.
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20/110 | Beedrill | |
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Card text
Flip 2 coins. This attack does 30 damage times the number of heads.
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21/110 | Butterfree | |
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Card text
If your opponent has any Benched Pokémon, he or she chooses 1 of them and switches it with the Defending Pokémon. (Do the damage before switching the Pokémon.)
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22/110 | Electrode | |
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Card text
If the Defending Pokémon isn’t Colorless, this attack does 10 damage to each Benched Pokémon of the same type as the Defending Pokémon (including your own).
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23/110 | Exeggutor | |
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Card text
Switch Exeggutor with 1 of your Benched Pokémon.
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24/110 | Golem | |
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Card text
Does 20 damage to each Pokémon on each player’s Bench. (Don’t apply Weakness and Resistance for Benched Pokémon.) Golem does 100 damage to itself.
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25/110 | Hypno | |
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Card text
Look at up to 3 cards from the top of either player’s deck and rearrange them as you like.
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26/110 | Jynx | |
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Card text
Flip 2 coins. This attack does 10 damage times the number of heads.
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27/110 | Kabutops | |
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Card text
Remove a number of damage counters from Kabutops equal to half the damage done to the Defending Pokémon (after applying Weakness and Resistance) (rounded up to the nearest 10). If Kabutops has fewer damage counters than that, remove all of them.
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28/110 | Magneton | |
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Card text
Don’t apply Weakness and Resistance for this attack. (Any other effects that would happen after applying Weakness and Resistance still happen.) |
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29/110 | Mewtwo | |
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Card text
Flip a coin. If heads, choose a basic Energy card attached to 1 of your opponent’s Pokémon and attach it to another of your opponent’s Pokémon of your choice.
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30/110 | Moltres | |
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Card text
You may discard any number of Fire Energy cards attached to Moltres when you use this attack. If you do, discard that many cards from the top of your opponent’s deck.
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31/110 | Nidoking | |
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Card text
Flip a coin. If heads, this attack does 30 damage plus 10 more damage; if tails, this attack does 30 damage and Nidoking does 10 damage to itself.
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32/110 | Nidoqueen | |
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Card text
Does 20 damage plus 20 more damage for each Nidoking you have in play.
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33/110 | Pidgeot | |
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Card text
Unless this attack Knocks Out the Defending Pokémon, return the Defending Pokémon and all cards attached to it to your opponent’s hand.
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34/110 | Pidgeotto | |
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Card text
If your opponent has any Benched Pokémon, he or she chooses 1 of them and switches it with the Defending Pokémon. (Do the damage before switching the Pokémon.)
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35/110 | Rhydon | |
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Card text
Rhydon does 20 damage to itself. If your opponent has any Benched Pokémon, he or she chooses 1 of them and switches it with the Defending Pokémon. (Do the damage before switching the Pokémon. Switch the Pokémon even if Rhydon is knocked out.)
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36/110 | Arcanine | |
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Card text
Discard 1 Fire Energy card attached to Arcanine in order to use this attack.
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37/110 | Charmeleon | |
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Card text
Discard 1 Fire Energy card attached to Charmeleon in order to use this attack.
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38/110 | Dark Dragonair | |
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Card text
Once during your turn (before your attack), you may search your deck for an Evolution card. Show it to your opponent and put it into your hand. Shuffle your deck afterward. This power can’t be used if Dark Dragonair is Asleep, Confused, or Paralyzed.
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39/110 | Dark Wartortle | |
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Card text
Flip 2 coins. This attack does 10 damage times the number of heads.
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40/110 | Dewgong | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
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41/110 | Dodrio | |
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Card text
As long as Dodrio is Benched, pay less to retreat your Active Pokémon.
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42/110 | Fearow | |
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Card text
Flip a coin. If heads, during your opponent’s next turn, prevent all effects of attacks, including damage, done to Fearow.
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43/110 | Golduck | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
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44/110 | Graveler | |
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Card text
During your opponent’s next turn, whenever 30 or less damage is done to Graveler (after applying Weakness and Resistance), prevent that damage. (Any other effects of attacks still happen.)
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45/110 | Growlithe | |
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Card text
Flare
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46/110 | Haunter | |
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Card text
Whenever an attack does anything to Haunter, flip a coin. If heads, prevent all effects of that attack, including damage, done to Haunter. This power stops working while Haunter is Asleep, Confused, or Paralyzed.
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47/110 | Ivysaur | |
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Card text
The Defending Pokémon is now Poisoned.
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48/110 | Kabuto | |
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Card text
Whenever an attack (even your own) does damage to Kabuto (after applying Weakness and Resistance), that attack only does half the damage to Kabuto (rounded down to the nearest 10). (Any other effects of attacks still happen.) This power stops working while Kabuto is Asleep, Confused, or Paralyzed.
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49/110 | Kadabra | |
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Card text
Discard 1 Psychic Energy card attached to Kadabra in order to use this attack. Remove all damage counters from Kadabra.
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50/110 | Kakuna | |
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Card text
Flip a coin. If heads, prevent all damage done to Kakuna during your opponent’s next turn. (Any other effects of attacks still happen.)
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51/110 | Machoke | |
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Card text
Does 50 damage minus 10 damage for each damage counter on Machoke.
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52/110 | Magikarp | |
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Card text
Does 10 damage times the number of damage counters on Magikarp.
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53/110 | Meowth | |
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Card text
Flip a coin. If heads, draw a card.
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54/110 | Metapod | |
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Card text
Flip a coin. If heads, prevent all damage done to Metapod during your opponent’s next turn. (Any other effects of attacks still happen.)
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55/110 | Nidorina | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Confused.
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56/110 | Nidorino | |
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Card text
Flip 2 coins. This attack does 30 damage times the number of heads.
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57/110 | Omanyte | |
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Card text
Your opponent plays with his or her hand face up. This power stops working while Omanyte is Asleep, Confused, or Paralyzed.
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58/110 | Omastar | |
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Card text
Does 20 damage plus 10 more damage for each Water Energy attached to Omastar but not used to pay for this attack’s Energy cost. You can’t add more than 20 damage in this way.
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59/110 | Primeape | |
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Card text
Flip 3 coins. This attack does 20 damage times the number of heads.
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60/110 | Rapidash | |
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Card text
Flip a coin. If heads, this attack does 20 damage plus 10 more damage; if tails, this attack does 20 damage.
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61/110 | Raticate | |
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Card text
Does damage to the Defending Pokémon equal to half the Defending Pokémon’s remaining HP (rounded up to the nearest 10).
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62/110 | Sandslash | |
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Card text
Flip 3 coins. This attack does 20 damage times the number of heads.
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63/110 | Seadra | |
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Card text
Does 20 damage plus 10 more damage for each Water Energy attached to Seadra but not used to pay for this attack’s Energy cost. You can’t add more than 20 damage in this way.
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64/110 | Snorlax | |
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Card text
Snorlax can’t become Asleep, Confused, Paralyzed, or Poisoned. This power can’t be used if Snorlax is already Asleep, Confused, or Paralyzed.
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65/110 | Tauros | |
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Card text
Flip a coin. If heads, this attack does 20 damage plus 10 more damage; if tails, this attack does 20 damage.
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66/110 | Tentacruel | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Confused.
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67/110 | Abra | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
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68/110 | Bulbasaur | |
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Card text
Unless all damage from this attack is prevented, you may remove 1 damage counter from Bulbasaur.
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69/110 | Caterpie | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed
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70/110 | Charmander | |
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Card text
Discard 1 Fire Energy card attached to Charmander in order to use this attack.
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71/110 | Doduo | |
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Card text
Flip 2 coins. This attack does 10 damage times the number of heads.
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72/110 | Dratini | |
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Card text
Pound
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73/110 | Drowzee | |
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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 Asleep; if tails, your Active Pokémon is now Asleep. The power can’t be used if Drowzee is Asleep, Confused, or Paralyzed.
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74/110 | Eevee | |
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Card text
Flip a coin. If heads, the Defending Pokémon can’t attack Eevee during your opponent’s next turn. (Benching either Pokémon ends this effect.)
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75/110 | Exeggcute | |
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Card text
The Defending Pokémon is now Asleep.
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76/110 | Gastly | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
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77/110 | Geodude | |
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Card text
Flip a coin until you get tails. This attack does 10 damage times the number of heads.
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78/110 | Grimer | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
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79/110 | Machop | |
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Card text
Punch
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80/110 | Magnemite | |
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Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
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81/110 | Mankey | |
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Card text
Shuffle your opponent’s deck.
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82/110 | Nidoran♀ | |
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Card text
Flip 3 coins. This attack does 10 damage times the number of heads.
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83/110 | Nidoran♂ | |
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Card text
Flip a coin. If tails, this attack does nothing.
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84/110 | Onix | |
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Card text
During your opponent’s next turn, whenever 30 or less damage is done to Onix (after applying Weakness and Resistance), prevent that damage. (Any other effects of attacks still happen.)
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85/110 | Pidgey | |
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Card text
If your opponent has any Benched Pokémon, he or she chooses 1 of them and switches it with the Defending Pokémon. (Do the damage before switching the Pokémon.)
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86/110 | Pikachu | |
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Card text
If your opponent has any Benched Pokémon, choose 1 of them and this attack does 10 damage to it. (Don’t apply Weakness and Resistance for Benched Pokémon.)
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87/110 | Ponyta | |
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| Card text Smash Kick |
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88/110 | Psyduck | ||
| Card text Draw a card. |
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89/110 | Rattata | ||
| Card text Bite |
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90/110 | Rhyhorn | ||
| Card text Flip a coin. If heads, the Defending Pokémon can’t attack Rhyhorn during your opponent’s next turn. (Benching either Pokémon ends this effect.) |
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91/110 | Sandshrew | ||
| Card text If the Defending Pokémon tries to attack during your opponent’s next turn, your opponent flips a coin. If tails, that attack does nothing. |
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92/110 | Seel | ||
| Card text Headbutt |
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93/110 | Slowpoke | ||
| Card text Flip a coin. If heads, remove a damage counter from Slowpoke. This attack can’t be used if Slowpoke has no damage counters on it. |
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94/110 | Spearow | ||
| Card text If Spearow was attacked last turn, do the final result of that attack on Spearow to the Defending Pokémon. |
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95/110 | Squirtle | ||
| Card text Flip a coin. If heads, the Defending Pokémon is now Paralyzed. |
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96/110 | Tentacool | ||
| Card text At any time during your turn (before your attack), you may return Tentacool to your hand. (Discard all cards attached to Tentacool.) This power can’t be used the turn you put Tentacool into play or if Tentacool is Asleep, Confused, or Paralyzed. |
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97/110 | Voltorb | ||
| Card text
Tackle
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98/110 | Vulpix | ||
| Card text
Flip a coin. If heads, the Defending Pokémon is now Confused.
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99/110 | Weedle | ||
| Card text Flip a coin. If heads, the Defending Pokémon is now Poisoned. |
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100/110 | Full Heal Energy | ||
| Card text If you play this card from your hand, the Pokémon you attach it to is no longer Asleep, Confused, Paralyzed or Poisoned. Full Heal Energy provides Colorless Energy. (Doesn’t count as a basic Energy card.) |
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101/110 | Potion Energy | ||
| Card text If you play this card from your hand, remove 1 damage counter from the Pokémon you attached it to, if it has any. Potion Energy provides Colorless Energy. (Doesn’t count as a basic Energy card.) |
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102/110 | Pokémon Breeder | T | |
| Card text Put a Stage 2 Evolution card from your hand on the matching Basic Pokémon. You can only play this card when you would be allowed to evolve that Pokémon anyway. |
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103/110 | Pokémon Trader | T | |
| Card text Trade 1 of the Basic Pokémon or Evolution cards in your hand for 1 of the Basic Pokémon or Evolution cards from your deck. Show both cards to your opponent. Shuffle your deck afterward. |
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104/110 | Scoop Up | T | |
| Card text Choose 1 of your Pokémon in play and return its Basic Pokémon card to your hand. (Discard all cards attached to that card.) |
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105/110 | The Boss’s Way | T | |
| Card text Search your deck for an Evolution card with Dark in its name. Show it to your opponent and put it into your hand. Shuffle your deck afterward. |
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106/110 | Challenge! | T | |
| Card text Ask your opponent if he or she accepts your challenge. If your opponent declines (or if both Benches are full), draw 2 cards. If your opponent accepts, each of you searches your decks for any number of Basic Pokémon cards and puts them face down onto your Benches. (A player can’t do this if his or her Bench is full.) When you both have finished, shuffle your decks and turn those cards face up. |
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107/110 | Energy Retrieval | T | |
| Card text Trade 1 of the other cards in your hand for up to 2 basic Energy cards from your discard pile. |
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108/110 | Bill | T | |
| Card text Draw 2 cards. |
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109/110 | Mysterious Fossil | T | |
| Card text
Play Mysterious Fossil as if it were a Basic Pokémon. While in play, Mysterious Fossil counts as a Pokémon (instead of a Trainer card). Mysterious Fossil has no attacks, can’t retreat, and can’t be Asleep, Confused, Paralyzed, or Poisoned. If Mysterious Fossil is Knocked Out, it doesn’t count as a Knocked Out Pokémon. (Discard it anyway.) At any time during your turn before your attack, you may discard Mysterious Fossil from play.
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110/110 | Potion | T | |
| Card text Remove up to 2 damage counters from 1 of your Pokémon. |
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For Collectors: Most Valuable Cards
Legendary Collection breaks the usual pattern. On most vintage sets the value sits in the holo rares. Here, some of the most expensive cards are reverse-holo commons — cards that were worthless in 2002 and are worth hundreds today.

Venusaur (18/110) and Dark Blastoise (4/110)
Charizard’s big holo companions in the set. Legendary Collection carries a standard Venusaur (18/110), but there’s no plain Blastoise in it at all — its slot is taken by Dark Blastoise (4/110), the Team Rocket version. Both come in standard and reverse-holo finishes, and assembling the set’s Kanto heavyweights in holo is a genuinely difficult build.
Why grading matters more here than usual
Reverse holofoil covers the card body, so every scratch, print line and whitened edge is visible in a way it simply is not on a standard print. That makes high-grade examples disproportionately scarce. If you are buying ungraded, inspect the foil surface under angled light before committing.
Vintage prices move constantly. Treat any quoted figure as directional and check live sold comps before buying or selling.
Box Toppers — another first
Legendary Collection also introduced the Box Topper: a single oversized card packed inside each sealed booster box as an incentive to buy a whole box rather than loose packs. These first Box Toppers were oversized reverse-holographic versions of a card from the set, measuring 126.5 × 90.0 mm against a regular card’s 87.0 × 63.0 mm. Exactly four were produced — Charizard (S1), Dark Blastoise (S2), Dark Raichu (S3) and Mewtwo (S4) — one per sealed box. The idea ran through the EX era, stopped after EX Holon Phantoms, and returned nearly twenty years later in specially marked boxes for Journey Together.
Most Powerful Cards (Competitive Play)
Legendary Collection contains no new cards, so like Base Set 2 it introduced no new strategies. Its competitive relevance is entirely about legality and supply — but unlike Base Set 2, that mattered a great deal.
Bringing the classics back into format
By 2002 the original expansions had long rotated out of Modified play. Legendary Collection reprinted their cards with current copyright dates, which brought a swathe of Base, Jungle, Fossil and Team Rocket staples back into legal circulation for players who had never owned them the first time.
The Trainer engine, again
Professor Oak, Bill, Energy Removal, Gust of Wind and the rest of the consistency package returned in print. As in 2000, this sustained the format’s existing power level rather than changing it — but it made the format playable for a new intake of players.
Reverse holos in play
Worth a note for anyone building a period-accurate deck: reverse holos are fully tournament legal and always have been. The finish is cosmetic. Plenty of players in 2002 ran them purely because they looked better across the table.
Trivia & Pop Culture
- Released on 24 May 2002, near the end of the Wizards of the Coast era. Its 110 cards are drawn from Base Set, Jungle, Fossil and Team Rocket, with nothing original in the set.
- It introduced the Reverse Holofoil — foil across the whole card except the artwork window. The idea has featured in essentially every Pokémon expansion since.
- It is widely understood to have been named Legendary Collection rather than Base Set 3 specifically to avoid association with Base Set 2, whose reputation as filler had damaged the idea of a reprint set.
- The gambit worked. Base Set 2 is remembered as the unloved reprint; Legendary Collection is one of the most collected sets of the era — the same idea, executed differently.
- There was no 1st Edition print run, so every copy in existence is Unlimited.
- Like Base Set 2 before it, Legendary Collection was a Western exclusive and was never released in Japan — unusual for a game where every set normally originates there.
- It also introduced the Box Topper — an oversized reverse-holo card packed in every sealed booster box, a practice that carried on through the EX era.
- Because nobody protected commons in 2002, reverse-holo commons from this set are now scarcer in high grade than many holo rares — an inversion of the usual vintage hierarchy.
Images & Videos
All 110 cards from Legendary Collection in official set order. Click any card to open it full size. Remember that every card here also exists in a Reverse Holofoil finish — the images below show the standard prints.

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