Pokemon TCG: Skyridge Set

Skyridge
(裂けた大地 / 神秘なる山)
Trading Card Game Set
General information
 Cards  English: 182
 Japanese: 91 / 91
 Series  e-Card era
 Previous Expansion  Aquapolis
 Following Expansion  EX Ruby & Sapphire
 Associated Decks  WaterElectric Eeveelution
 PsychicColorless Mind Machine
 Released  May 12th, 2003 (English)
 August 23rd, 2002 (Japanese)
 October 4th, 2002 (Japanese)

Quick menu: Overview / End of an Era / Print Versions / Set List / Other Cards / For Collectors / Most Powerful / Trivia / Images & Videos

Skyridge booster packSkyridge is the mountain-top finale of the Pokémon-e era — the fifteenth English expansion, released on May 12th, 2003, and the single largest set of the e-Card run at a hefty 182 cards. Where its sister set Aquapolis went wide, Skyridge went for the summit, packing in a deep Johto-and-Kanto roster, a full parallel line of 32 alternate holos, and a half-dozen secret-rare showstoppers that collectors still chase two decades on.

The headline act is the return of the Crystal Type Pokémon. Six of them — Celebi, Charizard, Crobat, Golem, Ho-Oh and Kabutops — sit in the secret slots from 145 to 150, wrapped in that unmistakable prismatic gold frame. Their Crystal Type Poké-Body lets them shrug off Weakness and bend Energy to whatever colour you need, and of the six it is Crystal Charizard (146) that became the grail: a vintage Zard that quietly sits alongside Base Set as one of the most coveted cards in the hobby.

Skyridge also leaned hard into the gimmick that defined the era: the Pokémon-e dot-code strips running down the card borders. Fed through a Game Boy Advance e-Reader, they unlocked Pokédex entries, tips and a run of tiny mini-games, while the set’s new Mystery Plate cards added a puzzle-like Trainer mechanic on top. It was Pokémon at its most experimental — part card game, part handheld toy.

Two theme decks carried it into stores: Eeveelution, a Fire/Water/Lightning brawler built around the Eevee family, and Mind Machine, a Psychic-leaning control deck. Between the artwork, the Crystals and the sheer scarcity of the print run, Skyridge has aged into one of the most beloved — and most difficult to complete — sets of the entire WOTC catalogue.

Get a Clear Advantage over Your Opponents.

The Pokémon-e: Skyridge set has 6 Pokémon with the new Crystal Type Poké-Body power that lets them handle whatever types of Energy you want to deal out.

— Original Wizards of the Coast promotional copy, 2003

The End of an Era: The Last Wizards of the Coast Set

Skyridge is not just the end of the e-Card run — it is the end of the entire Wizards of the Coast stewardship of the Pokémon TCG. Wizards had launched the English game back in 1998 with Base Set and carried it through five years and dozens of expansions, but their licence to print and distribute Pokémon cards was revoked on September 30th, 2003. From the next expansion, EX Ruby & Sapphire, the franchise passed to Nintendo of America and what would become The Pokémon Company, who have run it ever since.

The split was not a friendly one. The day after the licence lapsed, Wizards sued Nintendo, Pokémon USA and The Pokémon Company, alleging patent infringement, breach of contract and misappropriation of trade secrets — claiming, among other things, that nine former Wizards staff had taken confidential know-how with them. The two sides settled quietly out of court in December 2003, and a planned follow-up set, provisionally called Jamboree, was scrapped before it ever saw a print run.

All of which left Skyridge in a strange position: a big, ambitious set that got only a single print run before the shutters came down. Aquapolis and Skyridge were already the scarcer e-Card releases, but Skyridge’s abrupt, one-and-done printing is a large part of why sealed product and its Crystal chase cards have climbed so steeply in the years since.

There is one more quiet farewell buried in the checklist. Skyridge’s Kadabra (69/144) would be the last Kadabra card printed in the Pokémon TCG for a full twenty years — the psychic fox vanished from the game after this set amid a long-running legal dispute with illusionist Uri Geller, and did not resurface until the 151 set in 2023. It sits neatly alongside the other cards Wizards had to redraw or retire for Western audiences, which we rounded up in our feature on the Pokémon cards Wizards of the Coast changed for the West.

Print Versions & Collectors Info

Skyridge boosters came in four artwork variants — Poliwrath, Kabutops, Vaporeon and Ho-Oh — each holding 11 cards, sold in 36-pack booster boxes. With only a single English print run, sealed Skyridge product is now some of the scarcest of the WOTC era.

English booster packs

Skyridge Poliwrath packSkyridge Kabutops packSkyridge Vaporeon packSkyridge Ho-Oh packSkyridge booster box

 

 

Set List with Pictures

Card Image No. Card name Rarity Card type
H1 Alakazam H1/H32 Alakazam  Rare Holo Psychic 
Card text
Once during your turn (before your attack), you may move an Energy card from 1 of your Pokémon to another of your Pokémon. This power can’t be used if Alakazam is affected by a Special Condition.
H2 Arcanine H2/H32 Arcanine  Rare Holo Fire 
Card text
  When you play Arcanine from your hand to evolve your Active Pokémon, you may flip 3 coins. For each heads, choose a basic Energy card from your discard pile and attach it to Arcanine.
H3 Articuno H3/H32 Articuno    Rare Holo Water 
Card text
You can’t attach Water Energy cards from your hand to Articuno.
H4 Beedrill H4/H32 Beedrill  Rare Holo Grass
Card text
When you play Beedrill from your hand to evolve your Active Pokémon, the Defending Pokémon is now Paralyzed and Poisoned.
H5 Crobat H5/H32 Crobat    Rare Holo  Grass
Card text
Once during your turn (before your attack), you may flip a coin. If heads, look at your opponent’s hand. If your opponent has any Baby Pokémon, Basic Pokémon, or Evolution cards there, choose 1 of them. Your opponent shuffles that card into his or her deck. This power can’t be used if Crobat is affected by a Special Condition.
  H6 Dewgong H6/H32     Dewgong  Rare Holo  Water
Card text
  Flip a coin. If heads, your opponent can’t attach Energy cards from his or her hand to his or her Active Pokémon during his or her next turn.
H7 Flareon  H7/H32 Flareon  Rare Holo Fire 
Card text
 Whenever you attach a Fire Energy card from your hand to Flareon, remove all Special Conditions affecting Flareon.
H8 Forretress H8/H32 Forretress  Rare Holo  Metal
Card text
Flip 2 coins. This attack does 20 damage times the number of heads. If both coins are heads, switch Forretress with 1 of your Benched Pokémon.
H9 Gengar H9/H32 Gengar  Rare Holo Psychic 
Card text
When you play Gengar from your hand to evolve your Active Pokémon, you may put a Basic Pokémon (excluding Baby Pokémon) from your discard pile onto your Bench. Then, flip 3 coins. For each heads, choose a basic Energy card from your discard pile and attach it to that Pokémon.
H10 Gyarados H10/H32 Gyarados  Rare Holo Water 
Card text   
When you play Gyarados from your hand to evolve your Active Pokémon, you may flip 2 coins. For each heads, discard an Energy card attached to the Defending Pokémon.
H11 Houndoom H11/H32 Houndoom  Rare Holo Darkness 
Card text
Flip a coin. If heads, this attack does 10 damage plus 20 more damage.
H12 Jolteon H12/H32 Jolteon  Rare Holo Lightning 
Card text
Whenever you attach a Lightning Energy card from your hand to Jolteon, remove all Special Conditions affecting Jolteon.
H13 Kabutops H13/H32 Kabutops  Rare Holo  Fighting
Card text
As long as Kabutops is your Active Pokémon, neither player can play Basic Pokémon or Evolution cards from his or her hand to evolve Benched Pokémon.
H14 Ledian H14/H32 Ledian  Rare Holo Grass 
Card text
During your opponent’s next turn, Ledian can’t become affected by a Special Condition. (Any other effects of attacks, Poké-Powers, Poké-Bodies, and Trainer cards still happen.)
H15 Machamp H15/H32 Machamp  Rare Holo Fighting 
Card text
Prevent all effects of your opponent’s attacks done to Machamp.
H16 Magcargo  H16/H32 Magcargo  Rare Holo Fire 
Card text
  Each player discards the top card of his or her deck. This attack does 20 damage plus 20 more damage for each Fire Energy card discarded in this way.
H17 Magcargo  H17/H32 Magcargo  Rare Holo  Fighting
Card text
When you play Magcargo from your hand to evolve your Active Pokémon, you may discard the top 3 cards of your deck and then shuffle 3 basic Energy cards from your discard pile into your deck. If you do, your opponent does the same.
H18 Magneton H18/H32 Magneton  Rare Holo Lightning
Card text
When you play Magneton from your hand to evolve 1 of your Pokémon, you may move any number of basic Energy cards attached to your other Pokémon to Magneton.
H19 Magneton  H19/H32 Magneton  Rare Holo Metal 
Card text
If Magneton and the Defending Pokémon don’t have the same number of Energy cards attached to them, the player controlling the Active Pokémon with the fewest number of Energy cards attached to it switches 1 of his or her Benched Pokémon with his or her Active Pokémon.
H20 Moltres  H20/H32 Moltres  Rare Holo Fire 
Card text
You can’t attach Fire Energy cards from your hand to Moltres.
H21 Nidoqueen H21/H32 Nidoqueen  Rare Holo Grass 
Card text
Once during your turn (before your attack), if Nidoqueen is on your Bench, you may search your deck for a card that evolves from your Active Pokémon and attach it to your Active Pokémon. (This counts as evolving that Pokémon.) Shuffle your deck afterward.
H22 Piloswine H22/H32 Piloswine  Rare Holo Water 
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed. If tails, the Defending Pokémon is now Asleep.
  H23 Politoed H23/H32 Politoed  Rare Holo  Water
Card text
 Attach any number of basic Energy cards from your hand to Politoed.
H24 Poliwrath H24/H32 Poliwrath  Rare Holo  Fighting
Card text
  Once during your turn (before your attack), if Poliwrath is your Active Pokémon, you may discard a basic Energy card attached to Poliwrath. If you do, the Defending Pokémon is now Confused. This power can’t be used if Poliwrath is affected by a Special Condition.
H25 Raichu  H25/H32 Raichu  Rare Holo  Lightning
Card text
This attack does 20 damage to each Pokémon with a Poké-Body or Poké-Power (yours and your opponent’s). (Don’t apply Weakness or Resistance.)
H26 Raikou H26/H32 Raikou  Rare Holo  Lightning
Card text
To attach a Lightning Energy card from your hand to Raikou, you must discard an Energy card attached to Raikou. (Attach the Lightning energy, and then discard an Energy card from Raikou.)
H27 Rhydon H27/H32 Rhydon  Rare Holo Fighting 
Card text
Flip a coin. If heads, this attack does 30 damage plus 20 more damage.
H28 Starmie  H28/H32 Starmie  Rare Holo  Psychic
Card text
Flip a coin. If heads, this attack does 10 damage times the number of Energy attached to Starmie and the Defending Pokémon.
H29 Steelix  H29/H32 Steelix  Rare Holo  Metal
Card text
All basic Energy cards attached to Steelix provide Metal Energy instead of their usual types.
H30 Umbreon  H30/H32 Umbreon  Rare Holo Darkness 
Card text
As long as Umbreon is your Active Pokémon, Benched Pokémon (yours and your opponent’s) can’t use Poké-Powers.
H31 Vaporeon  H31/H32 Vaporeon  Rare Holo Water 
Card text
Whenever you attach a Water Energy card from your hand to Vaporeon, remove all Special Conditions affecting Vaporeon.
H32 Xatu  H32/H32 Xatu Rare Holo Psychic
Card text
You may attach any Technical Machine to Xatu.
1 Aerodactyl   1/144 Aerodactyl  Rare  Fighting
Card text
Once during your turn (before your attack), if Aerodactyl is your Active Pokémon, you may ignore all Poké-Bodies until the end of your turn. This power can’t be used if Aerodactyl is affected by a Special Condition.
2 Alakazam 2/144 Alakazam  Rare  Psychic
Card text
Once during your turn (before your attack), you may move an Energy card from 1 of your Pokémon to another of your Pokémon. This power can’t be used if Alakazam is affected by a Special Condition.
10 Gengar 3/144 Arcanine  Rare Fire 
Card text
When you play Arcanine from your hand to evolve your Active Pokémon, you may flip 3 coins. For each heads, choose a basic Energy card from your discard pile and attach it to Arcanine.
4 Articuno   4/144 Articuno  Rare  Water
Card text
You can’t attach Water Energy cards from your hand to Articuno.
5 Beedrill 5/144 Beedrill  Rare Grass 
Card text
When you play Beedrill from your hand to evolve your Active Pokémon, the Defending Pokémon is now Paralyzed and Poisoned.
6 Crobat  6/144 Crobat  Rare  Grass
Card text
Once during your turn (before your attack), you may flip a coin. If heads, look at your opponent’s hand. If your opponent has any Baby Pokémon, Basic Pokémon, or Evolution cards there, choose 1 of them. Your opponent shuffles that card into his or her deck. This power can’t be used if Crobat is affected by a Special Condition.
7 Dewgong 7/144 Dewgong  Rare Water 
Card text
Flip a coin. If heads, your opponent can’t attach Energy cards from his or her hand to his or her Active Pokémon during his or her next turn.
8 Flareon 8/144 Flareon  Rare  Fire
Card text
Whenever you attach a Fire Energy card from your hand to Flareon, remove all Special Conditions affecting Flareon.
  9 Forretress  9/144 Forretress  Rare  Metal
Card text
Flip 2 coins. This attack does 20 damage times the number of heads. If both coins are heads, switch Forretress with 1 of your Benched Pokémon.
10 Gengar  10/144 Gengar  Rare Psychic 
Card text
When you play Gengar from your hand to evolve your Active Pokémon, you may put a Basic Pokémon (excluding Baby Pokémon) from your discard pile onto your Bench. Then, flip 3 coins. For each heads, choose a basic Energy card from your discard pile and attach it to that Pokémon.
11 Gyarados  11/144 Gyarados  Rare Water 
Card text
When you play Gyarados from your hand to evolve your Active Pokémon, you may flip 2 coins. For each heads, discard an Energy card attached to the Defending Pokémon.
12 Houndoom 12/144 Houndoom  Rare Darkness 
Card text
Flip a coin. If heads, this attack does 10 damage plus 20 more damage.
13 Jolteon 13/144 Jolteon  Rare  Lightning
Card text
Whenever you attach a Lightning Energy card from your hand to Jolteon, remove all Special Conditions affecting Jolteon.
14 Kabutops   14/144 Kabutops  Rare Fighting 
Card text   
As long as Kabutops is your Active Pokémon, neither player can play Basic Pokémon or Evolution cards from his or her hand to evolve Benched Pokémon.
15 Ledian 15/144 Ledian  Rare Grass 
Card text
 During your opponent’s next turn, Ledian can’t become affected by a Special Condition. (Any other effects of attacks, Poké-Powers, Poké-Bodies, and Trainer cards still happen.)
16 Machamp 16/144     Machamp  Rare  Fighting
Card text   
 Prevent all effects of your opponent’s attacks done to Machamp.
17 Magcargo    17/144 Magcargo   Rare Fire 
Card text
Each player discards the top card of his or her deck. This attack does 20 damage plus 20 more damage for each Fire Energy card discarded in this way.
18 Magcargo  18/144 Magcargo  Rare Fighting 
Card text
When you play Magcargo from your hand to evolve your Active Pokémon, you may discard the top 3 cards of your deck and then shuffle 3 basic Energy cards from your discard pile into your deck. If you do, your opponent does the same.
19 Magneton 19/144 Magneton  Rare  Lightning
Card text
When you play Magneton from your hand to evolve 1 of your Pokémon, you may move any number of basic Energy cards attached to your other Pokémon to Magneton.
20 Magneton 20/144     Magneton  Rare Metal 
Card text
If Magneton and the Defending Pokémon don’t have the same number of Energy cards attached to them, the player controlling the Active Pokémon with the fewest number of Energy cards attached to it switches 1 of his or her Benched Pokémon with his or her Active Pokémon.
21 Moltres 21/144 Moltres  Rare  Fire
Card text
You can’t attach Fire Energy cards from your hand to Moltres.
22 Nidoqueen 22/144     Nidoqueen  Rare Grass 
Card text
Once during your turn (before your attack), if Nidoqueen is on your Bench, you may search your deck for a card that evolves from your Active Pokémon and attach it to your Active Pokémon. (This counts as evolving that Pokémon.) Shuffle your deck afterward.
23 Omastar 23/144 Omastar  Rare  Water
Card text
As long as Omastar is your Active Pokémon, your opponent can’t play Basic Pokémon or Evolution cards from his or her hand to evolve his or her Active Pokémon.
24 Piloswine  24/144 Piloswine  Rare  Water
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed. If tails, the Defending Pokémon is now Asleep.
25 Politoed 25/144 Politoed  Rare Water 
Card text   
Attach any number of basic Energy cards from your hand to Politoed.
26 Poliwrath  26/144 Poliwrath  Rare Fighting 
Card text
Once during your turn (before your attack), if Poliwrath is your Active Pokémon, you may discard a basic Energy card attached to Poliwrath. If you do, the Defending Pokémon is now Confused. This power can’t be used if Poliwrath is affected by a Special Condition.
27 Raichu 27/144 Raichu  Rare Lightning 
Card text
This attack does 20 damage to each Pokémon with a Poké-Body or Poké-Power (yours and your opponent’s). (Don’t apply Weakness or Resistance.)
28 Raikou 28/144 Raikou  Rare  Lightning
Card text
To attach a Lightning Energy card from your hand to Raikou, you must discard an Energy card attached to Raikou. (Attach the Lightning energy, and then discard an Energy card from Raikou.)
29 Rhydon    29/144 Rhydon  Rare Fighting 
Card text
Flip a coin. If heads, this attack does 30 damage plus 20 more damage.
30 Starmie 30/144 Starmie  Rare Psychic 
Card text
Flip a coin. If heads, this attack does 10 damage times the number of Energy attached to Starmie and the Defending Pokémon.
31 Steelix  31/144 Steelix  Rare Metal 
Card text
All basic Energy cards attached to Steelix provide Metal Energy instead of their usual types.
32 Umbreon  32/144 Umbreon  Rare Darkness 
Card text
As long as Umbreon is your Active Pokémon, Benched Pokémon (yours and your opponent’s) can’t use Poké-Powers.
33 Vaporeon  33/144   Vaporeon  Rare Water 
Card text  
Whenever you attach a Water Energy card from your hand to Vaporeon, remove all Special Conditions affecting Vaporeon.
34 Wigglytuff  34/144 Wigglytuff  Rare Colorless 
Card text  
Once during your turn (before your attack), if Wigglytuff is on your Bench, you may flip a coin. If heads, each player removes up to 2 damage counters from his or her Active Pokémon. This power can’t be used if you have already used another Wigglytuff’s Good Neighbor Poké-Power this turn.
  35 Xatu  35/144 Xatu  Rare Psychic 
Card text  
You may attach any Technical Machine to Xatu.
36 Electrode 36/144 Electrode  Uncommon Lightning 
Card text
If there are any Lightning Energy cards in your discard pile, flip a coin. If heads, attach 1 of them to Electrode.
37 Kabuto  37/144 Kabuto  Uncommon  Fighting
Card text
All damage done by attacks to Kabuto from Evolved Pokémon is reduced by 10 (after applying Weakness and Resistance).
38 Machoke 38/144 Machoke  Uncommon Fighting 
Card text
During your next turn, Machoke’s Mega Punch attack’s base damage is 80.
  39 Misdreavus 39/144 Misdreavus  Uncommon Psychic 
Card text
 Flip a coin. If heads, the Defending Pokémon is now Asleep.
40 Noctowl 40/144 Noctowl  Uncommon Colorless 
Card text
Once during your turn (before your attack), you may look at the top 2 cards of any player’s deck or at up to 2 of any player’s Prizes. Put any cards you looked at back in the same order. This power can’t be used if Noctowl is affected by a Special Condition.
41 Omanyte 41/144     Omanyte  Uncommon Water 
Card text
Put an Omastar from your hand onto Omanyte. This counts as evolving Omanyte.
42 Persian 42/144 Persian  Uncommon Colorless 
Card text
Flip a coin. If heads, look at your opponent’s hand. If he or she has any Trainer cards there, choose 1 of them. You opponent shuffles that card into his or her deck.
43 Piloswine 43/144 Piloswine  Uncommon Fighting
Card text
Flip 4 coins. This attack does 30 damage plus 20 more damage for each heads. Put a damage counter on Piloswine for each heads.
44 Starmie  44/144 Starmie  Uncommon Water 
Card text
This attack does 10 damage plus 20 more damage for each Water Energy attached to Starmie but not used to pay for this attack’s Energy cost. You can’t add more than 40 damage in this way.
45 Wobbuffet 45/144 Wobbuffet  Uncommon Psychic 
Card text
If Wobbuffet becomes Poisoned or Burned by the Defending Pokémon’s attack during your opponent’s turn, the Defending Pokémon becomes affected by the same Special Condition.
46 Abra  46/144 Abra  Common Psychic 
Card text
As long as there is a Psychic Energy card attached to Abra, its Retreat Cost is 0.
47 Buried  47/144 Buried Fossil  Common  Colorless
Card text  
Once during your turn (before your attack), if you have a basic Energy card in your hand, you may search your deck for an Omanyte or Kabuto card, show it to your opponent, and put it into your hand. Then put a basic Energy card from your hand into your deck. Shuffle your deck afterward
48 Cleffa 48/144     Cleffa  Common  Colorless
Card text 
Shuffle a basic Energy card from your discard pile into your deck.
49 Delibird  49/144 Delibird  Common  Water
Card text
Search your deck for a Technical Machine or Pokémon Tool card, show it to your opponent, and put it into your hand. Shuffle your deck afterward.
50 Diglett 50/144     Diglett  Common Fighting 
Card text
Flip a coin. If heads, prevent all damage done by attacks to Diglett during your opponent’s next turn. (Any other effects of attacks still happen.)
51 Ditto 51/144     Ditto Common Colorless
Card text
Each basic Energy card attached to Ditto provides every type of Energy but provides only 1 Energy at a time.
52 Dugtrio 52/144 Dugtrio  Common  Fighting
Card text
Flip a coin. If heads, prevent all damage done by attacks to Dugtrio during your opponent’s next turn. (Any other effects of attacks still happen.)
53 Dunsparce 53/144 Dunsparce  Common  Colorless
Card text
As long as the Defending Pokémon is an Evolved Pokémon, Dunsparce’s Retreat Cost is 0.
54 Eevee 54/144 Eevee  Common  Colorless
Card text
Eevee does 10 damage to itself.
55 Farfetch d 55/144 Farfetch’d  Common  Colorless
Card text
Your opponent switches the Defending Pokémon with 1 of his or her Benched Pokémon.
56 Forretress 56/144 Forretress  Common Grass 
Card text
All damage done by attacks to Forretress is reduced by 10 (after applying Weakness and Resistance).
57 Gastly 57/144 Gastly Common Psychic
Card text
Put a damage counter on the Defending Pokémon.
58 Girafarig 58/144 Girafarig Common Psychic
Card text
Take a basic Energy card attached to 1 of your Pokémon and attach it to another of your Pokémon.
59 Gligar 59/144 Gligar Common Fighting
Card text
Flip a coin. If heads, the Defending Pokémon is now Poisoned. If tails, the Defending Pokémon is now Paralyzed.
60 Golbat 60/144 Golbat Common Grass
Card text
Flip a coin. If heads, the Defending Pokémon is now Confused. If tails, the Defending Pokémon is now Poisoned.
61 Granbull 61/144 Granbull Common Colorless
Card text
Your opponent switches the Defending Pokémon with 1 of his or her Benched Pokémon, if any. (Do the damage before switching the Pokémon.)
62 Growlithe 62/144     Growlithe Common Fire
Card text
Flip 2 coins. This attack does 20 damage times the number of heads.
63 Haunter 63/144 Haunter Common Psychic
Card text
Flip a coin. If heads, the Defending Pokémon is now Confused.
64 Heracross 64/144 Heracross Common Grass
Card text
If there are 4 or more damage counters on Heracross, this attack’s base damage is 50 instead of 30.
65 Hoothoot 65/144 Hoothoot Common Colorless
Card text
The Defending Pokémon is now Asleep.
66 Houndour 66/144 Houndour Common Fire
Card text
This attack does 10 damage times the number of damage counters on Houndour.
67 Igglybuff 67/144 Igglybuff Common Colorless
Card text
Choose 1 of your Pokémon with an Energy card attached to it. Remove 1 damage counter from that Pokémon.
68 Jigglypuff 68/144 Jigglypuff Common Colorless
Card text
Remove 1 damage counter from Jigglypuff.
69 Kadabra 69/144 Kadabra Common Colorless
Card text
The Defending Pokémon is now Asleep.
70 Kakuna 70/144 Kakuna Common Grass
Card text
All damage done by attacks to Kakuna is reduced by 10 (after applying Weakness and Resistance).
71 Lapras 71/144 Lapras Common Water
Card text
Search your deck for a Supporter card, show it to your opponent, and put it into your hand. Shuffle your deck afterward.
72 Ledyba 72/144 Ledyba Common Grass
Card text
During your opponent’s next turn, any damage done to Ledyba by attacks is reduced by 20.
73 Ledyba 73/144 Ledyba Common Grass
Card text
Flip 2 coins. This attack does 20 damage times the number of heads.
74 Machop 74/144 Machop Common Fighting
Card text
Flip a coin. If tails, this attack does nothing.
75 Magikarp 75/144 Magikarp Common Water
Card text
Flip a coin. If heads, search your deck for a card that evolves from Magikarp, show it to your opponent, and put it into your hand. Shuffle your deck afterward.
76 Magnemite 76/144 Magnemite Common Lightning
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
77 Mantine 77/144 Mantine Common Water
Card text
Flip 2 coins. This attack does 10 damage times the number of heads.
78 Meowth 78/144 Meowth Common Colorless
Card text
Flip a coin. If heads, look at your opponent’s hand. If he or she has any Energy cards there, choose 1 of them. Your opponent shuffles that card into his or her deck.
79 Murkrow 79/144 Murkrow Common Darkness
Card text
Choose 1 of your opponent’s Pokémon. Put a damage counter on that Pokémon.
80 Natu 80/144 Natu Common Psychic
Card text
Look at the top 3 cards of either player’s deck and rearrange them as you like.
81 Nidoran   81/144 Nidoran♀ Common Grass
Card text
Search your deck for a Basic Pokémon card named Nidoran ♂ or Nidoran ♀ and put it onto your Bench. Shuffle your deck afterward. (You can’t use this attack if your Bench is full.)
82 Nidoran   82/144 Nidoran♀ Common Grass
Card text
The Defending Pokémon is now Poisoned.
83 Nidorina 83/144 Nidorina Common Grass
Card text
Flip a coin. If heads, the Defending Pokémon is now Poisoned.
 84 Pikachu 84/144 Pikachu Common Lightning
Card text
Discard all Lightning Energy cards attached to Pikachu. This attack does 20 damage plus 10 more damage for each Energy card discarded in this way.
85 Pineco 85/144 Pineco Common Grass
Card text
Flip a coin. If tails, this attack does nothing.
86 Pineco 86/144 Pineco Common Grass
Card text
Pineco does 10 damage to itself.
87 Poliwag 87/144 Poliwag Common Water
Card text
The Defending Pokémon is now Asleep.
88 Poliwhirl 88/144 Poliwhirl Common Water
Card text
Flip a coin. If heads, the Defending Pokémon is now Confused. If tails, the Defending Pokémon is now Asleep.
89 Raticate 89/144 Raticate Common Colorless
Card text
Flip 3 coins. If you get 1 heads, this attack does 10 damage plus 10 more damage. If you get 2 heads, this attack does 10 damage plus 30 more damage. If you get 3 heads, this attack does 10 damage plus 60 more damage.
90 Rattata 90/144 Rattata Common Colorless
Card text
Search your deck for a Baby Pokémon or Basic Pokémon card and put it onto your Bench. Shuffle your deck afterward. (You can’t use this attack it your Bench is full.)
91 Rhyhorn 91/144     Rhyhorn Common Fighting
Card text
This attack does 10 damage times the number of damage counters on Rhyhorn.
92 Sandshrew 92/144     Sandshrew Common Fighting
Card text
Flip 2 coins. This attack does 10 damage times the number of heads.
93 Sandslash 93/144 Sandslash Common Fighting
Card text
If your opponent has any Benched Pokémon, choose up to 2 of them. This attack does 10 damage to each of them. (Don’t apply Weakness and Resistance for Benched Pokémon.)
94 Seel 94/144     Seel Common Water
Card text
Flip a coin. If heads, the Defending Pokémon is now Asleep.
95 Seel 95/144 Seel Common Water
Card text
Flip 2 coins. This attack does 10 damage times the number of heads.
96 Shuckle 96/144 Shuckle Common Grass
Card text
All damage done by attacks to Shuckle is reduced by 20 (after applying Weakness and Resistance).
97 Skarmory 97/144 Skarmory Common Metal
Card text
Flip 2 coins. This attack does 10 damage times the number of heads.
98 Slugma 98/144 Slugma Common Fire
Card text
Discard a Fire Energy card attached to Slugma in order to use this attack. The Defending Pokémon is now Burned.
99 Slugma 99/144 Slugma Common Fire
Card text
The Defending Pokémon is now Burned.
100 Snorlax 100/144 Snorlax Common Colorless
Card text
Once during your turn (before your attack), if Snorlax is your Active Pokémon, you may remove 1 damage counter from Snorlax. Snorlax is now Asleep. This power can’t be used if Snorlax is affected by a Special Condition.
101 Snubbull 101/144 Snubbull Common Colorless
Card text
Flip a coin. If heads, until the end of your opponent’s next turn the Defending Pokémon can’t attack or retreat.
102 Stantler 102/144 Stantler Common Colorless
Card text
Flip a coin. If heads, look at your opponent’s hand. If he or she has any Trainer cards there, choose 1 of them. Your opponent shuffles that card into his or her deck.
103 Staryu 103/144 Staryu Common Water
Card text
Remove 2 damage counters from Staryu for each Energy attached to it. If it has fewer damage counters than that, remove all of them.
104 Staryu 104/144 Staryu Common Water
Card text
Flip a coin. If heads, the Defending Pokémon is now Confused.
105 Sunflora 105/144 Sunflora Common Grass
Card text
Search your deck for a basic Energy card and attach it to 1 of your Pokémon. Shuffle your deck afterward.
106 Sunkern 106/144 Sunkern Common Grass
Card text
If there are any damage counters on Sunkern, remove 1 of them.
107 Swinub 107/144 Swinub Common Water
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed. If tails, the Defending Pokémon is now Asleep.
108 Swinub 108/144 Swinub Common Fighting
Card text
If your opponent has any Benched Pokémon, flip a coin. If heads, choose 1 of them and this attack does 10 damage to it. (Don’t apply Weakness and Resistance for Benched Pokémon.)
109 Teddiursa 109/144 Teddiursa Common Colorless
Card text
Flip a coin. If tails, this attack does nothing.
110 Ursaring 110/144 Ursaring Common Colorless
Card text
The Defending Pokémon can’t retreat during your opponent’s next turn.
111 Venomot 111/144 Venomoth Common Grass
Card text
Flip 2 coins. For each heads, remove 1 damage counter from each of your Pokémon. If a Pokémon has fewer damage counters than the number of heads, remove all of them.
112 Venonat 112/144 Venonat Common Grass
Card text
Flip 2 coins. This attack does 10 damage times the number of heads.
113 Voltorb 113/144 Voltorb Common Lightning
Card text
If your opponent has any Benched Pokémon, choose 1 of them and switch it with the Defending Pokémon.
114 Weedle 114/144 Weedle Common Grass
Card text
Flip 3 coins. This attack does 10 damage times the number of heads.
115 Weedle 115/144 Weedle Common Grass
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
116 Yanma 116/144 Yanma Common Grass
Card text
Flip a coin. If heads, during your opponent’s next turn, prevent all effects of attacks, including damage, done to Yanma.
117 Zubat 117/144 Zubat Common Grass
Card text
Flip a coin. If heads, the Defending Pokémon is now Confused.
118 Zubat 118/144 Zubat Common Grass
Card text
The Defending Pokémon is now Poisoned.
119 Ancient 119/144 Ancient Ruins Uncommon T[st]
Card text
Once during each player’s turn (before he or she attacks), if he or she has not played a Supporter card, that player may reveal his or her hand to his or her opponent. If that player reveals his or her hand and there is no Supporter card there, that player draws a card.
120 Relic 120/144 Relic Hunter Uncommon T[Su]
Card text
Search your deck for up to 2 Stadium and/or Supporter cards, show them to your opponent, and put them into your hand. Shuffle your deck afterward.
121 Apricorn 121/144 Apricorn Maker Uncommon T[Su]
Card text
Search your deck for up to 2 Trainer cards with Ball in their names, show them to your opponent, and put them into your hand. Shuffle your deck afterward.
122 Crystal 122/144 Crystal Shard Uncommon T[Tool]
Card text
As long as this card is attached to a Pokémon, that Pokémon’s type (color) is Colorless. If that Pokémon attacks, discard this card at the end of the turn.
123 Desert 123/144 Desert Shaman Uncommon T[Su]
Card text
Shuffle your hand into your deck and draw up to 4 cards. Your opponent does the same.
124 Fast 124/144 Fast Ball Uncommon T
Card text
Reveal cards from your deck until you reveal an Evolution card. Show that card to your opponent and put it into your hand. Shuffle the other revealed cards into your deck. (If you don’t reveal an Evolution card, shuffle all the revealed cards back into your deck.)
125 Fisherman 125/144 Fisherman Uncommon T[Su]
Card text
You may play only 1 Supporter card during your turn (before your attack).
126 Friend 126/144 Friend Ball Uncommon T
Card text
Choose 1 of your opponent’s Pokémon. Search your deck for a Baby Pokémon, Basic Pokémon, or Evolution card of the same type (color), show it to your opponent, and put it into your hand. Shuffle your deck afterward.
127 Hyper 127/144 Hyper Potion Uncommon T
Card text
Choose 1 of your Pokémon. Discard 1 or 2 basic Energy cards attached to that Pokémon. If you discarded 1 Energy card, remove up to 3 damage counters from that Pokémon. If you discarded 2 Energy cards, remove up to 5 damage counters from that Pokémon.
128 Lure 128/144 Lure Ball Uncommon T
Card text
Flip 3 coins. For each heads, choose an Evolution card from your discard pile, show it to your opponent, and put it into your hand.
129 Miracle 129/144 Miracle Sphere α Uncommon T[TM]
Card text
If the Pokémon using this attack has Fire and Lightning basic Energy cards attached to it, the Defending Pokémon is now Confused. If the Pokémon using this attack has Fire and Fighting basic Energy cards attached to it, this attack does 30 damage plus 10 more damage and removes 3 damage counters from the Pokémon that Miracle Sphere α is attached to.
130 Miracle 130/144 Miracle Sphere β Uncommon T[TM]
Card text
If the Pokémon using this attack has Fire and Water basic Energy cards attached to it, this attack does 30 damage plus 10 more damage and the Defending Pokémon is now Burned. If the Pokémon using this attack has Water and Psychic basic Energy cards attached to it, choose an Energy card attached to the Defending Pokémon, if any, and your opponent shuffles that card into his or her deck.
131 Miracle 131/144 Miracle Sphere γ Uncommon T[TM]
Card text
If the Pokémon using this attack has Grass and Lightning basic Energy cards attached to it, the Defending Pokémon is now Asleep and Poisoned. If the Pokémon using this attack has Water and Lightning basic Energy cards attached to it, this attack does 30 damage plus 10 more damage and lets you put 1 damage counter on each of your opponent’s Benched Pokémon.
132 Mirage 132/144 Mirage Stadium Uncommon T[Tool]
Card text
Whenever a player tries to retreat a Pokémon during his or her turn, that player flips a coin. If heads, that player retreats that Pokémon (and discards Energy normally). If tails, that Pokémon can’t retreat this turn (the player doesn’t discard any Energy).
133 Mystery 133/144 Mystery Plate α Uncommon T[St]
Card text
If your opponent has 5 or more Prizes, search your deck for a Trainer card, show it to your opponent, and put it into your hand. If your opponent has only 1 Prize, the Defending Pokémon is now Burned, Paralyzed, and Poisoned.
134 Mystery 134/144 Mystery Plate β Uncommon T[TM]
Card text
If your opponent has 5 or more Prizes, draw 3 cards. If your opponent has only 1 Prize, choose 2 Energy cards attached to the Defending Pokémon (1 if there is only 1). Your opponent shuffles those cards into his or her deck.
135 Mystery 135/144 Mystery Plate γ Uncommon T[TM]
Card text
If your opponent has 5 or more Prizes, shuffle your hand into your deck and then draw 6 cards. If your opponent has exactly 2 Prizes, choose 1 of your opponent’s Evolved Pokémon. Your opponent puts the top card on that Evolved Pokémon on the bottom of his or her deck. (This counts as devolving that Pokémon.)
136 Mystery 136/144 Mystery Plate δ Uncommon T[TM]
Card text
If your opponent has 5 or more Prizes, search your deck for up to 3 basic Energy cards, show them to your opponent, and put them into your hand. Shuffle your deck afterward. If your opponent has exactly 2 Prizes, remove all damage counters from 1 of your Pokémon.
137 Mystery 137/144 Mystery Zone Uncommon T[St]
Card text
Once during each player’s turn (before he or she attacks), if that player has an Evolution card in his or her hand, he or she may search his or her deck for a basic Energy card, shows it to his or her opponent, and puts it into his or her hand. Then that player chooses an Evolution card from his or her hand, shows it to his or her opponent, and puts it into his or her deck. That player shuffles his or her deck afterward.
138 Oracle 138/144 Oracle Uncommon T[Su]
Card text
Choose 2 cards from your deck and shuffle the rest of your deck. Put the chosen cards on top of your deck in any order.
139 Star 139/144 Star Piece Uncommon T[Tool]
Card text
At any time between turns, if the Pokémon this card is attached to is Benched and has 2 or more damage counters on it, search your deck for an Evolution card that Pokémon evolves into and put it on top of that Pokémon. (This counts as evolving that Pokémon.) Shuffle your deck afterward. Then, discard Star Piece.
140 Underground 140/144 Underground Expedition Uncommon T[Su]
Card text
Look at the bottom 4 cards of your deck. Put 2 of those cards into your hand, and then return the remaining cards to the bottom of your deck in any order.
141 Underground 141/144 Underground Lake Uncommon T[St]
Card text
Once during each player’s turn, that player may put an Omanyte or Kabuto card from his or her discard pile onto his or her Bench. (Cards put on the Bench this way are considered Basic Pokémon.)
142 Bounce 142/144 Bounce Energy Uncommon ColorlessE
Card text
You can attach this card to your Pokémon that has basic Energy cards attached to it.
143 Cyclone 143/144 Cyclone Energy Uncommon ColorlessE
Card text
When you play this card from your hand and attach it to your Active Pokémon, your opponent’s switches his or her Active Pokémon with 1 of his or her Benched Pokémon.
144 Retro 144/144 Retro Energy Uncommon ColorlessE
Card text
When you play this card from your hand and attach it to 1 of your Evolved Pokémon, you may remove up to 2 damage counters from that Pokémon and discard the top card from it. (This counts as devolving it.)
145 Celebi 145/144 Celebi Rare Holo Colorless
Card text
Whenever you attach a Grass, Water, or Psychic basic Energy card from your hand to Celebi, Celebi’s type (color) becomes the same as that type of Energy until the end of the turn.
146 Charizard 146/144 Charizard Rare Holo Colorless
Card text
Whenever you attach a Fire, Lightning, or Fighting basic Energy card from your hand to Charizard, Charizard’s type (color) becomes the same as that type of Energy until the end of the turn.
147 Crobat 147/144 Crobat Rare Holo Colorless
Card text
Whenever you attach a Grass, Fire, or Psychic basic Energy card from your hand to Crobat, Crobat’s type (color) becomes the same as that type of Energy until the end of the turn.
148 Golem 148/144 Golem Rare Holo Colorless
Card text
Whenever you attach a Grass, Fire, or Fighting basic Energy card from your hand to Golem, Golem’s type (color) becomes the same as that type of Energy until the end of the turn.
149 Ho 149/144 Ho-Oh Rare Holo Colorless
Card text
Whenever you attach a Fire, Water, or Lightning basic Energy card from your hand to Ho-Oh, Ho-Oh’s type (color) becomes the same as that type of Energy until the end of the turn.
150 Kabutops 150/144 Kabutops Rare Holo Colorless
Card text
Whenever you attach a Water, Lightning, or Fighting basic Energy card from your hand to Kabutops, Kabutops’s type (color) becomes the same as that type of Energy until the end of the turn.

Other Cards

Skyridge’s Trainer line-up is where a lot of its personality lives. Pride of place goes to the set-exclusive Mystery Plate cards — a quartet (α, β, γ, δ) plus the Mystery Zone Stadium — whose effects flip depending on the Prize count: fall behind and they hunt for the pieces you need, pull ahead and they start punishing the Defending Pokémon with a stack of Special Conditions. It’s an early, elegant take on the catch-up mechanic. Alongside them sits Crystal Shard, a Pokémon Tool that turns its holder Colorless to dodge Weakness — a natural fit for a set obsessed with flexible typing.

Mystery Plate α (133/144)

Mystery Plate α (133/144)

The signature Skyridge Trainer. If you’re behind on Prizes it fetches a Trainer from your deck; if you’re miles ahead it Burns, Paralyzes and Poisons the Defending Pokémon instead. Its siblings β, γ and δ ring the same changes.

Crystal Shard (122/144)

Crystal Shard (122/144)

A Pokémon Tool that makes the attached Pokémon Colorless — a clean way to sidestep a nasty Weakness match-up — then discards itself once that Pokémon attacks. Pure Skyridge tech.

For Collectors: Most Valuable Cards

Skyridge’s crown jewels are the six Crystal Type secret rares that close out the checklist from 145 to 150. Framed in that prismatic gold border and printed for a single run only, they are among the toughest vintage pulls in the whole WOTC catalogue — and one of them is a Charizard.

Crystal Charizard (146/144)

Crystal Charizard (146/144)

The grail. A vintage Charizard from the very last Wizards set, wrapped in the Crystal frame and chased relentlessly by collectors ever since. If Base Set Charizard is the king, Crystal Charizard is the crown prince of vintage Zards.

Crystal Ho-Oh (149/144)

Crystal Ho-Oh (149/144)

The rainbow legendary in full Crystal treatment — a stunning card and one of the signature pulls of the set.

Crystal Kabutops (150/144)

Crystal Kabutops (150/144)

The final card in the numbered run and a favourite among fossil fans; its Crystal Type body lets it flex Water, Lightning or Fighting Energy.

Crystal Celebi (145/144)

Crystal Celebi (145/144)

The mythical time-traveller as a Crystal secret rare — a perennial fan favourite and a beautiful piece of the sub-set.

Crystal Golem (148/144)

Crystal Golem (148/144)

Less hyped than its shiny neighbours but no less scarce; the Crystal Golem completes the trio of Kanto heavy-hitters in the sub-set.

Crystal Crobat (147/144)

Crystal Crobat (147/144)

The Johto speedster rounds out the six Crystals — another single-print-run rarity that keeps set-completers up at night.

Gyarados (H10/H32)

Gyarados (H10/H32)

Beyond the Crystals, the 32-card “H” holo subset is a collector goal in its own right. This full-art Gyarados is one of the most eye-catching of the run.

Raikou (H26/H32)

Raikou (H26/H32)

A legendary beast in the H-holo line, and one of the most sought-after non-Crystal chase cards in the set.

Most Powerful Cards (Competitive Play)

Skyridge is remembered more for its artwork and its Crystals than for bending tournament tables, but the set still handed the Modified format some genuinely useful tools — mostly clever Poké-Powers rather than raw beatdown.

Nidoqueen (22/144)

Nidoqueen (22/144)

A one-woman setup engine. Her Poké-Power lets you dig out an Evolution from your deck and slap it straight onto your Active Pokémon — blistering acceleration for a format built on stage-2 attackers.

Gengar (10/144)

Gengar (10/144)

Recursion and tempo in one card. Evolving into Gengar pulls a Basic back from your discard onto your Bench and, with a little luck, re-attaches Energy from the discard too — a nasty rebuild after a knockout.

Machamp (16/144)

Machamp (16/144)

Its Poké-Body simply switches off all effects of your opponent’s attacks aimed at it — no Special Conditions, no side-effects, just a Fighting wall that keeps swinging.

Crystal Charizard (146/144)

Crystal Charizard (146/144)

Not just a collector’s piece: the Crystal Type body lets it switch colour to match its Energy, dodging Weakness and letting it splash whatever attacker’s Energy you have handy.

Trivia

  • At 182 cards, Skyridge is the largest set of the entire e-Card era and the biggest single WOTC English release.
  • It was the final expansion produced by Wizards of the Coast, who lost the Pokémon licence on September 30th, 2003 — and it received only a single print run, a major reason for its scarcity today.
  • The set carries a full 32-card “H” holo subset (H1–H32) — a complete parallel line of alternate holos on top of the main checklist.
  • Its six Crystal Type Pokémon (145–150) all share the same trick: attach the right basic Energy and the Pokémon changes colour to match, sidestepping Weakness. Crystal Charizard (146) is the set’s undisputed grail.
  • Skyridge’s Kadabra (69/144) was the last Kadabra printed in the TCG for two decades thanks to the long-running Uri Geller dispute — see our feature on the cards Wizards changed for the West.
  • Every card carries Pokémon-e dot codes readable by the Game Boy Advance e-Reader, unlocking Pokédex data and mini-games, while the exclusive Mystery Plate Trainers added a Prize-count-based mechanic.
  • The English set drew from two Japanese releases — Split Earth (August 2002) and Mysterious Mountains (October 2002).
  • Two theme decks shipped alongside it: Eeveelution (Fire/Water/Lightning) and Mind Machine (Psychic).

Images & Videos

  • Skyridge booster pack (Poliwrath)
  • Skyridge booster pack (Kabutops)
  • Skyridge booster pack (Vaporeon)
  • Skyridge booster pack (Ho-Oh)
  • Skyridge booster box
  • Skyridge Eeveelution theme deck
  • Skyridge Mind Machine theme deck
  • H1 Alakazam
  • H2 Arcanine
  • H3 Articuno
  • H4 Beedrill
  • H5 Crobat
  • H6 Dewgong
  • H7 Flareon
  • H8 Forretress
  • H9 Gengar
  • H10 Gyarados
  • H11 Houndoom
  • H12 Jolteon
  • H13 Kabutops
  • H14 Ledian
  • H15 Machamp
  • H16 Magcargo
  • H17 Magcargo
  • H18 Magneton
  • H19 Magneton
  • H20 Moltres
  • H21 Nidoqueen
  • H22 Piloswine
  • H23 Politoed
  • H24 Poliwrath
  • H25 Raichu
  • H26 Raikou
  • H27 Rhydon
  • H28 Starmie
  • H29 Steelix
  • H30 Umbreon
  • H31 Vaporeon
  • H32 Xatu
  • 1 Aerodactyl
  • 2 Alakazam
  • 10 Gengar
  • 4 Articuno
  • 5 Beedrill
  • 6 Crobat
  • 7 Dewgong
  • 8 Flareon
  • 9 Forretress
  • 10 Gengar
  • 11 Gyarados
  • 12 Houndoom
  • 13 Jolteon
  • 14 Kabutops
  • 15 Ledian
  • 16 Machamp
  • 17 Magcargo
  • 18 Magcargo
  • 19 Magneton
  • 20 Magneton
  • 21 Moltres
  • 22 Nidoqueen
  • 23 Omastar
  • 24 Piloswine
  • 25 Politoed
  • 26 Poliwrath
  • 27 Raichu
  • 28 Raikou
  • 29 Rhydon
  • 30 Starmie
  • 31 Steelix
  • 32 Umbreon
  • 33 Vaporeon
  • 34 Wigglytuff
  • 35 Xatu
  • 36 Electrode
  • 37 Kabuto
  • 38 Machoke
  • 39 Misdreavus
  • 40 Noctowl
  • 41 Omanyte
  • 42 Persian
  • 43 Piloswine
  • 44 Starmie
  • 45 Wobbuffet
  • 46 Abra
  • 47 Buried
  • 48 Cleffa
  • 49 Delibird
  • 50 Diglett
  • 51 Ditto
  • 52 Dugtrio
  • 53 Dunsparce
  • 54 Eevee
  • 55 Farfetch d
  • 56 Forretress
  • 57 Gastly
  • 58 Girafarig
  • 59 Gligar
  • 60 Golbat
  • 61 Granbull
  • 62 Growlithe
  • 63 Haunter
  • 64 Heracross
  • 65 Hoothoot
  • 66 Houndour
  • 67 Igglybuff
  • 68 Jigglypuff
  • 69 Kadabra
  • 70 Kakuna
  • 71 Lapras
  • 72 Ledyba
  • 73 Ledyba
  • 74 Machop
  • 75 Magikarp
  • 76 Magnemite
  • 77 Mantine
  • 78 Meowth
  • 79 Murkrow
  • 80 Natu
  • 81 Nidoran
  • 82 Nidoran
  • 83 Nidorina
  • 84 Pikachu
  • 85 Pineco
  • 86 Pineco
  • 87 Poliwag
  • 88 Poliwhirl
  • 89 Raticate
  • 90 Rattata
  • 91 Rhyhorn
  • 92 Sandshrew
  • 93 Sandslash
  • 94 Seel
  • 95 Seel
  • 96 Shuckle
  • 97 Skarmory
  • 98 Slugma
  • 99 Slugma
  • 100 Snorlax
  • 101 Snubbull
  • 102 Stantler
  • 103 Staryu
  • 104 Staryu
  • 105 Sunflora
  • 106 Sunkern
  • 107 Swinub
  • 108 Swinub
  • 109 Teddiursa
  • 110 Ursaring
  • 111 Venomot
  • 112 Venonat
  • 113 Voltorb
  • 114 Weedle
  • 115 Weedle
  • 116 Yanma
  • 117 Zubat
  • 118 Zubat
  • 119 Ancient
  • 120 Relic
  • 121 Apricorn
  • 122 Crystal
  • 123 Desert
  • 124 Fast
  • 125 Fisherman
  • 126 Friend
  • 127 Hyper
  • 128 Lure
  • 129 Miracle
  • 130 Miracle
  • 131 Miracle
  • 132 Mirage
  • 133 Mystery
  • 134 Mystery
  • 135 Mystery
  • 136 Mystery
  • 137 Mystery
  • 138 Oracle
  • 139 Star
  • 140 Underground
  • 141 Underground
  • 142 Bounce
  • 143 Cyclone
  • 144 Retro
  • 145 Celebi
  • 146 Charizard
  • 147 Crobat
  • 148 Golem
  • 149 Ho
  • 150 Kabutops

Cracking an entire Skyridge booster box — a look at the last great set of the Wizards of the Coast era.

Every Crystal Type Pokémon explained — including Skyridge’s six Crystals and the legendary Crystal Charizard.