SkyRidge Trainers Profile



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Star Piece
Crystal Shard
Lure Ball
Fast Ball
Friend Ball
Hyper Potion
Underground Lake
Ancient Ruins
Mirage Stadium
Mystery Zone
Oracle
Relic Hunter
Desert Shaman
Underground Expedition
Fisherman
Apricorn Maker
Miracle Sphere Alpha
Miracle Sphere Beta
Miracle Sphere Gamma
Mystery Plate Alpha
Mystery Plate Beta
Mystery Plate Gamma
Mystery Plate Sigma

Star Piece



Star Piece
Tool Text: Attach Star Piece to 1 of your Pokemon that doesn't have a Pokemon Tool attached to it. If that Pokemon is Knocked Out, discard this card.
Trainer Text: At any time between turns, if the Pokemon this card is attached to is Benched and has 2 or more damage counters on it, search your deck for an Evolution card that Pokemon evolves into and put it on top of that Pokemon. (This counts as evolving that Pokemon.) Shuffle your deck afterward. Then, discard Star Piece.
Recommendation: There are 3 requirements for this card to work properly. 1: The Pokemon must be a Baby, Basic, or Stage 1 Pokemon. 2: It must have at least 2 damage counters on it. 3: The Pokemon must be on the Bench between turns. If all of these conditions are met, it is a great card, because it instantly evolves that Pokemon and it can possibly save that Pokemon from a KO by a Bench Destroyer.

Crystal Shard



Crystal Shard
Tool Text: Attach Crystal Shard to 1 of your Pokemon that doesn't already have a Pokemon Tool attached to it. If that Pokemon is Knocked Out, discard this card.
Trainer Text: As long as this card is attached to a Pokemon, that Pokemon's type (color) is Colorless. If that Pokemon attacks, discard this card at the end of the turn.
Recommendation: This card is a great way to get by Resistance. A Resistance to Colorless doesn't exist in the Trading Card Game, and that means that for one turn, you can inflict full damage without subtracting 30 when you are up against a card that you can't get around.

Lure Ball



Lure Ball
Trainer 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.
E-Reader: Construction Action Game: Level Addition: 3 Pokeball Power-ups and 3 rolling Electrodes on ground level.
Recommendation: Am I dreaming? Somebody pinch me! This is just the card you need to get the one and only evolution card that you have that was KO'd. In fact, you can get an entire evolution pyramid! You can get 3 Evolution cards at max, which is very helpful if you use, say Dark Quilava's Rushing Lava and you discard the Dark Typhlosion too.

Fast Ball



Fast Ball
Trainer 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.)
E-Reader: Construction Action Game: Level Addition: 3 hopping Sneasels and 3 Pokeball Upgrades.
Recommendation: This card is has good and bad traits. The good parts are that you can get an Evolution card quickly and easily, and you get a good look at what you have left in your deck. The bad parts are, your opponent can see what cards you have in your deck and you don't have control of what Evolution card you get.

Friend Ball



Friend Ball
Trainer Text: Choose 1 of your opponent's Pokemon. Search your deck for a Baby Pokemon, Basic Pokemon, or Evolution card of the same type (color), show it to your opponent, and put it into your hand. Shuffle your deck afterward.
E-Reader: Construction Action Game: Level Addition: 5 Pokeballs ready to be picked.
Recommendation: This is another two-sided card. The good side is that you can get any Pokemon into your hand. The bad side is that your opponent may have Pokemon of different types than your deck does. Of course Colorless is in almost every deck, so I'd choose that.

Hyper Potion



Hyper Potion
Trainer Text: Choose 1 of your Pokemon. Discard 1 or 2 basic Energy cards attached to that Pokemon. If you discarded 1 Energy card, remove up to 3 damage counters from that Pokemon. If you discarded 2 Energy cards, remove up to 5 damage counters from that Pokemon.
Recommendation: This card is tough to use. If you discard 2 Energy cards, then you will be immobilized for 2 turns until you can power up again. If you discard one, it will heal less then a Super Potion would. You have to use your own discretion when you use this card.

Underground Lake



Underground Lake
Stadium Subtext: This card stays in play when you play it. Discard this card if another Stadium card comes into play.
Trainer Text: Once during each player's turn, that player may put an Omanyte or a Kabuto card from his or her discard pile onto his or her Bench. (Cards put on the Bench this way are considered Basic Pokemon.)
Recommendation: This is like a watered down Fossil Egg card. You can put Kabuto or Omanyte down without using Mysterious Fossil or Buried Fossil. Not only that, but you can do it every turn.

Ancient Ruins



Ancient Ruins
Stadium Subtext: This card stays in play when you play it. Discard this card if another Stadium card comes into play.
Trainer 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.
Recommendation: This card has an advantage by helping you get a card you need, but it also has a disadvantage. Your opponent might be able to pick up on your strategy when he or she looks at your hand. Try not to give away anything.

Mirage Stadium



Mirage Stadium
Stadium Subtext: This card stays in play when you play it. Discard this card if another Stadium card comes into play.
Trainer Text: Whenever a player tries to retreat a Pokemon during his or her turn, that player flips a coin. If heads, that player retreats that Pokemon (and discards Energy normally). If tails, that Pokemon can't retreat this turn (the player doesn't discard any Energy).
Recommendation: This card could help either player out. If you need to retreat badly and the flip lands wrong, you are in deep trouble. But then again, your opponent could be in the same situation. At least you can still attack after trying to retreat.

Mystery Zone



Mystery Zone
Stadium Subtext: This card stays in play when you play it. Discard this card if another Stadium card comes into play.
Trainer 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, show it to his or her opponent, and put 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.
Recommendation: Why anyone would want to use this card is a mystery to me. Basic Energy cards are quite easy to get in decks built properly, and you need the evolution cards to win the game most of the time. Keep it and look at the pretty picture, but just don't put it in a deck.

Oracle



Oracle
Supporter Subtext: You can play only 1 Supporter card each turn. When you play this card, put it next to your Active Pokemon. When your turn ends, discard this card.
Trainer 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.
Recommendation: This card is great for 3 reasons. 1: You can search your deck for ANY 2 cards. 2: You can put them onto the top of your deck so you get the exact card you want. 3: You don't have to show your opponent. The only disadvantage is that your opponent knows that you have a good card coming up and can use an attack or other effect to make you discard or shuffle your deck.

Relic Hunter



Relic Hunter
Supporter Subtext: You can play only 1 Supporter card each turn. When you play this card, put it next to your Active Pokemon. When your turn ends, discard this card.
Trainer Text: Search your deck for up to 2 Supporter and or Stadium cards, show them to your opponent, and put them into your hand. Shuffle your deck afterward.
E-Reader: Construction Action Game: Player: Relic Hunter with 30 Pokeballs to start.
Recommendation: This is a great card to use for getting out a Stadium Card that will really help your cause. Not only that, but you can get another Supporter that could get more precious cards for you.

Desert Shaman



Desert Shaman
Supporter Subtext: You can play only 1 Supporter card each turn. When you play this card, put it next to your Active Pokemon. When your turn ends, discard this card.
Trainer Text: Shuffle your hand into your deck and draw up to 4 cards. Your opponent does the same.
E-Reader: Construction Action Game: Player: Desert Shaman with 30 Pokeballs.
Recommendation: This card is great in two ways. You can get rid of useless cards and get a new hand of hopefully better cards and your opponent will hopefully get rid of some good cards and get terrible ones. Of course the exact opposite could happen.

Underground Expedition



Underground Expedition
Supporter Subtext: You can play only 1 Supporter card each turn. When you play this card, put it next to your Active Pokemon. When your turn ends, discard this card.
Trainer 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.
E-Reader: Construction Action Game: Player: Cave Explorer with 30 starting Pokeballs.
Recommendation: Ever lose a game and you look at the bottom of your deck and the card you needed was right there? This is the card that will solve that problem. It can call up 2 cards that you could really use that you couldn't get to without decking out.

Fisherman



Fisherman
Supporter Subtext: You can play only 1 Supporter card each turn. When you play this card, put it next to your Active Pokemon. When your turn ends, discard this card.
Trainer Text: Choose 4 basic Energy cards from your discard pile (if there are fewer basic Energy cards than choose, take all of them), show them to your opponent, and put them into your hand.
E-Reader: Construction Action Game: Player: Fisherman with 15 Pokeballs.
Recommendation: They really made a mistake when they wrote this card. But anyway, you can get up to 4 basic Energy cards to charge up your Pokemon with. This way, you can get back Energies that you discarded with attacks and can power them up again.

Apricorn Maker



Apricorn Maker
Supporter Subtext: You can play only 1 Supporter card each turn. When you play this card, put it next to your Active Pokemon. When your turn ends, discard this card.
Trainer 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.
E-Reader: Construction Action Game: Player: Apricorn Maker with 30 Pokeballs.
Recommendation: First off, you don't make Apricorns, you make Pokeballs out of Apricorns. The great part about this card is that you can call any Pokeballs you want and you can use them this turn because they aren't Supporter cards. Look out opponent, it's time to stock up on the Pokemon.

Miracle Sphere Alpha



Miracle Sphere Alpha
TM Text: Attach this card to 1 of your Evolved Fire, Electric, or Fighting Pokemon in play. That Pokemon may use this card's attack instead of its own. At the end of your turn, discard Miracle Sphere Alpha.
Attack 1: Fire Force 30+
Attack 1 Energy Cost: 1 Fire, 2 Colorless
Attack 1 Special: If the Pokemon using this attack has Fire and Electric basic Energy cards attached to it, the Defending Pokemon is now Confused. If the Pokemon 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 Pokemon Miracle Sphere Alpha is attached to.
Recommendation: Ever wanted to learn Greek? Well, the cursive A is the Greek letter Alpha. This is a tricky card to use. Fire and Electric Energies can do 30 damage and Confusion, which is great if you have a Pokemon that can't attack due to the correct Energies just yet, but the Fire and Fighting side definitely has the better end of the deal. It can do 40 damage and remove 30 from the attacking Pokemon. That has many possibilities, but it is hard to get a Fire and Fighting deck to work together.

Miracle Sphere Beta



Miracle Sphere Beta
TM Text: Attach this card to 1 of your Evolved Fire, Water, or Psychic Pokemon in play. That Pokemon may use this card's attack instead of its own. At the end of your turn, discard Miracle Sphere Beta.
Attack 1: Freezing Force 30+
Attack 1 Energy Cost: 1 Water, 2 Colorless
Attack 1 Special: If the Pokemon 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 Pokemon is now Burned. If the Pokemon using this attack has Water and Psychic basic Energy cards attached to it, choose an Energy card attached to the Defending Pokemon, if any, and your opponent shuffles that card into his or her deck.
Recommendation: The better part of this bargain is the Water and Fire Energies. It can Burn the Defending Pokemon and do 40 damage in the process. Even so, 30 damage and an Energy removal isn't so bad with Water and Psychic. It isn't very hard to create a Fire/Water or Water/Psychic deck, so it could work well.

Miracle Sphere Gamma



Miracle Sphere Gamma
TM Text: Attach this card to one of your Evolved Grass, Water, or Electric Pokemon in play. That Pokemon may use this card's attack instead of its own. At the end of your turn, discard Miracle Sphere Gamma.
Attack 1: Thunder Force 30+
Attack 1 Energy Cost: 1 Electric, 2 Colorless
Attack 1 Special: If the Pokemon using this attack has Grass and Electric basic Energy cards attached to it, the Defending Pokemon is now Asleep and Poisoned. If the Pokemon using this attack has Water and Electric 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 opponents Benched Pokemon.
Recommendation: This card is a near even split on the advantages. Making compatible decks for these are easy to do as well. Grass and Electric does 30 damage and can Poison and put Asleep, which means a lot of damage can be done before the opponent can attack. Water and Electric can do 40 damage and Bench Destroy, so it is good as well. No matter what you choose, you will be at an advantage in the game.

Mystery Plate Alpha



Mystery Plate Alpha
TM Text: Attach this card to 1 of your Pokemon in play. That Pokemon may use this card's attack instead of its own. At the end of your turn, discard Mystery Plate Alpha.
Attack 1: Desert Burn
Attack 1 Energy Cost: 1 Colorless
Attack 1 Special: 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 Pokemon is now Burned, Paralyzed, and Poisoned.
Recommendation: I must be dreaming. If your opponent has one Prize, you get to put on 3 separate Special Conditions. Not only can the Defending Pokemon not attack, but it could get KO'd by all the damage from Poison and Burn. This is definitely the better effect. Notice that with the Trainer search effect, it doesn't tell you to shuffle your deck afterward? Take careful note of what you have coming next.

Mystery Plate Beta



Mystery Plate Beta
TM Text: Attach this card to 1 of your Pokemon in play. That Pokemon may use this card's attack instead of its own. At the end of your turn, discard Mystery Plate Beta.
Attack 1: Stone Crush
Attack 1 Energy Cost: 1 Colorless
Attack 1 Special: 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 Pokemon (1 if it has only 1). Your opponent shuffles those cards into his or her deck.
Recommendation: I like the draw effect better because you could get something very useful. The Energy removal effect stalls for only one or two turns, and if your opponent is that close to winning, it may not matter.

Mystery Plate Gamma



Mystery Plate Gamma
TM Text: Attach this card to 1 of your Pokemon in play. That Pokemon may use this card's attack instead of its own. At the end of your turn, discard Mystery Plate Gamma.
Attack 1: Retro Cave
Attack 1 Energy Cost: 1 Colorless
Attack 1 Special: 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 Pokemon. Your opponent puts the top card on that Evolved Pokemon on the bottom of his or her deck. (This counts as devolving that Pokemon.)
Recommendation: This is an even split in the effects. You can get a new hand of 6 cards, which could help you out immensely if you get the right cards. You could also devolve a Pokemon, possibly KOing it and keeping the opponent from getting it and even trying to evolve. This could be the make or break of the game.

Mystery Plate Sigma



Mystery Plate Sigma
TM Text: Attach this card to 1 of your Pokemon in play. That Pokemon may use this card's attack instead of its own. At the end of your turn, discard Mystery Plate Sigma.
Attack 1: Healing Oasis
Attack 1 Energy Cost: 1 Colorless
Attack 1 Special: 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 Pokemon.
Recommendation: This Mystery Plate's power lies in its ability to heal your best Pokemon fully when you need it the most. You can also power up your Pokemon with the Energy cards you can get with the Energy search effect.