"Gather Fire" Once during your turn (before your attack), you may take 1 F Energy card attached to 1 of your other Pokemon and attach it to Charmander. This power can't be used if Charmander is Asleep, Confused, or Paralyzed.
(F) Dig Under Choose 1 of your opponent's Pokemon. This attack does 10 damage to that Pokemon. Don't apply Weakness and Resistance for this attack. (Any other effects that would happen after Applying Weakness and resistance still happen.)
"Long-Distance Hypnosis" Once during your turn (before your attack), you may flip a coin. If heads, the Defending Pokemon is now Asleep; if tails, your Active Pokemon is now Asleep. The power can't be used if Drowzee is Asleep, Confused, or Paralyzed.
Attack(1)
(*)(P) Nightmare (10) The Defending Pokemon is now Asleep.
(*)(*) Psyshock (10) If the Defending Pokemon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, that attack does nothing.
(G) Poison Gas The Defending Pokemon is now Asleep.
Attack(2)
(G)(G) Sticky Hands (10+) Flip a coin. If heads, this attack does 10 damage plus 20 more damage and the Defending Pokemon is now Paralyzed; if tails, this attack does 10 damage.
(*)(*) Coin Hurl Choose 1 of your opponent's Pokemon and flip a coin. If heads, this attack does 20 damage to that Pokemon. Don't apply Weakness and Resistance for this attack. (Any other effects that would happen after applying Weakness and Resistance still happen.)
(*)(W) Water Gun (20+) Does 20 damage plus 10 more damage for each W Energy attached to Psyduck but not used to pay for this attack. You can't add more than 20 damage in this way.
"Trickery" Once during your turn (before your attack), you may switch 1 of your Prizes with the top card of your deck. This power can't be used if Rattata is Asleep, Confused, or Paralyzed.
Attack(1)
(*) Quick Attack (10+) Flip a coin. If heads, this attack does 10 damage plus 10 more damage; if tails, this attack does 10 damage.