Hey pojo. I've decided to take a very detailed look at Neo Genesis. I hope
you like my hard work! @.@


Type Key: L=Lightning F=Fighting W=Water G=Grass F=Fire P=Psychic C=colorless
D=Dark S=Steel

Rating System: 1 Awful, 2 not recommended, 3 Average, 4 very useful, 5 trade
whatever you can for it just use it!!!!!

Neo Genesis


01 Ampharos      HP80 L

LLL Gigaspark Flip a coin. If heads, the defending pokemon is now paralyzed
and this attack does 10 damage to each of your opponent's benched pokemon.
(Don't apply weakness or resistance for benched pokemon.) 40

Weakness: F        Resistance:       Retreat: CC

Analysis: Some people like it, but I don't. Stage twos are always hard to get
up, even with breeder. This one isn't too great, but okay.

Rating: 3



02 Azumarill   70HP   W

CC Tackle   20

WWW Bubble Shower  Flip a coin. If heads, the defending pokemon is now
paralyzed and this attack does 10 damage to each of your opponent's benched
pokemon. (Don't apply weakness or resistance for benched pokemon.)   30

Weakness: L       Resistance:     Retreat: C

Analysis: Pretty much the same thing as Ampharos, but worse. Just skip this
one.

Rating: 2



03 Bellossom   HP70   G

G Sweet Nectar  Flip a coin. If heads, remove all damage counters from one of
your pokemon.

GGC  Flower Dance  Does 30 damage times the number of cards with Bellossom in
their names that you have in play. (Including this one.)  30X

Weakness: F    Resistance:     Retreat: CC

Analysis: Sweet nectar is hard to pull off. But even if you do, with 70HP and
weakness to fire, Bellossom will only get to use it once. Flower dance is a
bit of a stretch. Getting out one Bellossom alone is difficult, let alone two
or three.

Rating: 1-2


04 Feraligatr    100HP  W

Pokemon Power: Beserk   When you play feraligatr from your hand, flip a coin.
If heads, discard the top 5 cards of your opponent's deck. If tails, discard
the top 5 cards of your deck.

WWWW Chomp  Flip a number of coins equal to the number of damage counters on
Feraligatr. This attack does 50 damage plus 10 more damage for each heads.

Weakness: G    Resistance:      Retreat: CCC

Analysis: Chomp can be devastating for your opponent. But it will only work
if you have lots of damage counters, so you'll probably only get to use it
once. Beserk is just luck. I suggest you use the other Feraligatr.

Rating: 2-3


05 Feraligatr   120HP  W

Pokemon Power: Downpour  As often as you like during your turn, (before your
attack) you may discard 1 W energy card from your hand. This power can't be
used if Feraligatr is asleep, confused, or paralyzed.

WWW Riptide  Does 10 damage plus 10 more damage for each W energy in your
discard pile. Then, shuffle all the W energy there into your deck.  10+

Weakness: G     Resistance:     Retreat: CCC

Analysis: This card is great with energy flow. Riptide does massive damage
and prevents you from decking. The only drawback is, you will need to put
much more water energy in your deck as usual. That means cutting
trainers....... :S

Rating: 3-4


06 Heracross   60HP  G

Pokemon Power: Final Blow  If Heracross's remaining HP is 20 or less, you may
make its Megahorn attack's base damage 120 instead of 60. This power can't be
used if Heracross is asleep, confused, or paralyzed.

WWW Megahorn  Flip a coin. If tails, this attack does nothing.  60

Weakness: F    Resistance:    Retreat: CC

Analysis: Excuse me? I don't think so. If you're hoping to do 120, think
again. Heracross's HP has to be 20 or 10. With 60 maximum, I don't think your
opponent will leave him with just a little HP. Even if it does work, Megahorn
is unreliable. This card is a disgrace to the TCG.

Rating: 1


07 Jumpluff   HP70  G

G Sleep Powder  The defending pokemon is now asleep.  20

G Leech Seed  If there are any damage counters on Jumpluff, remove one of
them.  20

Weakness: F     Resistance:     Retreat:

Analysis: Simple enough for ya? Jumpluff has "speed" written all over it.
Pack it into a deck with 7 or 8 G energies and some pokemon centers and
you're ready to go. Free retreat is always nice. This card practically laughs
at energy removal.

Rating: 4


08 Kindra    90HP  W

WWC Agility  Flip a coin. If heads, during your opponent's next turn, prevent
all effects of attacks, including damage, done to Kindra.  30

WWWW Dragon Tornado  If this attack doesn't knock out the defending pokemon,
and if there are any Pokemon on your opponent's bench, choose one of them and
switch it with the defending pokemon.

Weakness:        Resistance:       Retreat: CC

Analysis: Another stage 2, but this one might be worth it. Agility is nice,
and Dragon Tornado is a good scatter attack. No weakness is always nice.

Rating: 3-4


09 Lugia   HP90  C

FWL Elemental blast  Discard a F energy card, a W energy card, AND a L energy
card attached to Lugia in order to do this attack.  90

Weakness: P       Resistance:  F-30     Retreat: CC

Analysis: Wow. This card is baaaaaad. First off, you have to fit it in a 3
type deck (Or use lot's of rainbows), second, you have to put one of each W,
F, and L on him. Third, you have to discard not one, but ALL of them. Don't
even consider it. Even if it does get to use Elemental Blast, it's gone on
the next turn.

Rating: 1


10 Meganium   100HP  G

Pokemon Power: Herbal Scent  When you play Meganium from your hand, you may
flip a coin. If heads, remove all damage counters from all G pokemon in play.

GGCC  Body Slam  Flip a coin. If heads, the defending pokemon is now
paralyzed.  40

Weakness: F      Resistance:      Retreat: CCC

Analysis: The pokemon power can be useful, but I wish it were a basic so you
could scoop it over and over. But you can't. :p Body slam is solid.

Rating: 3


11 Meganium   100HP  G

Pokemon Power: Wild Growth  As long as Meganium is in play, each G energy
card attached to your G pokemon instead provides GG. This power can't be used
if Meganium is asleep, confused, or paralyzed.

GGGG  Soothing Scent  The defending pokemon is now asleep.  40

Weakness: F      Resistance:      Retreat: CCC

Analysis: Wild growth is awesome. It laughs at ER. It makes all the G pokemon
twice as good. With this power, Meganium itself can do 40 on turn two with an
auto sleep. Not too shaby.

Rating: 4


12 Pichu  HP30  L

If this pokemon is your active pokemon and your opponent tries to attack,
your opponent flips a coin. If tails, that attack does nothing and their turn
ends.

C  Zzzap  Does 20 damage to each pokemon in play that has a Pokemon Power.
Don't apply weakness or resistance.

Weakness:       Resistance:     Retreat:

Analysis: The ultimate Mime killer. Pretty much useless outside of that.

Rating: 2-3


13 Skarmory  HP60  S

C Claw  Flip a coin. If tails, this attack does nothing.  20

SCC Steel Wing  Flip a coin. If heads, all damage done to Skarmory by attacks
during your opponent's next turn is reduced by 20. (after applying weakness
or resistance)  30

Weakness: F     Resistance: G-30    Retreat: CC

Analysis: Scyther really hates this card. Steel wing is solid. No maigor
combos pop up here.

Rating: 3


14 Slowking  HP80  P

Pokemon Power: Mind games  Whenever your opponent plays a trainer card, flip
a coin. If heads, that trainer card does nothing. Put it ontop of your
opponent's deck. This power can't be used if Slowking is asleep, confused, or
paralyzed.

PPP Mind Blast  Flip a coin. If heads, this attack does 10 more damage and
the defending pokemon is now confused. If tails, this attack does 20 damage. 
20

Weakness: P     Resistance:    Retreat: CCC

Analysis: Dun dun dun dun!!!!! Slowking. The "evil" pokemon. Have 2 or 3 out
and that could mean game for you. This card combos great with TR Manky. Let
your opponent try for the trainer, stack two or three on their deck, and
mischief. It's like a super RSA all cramed into a pokemon power. In today's
enviroment (outside of sts), this guy 0nwz. Slowking has what it takes to
make a new archetype.

Rating: 5


15 Steelix  HP110 S

CC Tackle  20

SCC Tail Crush  Flip a coin. If heads, this attack does 30 damage plus 20
more damage. If tails, this attack does 20 damage.

Weakness: F    Resistance: G   Retreat: CCCC

Analysis: 110 HP is great for a stage 1. Steel energy makes it even more
defensive. Tail crush is ok, and even if you get tails, Steelix can take the
after shock from your opponent. 4 retreat is awful. Use switch or put him on
a suicide mission. ;)

Rating: 4


16 Togetic HP60 C

C Super Metronome  Flip a coin. If heads, choose an attack of one of your
opponent's pokemon. Super Metronome copys that attack except for energy
costs. (No matter what, Togetic is still C.) Togetic performs that attack.
(Togetic performs that attack even if it has two discard energy cards or
something else.)

CCC Fly  Flip a coin. If heads, during your opponent's next turn, prevent all
effects of attacks, including damage, done to Togetic. If tails, this attack
does nothing. (Not even damage.)  30

Weakness:        Resistance: F-30      Retreat:

Analysis: Super metronome is brutal on heads. But if tails, it's a waste.
60hp is bad for a stage one. Fly is unreliable. The only thing that makes
this pokemon look good is perfect bottom stats.

Rating: 2


17 Typhlosion  HP100 F

Pokemon Power: Fire Recharge  Once during your turn, before your attack, you
may flip a coin. If heads, attach a F enregy card from your discard pile to
one of your F pokemon. This attack can't be used if Typhlosion is asleep,
confused, or paralyzed.

FFFF Flame Burst  Flip a coin. If heads, this attack does 60 damage plus 20
more damage. If tails, this attack does 60 damage and typhlosion does 20
damage to itself. 60

Weakness: W     Resistance:    Retreat: CC

Analysis:  Fire recharge is good with Fire pokemon because most of their
attackes discard fire energy. Flame burst is solid. Just stick a gold berry
on him, and Flame burst till he goes down. Nice card.

Rating: 4


18 Typhlosion  HP100 F

Pokemon Power: Fire Boost  When you play Typhlosion from your hand, you may
flip a coin. If heads, search your deck for up to 4 F energy cards and attach
them to Typhlosion. Shuffle your deck afterword.

FFFF Flame Wheel  Discard 3 F energy cards attached to Typhlosion in order to
do this attack. Does 20 damage to each benched pokemon. (Yours and your
opponent's.) (Don't apply weakness or resistance for benched pokemon.)  80

Weakness: W    Resistance:      Retreat: CC

Analysis: Horrible. Don't use it. Your benched is damaged, and you lose 3
fire energys. Not playable.

Rating: 1


19 Metal Energy

Special Energy Card

Damage done to the Pokemon metal energy is attached to is reduced by 10.
(after applying weakness and resistance.) If the Pokemon metal energy is
attached to isn't S, whenever it damages a pokemon, reduce that damage by 10.
(After applying weakness and resistance.)
Metal energy provides S energy. (Doesn't count as a basic energy card.)

Analysis: A must in steel decks. Stall decks will love this card. Not much
use outside of that.

Rating: 5


20 Cleffa   30HP  C

If this pokemon is your active pokemon and your opponent tries to attack,
your opponent flips a coin. If tails, that attack does nothing and their turn
ends.

C  Eeeeeeek  Shuffle your hand into your decks, then draw 7 cards.

Weakness:          Resistance:        Retreat:

Analysis: Broken. Possibly the best basic of all time. Belongs in every deck.
This card even overcomes Oak. Don't miss this card.

Rating: 10 (It's too good it's off the scale!!!)


Well, that's it for now. I will do 21-111 next time. :D I hope you do post
this pojo, for it will help many people who need the scoop on Neo. l8ter

-Bryan Stark