Conductivity (TCG): Difference between revisions

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{{DeckInfobox
{{ArchetypeInfobox
|title=Conductivity
|title=Conductivity
|types={{e|Lightning}}{{e|Psychic}}{{e|Colorless}}{{e|Fire}}
|image=DarkAmpharosNeoDestiny1.jpg
|cards={{TCG ID|Neo Destiny|Dark Ampharos|1}}, {{TCG ID|Neo Genesis|Slowking|14}}
|image2=SlowkingNeoGenesis14.jpg
|caption={{TCG ID|Neo Destiny|Dark Ampharos|1}} and {{TCG ID|Neo Genesis|Slowking|14}}
|cards={{TCG ID|Neo Destiny|Dark Ampharos|1}}, {{TCG ID|Neo Genesis|Slowking|14}}, and {{TCG ID|Base Set|Energy Removal|92}}
|types={{e|Lightning}} {{e|Psychic}}
|era=2000-2001
}}
}}
'''Conductivity''' is a [[Pokémon Trading Card Game]] [[Deck archetype (TCG)|deck archetype]] based around {{TCG ID|Neo Destiny|Dark Ampharos|1}}'s [[Pokémon Power]] of the same name. It focuses on keeping the opponent's Pokémon low on energy and punishing them for playing {{TCG|Energy card}}s from their hand.
'''Conductivity''' is a [[Pokémon Trading Card Game]] {{TCG|Deck archetype|deck archetype}} based around {{TCG ID|Neo Destiny|Dark Ampharos|1}}'s [[Pokémon Power]] of the same name. It focuses on keeping the opponent's Pokémon low on Energy and punishing them for playing {{TCG|Energy card}}s from their hand.


==History==
==History==
The idea for a deck based around the '''Energy Control'''/'''Energy Denial''' theme was one of the first original [[Deck archetype (TCG)|deck archetypes]] created. With the release of {{TCG ID|Base Set|Energy Removal|92}} and {{TCG ID|Base Set|Super Energy Removal|79}} in the {{TCG|Base Set}}, many players began to wonder if a deck based around denying the opponent energy attachment would be competitive.  This strategy gained some ground with the release of {{TCG ID|Gym Heroes|Blaine's Charmander|61}} in the {{TCG|Gym Heroes}} set. Finally, the Pokémon company gave the archetype some recognition in the form of the {{TCG|Fire Extinguisher}} decklist and summary in the {{TCG|Gym Heroes Strategy Guide}}. At long last, with the release of the {{TCG|Neo Destiny}} set in 2002, there was a strong enough Pokémon to serve as the platform for the rest of the deck, while still fitting in with the theme: {{TCG ID|Neo Destiny|Dark Ampharos|1}}.
The idea for a deck based around the theme of controlling the opponent's Energy attachments was one of the first original {{TCG|Deck archetype|deck archetype}}s created. With the release of {{TCG ID|Base Set|Energy Removal|92}} and {{TCG ID|Base Set|Super Energy Removal|79}} in the {{TCG|Base Set}}, many players began to wonder if a deck based around denying the opponent Energy attachment would be competitive.  This strategy gained some ground with the release of {{TCG ID|Gym Heroes|Blaine's Charmander|61}} in the {{TCG|Gym Heroes}} expansion. Finally, the Pokémon company gave the archetype some recognition in the form of the {{TCG|Fire Extinguisher}} decklist and summary in the {{TCG|Gym Heroes Strategy Guide}}. With the release of the {{TCG|Neo Destiny}} expansion in 2002, there was a strong enough Pokémon to serve as the platform for the rest of the deck, while still fitting in with the theme: {{TCG ID|Neo Destiny|Dark Ampharos|1}}.


==Strategy==
==Strategy==
The deck is based around {{TCG ID|Neo Destiny|Dark Ampharos|1}}'s '''Conductivity''' [[Pokémon Power]], which deals 10 damage to an opponent's Pokémon each time an energy is attached to it. Then, the rest of the deck acts quickly to discard the energy, thus damaging the opponent's Pokémon and denying them energy at the same time. The ideal starter is {{TCG ID|Neo Genesis|Cleffa|20}}, which can stall AND provide hand support at the same time, which is a lethal combination to get {{TCG ID|Neo Destiny|Dark Ampharos|1}} onto the field as quickly and painlessly as possible. From that point, {{TCG ID|Neo Destiny|Dark Ampharos|1}} can sit on the bench dealing minor damage while {{TCG ID|Gym Heroes|Blaine's Charmander|61}}'s '''Kindle''' attack discards whatever energy the opponent dares to attach in the first place. Other cards like {{TCG ID|Base Set|Energy Removal|92}} can also discard energy, and {{TCG ID|Base Set|Item Finder|74}} ensures that those cards can be used more than once.
The deck is based around {{TCG ID|Neo Destiny|Dark Ampharos|1}}'s ''Conductivity'' {{TCG|Pokémon Power}}, which deals 10 damage to an opponent's Pokémon each time an Energy is attached to it. Then, the rest of the deck acts quickly to discard the Energy, thus damaging the opponent's Pokémon and denying them Energy at the same time. The ideal starter is {{TCG ID|Neo Genesis|Cleffa|20}}, which can stall and provide hand support at the same time, which is a lethal combination to get Dark Ampharos onto the field as quickly and painlessly as possible. From that point, Dark Ampharos can sit on the bench dealing minor damage while {{TCG ID|Gym Heroes|Blaine's Charmander|61}}'s ''Kindle'' attack discards whatever Energy the opponent dares to attach in the first place. Other cards like {{TCG ID|Base Set|Energy Removal|92}} can also discard Energy, and {{TCG ID|Base Set|Item Finder|74}} ensures that those cards can be used more than once.


==Cards==
==Cards==
===Key cards===
===Key cards===
*{{TCG ID|Neo Destiny|Dark Ampharos|1}}, as described before, utilizes its '''Conductivity''' [[Pokémon Power]] to punish the opponent for attaching whatever energy they can to their Pokémon. It is the main source of damage-infliction for the deck, as it can deal decent damage as an attacker, further boosted by any [[Darkness Energy (Special)|Darkness Energies]] attached to it.
*'''{{TCG ID|Neo Destiny|Dark Ampharos|1}}''', as described before, utilizes its ''Conductivity'' Pokémon Power to punish the opponent for attaching whatever Energy they can to their Pokémon. It is the main source of damage-infliction for the deck, as it can deal decent damage as an attacker, further boosted by any [[Darkness Energy (Special)|Darkness Energies]] attached to it.
*{{TCG ID|Neo Genesis|Slowking|14}} denies the opponent opportunities to negate {{TCG ID|Neo Destiny|Dark Ampharos|1}}'s [[Pokémon Power]] or attach extra energies to their Pokémon through {{TCG|Trainer Card}}s.
*'''{{TCG ID|Neo Genesis|Slowking|14}}''' denies the opponent opportunities to negate Dark Ampharos's Pokémon Power or attach extra energies to their Pokémon through {{TCG|Trainer Card}}s.
*{{TCG ID|Base Set|Energy Removal|92}} discards energies from opposing Pokémon, greatly limiting whatever attacking opportunties they have and diminishing their chances of winning the game.
*'''{{TCG ID|Base Set|Energy Removal|92}}''' discards Energies from opposing Pokémon, greatly limiting whatever attacking opportunities they have and diminishing their chances of winning the game.


===Other Pokémon===
===Other Pokémon===
*{{TCG ID|Neo Destiny|Mareep|75}} is useless except to evolve into {{TCG ID|Neo Destiny|Dark Ampharos|1}}, which is its only real purpose.
*'''{{TCG ID|Neo Destiny|Mareep|75}}''' is useless except to evolve into Dark Ampharos, which is its only real purpose.
*{{TCG ID|Neo Destiny|Dark Flaaffy|34}} is not a bad Pokémon, but it would not be used if not to evolve into {{TCG ID|Neo Destiny|Dark Ampharos|1}}, and even then, {{TCG ID|Base Set|Pokémon Breeder|76}} is usually a better option.
*'''{{TCG ID|Neo Destiny|Dark Flaaffy|34}}''' is not a bad Pokémon, but it would not be used if not to evolve into Dark Ampharos, and even then, {{TCG ID|Base Set|Pokémon Breeder|76}} is usually a better option.
*{{TCG ID|Neo Genesis|Slowpoke|73}} is utterly awful on its own, but becomes immeassurably better after evolution into {{TCG ID|Neo Genesis|Slowking|14}}.
*'''{{TCG ID|Neo Genesis|Slowpoke|73}}''' is utterly awful on its own, but becomes immeasurably better after evolution into Slowking.
*{{TCG ID|Neo Genesis|Cleffa|20}} refreshes a player's hand, giving them card advantage and more opportunities.
*'''{{TCG ID|Neo Genesis|Cleffa|20}}''' refreshes a player's hand, giving them card advantage and more opportunities.
*{{TCG ID|Gym Heroes|Blaine's Charmander|61}} is a stalling option to discard energies while the player is building up {{TCG ID|Neo Destiny|Dark Ampharos|1}} on their bench.
*'''{{TCG ID|Gym Heroes|Blaine's Charmander|61}}''' is a stalling option to discard energies while the player is building up Dark Ampharos on their bench.


===Other Trainers===
===Other Trainers===
*{{TCG ID|Base Set|Professor Oak|88}} is a slightly worse alternative to {{TCG ID|Neo Genesis|Cleffa|20}} that doesn't use up the player's attack for the turn.
*'''{{TCG ID|Base Set|Professor Oak|88}}''' is a slightly worse alternative to {{TCG ID|Neo Genesis|Cleffa|20}} that doesn't use up the player's attack for the turn.
*{{TCG ID|Base Set|Computer Search|71}} searches any card from the deck, which is useful for obvious reasons.
*'''{{TCG ID|Base Set|Computer Search|71}}''' searches any card from the deck, which is useful for obvious reasons.
*{{TCG ID|Base Set|Item Finder|74}} returns any {{TCG|Trainer Card}} from the discard pile to the player's hand, at a cost. This allows cards like {{TCG ID|Base Set|Energy Removal|92}} to be re-played.
*'''{{TCG ID|Base Set|Item Finder|74}}''' returns any {{TCG|Trainer card}} from the discard pile to the player's hand, at a cost. This allows cards like {{TCG ID|Base Set|Energy Removal|92}} to be re-played.
*{{TCG ID|Gym Challenge|Warp Point|126}} retreats the player's active Pokémon in a pinch, or swaps out the opponent's active Pokémon.
*'''{{TCG ID|Gym Challenge|Warp Point|126}}''' retreats the player's Active Pokémon in a pinch, or swaps out the opponent's Active Pokémon.
*{{TCG ID|Base Set|Super Energy Removal|79}} is a better alternative to {{TCG ID|Base Set|Energy Removal|92}}, but the player must also discard an energy from one of their own Pokémon.
*'''{{TCG ID|Base Set|Super Energy Removal|79}}''' is a better alternative to {{TCG ID|Base Set|Energy Removal|92}}, but the player must also discard an Energy from one of their own Pokémon.
*{{TCG ID|Base Set|Gust of Wind|93}} allows even more control of the opponent's gameplan, shutting down their options beyond hand control.
*'''{{TCG ID|Base Set|Gust of Wind|93}}''' allows even more control of the opponent's game plan, shutting down their options beyond hand control.
*{{TCG ID|Base Set|Bill|91}} is a simple drawing card, used in most decks to move toward card advantage.
*'''{{TCG ID|Base Set|Bill|91}}''' is a simple drawing card, used in most decks to move toward card advantage.
*{{TCG ID|Base Set|Pokémon Breeder|76}} lets a player skip an evolution, for instance evolving {{TCG ID|Neo Destiny|Mareep|75}} directly into {{TCG ID|Neo Destiny|Dark Ampharos|1}}, while normally {{TCG ID|Neo Destiny|Dark Flaaffy|34}} would be in the middle. This is good in that it speeds up the evolution process, reducing the turns required by one.
*'''{{TCG ID|Base Set|Pokémon Breeder|76}}''' lets a player skip an evolution, for instance evolving {{TCG ID|Neo Destiny|Mareep|75}} directly into Dark Ampharos, while normally {{TCG ID|Neo Destiny|Dark Flaaffy|34}} would be in the middle. This is good in that it speeds up the evolution process, reducing the turns required by one.
*{{TCG ID|Base Set|Pokémon Trader|77}} lets a player swap a Pokémon in their hand with one from their deck, which is helpful in getting {{TCG ID|Neo Destiny|Dark Ampharos|1}} onto the field as soon as possible.
*'''{{TCG ID|Base Set|Pokémon Trader|77}}''' lets a player swap a Pokémon in their hand with one from their deck, which is helpful in getting Dark Ampharos onto the field as soon as possible.


===Energy cards===
===Energy cards===
*[[Darkness Energy (Special)|Darkness Energy]] allows {{TCG ID|Neo Destiny|Dark Ampharos|1}} to do more damage when attacking.
*'''{{TCG ID|Neo Genesis|Darkness Energy|104}}''' allows Dark Ampharos to do more damage when attacking.
*{{TCG|Lightning Energy}} is needed to attack with {{TCG ID|Neo Destiny|Dark Ampharos|1}}'s '''Shock Bolt.'''
*'''{{TCG|Lightning Energy}}''' is needed to attack with Dark Ampharos' ''Shock Bolt.''
*{{TCG|Full Heal Energy}} ensures that {{TCG ID|Neo Destiny|Dark Ampharos|1}} will not be affected by a special condition and have '''Conductivity''' negated.
*'''{{TCG ID|Team Rocket|Full Heal Energy|81}}''' ensures that Dark Ampharos will not be affected by a special condition and have ''Conductivity'' negated.


==Typical decklist==
==Typical deck list==
{{DeckArchetype}}
{{DeckArchetype}}
{| {{graytable}}
{{decklist/header}}
|- style="background: #eaeaea;"
{{decklist/entry|3|{{TCG ID|Neo Destiny|Dark Ampharos|1}}|Lightning||Rare Holo}}
!Quantity
{{decklist/entry|2|{{TCG ID|Neo Destiny|Dark Flaaffy|34}}|Lightning||Uncommon}}
!Card Name
{{decklist/entry|3|{{TCG ID|Neo Destiny|Mareep|75}}|Lightning||Common}}
!Type
{{decklist/entry|3|{{TCG ID|Neo Genesis|Slowking|14}}|Psychic||Rare Holo}}
!Rarity
{{decklist/entry|3|{{TCG ID|Neo Genesis|Slowpoke|73}}|Psychic||Common}}
|-
{{decklist/entry|3|{{TCG ID|Neo Genesis|Cleffa|20}}|Colorless||Rare}}
| 3x || {{TCG ID|Neo Destiny|Mareep|75}} || {{e|Lightning}} || {{rar|Common}}
{{decklist/entry|2|{{TCG ID|Gym Heroes|Blaine's Charmander|61}}|Fire||Common}}
|-
{{decklist/entry|4|{{TCG|Energy Removal}}|Trainer||Common}}
| 2x || {{TCG ID|Neo Destiny|Dark Flaaffy|34}} || {{e|Lightning}} || {{rar|Uncommon}}
{{decklist/entry|3|{{TCG|Computer Search}}|Trainer||Rare}}
|-
{{decklist/entry|3|{{TCG|Item Finder}}|Trainer||Rare}}
| 3x || {{TCG ID|Neo Destiny|Dark Ampharos|1}} || {{e|Lightning}} || [[Image:Rarity Rare.png|Rare Holographic]]H
{{decklist/entry|3|{{TCG|Bill}}|Trainer||Common}}
|-
{{decklist/entry|3|{{TCG|Pokémon Trader}}|Trainer||Rare}}
| 3x || {{TCG ID|Neo Genesis|Slowpoke|73}} || {{e|Psychic}} || {{rar|Common}}
{{decklist/entry|2|{{TCG|Pokémon Breeder}}|Trainer||Rare}}
|-
{{decklist/entry|2|{{TCG|Professor Oak}}|Trainer||Uncommon}}
| 3x || {{TCG ID|Neo Genesis|Slowking|14}} || {{e|Psychic}} || [[Image:Rarity Rare.png|Rare Holographic]]H
{{decklist/entry|2|{{TCG|Warp Point}}|Trainer||Common}}
|-
{{decklist/entry|2|{{TCG|Super Energy Removal}}|Trainer||Rare}}
| 3x || {{TCG ID|Neo Genesis|Cleffa|20}} || {{e|Colorless}} || {{rar|Rare}}
{{decklist/entry|1|{{TCG|Gust of Wind}}|Trainer||Common}}
|-
{{decklist/entry|4|{{TCG ID|Team Rocket|Full Heal Energy|81}}|Energy|Colorless|Uncommon}}
| 2x || {{TCG ID|Gym Heroes|Blaine's Charmander|61}} || {{e|Fire}} || {{rar|Common}}
{{decklist/entry|2|{{TCG ID|Neo Genesis|Darkness Energy|104}}|Energy|Darkness|Rare Holo}}
|-
{{decklist/entry|7|{{TCG|Lightning Energy}}|Energy|Lightning|None}}
| 2x || {{TCG ID|Base Set|Professor Oak|88}} || T || {{rar|Uncommon}}
{{decklist/entry|3|{{TCG|Fire Energy}}|Energy|Fire|None}}
|-
{{decklist/footer}}
| 3x || {{TCG ID|Base Set|Computer Search|71}} || T || {{rar|Rare}}
|-
| 3x || {{TCG ID|Base Set|Item Finder|74}} || T || {{rar|Rare}}
|-
| 2x || {{TCG ID|Gym Challenge|Warp Point|126}} || T || {{rar|Common}}
|-
| 4x || {{TCG ID|Base Set|Energy Removal|92}} || T || {{rar|Rare}}
|-
| 2x || {{TCG ID|Base Set|Super Energy Removal|79}} || T || {{rar|Rare}}
|-
| 1x || {{TCG ID|Base Set|Gust of Wind|93}} || T || {{rar|Common}}
|-
| 3x || {{TCG ID|Base Set|Bill|91}} || T || {{rar|Common}}
|-
| 2x || {{TCG ID|Base Set|Pokémon Breeder|76}} || T || {{rar|Rare}}
|-
| 3x || {{TCG ID|Base Set|Pokémon Trader|77}} || T || {{rar|Rare}}
|-
| 2x || [[Darkness Energy (Special)|Darkness Energy]] || E || {{rar|Rare}}
|-
| 10x || {{TCG|Lightning Energy}} || E || --
|-
| 4x || {{TCG|Full Heal Energy}} || E || {{rar|Uncommon}}
|}


==Restriction==
==Restriction==
Since all the sets represented in the deck have been {{TCG|Rotation|rotated}} out of {{TCG|Modified format}} due to age, this exact deck has been rendered unplayable, although variations on the theme of '''Energy Denial''' remain incorporated into today's game.
Since all the expansions represented in Conductivity have been {{TCG|Rotation|rotated}} out of {{TCG|Modified format}}, this exact deck has been rendered unplayable. Variations on the theme of Energy denial remain incorporated into today's game, though, in the form of cards such as {{TCG|Crushing Hammer}} and {{TCG|Lost Remover}}.
 
{{Project TCG notice}}


{{Project Decks notice}}
[[Category:Deck archetypes]]
[[Category:Deck archetypes]]

Latest revision as of 21:20, 8 July 2014

Conductivity
DarkAmpharosNeoDestiny1.jpg
SlowkingNeoGenesis14.jpg
Dark Ampharos and Slowking
Types used Lightning Psychic
Major cards Dark Ampharos, Slowking, and Energy Removal
Era 2000-2001

Conductivity is a Pokémon Trading Card Game deck archetype based around Dark Ampharos's Pokémon Power of the same name. It focuses on keeping the opponent's Pokémon low on Energy and punishing them for playing Energy cards from their hand.

History

The idea for a deck based around the theme of controlling the opponent's Energy attachments was one of the first original deck archetypes created. With the release of Energy Removal and Super Energy Removal in the Base Set, many players began to wonder if a deck based around denying the opponent Energy attachment would be competitive. This strategy gained some ground with the release of Blaine's Charmander in the Gym Heroes expansion. Finally, the Pokémon company gave the archetype some recognition in the form of the Fire Extinguisher decklist and summary in the Gym Heroes Strategy Guide. With the release of the Neo Destiny expansion in 2002, there was a strong enough Pokémon to serve as the platform for the rest of the deck, while still fitting in with the theme: Dark Ampharos.

Strategy

The deck is based around Dark Ampharos's Conductivity Pokémon Power, which deals 10 damage to an opponent's Pokémon each time an Energy is attached to it. Then, the rest of the deck acts quickly to discard the Energy, thus damaging the opponent's Pokémon and denying them Energy at the same time. The ideal starter is Cleffa, which can stall and provide hand support at the same time, which is a lethal combination to get Dark Ampharos onto the field as quickly and painlessly as possible. From that point, Dark Ampharos can sit on the bench dealing minor damage while Blaine's Charmander's Kindle attack discards whatever Energy the opponent dares to attach in the first place. Other cards like Energy Removal can also discard Energy, and Item Finder ensures that those cards can be used more than once.

Cards

Key cards

  • Dark Ampharos, as described before, utilizes its Conductivity Pokémon Power to punish the opponent for attaching whatever Energy they can to their Pokémon. It is the main source of damage-infliction for the deck, as it can deal decent damage as an attacker, further boosted by any Darkness Energies attached to it.
  • Slowking denies the opponent opportunities to negate Dark Ampharos's Pokémon Power or attach extra energies to their Pokémon through Trainer Cards.
  • Energy Removal discards Energies from opposing Pokémon, greatly limiting whatever attacking opportunities they have and diminishing their chances of winning the game.

Other Pokémon

  • Mareep is useless except to evolve into Dark Ampharos, which is its only real purpose.
  • Dark Flaaffy is not a bad Pokémon, but it would not be used if not to evolve into Dark Ampharos, and even then, Pokémon Breeder is usually a better option.
  • Slowpoke is utterly awful on its own, but becomes immeasurably better after evolution into Slowking.
  • Cleffa refreshes a player's hand, giving them card advantage and more opportunities.
  • Blaine's Charmander is a stalling option to discard energies while the player is building up Dark Ampharos on their bench.

Other Trainers

  • Professor Oak is a slightly worse alternative to Cleffa that doesn't use up the player's attack for the turn.
  • Computer Search searches any card from the deck, which is useful for obvious reasons.
  • Item Finder returns any Trainer card from the discard pile to the player's hand, at a cost. This allows cards like Energy Removal to be re-played.
  • Warp Point retreats the player's Active Pokémon in a pinch, or swaps out the opponent's Active Pokémon.
  • Super Energy Removal is a better alternative to Energy Removal, but the player must also discard an Energy from one of their own Pokémon.
  • Gust of Wind allows even more control of the opponent's game plan, shutting down their options beyond hand control.
  • Bill is a simple drawing card, used in most decks to move toward card advantage.
  • Pokémon Breeder lets a player skip an evolution, for instance evolving Mareep directly into Dark Ampharos, while normally Dark Flaaffy would be in the middle. This is good in that it speeds up the evolution process, reducing the turns required by one.
  • Pokémon Trader lets a player swap a Pokémon in their hand with one from their deck, which is helpful in getting Dark Ampharos onto the field as soon as possible.

Energy cards

  • Darkness Energy allows Dark Ampharos to do more damage when attacking.
  • Lightning Energy is needed to attack with Dark Ampharos' Shock Bolt.
  • Full Heal Energy ensures that Dark Ampharos will not be affected by a special condition and have Conductivity negated.

Typical deck list

The deck list appearing below is not official; it is meant to represent an average build of the archetype, not specifically constructed for any regional metagame. Being that this is merely an archetype, a player may wish to change any part of this deck when building his or her own version.

Quantity Card Type Rarity
Dark Ampharos Lightning Rare Holo
Dark Flaaffy Lightning Uncommon
Mareep Lightning Common
Slowking Psychic Rare Holo
Slowpoke Psychic Common
Cleffa Colorless Rare
Blaine's Charmander Fire Common
Energy Removal T Common
Computer Search T Rare
Item Finder T Rare
Bill T Common
Pokémon Trader T Rare
Pokémon Breeder T Rare
Professor Oak T Uncommon
Warp Point T Common
Super Energy Removal T Rare
Gust of Wind T Common
Full Heal Energy Colorless E Uncommon
Darkness Energy Darkness E Rare Holo
Lightning Energy Lightning E
Fire Energy Fire E


Restriction

Since all the expansions represented in Conductivity have been rotated out of Modified format, this exact deck has been rendered unplayable. Variations on the theme of Energy denial remain incorporated into today's game, though, in the form of cards such as Crushing Hammer and Lost Remover.


Project TCG logo.png This article is part of Project TCG, a Bulbapedia project that aims to report on every aspect of the Pokémon Trading Card Game.