Pokémon
Stage 1 — Psychic
English Oracle text
Psychic Removal (Psychic) 20
Flip 2 coins. If both of them are heads, discard all Energy attached to the Defending Pokémon.
Powerful Hand (Psychic, Psychic, Colorless)
Count the number of cards in your hand. Put that many damage counters on the Defending Pokémon. You can't put more than 7 damage counters in this way.
HP 70
Evolves from Duskull
Weakness Darkness ×2
Resistance Fighting -30
Retreat 1
Printed text is unavailable in this catalog snapshot.