Attack Horrid Pollen (30): Flip 2 coins. If 1 is heads, the Defending Pokémon is now Asleep and Poisoned. If both are heads, the Defending Pokémon is now Confused and Poisoned. If both are tails, the Defending Pokémon is now Paralyzed and Poisoned.
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Dark Venusaur
Oracle Text
Attack Horrid Pollen (30): Flip 2 coins. If 1 is heads, the Defending Pokémon is now Asleep and Poisoned. If both are heads, the Defending Pokémon is now Confused and Poisoned. If both are tails, the Defending Pokémon is now Paralyzed and Poisoned.
Card Details
Character Background
Dark Venusaur leans hard into a control-oriented game plan, using status chaos to buy time while poison chips away at the opponent’s board. Horrid Pollen is especially nasty because it always poisons, then layers on a second condition based on the coin flips: sleep, confusion, or paralysis can all derail an opposing attacker and force awkward turns. That makes Dark Venusaur a strong fit in a tempo-control shell that wants to slow the game, preserve board advantage, and pressure prizes through attrition rather than raw damage. Deckbuilding-wise, pair it with consistency and disruption cards that help you reach Stage 2 reliably, plus effects that exploit stalled defenders; anything that punishes retreating or rewards a poisoned target gets better here. Since the attack is swingy, you want support for repeated attacks and ways to capitalize even when the flips are less favorable. Dark Venusaur feels like a hostile overgrowth given form—patient, suffocating, and best when the whole deck is built to keep the opponent trapped in its pollen cloud.
Generated using gpt-5.4-mini
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Character Background
Dark Venusaur leans hard into a control-oriented game plan, using status chaos to buy time while poison chips away at the opponent’s board. Horrid Pollen is especially nasty because it always poisons, then layers on a second condition based on the coin flips: sleep, confusion, or paralysis can all derail an opposing attacker and force awkward turns. That makes Dark Venusaur a strong fit in a tempo-control shell that wants to slow the game, preserve board advantage, and pressure prizes through attrition rather than raw damage. Deckbuilding-wise, pair it with consistency and disruption cards that help you reach Stage 2 reliably, plus effects that exploit stalled defenders; anything that punishes retreating or rewards a poisoned target gets better here. Since the attack is swingy, you want support for repeated attacks and ways to capitalize even when the flips are less favorable. Dark Venusaur feels like a hostile overgrowth given form—patient, suffocating, and best when the whole deck is built to keep the opponent trapped in its pollen cloud.
Generated using gpt-5.4-mini · Updated at 2026-08-12 07:10:44 UTC
