Home / Pokemon / Plasma Storm / Escape Rope
Escape Rope
NM
LP
MP
HP

Viewing offers in Near Mint condition

Uncommon · Trainer

Escape Rope

Uncommon · Trainer · Plasma Storm
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

Each player switches his or her Active Pokémon with 1 of his or her Benched Pokémon. (Your opponent switches first. If a player does not have a Benched Pokémon, he or she doesn’t switch Pokémon.)

Card Details

-/-Power / Toughness
-Mana Cost
5Prints

Character Background

Escape Rope is a deceptively simple Trainer that shines in tempo and disruption decks, especially in Plasma Storm strategies that want to stay ahead on the board while denying the opponent an ideal Active. Because your opponent switches first, you can use it to drag up a clunky attacker, force an awkward retreat, or reset a damaged Pokémon before it can be finished off, then pivot into a better matchup from your Bench. It pairs well with decks that run “gust” pressure, spread damage, or hit-and-run attackers, since forcing movement can strand energy or break evolutions that were carefully positioned. A strong deckbuilding tip is to include enough mobility or free-retreat Pokémon so Escape Rope never hurts you more than it helps the opponent; it is best when your Bench is full of useful options rather than filler. In play, it rewards planning several turns ahead and turns board position into a weapon.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.09 - $0.13
At the current market price of $0.00.
Average Time to Sell
3 days
At the current market price of $0.00.

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Character Background

Escape Rope is a deceptively simple Trainer that shines in tempo and disruption decks, especially in Plasma Storm strategies that want to stay ahead on the board while denying the opponent an ideal Active. Because your opponent switches first, you can use it to drag up a clunky attacker, force an awkward retreat, or reset a damaged Pokémon before it can be finished off, then pivot into a better matchup from your Bench. It pairs well with decks that run “gust” pressure, spread damage, or hit-and-run attackers, since forcing movement can strand energy or break evolutions that were carefully positioned. A strong deckbuilding tip is to include enough mobility or free-retreat Pokémon so Escape Rope never hurts you more than it helps the opponent; it is best when your Bench is full of useful options rather than filler. In play, it rewards planning several turns ahead and turns board position into a weapon.

Generated using gpt-5.4-mini · Updated at 2026-08-23 16:20:43 UTC

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