Home / Pokemon / Chaos Rising / Special Red Card
Special Red Card
NM
LP
MP
HP

Viewing offers in Near Mint condition

Uncommon · Trainer

Special Red Card

Uncommon · Trainer · Chaos Rising
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

You can use this card only if your opponent has 3 or fewer Prize cards remaining.

Your opponent shuffles their hand and puts it on the bottom of their deck. If they put any cards on the bottom of their deck in this way, they draw 3 cards.

Card Details

-/-Power / Toughness
-Mana Cost
1Prints

Character Background

Special Red Card is a late-game disruption tool that shines in control and tempo decks, especially ones built to survive until the endgame and then slam the door shut. Because you can only use it when your opponent has 3 or fewer Prize cards remaining, it’s clearly designed as a comeback stopper or a finisher’s companion: you strip away their carefully assembled hand and force them to bottom it, then replace some of that advantage with only a modest draw of 3 if they actually commit cards. That makes it strongest when your deck can pressure while denying resources, such as lists that use hand disruption, gust effects, or repeated attackers that trade efficiently. It also pairs well with decks that can limit follow-up turns by leaving the opponent with awkward, low-impact draws. A practical tip: include it in builds that can close games quickly after use, because the card is best when you immediately convert their reduced options into a knockout or lock position.

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.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Special Red Card is a late-game disruption tool that shines in control and tempo decks, especially ones built to survive until the endgame and then slam the door shut. Because you can only use it when your opponent has 3 or fewer Prize cards remaining, it’s clearly designed as a comeback stopper or a finisher’s companion: you strip away their carefully assembled hand and force them to bottom it, then replace some of that advantage with only a modest draw of 3 if they actually commit cards. That makes it strongest when your deck can pressure while denying resources, such as lists that use hand disruption, gust effects, or repeated attackers that trade efficiently. It also pairs well with decks that can limit follow-up turns by leaving the opponent with awkward, low-impact draws. A practical tip: include it in builds that can close games quickly after use, because the card is best when you immediately convert their reduced options into a knockout or lock position.

Generated using gpt-5.4-mini · Updated at 2026-08-21 11:10:43 UTC

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