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Gloom
NM
LP
MP
HP

Viewing offers in Near Mint condition

Uncommon · Pokemon - Stage1 - Grass

Gloom

Uncommon · Pokemon - Stage1 - Grass · Neo Genesis
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

Attack Strange Powder (20): Flip a coin. If heads, the Defending Pokémon is now Confused; if tails, the Defending Pokémon is now Asleep.
Attack Sticky Nectar (20+): Flip a coin. If heads, this attack does 20 damage plus 10 more damage and, until the end of your opponent's next turn, as long as Gloom is your Active Pokémon, the Defending Pokémon can't retreat, and if the effect of an attack, Pokémon Power, or Trainer card would change that player's Active Pokémon, that part of the effect does nothing. If tails, this attack does 20 damage.

Card Details

-/-Power / Toughness
-Mana Cost
27Prints

Character Background

Gloom from Jungle is a classic disruption-focused Stage 1 that fits best into a control or tempo shell, especially in slower Grass decks that want to stretch the game and turn every turn into a tax on the opponent. Poisonpowder is straightforward but effective: poisoning the Defending Pokémon forces gradual damage, pressures retreat decisions, and pairs well with stall elements or spread support. Foul Odor adds a more chaotic angle, dealing 20 while leaving both Active Pokémon Confused, which can buy you extra turns if Gloom survives the self-inflicted downside. Because Gloom is also vulnerable to its own confusion, it rewards deckbuilding around switch effects, healing, or a sturdy evolution line that can reset board state. In Jungle-era play, it works nicely alongside status-heavy Grass builds and cards that capitalize on passive damage, making it a solid midgame irritant rather than a primary finisher.

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

Gloom from Jungle is a classic disruption-focused Stage 1 that fits best into a control or tempo shell, especially in slower Grass decks that want to stretch the game and turn every turn into a tax on the opponent. Poisonpowder is straightforward but effective: poisoning the Defending Pokémon forces gradual damage, pressures retreat decisions, and pairs well with stall elements or spread support. Foul Odor adds a more chaotic angle, dealing 20 while leaving both Active Pokémon Confused, which can buy you extra turns if Gloom survives the self-inflicted downside. Because Gloom is also vulnerable to its own confusion, it rewards deckbuilding around switch effects, healing, or a sturdy evolution line that can reset board state. In Jungle-era play, it works nicely alongside status-heavy Grass builds and cards that capitalize on passive damage, making it a solid midgame irritant rather than a primary finisher.

Generated using gpt-5.4-mini · Updated at 2026-08-12 00:10:43 UTC

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