You can't have more than 1 ACE SPEC card in your deck.
Team Plasma
Team Plasma
You can't have more than 1 ACE SPEC card in your deck.
FLARE
(Prism Star) Rule You can't have more than 1 card with the same name in your deck. If a card would go to the discard pile, put it in the Lost Zone instead.
TAG TEAM
Attach Buffer Piece to 1 of your Pokémon that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.
VSTAR Power
Damage done to the Pokémon Buffer Piece is attached to by an opponent's attack is reduced by 20 (after applying Weakness and Resistance). At the end of your opponent's turn after you played Buffer Piece, discard Buffer Piece.
Do Nothing
At the beginning of your turn, flip a coin. If heads, you can do nothing during your turn. If tails, your opponent can do nothing during his or her next turn.
Do Nothing
At the beginning of your turn, flip a coin. If heads, you can do nothing during your turn. If tails, your opponent can do nothing during his or her next turn.
Do Nothing
At the beginning of your turn, flip a coin. If heads, you can do nothing during your turn. If tails, your opponent can do nothing during his or her next turn.
Arceus print
You can't have more than 1 ACE SPEC card in your deck.
Team Plasma
Team Plasma
You can't have more than 1 ACE SPEC card in your deck.
FLARE
(Prism Star) Rule You can't have more than 1 card with the same name in your deck. If a card would go to the discard pile, put it in the Lost Zone instead.
TAG TEAM
Attach Buffer Piece to 1 of your Pokémon that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.
VSTAR Power
Damage done to the Pokémon this card is attached to by an opponent's attack is reduced by 20 (after applying Weakness and Resistance). At the end of your opponent's turn after you played Buffer Piece, discard Buffer Piece.
Do Nothing
At the beginning of your turn, flip a coin. If heads, you can do nothing during your turn. If tails, your opponent can do nothing during his or her next turn.
Do Nothing
At the beginning of your turn, flip a coin. If heads, you can do nothing during your turn. If tails, your opponent can do nothing during his or her next turn.
Do Nothing
At the beginning of your turn, flip a coin. If heads, you can do nothing during your turn. If tails, your opponent can do nothing during his or her next turn.