Unlike attacks, abilities: Don't require energy (usually) Can be used multiple times per turn (usually) Work even if the Pokemon is on the Bench Have various restrictions and timing Types of Abilities: When you play this Pokemon = happens once when played Once during your turn = use once per turn As long as this Pokemon is in play = continuous effect When this Pokemon is Knocked Out = happens when KO'd Ability Examples: Draw 2 cards = add cards to your hand Search your deck = find specific cards Prevent all damage = protection effect Attach an extra energy = energy acceleration Weakness and Resistance Weakness (): Double damage from specific types Applies to all attacks from that type Can't be reduced below double damage Most Pokemon have weakness to one type Resistance (): Reduces damage from specific types Usually -20 or -30 damage Only some Pokemon have resistance Applied after weakness calculations Weakness/Resistance Examples: Fire Pokemon usually weak to Water Water Pokemon usually weak to Electric Metal Pokemon often resist Grass attacks Retreat Cost What It Means: Retreat cost is how much energy you need to discard to switch your Active Pokemon to the Bench

For example, you could cast one artifact creature as your artifact card and another artifact creature as your creature card
Crew 3 is a little steep, but the saboteur ability on Jackdaw more than makes up for it
It doesnt matter how much ward or hexproof your opponents commander has, or which counterspells theyre holding if you have a Solitary Confinement in play, theyre not dealing you damage
SH: Sat 9am-6pm
140 DMG is enough to cripple a lot of EX Pokmon, and then Psychic types like Mega Gardevoir EX, Giratina EX, or Mega Altaria EX can help win the battle