Charizard
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Description
Celebrations Classic Collection
Stage 2 Charizard
Pokemon Power: Energy Burn
- As often as you like during your turn (before your attack), you may turn all Energy attached to Charizard into Fire Energy for the rest of the turn. This power can't be used if Charizard is Asleep, Confused, or Paralyzed.
Fire Spin 100
- Discard 2 Energy cards attached to Charizard in order to use this attack.
HP 120
CARD CONDITION GUIDE
Near Mint/Mint (NM/M) - cards may have a nearly unmarked surface, crisp corners and unblemished edges outside of a few minimal flaws. There may be a tiny edge nick or a tiny scratch or two with no major defects or flaws. These cards can range from no imperfections to a few minor imperfections.
Light Play (LP) - cards may have minor border or corner wear or even just slight scuffs or scratches. These cards include both cards with a handful of minor imperfections and those with a few more noticeable imperfections.
Moderate Play (MP) - cards may have border wear, corner wear, scratching or scuffing, creases or whitening or any combination of mild examples of these marks. These cards may have some form of a more major marking, such as creasing that does not affect card integrity, but not in combination with other issues such as scratches, scuffs or border/edge wear and not impacting a large area of the card.
Heavy Play (HP) - cards may show a severe amount of wear. These cards can have one small instance of missing ink, along with major creasing, whitening and border wear. These cards may still be playable when sleeved.
Damaged (DMG) - cards are damaged in a way that most likely is unplayable in tournaments, even in a sleeve. This damage may include heavy wear, creases, dents, scratches, bends, scuffs, tears, inking, water damage and/or other types of damage.