These are the Trainers already in the card game. The custom ones are listed below these.
Note: Some cards are removed due to lack of use for the opponent (e.g.: Energy Retrieval, and the cards that are changed in the rules file do not apply here.

The opposing player/opposing Pokemon means whoever is playing against the "Opponent".

IMPOSTER PROF. OAK: The opposing player must put all cards in his/her hand, shuffle, and draw 7 cards.

*SUPER ENERGY REMOVAL: Remove two energy cards attached to the opposing Pokemon.

DEFENDER: Subtract 20 damage when any active or benched Pokemon receives damage until the next turn. (one full turn means both players had gone once)

FULL HEAL: Heals Poison, Paralyze, Sleep, and Poison.

PLUSPOWER: If the active Pokemon's attack does any damage (effects do not count), add 10 more damage.

POKEMON CENTER: Heal all of active and benched Pokemon(s).

POKEMON FLUTE: Sleep won't affect the Active Pokemon (until it's K.O.'d or Retreated).

REVIVE: One Pokemon is no longer K.O.'d. (Choose with the coin flip method if there are more than one K.O.'d Pokemon in the Opponent's bench)

SUPER POTION: Remove damage counters up to or equal to 40 HP from that Pokemon.

*ENERGY REMOVAL: Remove one energy card attached to the opposing Pokemon.

GUST OF WIND: The active Pokemon will switch with the benched Pokemon with the lowest HP. (If there are two with the same HP, then you choose between them)

POTION: Remove damage counters up to or equal to 20 HP from the active Pokemon.

SWITCH: Retreat the active Pokemon, and flip coin(s) to pick which Pokemon to be active if there are more than one Pokemon that's still "alive".

* - First remove the Double Colorless (if there are any), then the Energy that matches the active Pokemon's type, then it's your choice.
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These are the custom cards.

MAX POTION: Remove all damage counters from the active Pokemon.

MINI POTION: Remove damage counters up to or equal to 10 HP from the active Pokemon.

NEUTRALIZER: Weakness/Resistance will not apply for the rest of the match.

PAINTBRUSH: Flip three coins: If you land...

   (H)(H)(H) Change active Pokemon's type to GRASS
   (H)(H)(T) Change active Pokemon's type to FIRE
   (H)(T)(H) Change active Pokemon's type to WATER
   (H)(T)(T) Change active Pokemon's type to ELECTRIC
   (T)(H)(H) Change active Pokemon's type to FIGHTING
   (T)(H)(T) Change active Pokemon's type to PSYCHIC
   (T)(T)(H) Trainer does nothing.
   (T)(T)(T) Flip again.

Do not change Weakness/Resistance, just the Pokemon's TYPE.  The effect of the paintbrush wears off when the Pokemon is switched to the bench, pr K.O.'d.

POISON BOMB: Flip a coin, if heads, then the opposing active Pokemon is Poisoned.

SLEEPING GAS: Flip a coin, if heads, then the opposing active Pokemon is asleep.

SMALL BOMB: Flip a coin, if heads, then put damage counters equal to 10 HP to the opposing active Pokemon.

TEAM ROCKET BOMB: All Pokemon active or benched on both sides receive 10 HP damage.

    Source: geocities.com/timessquare/corner/7250/chall

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