Dragonite
Card Archetypes
Dragonite typically represents Grass, Water, and Lightning. Water and Lightning are the "storm" colors, often shared by Dragon-type Kingdra cards. Grass rounds out the trio of types to "soften" the storm colors in a holistically nature-focused direction.
Dragonite typically attacks with a few main types of effects. For damage, you typically need to rely on coin flips. Giant Tail is a classic, dealing a huge amount of damage for a large number of (typically Colorless) Energy, and nothing on a tails. Draco Meteor does the same, but usually for less than half as much damage, targeted at each of your opponent's Pokémon. Finally, you have the "Giant Tail"-style effects, which usually flip a large number of coins (often four) and deal some significant damage for each heads.
There are also some more consistent effects, and these are usually the stronger attacks. Deafen has been seen on two Dragonite cards so far, and it item locks for a few Colorless Energy, on top of a reasonable amount of damage. This effect, while oppressive on other Pokémon, feels at home on Dragonite, since it has a high enough cost, does enough damage to avoid stalling, and is present on a Stage 2 Pokémon. Dragonite also has a few healing attacks, usually with a moderate amount of damage stapled on as well.
Finally, we can talk about Abilities. Often, these focus on mobility. The very first Dragonite had Step In, the very first of its kind. We later had Tailwind, which reduces your other Pokémon's Retreat Costs, then Burst In, a one-time Rush In-style effect, and most recently Jet Cruise, a full free Retreat on all of your Pokémon, including Dragonite.
Designing a Dragonite Card
First, let me define my parameters. I would like to design for the Black & White era of Pokémon, and I plan to use the Grass and Lightning types on the card. Additionally, I want to reference three of the archetypes from above, namely coin flips, healing, and mobility. To avoid over-crowding the card, I will implement the coin flips as a core part of the card, rather than relegating it to a risky attack.
I was inspired by the artwork above by LuCCas93 to create a "diving" card, something with a Rush In-inspired effect. For this effect, I'll allow it to move from the Bench to the Active Spot once per turn, and if it does, optionally move an Energy from the previous Active Pokémon to Dragonite.
If I'm giving Dragonite this buff of pseudo-Energy acceleration, I want to give it a powerful, high-costed attack. Sticking to the Grass and Lightning costs, I think I'll go with "Theraputic Tail". Taking inspiration from Dragon Tail, I'll flip multiple coins. For each heads, I'll allow the player to choose damage, healing, or removing Special Conditions. This gives player agency back to an attack with coin flips, which would normally rob it of such.
The following is the finished spoiler for the card, with proper wording for the Black & White era.
Dragonite 150HP [N] [Ability] Swoop In Once during your turn, (before your attack), if this Pokémon is on your Bench, you may switch it with your Active Pokémon. If you do, you may move an Energy card from that Pokémon to this Pokémon. [G][L][C][C] Theraputic Tail Flip 4 coins. For each heads, choose 1: - This attack deals 50 damage to the Defending Pokémon. - Heal 30 damage from this Pokémon. - Remove all Special Conditions from this Pokémon. W/R/RC: N/-/3