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Pojo's Pokémon Card of the Day


Full Heal  

Black & White

Date Reviewed: Nov. 11, 2011

Ratings & Reviews Summary

Modified: 1.50
Limited: 3.00

Ratings are based on a 1 to 5 scale.
1 being the worst. 
3 ... average.  
5 is the highest rating.

Back to the main COTD Page

Baby Mario
2010 UK National

Full Heal (Black and White)

Ahhh . . . Full Heal . . . one of the original Base Set cards that has seen pretty frequent reprinting throughout the history of the Pokémon TCG (sometimes in the form of Double Full Heal in the days when they referenced Double Battle mechanics on the cards). It’s a bit like Potion in that it is a card that every player has a stack of, but none would actually use in a competitive deck.

Unlike Potion, which got a bit of an upgrade recently, Full Heal still does the same old same old. It’s a Trainer card that removes all Special Conditions from your active Pokémon.

Is this any good? Well, it sort of is. Special Conditions, though not a focus of many decks in the metagame, can be annoying. Having a Pokémon dragged active and left Confused and Poisoned by Muk’s Sludge Drag can be a real pain; your opponent hitting Paralysis flips can really set you back; and sometimes it hurts YOU when your Sleeping Cleffa just won’t wake up at the start of your turn.

So, why hasn’t this card ever been played? Simply because of its very low utility. The number of times it will come in handy simply does not justify giving it a space it your deck, and besides there are other ways of dealing with Status effects. Special Conditions bar Paralysis and Sleep can be Retreated out of, and if this isn’t an option (due to high Retreat costs), then there is always Switch: a card which is much, much more useful in many more situations.

Full Heal is something that will likely always be around (it’s a fairly obvious thing to have in the game), but it almost certainly will never be played except in the unlikely event that all switching cards are rotated out, and Status Condition decks become massively powerful. To be honest, I don’t see either of those things happening (mind you, who would have thought that Gust of Wind would be reprinted?), so Full Heal seems destined to stay as the shoebox/theme deck/very new player card that it has pretty much always been.


Modified: 1.5 (deck space is too precious for cards like Full Heal)

Limited: 3 (it’s a Trainer, so you likely play it. It might even come in handy)

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