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Yu Yu Hakusho
Harry Potter
Vs. System

Pojo's Pokémon Card of the Day


Top 10 XY Cards

#10 - Super Potion  

- XY

Date Reviewed:
February 11, 2014

Ratings & Reviews Summary

Modified: 3.5
Limited: 4.5

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

Combos With: See Below

Baby Mario
2010 UK National

#10 Super Potion 

Hello and welcome to our countdown of the top 10 cards from XY. Honestly, there is so much good stuff in the set that a lot of deserving cards had to miss out. I’m pretty sure we will be covering those later on, though. Coming in a #10 is a card which we haven’t seen since the days of Base Set. Back then Bill Clinton was the US President and Spongebob was waiting to make his TV debut (thanks, Wikipedia). Yep, it was a long time ago. 

Now we usually exclude reprints from these top 10 lists, but in this case the card is a lot different from the original. True, both are healing cards (as you would expect from something with ‘Potion’ in its name), but the new Super Potion is definitely an improvement on a card that was almost never used when it first appeared. The old version stated that you had to first discard an Energy, then you could remove four damage counters from your Pokémon. The XY reprint’s text says heal 60 damage from your Pokémon, and if you do so discard an Energy. The first thing to notice is the extra healing power, but the wording is important too: basically it means that if you have no Energy on your Pokémon, you can still use Super Potion but without paying the cost. 

How useful will Super Potion be? Well, there’s a lot of competition out there from regular, Gold, and Max Potions. Super Potion has advantages and disadvantages when compared to them: it’s more effective than regular Potion but can result in a discard; it does less that Gold and Max Potion, but doesn’t take up an ACE SPEC slot and you don’t lose all your Energy if you have more than one attached. Whether or not it sees play will depend on how the attack maths work out in the format. If Super Potion can turn a two-hit KO into one which needs three attacks, it will be incredibly useful. If it can’t then players will stick to Max Potion. One thing worth noting is that there are going to be a lot of opening attacks in the format that hit for around 50 damage if the opponent uses Dark Claw or Muscle Band. Landorus EX, Thundurus EX, Yveltal, and Plasma Kyurem all fall into this category and will typically use a fast, cheap attack to set up KOs for later. Super Potion may find a niche as an effective answer to this strategy. 

It’s a card that can drift in and out of playability during a format, but it’s one that is always worth bearing in mind when looking for healing options. 


Modified: 3 (solid healing option in the right circumstances)

Limited: 4.5 (effective Prize denial in a relatively low damage environment)

Intro to
Unlimited 150

10. Super Potion



Like Potion before it, Super Potion has been reprinted healing more damage than its Base Set counterpart in order to keep up with the power creep on Pokemon's HP.

In Modified for the last couple of years the game has become more and more about hitting "magic numbers", the amount required to 2 hit KO specific threats. 90 damage such as Darkrai EX's attack is one such crucial number required to 2 hit KO 170/180 HP Pokemon EX. Because of this, Potion has finally managed to see some play so Super Potion will surely do too. The single Energy discard isn't too much of a drawback (compared to Max Potion) as a fully charged Pokemon can just have its energy replaced with an attachment.

With the HP maximum raising even higher with Mega Pokemon, tanking using Potion cards may become a highly viable strategy. Decks that feature energy acceleration such as Blastoise can also make use of Super Potion as they can negate the drawback easily.


Unlimited 150.

Potion doesn't see much/any play in this format but Max Potion does in tank decks or certain decks that require healing (such as Platinum Ampharos). Super Potion could be useful, though the idea of "magic numbers" isn't quite as important in such a varied, unpredictable format. With a generally lower HP limit, 60 will usually be enough to turn a 2 hit KO into a 3 hit KO so the effect of this card will have to be seen.



Modified: 4

Unlimited 150: 4

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