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Yu Yu Hakusho
Harry Potter
Vs. System

Pojo's Pokémon Card of the Day



- Flashfire

Date Reviewed:
June 24, 2014

Ratings & Reviews Summary

Standard: 2.25
Limited: 2.50

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


Always a popular choice with people who like to do Pokémon fan art, Lopunny hasn’t had a decent card in forever. This version at least tries to do something interesting. 

As usual, the interest comes from an Ability. Big Jump allows you to return Lopunny and all cards attached to it to your hand. Why would this be good? Because it can function as a re-usable damage sponge in combination with Reuniclus NVI/DRX: just move eight or fewer counters on to Lopunny and bounce it back to your hand, wiping the damage from the Field. It takes a bit of set up, of course, and can’t do anything about OHKOs, but it could be an alternative to something like Max Potion which only has a one-off use. 

Not that I’m arguing it as a better alternative: Max Potion is more efficient in the end, especially when used with an Energy Trans Ability like Aromatisse XY. Reuniclus is a pathetically weak Pokémon throughout its evolutionary line, and will most likely end up being rotated in September anyway. Still Lopunny’s effect is worth remembering in case some other combo presents itself in the future. For now, there really isn’t a compelling case to use it. 


Modified: 2.5 (I really like the Ability, but it’s hard to make much of it)

Limited: 2.5 (no real combos, but the attack is usable) 


Coming to you live from Pokemon Stadium, it's aroramage back again with a new dazzling card sure to bring spectators to the seats! Watch as she gracefully leaps onto the stage! Then back to her Trainer! Then back onto the stage! Then back to her Trainer again! This is the essentials of what our friend Lopunny does. Both of her attacks are jumping-themed, no doubt to compliment her bunny attributes, but are they worth it?


 Lopunny's first jumping ability is her Ability, Big Jump, which allows the player to return Lopunny and all cards attached to her back to the player's hand. Now knowing today's meta it's doubtful this effect would activate while Lopunny's the Active Pokemon - she'd be long gone before her effect would activate - but that's not to say it's not possible. Perhaps you need to rearrange the energy off of Lopunny onto another Pokemon like Black Kyurem-EX or Yveltal-EX or Mewtwo-EX - kinda see where I'm going with this? The idea of rearranging Lopunny's energy around could make for an interesting play, and if Lopunny comes back home while she's Active, it's like a free switch.


The biggest question that comes up after that is, "Why would Lopunny have Energy in the first place?" And that's where we look at her next big leap into the fray: the Sitdown Bounce. It's a lot of investment at 3 Energy, but it deals a solid 80 damage! The only catch: Lopunny has a 50% chance of not getting back up on the next turn. So you can see what the designers were going for: attack with Lopunny for heavy damage and then bounce her back to your hand if she can't attack, swapping in for a new attacker!


The thing is, in this format, that 50% chance becomes close to 100%, since there's no chance Lopunny will survive beyond the turn she's out. She's better off hopping around in casual play than tournament play, that much is for sure. Still, she could be a fun card to play with, though I doubt denying 1 KO from your opponent is worth it to change up your deck to try and fit her in.




Modified: 2/5 (this just isn't her playground)


Limited: 2.5/5 (in a format where every Prize counts, she's going to play a somewhat bigger role)


Arora Notealus: "Extremely cautious, it quickly bounds off when it senses danger." ...okay, now they're not even trying to disguise it.



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