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Yu Yu Hakusho
Harry Potter
Vs. System

Pojo's Pokémon Card of the Day


 All-Night Party

- XY BREAKpoint

Date Reviewed:
March 10, 2016

Ratings & Reviews Summary

Standard: 2.13
Expanded: 1.88
Limited: 2.50

Ratings are based on a 1 to 5 scale.
1 being horrible.  3 ... average.  5 is awesome.

Back to the main COTD Page


So what can be said about All-Night Party? I mean, it was a promo card in Japanese, and it's all about waking up and healing damage. 

...that's...really about it. 

Again, Hypno combos really well with this card as pseudo-Rough Seas for your Active Pokemon, but your opponent can also benefit off of this effect, so you need to act fast and furious to take advantage of your opponent's exposure. Either that or take advantage of the Sleep condition you put on your opponent somehow. 

...or get rid of All-Night Party. Really, it's casual at best otherwise. 


Standard: 1.5/5 (a counter to one status...and some healing, does not a good card make) 

Expanded: 1.5/5 (there's really not much else to say about this card) 

Limited: 1.5/5 (...yep) 

Arora Notealus: At least this is a cool card! I mean, Hypno puts you to sleep, this card invites your Pokemon out for a night on the town... 



All-Night Party (XY: BREAKpoint 96/122) is the second in the blatant three card combo we are covering here on Pojo.com.  It is a Stadium that allows you, once per turn, to remove the Sleep Special Condition from your Active Pokémon (no other Special Conditions are affected).  If you do, then you also heal 30 damage from that Pokémon.  There are plenty of ways to remove all Special Conditions in both Standard and Expanded, usually with a switching card to either a spare attacker or something with a free Retreat; if it is a Pokémon like Keldeo-EX with its “Rush In” Ability and a Float Stone attached, it can do the entire trick on its own.  Healing is a bit less common, though Pokémon Center Lady could remove all the Special Conditions on your Active as well as heal 60 damage, while Audino (BW: Boundaries Crossed 126/149) can remove one Special Condition (your choice if there is more than one) and heal 10 damage from your Active if you discard it from your hand via its “Busy Body” Ability.  With low Energy, Basic (or worth re-Evolving) attackers, AZ or Super Scoop Up are also an option. 

All-Night Party exists to create a combo between itself, Hypno (XY: BREAKpoint 51/122) which was reviewed yesterday, and tomorrow’s subject Darkrai-EX (XY: BREAKpoint 74/122, 118/122).  The former has an Ability (Goodnight, Baby) that leaves both Active Pokémon (yours and your opponent’s) Asleep when you use it while said Darkrai-EX has an attack (Dark Head) that for [DCC] does 80+80 damage.  A Muscle Band extends that into OHKO range for nearly all Basic Pokémon-EX and almost every non-Pokémon-EX that lacks built in protection.  If you score a OHKO, it doesn’t matter that you are providing a way to deal with Sleep, but not only do you solve your own Problem, you might extend the lifespan of Darkrai-EX.  In Expanded, you are better off using Hypnotoxic Laser to try and inflict Sleep and taking advantage of multiple fallback options (like prepping and retreating to a Yveltal-EX, made easy thanks to Dark Patch) should your opponent remain awake.  Even Dark Head hits pretty good (still 80 damage plus any bonuses from stuff like Muscle Band) should Hypnotoxic Laser fail you.   

In Standard, Zoroark (XY: BREAKthrough 91/162) with Float Stone subs for Keldeo-EX with Float Stone, plus is a great backup attacker.  Even here All-Night Party isn’t the be-all-end-all Stadium for this deck; I would include it (after all Abilities or Pokémon Tools may be blocked), but possibly with Reverse Valley as an alternate.  After all, another +10 damage could come in handy; even if you encounter nothing with 190 HP, it allows Dark Head to still hit 180 against something Asleep when Darkrai-EX has Fighting Fury Belt attached instead of Muscle Band.  Definitely run All-Night Party for Limited, but be careful not to drop it prematurely in case your opponent has Delinquent, their own stadium, or Hypno waiting to hit the field. 


Standard: 2.75/5 

Expanded: 2.25/5 

Limited: 3.5/5 

Summary: As a general Stadium pick it is weak but functional, but in certain decks it can be quite useful; the net result is something I believe is a little below average, but the reason I include a summary is because sometimes scores are best with an explanation.  In other words, still get a few of these and experiment with them if you are trying out Hypno/Darkrai-EX in Standard.  Maybe even in Expanded. 

Like Hypno, All-Night Party didn’t make my personal Top 10 or 15, nor the site’s collective Top 10, 15 or 20.  At least it is a festive looking card with niche use.

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