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Lucky ice pop is too strong :(
Makes the game not fun
It should only work once a turn or need a coinflip for the first heal
Comments
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No you flip a coin every time and if its heads then put it back in your hand.
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I agree it's too "strong" indeed, the only limitation is that can only be used in the active Pokemon...
I personally think it was a bad decision to create this kind of card, it makes the game more rng and more annoying.
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I don't think comparing it with Celebi ex deck makes sense, I mean the deck was fun and saw a lot of play, but was never the best deck, and it required the stage 2 Serperior without rare candy for Celebi to be the main attacker... it wasn't a game changer like this kind of cards.
A better comparation would be Misty, this kind of limitless use/flips are bad for the competitive game because the skill needed to win reduces and it gets annoying.
I'm not saying I'm not using it, in fact I have it in several of my decks, but doesn't mean I think it's good for the game.
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In Live it heals 10 less than Potion so it wasn't automatically better. Agree with OP that it should have a slight nerf in some way
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This card requires a balance - it makes the competitive gameplay significantly less fun
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I've had a recent Ranked match using Mega Blaziken ex theme deck versus… Indeedee ex *alone*. Although I won, my opponent was so lucky on 1 of their turns — he/she used 1 Lucky Ice Pop to heal… 120 damage from Indeedee (that required 6 heads).
Battle Log
[…]
Pokémon Checkup
[…]
Your opponent's Indeedee ex took 20 damage for being Burned (its HP left is now 10).
[…]
Your opponent's Indeedee ex recovered from being Burned.
Opponent's turn (Turn 6)
Your opponent drew a card.
Your opponent used his/her Active Indeedee ex's Watch Over Ability.
Your opponent healed 20 damage from his/her Indeedee ex (its HP left is now 30).
Your opponent played a Lucky Ice Pop from his/her hand.
Your opponent healed 20 damage from his/her Indeedee ex (its HP left is now 50).
Your opponent flipped a coin for the Lucky Ice Pop's effect, and the result was Heads.
Your opponent put the Lucky Ice Pop he/she has played into his/her hand instead of his/her discard pile.
[…]
Your opponent played a Lucky Ice Pop from his/her hand.
Your opponent healed 20 damage from his/her Indeedee ex (its HP left is now 150*).
Your opponent flipped a coin for the Lucky Ice Pop's effect, and the result was Heads.
Your opponent put the Lucky Ice Pop he/she has played into his/her hand instead of his/her discard pile.
Your opponent attached a Psychic Energy from his/her Energy Zone to his/her Active Indeedee ex.
Your opponent's Active Indeedee used Psychic and did 60 damage to your Active Mega Blaziken ex (its HP left is now 160).
[…]
Pokémon Checkup
[…]
Your opponent's Indeedee ex took 20 damage for being Burned (its HP left is now 10).
[…]
Your opponent's Indeedee ex recovered from being Burned.
Opponent's turn (Turn 8)
Your opponent drew a card.
Your opponent used his/her Active Indeedee ex's Watch Over Ability.
Your opponent healed 20 damage from his/her Indeedee ex (its HP left is now 30).
Your opponent played a Lucky Ice Pop from his/her hand.
Your opponent healed 20 damage from his/her Indeedee ex (its HP left is now 50).
Your opponent flipped a coin for the Lucky Ice Pop's effect, and the result was Tails.
Your opponent discarded the Lucky Ice Pop he/she has played.
Your opponent played a Lucky Ice Pop from his/her hand.
Your opponent healed 20 damage from his/her Indeedee ex (its HP left is now 70).
Your opponent flipped a coin for the Lucky Ice Pop's effect, and the result was Tails.
Your opponent discarded the Lucky Ice Pop he/she has played.
Your opponent conceded**. You win.
* Indeedee ex has a Giant Cape attached to it.
** My opponent's Indeedee *is alone* and would be KOed during my next turn, so he/she conceded.
(I wish that I could copy the Battle Log here so that I'll save time.)
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