Home / Pokemon / Lost Thunder / Mixed Herbs
Mixed Herbs
NM
LP
MP
HP

Viewing offers in Near Mint condition

Uncommon · Trainer

Mixed Herbs

Uncommon · Trainer · Lost Thunder
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

You may play 2 Mixed Herbs cards at once.

• If you played 1 card, remove a Special Condition from your Active Pokémon.
• If you played 2 cards, heal 90 damage and remove all Special Conditions from your Active Pokémon. (This effect works one time for 2 cards.)

Card Details

-/-Power / Toughness
-Mana Cost
1Prints

Character Background

Mixed Herbs is a classic recovery tool for decks that want to keep their Active Pokémon moving without losing a turn, and it shines most in tempo and value-oriented strategies. The option to play two copies at once is especially strong: one card clears a Special Condition, while two cards heal 90 damage and wipe all Special Conditions from your Active Pokémon, making it a compact swing card against poison, paralysis, burn, or chip-heavy pressure. In practice, this favors decks with bulky main attackers or pivot-heavy lists that expect their lead Pokémon to absorb hits and then recover in place. It pairs well with Pokémon that can stay active for multiple turns and with healing engines that stack efficiency, since Mixed Herbs can be held until the exact moment your attacker is about to fall out of range. Because it only affects the Active Pokémon, it is best in builds that commit to one central attacker rather than wide bench-swarm aggression.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.09 - $0.13
At the current market price of $0.00.
Average Time to Sell
3 days
At the current market price of $0.00.

Public Decks Using This Card

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Character Background

Mixed Herbs is a classic recovery tool for decks that want to keep their Active Pokémon moving without losing a turn, and it shines most in tempo and value-oriented strategies. The option to play two copies at once is especially strong: one card clears a Special Condition, while two cards heal 90 damage and wipe all Special Conditions from your Active Pokémon, making it a compact swing card against poison, paralysis, burn, or chip-heavy pressure. In practice, this favors decks with bulky main attackers or pivot-heavy lists that expect their lead Pokémon to absorb hits and then recover in place. It pairs well with Pokémon that can stay active for multiple turns and with healing engines that stack efficiency, since Mixed Herbs can be held until the exact moment your attacker is about to fall out of range. Because it only affects the Active Pokémon, it is best in builds that commit to one central attacker rather than wide bench-swarm aggression.

Generated using gpt-5.4-mini · Updated at 2026-08-08 16:10:47 UTC

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