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Pojo's Pokemon Card of the Day

 

Dusknoir Lv. 48

Stormfront

Date Reviewed: 10.24.08

Ratings & Reviews Summary

Modified: 4.00
Limited: 4.00

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

Arbok14
Yay, it's Friday!! Well, today will conclude our week of Stormfront previews, ending with Dusknoir!

Name: Dusknoir Lv. 48
Set: Stormfront
Rarity: Rare Holo

HP: (120) - Not bad for a stage 2, it can stick around for at least 2 turns.

Weakness/Resistance: (Darkness+30/Colorless-20) - The standard ghost weakness/resistance. Weakness to dark isn't terrible, but the colorless resistance should be decent.

Retreat Cost: (3) - Not good. Pack some Warp Points, Switches, or (oh yeah) Moonlight Stadium.

Poke-POWER: (Shadow Command) - This attack can put some decent draw power in decks that (for some reason) don't want to use Claydol. Also, it would be good in decks that want energy or other stuff in the discard pile. You could possibly use this with Claydol to get the six cards in the hand and then 2 more, and then discard 2 cards from your hand.

Attack #1: (PC - Damage Even) - This attack is a nice bench hitter. If you get a lot of damage, pay it right back for cheap. Maybe combo with Cresselia?

Attack #2: (PPC - Night Spin) - OMG, a Stage 2 Mr. Mime, no way!! This essentially gives the same effects of Mr. Mime, but for more energy (but for the energy, at least it does damage. This would be a pretty decent counter to Kingdra, making it have 3 energy in order to attack. AMU beware, Dusknoir is coming!

Final Analysis: Overall, Dusknoir is pretty versatile. You could use it to draw, spread damage, and protect from energy-less stuff.

Modified: Could see decent play, I just wish Night Spin did more damage... (3.5/5)

Limited: Night Spin could own here... (4/5)

Ghost
pokemon
master

We end the week with Dusknoir from Stormfront. As usual let's look at his stats He has 120HP, a plus 30 weakness to dark, a minus 20 resistance to colorless, three retreat cost, a poke-power, and two attacks. Dusknoir's poke-power Shadow Command is awesome it reads as follows  once during your turn before you attack you may draw two cards if you have seven or more cards in your hand, than discard cards until you have six in your hand , than pt two damage counters on Dusknoir. His power is great because it draws cards and you can use it from the bench.
 

Dusknoir's first attack Damage even for one psychic and one of any color ties into his poke-power you count the number of damage counters on Dusknioir and then put that many damage counters on one of your opponents Pokémon. His second attack Night spin for two psychic and one other energy does 50 damage and prevents all damage and effects done to Dusknoir by all your opponents Pokémon that have two or less energies during your opponents next turn. This is a great strategy if you combine Dusknoir with cards that remove energies or return Pokémon to the deck or hand. This would also be good if you add the new Luminion from Stormfront to add Pokémon to your opponent bench than use the new Mismagius or the Dusknoir from DP to return their best Pokémon to their hand or deck. The only thing I do not like about this card is the three energy retreat cost and the plus 30 weakness to dark.

 

Modified: 4.5/5

 

Limited: 4/5

 

Art: 5/5- love the shiny Dusknoir

 

See you next week

Ghost pokemon master


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