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Pojo's Pokemon Card of the Day
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Dusknoir Lv. X
Stormfront
Date Reviewed:
11.11.08
Ratings
& Reviews Summary
Modified: 4.25
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
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Jigglypuff13 |
11/11 Dusknoir Lv.X (SF)
Hello, and welcome to today's card, Dusknoir Lv.X! This
is a special Lv.X since it's the first one to have only
one ability on it's own, but it isn't a bad one. Before
that, the basics of the card. 140 HP on a Stage 2 Lv.X
is about average really, thus isn't too bad. Also works
quite well with Shadow Command Dusknoir (SF holo) due to
it's self damaging Poké-Power being able to be used once
more. x2 Dark Weakness is expected, but hurts a little
since it's the most easily played type, all thanks to
Weavile (SW) turning anything into Dark type. Of course,
some cards are more effective with Weavile than others
(like Tyranitar (SF) likes Weavile a lot, but I don't
think Magnezone Lv.X (LA) will want any help), but it's
always going to be a bit of a threat to the new ghosts (Dusknoirs
and Gengar (SF) mainly, but Mismagius (SF) is always
there as well). And no Resist... Hold on, this one of
those rare beasts, a card with a Resistance! It may only
be a -20 Colorless Resistance, but that's better than
nothing, isn't it? However, the Retreat is rather large
at a cost of 3 (Just one ting, how heavy can a ghost
actually be?), so it's a good idea to pack a couple of
Switches/Warp Points into your Dusknoir deck.
Now, ability, Ectoplasm, and this has been, well, it
depends who you are really. If you want to play Dusknoir,
it's long awaited. If you don't, it's been something
you've been fearing. What it does is if Dusknoir Lv.X is
your active Pokékmon and gets KOed by damage from an
attack (important that bit), then it becomes a Stadium
that, in between turns, does 10 spread to your opponent
only. It's the first stadium (well, it isn't a proper
stadium, but you know what I mean) that only effects one
player, which is nice, and is just harsh really. With 10
spread, after just 4 turns, you will be KOing healthy
Claydols without needing to do anything special to it!
Oh, if we have any non-Dusknoir players still reading
(which, after reading the card and these reviews, I
think many people will have converted), don't think a
counter stadium is going to help at all. Or in fact,
anything is going to help here because as soon as you
get rid of it, it goes straight back into the Dusknoir
players' hand, ready to be re-used and recycled (which
will help out in the battle against climate change :D Or
maybe not, but that isn't the point) to create move
havoc later on in the game.
So how do you counter Dusknoir Lv.X? Well, one way to go
about this is to KO all of your opponents Dusknoirs
before they turn into the Lv.X form. With 120 HP each
and annoyingly mighty attacks, that not always easy. No,
the best thing to do is to KO Dusknoir. "But how, if
it's KOed, it will turn into a Stadium?", you may be
asking. Well, it's simple, but first, re-read the card.
Yes, now you see it. It only turns into a Stadium when
KOed by DAMAGE from an attack. Special Conditions and
the placing of Damage Counters, along with Poké-Powers/Bodies
that do damage, will not turn Dusknoir into a Stadium,
which is always nice. Unless you can snipe, since it
also says if Dusknoir Lv.X is the ACTIVE Pokémon, so
sniping it when benched is a great way to get rid of
it. However I do appreciate that not every deck will
have such an ability (I've never seen Skittles place
damage counters or snipe, for example), so they are just
going to have to grin and bear it I'm afraid.
Now, you want to play this card, did you say? And you
want to know what Dusknoirs to play? Well, we have 4
legal ones. There's the three everyone knows about from
DP and SF, but then there is also the promo one that no
one ever seems to remember. I don't know why because,
for just straight damage, the promo is excellent. 70 for
3 isn't great, but you can then move 2 damage counters
from Dusknoir to any of your opponents Pokémon, thus
esentially 90 for 3. It also has a nice little
disruptive power that doesn't really have any use apart
from in Dusknoir/Gengar decks (which I don't recommend
since it doesn't sound that great to me). The SF non-holo
Dusknoir is quite nice as well, doing spread to
everything with an energy attached in between turns so
long as it's active, and doing 80 for PCC if the
defending Pokémon already has any damage counters on it.
The DP one, well, who hasn't heard of why it's so great?
The only other option if the Shadow command one, which,
I'm afraid, I'm not a big fan of. Yes, it can draw
cards, but unless you can abuse the discard (which I
don't like), you are only really abusing damaging
itself, which esentially means you are letting your
opponent KO Dusknoir. Yes, after just 4 uses, you are
KOing Claydols for PC and yes, you stop Kingdra and
similar decks in their tracks with Night Spin, but
there's something about it that makes me think it will
end up as more of a hindrance than a help. However, I do
like it's synergy with the Lv.X form. Keep damaging
Dusknoir, and then you are either getting you opponent
to KO Dusknoir Lv.X to make it stadium, or they are
suffering massive snipes whilst doing very little. It's
one of those annoying moments that can and will put your
opponent in a bad place.
Survivability, well, I'm going to wait until the start
of cities before I resume this part of my reviews.
However, it's probably quite good unless you end up
against a Dark type, at which point it will turn into a
stadium,
Ratings:
Modified: It's unbelievably annoying when it turns into
a Stadium (which will be most of the time), and with a
massive number of possible normal Dusknoir combinations,
your opponent will have to watch out as to what they all
do, and have a possible counter for all of them. There
isn't much to not like about it, however, I have found
something. How it still gives up a prize when it turns
into a Stadium. This was obvious really, but it is still
annoying that you have to actually get it KOed to be
able to unleash Ectoplasm. A hefty price, but
undoubtedly a fair one. 4.5/5
Limited: As if you are going to get a good line of it
here. If you get any sort of whole Dusknoir Lv.X line
here, then it will be a struggle to get Dusknoir Lv.X
out. Do so though, and it's going to be hard to KO, and
when it is, chance are, will turn into a Stadium, and
thus the spread will hurt your opponent a lot. Just
don't ever count on getting it out. 2/5 |
Narctiss |
Dusknoir Lv.X.
It's stomach always
reminds me of a cat...
HP 140 - Not too bad! I
suppose it's better it's lower..
x2 Darkness weakness -
x2 is always bad, darkness isn't so terrible, but it
will suffer against Tyrannitar and it's pre-evos won't
like any starter Sableye S's.
-20 Colourless
Resistance - Horay! Resistance! Although it's colourless,
any is appreciated. It'll help against Garchomp, not too
much else I can think of that will attack though.
3 Retreat Cost - More
high retreats! Ah well, once more, mandatory Warp/Switch
to be decked.
Poke-Power: Ectoplasm
(And nothing else!)
In short. If your
opponent KO's this pokemon, they're going to suffer, a
lot, every time between turns they'll take a damage
counter on each of their Pokemon.
There are a few ways to
get rid of it though once it's in play as a Stadium card
(and even then, it goes BACK to your opponents hand for
another round!) or before it goes into play, these are:
Another stadium in play
KO'ing Dusknoir through
Burn, Poison or anything else that isn't an attack
(Shocking Tail, Jamming, Radiance, etc Poke-Bodies;
Poke-Blower heads flip for a single damage counter).
Using an attack to get
rid of Stadiums such as Electivire X's.
Stopping Poke-Powers
with Psychic Lock on Gardervoir or Mesprit LA's own
Poke-power
And, well, not much else
really!
When against this
Pokemon, you'd better hope you can either KO another of
their pokemon or have a stadium to hand, otherwise
you're going to be in for some major damage. You may
well see this card in play with KIngdra decks who might
run the DP Dusknoir. That'd keep the bench down to three
Pokemon, Kingdra will spread accute damage to those
three in the biggest threat first, and then bring out
Dusknoir to get KO'd and spread some more damage should
needs be!
Any Dusknoir goes well
with this Lv.X, simply because it has no attacks to
combo with. It's Poke-Power doesn't rely on anything
more than being KO'd, so it's just a nice tech to bump
up normal Dusknoir's HP by 20 or so, and have some fun
being KO'd.
Any spread decks may
find use with this.
A good example I just
thought of would be Azelf X with it. You get to snipe
their bench depending on their energy amount, and also
gives Dusknoir no weakness. Excellent.
The combos may be quite
large with this card however, as it's a little
omnipotent.
Definitely something for
Cities!
Modified: 4/5 An attack
would be nice, but it's Poke-Power makes up for lots!
The weakness and retreat cost don't really make any
difference, they HELP in using this card!!
Limited: 3/5 Four
prizes in a pre-release is small, an any KO is bad, but
spreading is always good, so I wasn't sure how to rate
this. I'll go with 3 on the basis it spreads a lot, but
a KO is a bad KO.
So far this set's not a
bad set at all!
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