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					Pojo's Pokemon Card of the Day 
					
                        
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                           |  | 
							Dusknoir Lv. 47 Stormfront 
							Date Reviewed: 
                            12.08.08 
							
							Ratings
                            & Reviews Summary
 Modified: 3.00
 Limited: 3.00
 
							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 
							 |  
 
            
              | Meganium45 | OK, this is about the weakest of the Dusknoirs. I don’t 
						like it. 
 It’s body would have been much better combined with the 
						attack that protected Dusknoir if the attacking Pokemon 
						had less than 3 energy, but, heh, that kind of symbiosis 
						is RARELY Seen.
 
 I prefer the Holo Dusknoir (#1 in Stormfront) and the 
						Diamond and Pearl Holo Dusknoir, but not this one.
 
 And no, I do not consider it feasible to attack with the 
						SF Holo, to have the DP Holo on my bench, and then to 
						have this one on my bench.
 
 The attack (being only one) is alright, not to high, not 
						too low. The retreat cost is average, HPs average, 
						weakness and resistance average…can you say average in 
						an extraordinary envio??
 
 Modified 2 out of 5. Much better choices here.
 
 Limited (Draft)…3 out of 5. I would take it, if I were 
						going Psychic, just to give me another option, but stage 
						2s in draft are inherently risky!
 
 See you all at my event in St. Peters, Missouri on 
						Saturday December 13Th (shameless plug)
 
 Vince!
 |  
              | Octillery49 | Dusknoir: 
 This Dusknoir is an okay card, however, he's 
						overshadowed by the many other playable Dusknoirs. His 
						pokebody is interesting and could be combo'd with 
						Tentacruel (LA). His attack isn't to great though. In a 
						format where a certain water dragon can do the same 
						thing, but actually better, in my opinion, for 1/3 of 
						the amount of energy Dusknoir isn't that great.
 
 Modified: 3/5
 |  
              |  Travis hilse
 | today pokemon is Dusknoir LV47. hes a stage 2 pokemon 
						with 120hp which is nice for a stage 2 his pokemon power 
						is nice putting 1 damage on all ur opponents pokemon 
						with and energy on it which is nice. his attack for 1P 
						and 2C is nice doing 60 plus 20 if it has 2 or more 
						damage already 
 in limited 4/5
 constructed 4/5
 |  
              | KFT Winner of a 
			Stormfront Prerelease
 | Dusknoir (Stormfront 17) Today's Card of the Day is Dusknoir, the Gripper 
						Pokemon. (Doesn't that sound wrong?)
 
 Dusknoir has 120 HP, a fairly high number which is 
						needed with all the high powered attacks in the DP era. 
						Dusknoir has +30 weakness to dark. Once again, the only 
						dark Pokemont that jumps to my mind is Tyranitar, unlike 
						Drifblim, Dusnoir cannot retreat for free unless you 
						have a Moonlight Stadium, but if you Level him up, any 
						body will think twice about KOing you.. Dusknoir, like 
						Drifblim, also has a -20 resistance to Normal. This 
						sin't as helpful as you would think, since Normal 
						Pokemon are rarely the mainstays of decks, and are 
						usually more techs, or searchers. Skittles is the only 
						deck I can think of that uses Normals as their main 
						attackers, and as far as I know, that Archetype is dead.
 
 Dusknoir's PokeBody is Spirit Pulse, As long as Dusknoir 
						is your Active Pokémon, put 1 damage counter on each of 
						your opponent's Pokémon that has any Energy attached to 
						it between turns. This would be a lot better is you 
						could use it from the bench, because then I believe that 
						this would be an integral part to Dusknoir decks, rather 
						then being shunted aside in favor of the Holographic 
						Dusknoirs. Anyways, this Body is great if your opponent 
						is powering up multiple attakcers at once, but not so 
						great if they're only focusing on one Pokemon.
 
 Dusknoir's one and only attack is Darkness Mist, which 
						does 60 damnage for one psychic and two colorless 
						energies, but If the Defending Pokémon already has 2 or 
						more damage counters on it, the attack does 80 damage. I 
						rather like this attack better then the other Dusknoir's 
						attacks, because it combos nicely with Dusknoir's body, 
						since you can't have an active Pokemon without energies 
						if you're really hoping to KO this Pokemon fast. Or you 
						can just do 60 the first turn and 80 the next.
 
 Modified: 3.5/5
 This card is great, but there isn't enough room for a 
						third kind of Dusknoir, although I suggest you try it 
						out. Maybe you can deviate a little from the 1 LV. X, 1 
						DP, 2 SF Holo line.
 
 Limited: 4/5
 This card can be quite a force if you can get it out. 
						With partly colorless attacks, he can fit in a two-type 
						deck, and sicne msot people have energies on some, if 
						not all of their benched Pokemon, the power can really 
						come in handy. Finally, the attack will 2HKO anything in 
						the set, and OHKO basics who've been weakened by the 
						Body
 ~KFT
 |  
              |  J-Wittz
 | Happy Monday! Todays COTD is Dusknoir lvl 47! let's get 
						right to it! HP: 120-- not really spectacular, but 
						pretty standard as far as Dusknoir goes Weakness: Dark +30. The only guy to watch out for 
						with darkness weakness is Tyranitar. He's being played a 
						good amount, so it isn't a very great weakness to have 
						=P Retreat cost: 2: At least here we can confidently say 
						that he has an advantage over his other dusknoir 
						brothers. however, 2 retreat cost is still heavy, and 
						you aren't going to want to retreat him without 
						switching, warp pointing, or moonlight stadium. . . ing. Resistance: colorless -20. This helps protect against 
						Regigigas and. . . not much else. But Regi's becoming a 
						huge threat, so resistance is awesome! Pokebody--spirit pulse-- sounds a lot better the 
						first time you read it. The first time you read it you 
						think "hey wow 10 damage spread what a combo with 
						dusknoir X as a stadium!" But then the drawbacks kick 
						in. The huge one would be that he needs to be active in 
						order for the effect to take place. The effect really 
						depends on what kind of deck you play as well. Some 
						decks work on putting energy on several pokemon, while 
						other decks will only have 1 pokemon with energy on it 
						at the time. 10 damage between turns is annoying, but it 
						isn't a massive hit. It's kind of like instant poison 
						that can sometimes hit the bench. . . as long as you're 
						active. All in all though it's fairly good-- I just like 
						the other dusknoir pokepower/bodies better.  Attack-- darkness mist-- is an okay attack at best. 
						if you've been spreading damage well with his pokebody 
						and some other dusknoir X and got 2 damage counters on 
						the defending pokemon then well. . . you're doing 3 for 
						80. Let's say, ideally, even though this would never 
						happen, you have this guy as your active and Dusknoir X 
						the stadium out. AND your opponent has 2 damage counters 
						on it.Even then, you're going through a lot of trouble 
						for a possible 100ish after several turns of set up. The 
						biggest drawback is that huge energy cost--3. Psychic 
						has no energy acceleration, so unless you're going to 
						make space in your deck for energy pickups or togekiss, 
						it's going to take some time building this guy up. 
						valuable, valuable time.  Combos: nothing I can think of. The pouty expression 
						on Dusknoir's card art reflects his combo-ness: he wants 
						to be left alone and doesn't want to work with anybody. Final Words: I really do feel bad giving this guy 
						such a hard time, but he has a lot to live up to. He's 
						like an average child in a family of geniouses. The 
						grandaddy DP dusknoir has one of the most powerful 
						pokepowers in the game, and the other SF dusknoir can 
						self-damage to get dusknoir out quicker while drawing 
						cards and has the versatilty of two attacks. The third 
						dusknoir (what? there's ANOTHER one? why yes, there is. 
						He's a promo) has a cool but flippy power and 10 more 
						HP. I just can't find room for THIS dusknoir in my 
						dusknoir decks.  Modified: 2.5/5 -- There are just better dusknoirs 
						out there, especially the original DP one Limited: 1/5 -- even if you miraculously pull this 
						guy, the stage one, and his basic , you're still going 
						to have to get those energy on him -__- |  |