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Pojo's Pokemon Card of the Day


Top 10 Pokemon Cards of 2008

#5:  Dusknoir Lv. 48


Date Reviewed: 01.12.09

Ratings & Reviews Summary

Modified: 4.40
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

Jigglypuff13 1/12 Dusknoir Lv.48 (SF) 5th place

Hello, and welcome to the second week of our top 10 countdown of 2008, thus this week, it's the top 5 of 2008 I suppose. Either way, it's the same card, Dusknoir Lv.48, which I find a bit of a strange choice. If this card was going to be on this list, then Unown G and probably Uxie Lv.X or Chatot should've been ahead of it, but maybe that's just me. Anyway, onto the review, and the basics of Dusknoir Lv.48. 120 HP on a Stage 2 is about average at the moment, and thus Dusknoir should be able to survive a hit or two. +30 Dark Weakness is slightly annoying, with Tyranitar being quite big and the use of the Weavile (SW)/Darkrai Lv.X (GE) combo being quite common for any deck that wants to either hit Dusknoir's Weakness or get round Resistance against some popular deck in the metagame. -20 Colorless Resistance isn't that great, since there are very Colorless attackers at the moment (I suppose the odd Blissey (MT), Garchomp (MT) or Salamence (SF) deck around, along with the odd Togekiss (GE) that may find it's way into the active spot for some reason), but I suppose could be useful at some point. 3 Retreat Cost is rather high, so make sure you pack a few Switches/Warp Points or, better yet, Moonlight Stadium, to make sure you can get Dusknoir back to the bench whenever you need to.

Abilities, and Shadow Command is a rather nice Poké-Power. First of all, it allows you to draw 2 cards. That doesn't sound too impressive, especially when compared to Claydol (GE), who can possibly draw 6 cards. It gets slightly worse for Dusknoir since if you end up with more than 6 cards in your hand, you have to discard cards until you end up with 6 cards. There are decks that like the discard, but many more prefer just putting them on the bottom of the deck instead of discarding them, like with Claydol (GE), for example. Also, as a final punishment for Dusknoir, after using it's Poké-Power, you have to put 2 damage counters on Dusknoir. Since it draws you cards, that's a brilliant start, but the cost, in most decks, is probably a little too much. However, that last cost, the damage thin, that really isn't too bad because of Dusknoir's first attack. for PC, you choose one of your opponents Pokémon and put damage counters on it equal to the number of damage counters on Dusknoir. Because of this, the Shadow Command/Damage Even combo is very nice and rightly feared. After a Shadow Command and maybe an attack, it will probably have enough damage on it for Damage Even to KO a Claydol or possibly even the weakest of main attackers. That's quite a good low health attack, but at high health, Damage even is just average really. That's why Dusknoir had a second attack. For PPC, Night Spin does a rather low 50 damage. However, any effects of attacks, including damage, from one of your opponents Pokémonn with 2 or fewer energies attached to it are prevented immediately. In this low energy cost environment, Night Spin is a brilliant stalling attack. The damage is a little low, but with that effect, who cares?

Combos, and for the Shadow Command/Damage Even combo, try it when Dusknor had been leveled up, and attach it with an Unown G (GE). Dusknoir Lv.X (SF) has the nice effect of, when KOed by damage from an attack, turns into a stadium that places 1 damage counter on each of your opponents Pokémon between turns. Unown G prevents any effects, so basically only be hurt by damage. In this combo, you use Shadow Command loads of times to increase Damage Even's power and then put your opponent in an akward position. KO Dusknoir Lv.X, and take 1 damage in between each turn, or let it live and keep taking 100-120 snipes or whatever. Essentially, you force your opponent to pick the lesser of two evils, and that isn't always easy. Also powers one of the best decks in the format, Dusknoir decks (would you believe it), which are generally based on this Dusknoir, though they may be based on any of the other Dusknoirs instead.


Modified: I will admit, I didn't like this card too much originally, but time has made me realise that this is brilliant. Shadow Command/Damage Even is brilliant on it's own, though I still don't like the discarding effect of it, and Night Spin is a nice little stalling attack. I wish it had a little more HP, and would still use Claydol with this card, because 2 cards as a draw and a 6 card hand limit just isn't enough. Uxie Lv.X (LA) only draws 1 card, but it doesn't limit your hand. If you are using a Dusknoir deck, I would at least consider using 1 of these. 4.25/5

Limited: If you manage to get a reasonable line of the pre-evolutions, then this will be probably quite a nice little card. Chances are, you won't find any opponent with a card to OHKO it, Night Spin will basically stop everything your opponent will throw at you and possible even OHKO some Pokémon. Damage Even is very nice for taking out benched threats before they get active. Will be hard to get out, but if you do, it will be a real force.

OK, this may be one of the best Dusknoir Cards ever released.

Let’s begin at the beginning.

120 HP and a +30 weakness to Darkness are good attributes.

Resistance to Colorless REALLY helps out in the Regigigas matches.

The Pokemon Power allowing you to draw 2 cards for the cost of 2 damage counters is, well, Sweet.

The first attack, allowing you to target any pokemon on their field, and then place the number of damage counters on that Pokemon equal to the number of damage counters on Dusknoir is Really Sweet.

Problem is, heh, that Unown G will stop you from placing damage counters on their “key” Pokemon. Can’t really get rid of the G, so, heh…

Second attack can stop Kingdra in its TRACKS in that it does 50 damage, and prevents all damage done to Dusknoir by Pokemon with less than 3 energy attached. HEH. Take THAT.

Did I mention that this thing ALSO evolves into a Level X that is COOL?

This is a MUST in any Dusknoir deck, and some people feel that this card is VERY playable, even without the Level X.

Dusknoir/Gengar and Dusknoir/Gliscor are two VERY good decks out there right now. You gotta love a #1 card which is actually great too!


Modified 4.5/5 Great power, great attacks, not broken, but really close

Limited 4/5..plenty of prevolutions, but also everyone else will be drafting this line, so you may have trouble here.

Thanks, and as Wubsy sez…WOW-WOW-WOW!

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