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Yu Yu Hakusho
Pojo's Pokemon Card of the Day
Darkrai & Cressellia
Nov. 19, 2010
& Reviews Summary
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
& Cresselia LEGEND
Seeing these two Pokémon together on a LEGEND card seems
a bit odd – aren’t they usually enemies (or at least
opposites?). Still, I suppose it’s less random than
pairing up Rayquaza and
& Cresselia LEGEND (that’s
right, I’m calling it DCL from now on), comes with all
the usual difficulties associated with cards of this
type. Difficulties that you are wise
to bear in mind when considering how playable it will
be. Getting it into play is not easy for a start,
then there are the two very bad Weaknesses (Fighting and
Psychic), and the fact that it gives up two Prizes when
knocked out. When you add in that it is an
unevolved Pokémon, and
therefore a OHKO for
Machamp SF’s Take Out (and
unable to damage Mewtwo LV
X), you can see that you are going to need some VERY
good reasons to put this into a deck.
Well, the 150 HP is quite good, I guess, and from an
offensive point of view, so is the type combination.
Dark means Special Dark Energy, and Psychic means
hitting a lot of common stuff for Weakness (Machamp,
Uxie). The Retreat cost of
two is a bit of a downside, but it’s not a deal-breaker
if the card is good enough as you can always run Warp
(Point or Energy).
In a strange departure from normal practice,
DCL’s first attack is its
(very) expensive one. Lost Crisis costs [D][D][C][C]
and does 100 damage. It also discards
two Energy when you use it
(but hey, at least you have a choice and can lose the
Double Colourless). On the plus side, anything knocked
out by this attack is sent to the Lost Zone, rather than
the discard. That’s a very nice bonus, because as yet
there is no way for your opponent to recover them: KO
your opponent’s only Regigigas
or Garchomp C LV X with
this, and they will have a very hard time for the rest
of the game. The 100 damage seems nice, and with Special
Dark, you can boost it to 110-120: enough to take care
of those pesky SP LV X. Unfortunately, it’s not enough
to one shot most undamaged Stage 2s, or the likes of
Donphan. I really wouldn’t
want to attach Expert Belt to a LEGEND (three Prizes!),
so you may be stuck using
PlusPowers or Crobat
G if you want to use Lost Crisis as a main attack.
If the high cost and discard put you off using DCL, at
least it has a second, cheap attack. For just one
Psychic Energy, Moon’s Invite let’s you move around
damage counters on your opponent’s Pokémon in any way
you like. Although it doesn’t add any damage, an attack
like this does have a possible use in a spread-type
deck, where you can shift accumulated damage around and
get an instant KO on something big. However, spread
decks are not really popular at the moment and, even if
they were, I’m not sure how feasible using a
high-retreat LEGEND Pokémon as a tech would be.
Despite the scariness of Lost Crisis, and the
interesting possibilities of Moon’s Invite, DCL doesn’t
really do quite enough to be worth the trouble of
playing it. Like most LEGENDS, it seems destined to fill
the role of binder candy/trade bait . . . which is
always a bit of a shame.
Modified: 2.25 (possible spread tech, but given all the
drawbacks, I wouldn’t bother)
Limited: 1.25 (I have yet to see anyone pull both halves
of a LEGEND at a Prerelease)
11/19/10: Darkrai/Cresselia Legend(Triumphant)
The common problem with the Legends has been that their
attack cost is too high to justify their playability.
Attack cost by itself is not a problem, since nearly
every type has some form of energy acceleration, but
considering that Legends are fairly difficult to
assemble in the first place, the added hassle of getting
energy onto them, short of a lucky Legend Box, is enough
to dissuade people from playing them, apart from Entei/Raikou
Thankfully, Darkrai/Cresselia Legend is the only Legend
with a one-energy attack. Moon's Invite lets you move
your opponent's damage counters around at will. Since
D/C Legend has no real way to abuse moving damage, apart
from a 4-energy attack(Note: Don't use it), D/C Legend
will likely be seen in a tech capacity, same as Entei/Raikou.
Psychic is generally a good type for spread, with
multiple Gengars, Gallade 4, and Metagross UL, all of
which could use this as a potential tech. Don't expect
this to make a major impact in the metagame, however.
Limited: 1.25/5(You won't pull it, and if you do, what
will you do with it?
Combos With: Gengar lv. X, Metagross UL, Gallade 4 lv.X
We end the week in style, with
Darkrai & Cresselia LEGEND.
LEGEND Pokémon, you’ll have to have
both halves before you Bench it, and get
used to it being an “Unevolved Pokémon”
(but not a Basic Pokémon) and the
rulings issues that can create.
For the hassle, you’ll enjoy the
potency of a Darkness/Psychic hybrid: it
hits a nice swath of Weakness as well as
enjoying the damage bonus from Special
I couldn’t find any Darkness-Type
Resistance this format, but Psychic
Resistance is the second most common, so
those balance out fairly well.
In the end, I’d say this is a
good Type pairing.
The 150 HP seems good: it isn’t the
highest score in the game, but it is up
there and tops many
Stage 2 Pokémon.
The Weakness will hurt it: this
card is both Psychic and Fighting Weak
at the damage doubling level.
If you are hit by a Pokémon that
is both Types at once (there’s a
Kecleon for that), you’d take
The more serious threat comes
from many decks hitting just one of that
particular pairing: many decks will have
access to a solid attacker that is one
or the other.
Darkrai & Cresselia can’t be started
with at least you don’t have to worry
about fending off crazy OHKO combos
right away, but the flipside is that by
the time this
LEGEND shows up, many Psychic and
Fighting decks will be set up and thus
capable of taking it down in one shot.
There is a solution:
Azelf Lv.X will nullify the Weakness
while in play since this card is half
It does hurt that the format
won’t make this an optional combo and it
means four less slots to work with for
the rest of your deck.
is a bit frustrating you don’t even get
a single form of Resistance, though I
guess we should be grateful the Retreat
Cost is only CC: that is low enough you
can pay it without trashing your set up,
though it is big enough you really want
to avoid it.
This card has two attacks.
Lost Crisis requires (DDCC),
which means you can use a
Double Colorless Energy to shave a
turn off the build time and
Darkness Energy (Special Energy
version) to pump the already great 100
points of damage even higher.
Unfortunately, it requires you
send two of your attached Energy to the
It doesn’t state Energy card, so
you should be able to drop a
Double Colorless Energy to pay the
entire cost: definitely a saving grace.
You also get the benefit of
sending anything this card
with this attack to the Lost Zone.
As we’ve said with several other
reviews, it’s annoying and disrupts
recursion, but until we get
Lost World – the Stadium released in
Japan that allows a player to declare
him/herself the winner on his/her turn
if six of his/her opponent’s Pokémon
have been sent to the Lost Zone – it is
just that, an irritating form of mild
disruption that won’t cripple a lot of
All in all, a solid attack but
not enough to make me want to put up
with the hassle.
Fortunately the second attack, Moon’s
Invite, is actually quite interesting
and affordable: for (P) you can move the
damage counters on your opponent’s
Pokémon around as you like.
While this is nearly useless to
use early game, once you’ve got some
damage counters in play it can be an
efficient way to score multiple prizes.
The downfall of spread damage is
that it usually accumulates much too
slowly to significantly disrupt
strategy: that is to say you lose the
benefit gained from normally slugging it
out, that your opponent loses one
Pokémon at a time and that Pokémon is
usually their attacker that requires
powering up another Pokémon to replace.
This attack eliminates that
problem: spread the damage around, then
force it onto the most important Pokémon
if need be or else the smallest for
This card screams for combos to support
If you wish to focus the first
attack, you’ll need some form of Energy
acceleration, pure and simple.
You’re sending Energy to the Lost
Zone and not the discard, so skip
can’t open with this and as you might
want to pack a healthy amount of
Leafeon Lv.X seems like a good
Building around the second attack
is easier: you just need to spread
Coupled with the wonderfully low
Darkrai & Cresselia LEGEND can
fairly easily be worked into an existing
strategy as a super cleaner or possibly
even alternate main attacker.
can fit pretty easily into a variety of
decks, and depending on the direction
you want to do (or if you have a good,
pre-existing deck already doing it) you
can get a lot of damage counters in play
Absol Prime is combined with
Miasma Valley, that’s four damage
counters on every non-Psychic or Grass
Pokémon your opponent puts into play.
Even if you don’t want to attack
Absol very much, you don’t really
have to: once your opponent tries to
set-up you should be looking at enough
Darkrai & Cresselia LEGEND to drop
into play and go for at least one Prize:
no fuss, no muss.
Honchkrow (Supreme Victors) can use
its Darkness Restore Poké-Power to grab
your opponent’s smallest Basic and
revive it just so you can shunt a
minimal amount of damage counters over
to it for a Prize.
Yes, I realize that
Absol Prime won’t hit it since it
isn’t coming from the hand: again,
you’re taking advantage of the damage
counters in play already.
The third deck idea would be to simply
combine the above two.
It doesn’t look like an easy to
build or run deck, but I am not seeing
any signs that it is an impossible,
You’d want to keep the halves in
hand as long as you could, and may even
be able to surprise an opponent.
Moon’s Invite would ideally score
two KOs the first turn it was used,
“paying off” the Prizes you’ll give up
Darkrai & Cresselia eventually go
down, but at least one KO should be
expected if the deck is working as
After that, a single good Lost
Crisis would put you ahead or you can
keep using Moon’s Invite if there are
enough damage counters in play.
As for other formats, I’d actually like
to see this tried in Unlimited.
The bad news: it is Unlimited and
competition is fierce.
The good news?
You have all the greatest draw
and search power at your disposal and
Moon’s Invite should make the staple
Baby Pokémon easy prey.
For that matter, Neo-classical
decks like Mind Games are staffed
chiefly with Baby Pokémon, Neo Genesis
Sneasel (60 HP) and Neo Genesis
Slowking (80 HP).
On the other side is Limited play
where… for once a Legend looks really,
Of course you’ll probably have to
sit on it almost all game before you
dare play it.
That’s okay: you’re running it
for Moon’s Invite.
In Limited play it is vital to
retreat a severally damaged attacker and
have them hide on the Bench.
You should have a good shot at
breaking even with your first use of
Moon’s Invite, maybe even pulling ahead.
a virtual win condition, it is worth the
Should you be able to use Lost
Crisis, it is all the better!
LEGEND actually has an effective,
Energy efficient attack, albeit one that
requires something spread damage
counters first to be of any use.
We have many options to spread
damage counters, and the lower average
HP scores of other formats means this
may be best
LEGEND we really have: a super
Sniper that can take a Prize for a
The required set-up, two Prize
penalty, and extremely dangerous dual
Weaknesses keep it from being something
to splash into all damage spread decks,
but as far as I can tell it has a lot of
I am still selling my former
collectables on eBay. I’ve had a
lot of hobbies over the years, so at
various times I’ll have comic books,
manga, action figures, and video games
on the auction block. You can take
a look at what’s up for bids
here. Just a reminder, Pojo is
in no way responsible for any
transactions and was merely kind enough
to let me mention the auctions here. ;)