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Yu Yu Hakusho
Harry Potter
Vs. System

Pojo's Pokémon Card of the Day



- Flashfire

Date Reviewed:
June 19, 2014

Ratings & Reviews Summary

Standard: 2.38
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

Baby Mario
2010 UK National


Like yesterday’s card, this too is an interesting one, with an Ability that has combo potential if players can find a way to exploit it. 

Dusknoir is kind of similar to Reuniclus BLW: it has an Ability which allows you to move damage counters around except instead of being able to put them anywhere, they must be moved to Dusknoir itself. There is a synergy with Dusknoir’s (too expensive) Pain Split attack, but let’s be honest: the real use for a card like this is in tanking strategies where you can shift damage to a Bench-sitting Dusknoir and heal it off with Max Potion. 

In some ways Dusknoir is a definite improvement on Reuniclus because neither it nor its pre-evolutions are so catastrophically weak. On the other hand, having to load all damage on Dusknoir instead of being able to spread it around is somewhat restrictive. The playability of this card will depend on how viable tanking and locking strategies are in the future . . . too many OHKOs in the format usually makes that kind of deck unviable. 


Modified: 2.75 (possible combo card, but may lose out to the speed/power inherent in the game)

Limited: 2 (could save a Pokémon if you can get it out) 


Hello once again! It's aroramage here with another card review! Today we'll be looking at Dusknoir from the new Flashfire set!

Now Dusknoir here is probably one of the more unique cards out there today. Its ability and attack both revolve around damage manipulation, where instead of dealing regular damage through attacks he moves around damage counters on the field, like Alakazam from the days of Base Set and more recently with cards like Reuniclus (BLW). It's a very Psychic-type strategy that's lived throughout the years, so let's take a look and see if Dusknoir's powers are worthwhile:

"Shadow Void: As often as you like during your turn (before your attack), you may move 1 damage counter from 1 of your Pokemon to this Pokemon."

So right away we're hit with an ability reminiscent of Base Set Alakazam's Damage Swap. There are some crucial differences though; for starters, the damage counters can only move to Dusknoir and not a bulkier Pokemon. Granted, Dusknoir has 130 HP, so that's already 120 damage that can be moved to him. Not too shabby, huh?

But it only gets better with his Pain Pellets attack. After you've stacked up a lot of damage on him (and given him at least 3 energy, one of which is Psychic), you can fire off a blast against any opposing Pokemon for an equal amount to the damage put on Dusknoir! That's 120 damage to any Pokemon of your choosing!

"Wow! That sounds really neat!" you might say. "I should start running Dusknoir in my deck too!"

Well, here's the thing. Dusknoir is a Stage 2 Pokemon, for starters, which means you're gonna need to pack in Duskull (who also has a way of putting damage on Pokemon) and either run Dusclops and Evosoda for theming (which I don't recall that being a thing nowadays) or just skip straight to Dusknoir with Rare Candy (which you're matching to your Duskull/Dusknoir count). That'd be great and all, but that's at least 9-12 cards you're running, which is a sizable portion of the 60-card deck you're carrying. Keep that in mind with whatever else you'd be running to support Dusknoir - or that Dusknoir would be supporting.

The other thing is that this is a fairly expensive attack, and the damage is directly tied to Dusknoir's health. Chances are if you're not KO-ing something with his attack - and let's face it, 120 is only so much damage to Pokemon nowadays - you're losing a Prize to the opponent for it. This may be where a Life Dew is useful - you deal a lot of damage, and instead of losing a Prize you break even or even +1 on the KO. Keeping in mind that would be using an Ace Spec card on one of your lesser attackers - Dusknoir really shouldn't be the main offensive force you've got.

Some better alternatives for Dusknoir's Ability would be to use it in tandem with cards like Max Potion and the more recent Super Potion. Since he wouldn't be up at the front anyway, keeping Dusknoir back and having him soak up all the damage from your other Pokemon while using these recovery items - which you no longer risk losing energy to their effects since Dusknoir doesn't requite energy for its Ability - to remove the damage entirely. Suddenly all your Pokemon are immortal!...or at least until you run out of Potions.

Dusknoir falls short of some of the other great support Stage 2s like the energy accelerators (Blastoise (PLB) and Emboar (LTR)). He's good for one thing, but it's not something that will push you through to the finals of a tournament. But in casual play, he might just help you out.
...well, unless you're going up against Pokemon-EX-waaaaait a minute...


Modified: 2.5/5

Limited: 3/5 (probably better here, except when you run into a Pokemon-EX)

Arora Notealus: Reaching out his hand for the lost souls he guides. What a trooper.

Next time: Claws for days!

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