Discussion in 'Card of the Day' started by PokePop, Apr 25, 2008.
I think this card would do great with Darkrai. By It's Black Fire Is a good move, But not really good since It's not a fire type card. Which will not do good against a tough pokemon like Bastiodon. The Fire fang Is like Absol baleful wind but better.
Oh, Hello Dusknoir! This Is a good replacement card for Magmortar If you can't find It. And since when was the Fire Fang better than baleful wind? I think they're both equal, Discard+20 dm, and Absol can discard up to 2 cards. It Is true that Bastiodon will beat this, but great against Darkrai If you have a plus power.
Black Fire is great in that you can discard a Multi to do 70 AND Burn. The retreat cost is good, Psychic Resistance is great. With cards like Empoleon and Glaceon coming out, the Water Weakness is rough.
6.5/10 - It has potential, I just don't think anyone has found it yet; maybe in some kind of Blissey deck?
Psycodad took his T2 Doom-Absol-Cess Lock to 2nd in Regionals. (He posted his report).
If you are looking for a T2 with Absol and Cess, it might be the best T2 option out there on currently released sets.
Card 7/10, and Psycodad build around the card, a 9/10, solid red face paint meta game play. Not dominating, but kills enviroments where people neglet windstorms.
Houdoom has some potional. Weakness to Empoleon means that Empo can OHKO it... but who said it couldn't KO Empo first? Black Fire, when you discard a Multi, Scramble (when you're losing), or DRE does 70 + Burn, which is pretty good... then when you follow up with a KO, it's even better. Dark Fang is like Baleful Wind, but it does 20 damage, costs 1 Dark Energy instead of 1 Colorless Energy, and it can't discard 2 cards. 90 HP is pretty good, and Resistance is great.
9/10 i like this card it has great potential and can pull the win out of no where. using cards like multi and dre make this guy a powerful force for upcoming sets
Houndoom is a good for some quick damage. Though I don't thin he will do as good late game IMO . It's weakness is good until the next set comes out then it will not be such a good weakness for all of the good water pokemon coming out. Resistance to psychic is good with g/g probably still seeing play. The retreat cost of one is a good none expensive cost. 90 hp will allow it to take a hit. It's first attack DarkFang is decent for one darkness to do 20 and discard a card from your opponent's hand. It's second attack Black Fire lets for fire and colorless energy to do 40. But you can choose to discard either a fire energy to burn or a darkness energy to do 30 more damage. The nice thing is if you discard a DRE or a Multi energy it will count as if your discarding both. I can see this become a good rogue deck.
I think he's only good if you win by turn 4 or so. It does depend a little bit on luck.
If you had a DRE attached to it and discarded it, would you get both effects? Or do you only get to pick one?
houndoom/absol cessation crystal and crystal beach and with his second atack you disacrd a multi energy and make the 2 effects
Hmmmm.... Maybe a combo if you have (is multi still playable i can't remember) or some kind of rainbow effect of a energy then you can really abuse it with some decks.
I believe you would get both, just like if you were to discard a Multi energy you would get both.
This card is great. It is the perfect pair with Absol and any Lockdown Engine (using Cess, Crystal Beach, ER2, stuff like that) Quick damage, and played with a Lockdown Engine, Houndoom works great. Psychic resistance is ALWAYS a plus with the current Meta, but the Water weakness will be it's downfall soon.
Houndoom is a solid card. 90 HP is solid for a Stage 1, +20 Weakness to Water is ok considering it could have been +20 to Fighting (lol Gallade), +20 Resistance to Psychic is nice, and 1 for Retreat Cost is good. Dark Fang is a solid cheap attack for 1 Darkness Energy, doing 20 damage and getting to discard a card from your opponent's hand. Black Fire is also very good; for only 1 Fire and 1 Colorless, you may discard either a Fire or Dark Energy to burn them (Fire) or deal an extra 30 damage (Dark). You can combo this with Darkrai Lv X for some big damage as well.
Modified - 7/10 (A good card, probably won't be played much since Glaceon MD is supposed to get big, as well as Swampert).
Limited - 9/10 (Very cheap attacks, great HP for a Stage 1, and since you'll usually play multiple types of Energy, you have a good chance of running Fire/Dark to make the most of Black Fire)
Unlimited - 1/10 (No real use here)
Having been roughed up by this card at my regionals (Psycodad), I can attest to the power of this card. Being able to consistantly hit for 50-80 (before things like Plus Power) on the 2nd turn is brutal. The more I thought about the card the more I liked it. It's a viable option as a T2 rush deck, and as a bonus it crushes the other, more commonly played one (Banette). While I don't know how well this would splash into something, a deck focused around it is not to be taken lightly.
A pretty nice card. Houndoom has a lot of potential and might make a good combo with a card released in future sets. Its good for quick damage, with its low energy cost, and its ability to do 70 damage, or Burn. If you have the energy, this card can really help you out. Back when Blissy was big for that small period of time, I saw some combo's between the Blissy and Houndoom. I hope to see this card make some big appearances in future sets.
A little Holon FF is good if you can fit it might for this guy's weakness; make him last two turns so you can get out 110+burn.
This is almost the same card as the dark houndoom. I won a professors cup with that card. This one is better. Here's why, 90 hp, no double weakness, basic dark, great supporter and trainer combos in the format, and super good 1 nrg first attack with a superb 2 nrg 2nd attack. This card combos so well with so many cards in this set such as multi, dre, crystal beach, absol, but for me the cards that breaks doom that were not available when dark doom was out are basic dark energy, rosannes, castaway, wager, & scott supporters with crystal beach/cess crystal lock/maintenence trainers. This lock stops the opponent early and lets you find a basic dark to discard, or a cess crystal, or a gym, or pokemon on almost any turn without needing claydol. This basic nrg search is why I did not play multi in my 2nd place regionals deck. I prefer a searchable renewable basic energy comboed with the supporters & trainers above. I did play dre but hardly used them. I hardly ever discard fire. I also played 4 special darks. I had 3 long games (I won them all) and all my other games were 5 turns or less. You survive long games with the supporter/trainer lock.
The downside is I believe water will big after the next set and with 90 hp doom is a bit fragile. Doom is also hurt by furret. 90 hp is a 2 hit ko for doom. That is why wager is required with doomlock. Doom is no longer a surprise so that hurts too. Gallade can OHKO you for 3 nrg with the lock in place.
At regionals - 10/10 - surprise factor
Now 8/10 strong
After next set 7/10 or maybe 6/10 - water ouch
I love this card. The water weakness is better than fighting, and the options available to this card while still allowing use of cess. crystal are brilliant!
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