Dark Canines

Discussion in 'Deck Help and Strategy' started by d13tp3ps1, May 27, 2008.

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  1. d13tp3ps1

    d13tp3ps1 New Member

    I've been playing Houndoom/Darkrai for a while now, and got some great wins with it, but it occured to me one day that it's just not consistent enough. I played around with trainers, still not consistent. So i decided to switch out the Darkrai for Absol.
    It worked wonders. I haven't played it in a tournament yet but I've been playing at home, it seems to work great so far.

    4-4 Houndoom
    4 Absol (baleful wind version)
    1-1 Dugtrio (Crystal Guardians)

    total- 14


    4 Quick ball
    2 Mr. Stone's Project
    2 Night Maintenence
    2 Roseanne's Research
    2 Professor Cozmo's Discovery
    2 Pokenav
    2 Dusk Ball
    1 Professor Oak's Visit
    1 Professor Birch
    1 Master Ball
    1 Team Galactic's Mars
    1 Team Galactic's Wager
    1 Celios Network



    1 DRE
    2 Multi
    1 Warp Energy
    1 Cyclone Energy
    4 Special Darkness
    9 Regular Dark
    6 Fire


    My strategy is to start with Absol, set up some Houndoom, and go to town. it seems to work. I am, as always, all over the place with my trainers. I want to keep for sure, the quick balls, pokenavs, and mr. stone's. Should I consolidate the rest of my trainers, and have 3 or 4 of just a few? And which few should I have?
  2. nosada

    nosada New Member

    too much energy --
    hit more trainer
  3. berra_gud

    berra_gud New Member

    play 4 multi it is so good with doom. you should play at most 16 energys. yeah add more trainers try fit in

    4 roseannes resarch instead of mr stones.
    4 Celios or bebes your choise
    4 Team galactics mars since this is disruptive
    3 pokenav should do fine
    some strenght charms or pluspowers would be fine.
  4. Master_Whiscash_77

    Master_Whiscash_77 New Member

    -1 mars
    -2 cozmo's
    +2 unown G for stopping G&G
    +1 prof. oak's visit

    possibly -1 wager +1 something else

    you can't afford to play team galactic's mars because as soon as you play it, G&G will just telepass it every turn and keep your hand almost non-existent
    same could happen with wager, although they probably wouldn't use it every turn. They still have access to a free wager whenever they want.
    Essentially, playing either of these cards against G&G players gives them control of your hand for the rest of the game! You probably don't want that.

    The Unown G is for stopping both Gallade's first attack (psychic cut?) and for stopping Gardy X's bring down. It helps in other situations too, but those are the main ones.
  5. charchar

    charchar New Member

    way to much energy. play a 2-2 claydol.
  6. nosada

    nosada New Member

    whats dugtrio for ?
    add some moonlight stadium, so you dont have to pa for retreat
  7. ApachePrime

    ApachePrime New Member

    The Dugtrio prevents bench sniping by Tangela or damage spread from Empoleon.
  8. Karsten_chetcuti

    Karsten_chetcuti New Member

    i played a variation of this deck in the maltese nationals and finished 2nd..i played umbreon* insyead of dugtrio
  9. ryanvergel

    ryanvergel New Member

    Try to have more focused trainers, and the max energy you should run is about 16.
    A few DRE, multi, darkness, fire, and basic dark are what you should really be running.

    Also, I'd try to have more supporters and less "single cards" for the trainers.
  10. ApachePrime

    ApachePrime New Member

    The purpose of many trainers, few supporters is to prevent GG from using your supporters, it works amazingly well. Since posting this she included 2 Cessation Crystals, which completely shuts down Crutchdoll for opponents. It tore me up. The amount of energy is also needed since the Houndoom does a lot of discarding. It has been scaled back, I think she took 4-5 energy out in favor of the Cess. Crystals and more trainers.
  11. charchar

    charchar New Member

    it alot but not too much. iv seen more trainers once. windstorms?
  12. d13tp3ps1

    d13tp3ps1 New Member

    would you include switches or warp points at all?
  13. charchar

    charchar New Member

    def warp points.
  14. d13tp3ps1

    d13tp3ps1 New Member

    so, take out energies, add warp points, focus my trainers. anything else i am missing?
  15. Karsten_chetcuti

    Karsten_chetcuti New Member

    try using CC
  16. ~`Flygon`~

    ~`Flygon`~ New Member

    When the next houndoom comes out this would be a fun deck.but trainers:
    Trainers 29
    2 Castaway
    3 Cessation
    3 Quick Ball
    1 Dusk Ball
    2 Pokenav
    4 Team Galactic Mars
    3 Team Galatic Wager
    2 Warp
    2 Roseannes
    2 Celios
    2 Night Maintenance
    3 POV
    2 Mr Stone

    2 DRE
    4 Dark SP
    5 Dark Base
    3 Fire
    3 Mutli
  17. charchar

    charchar New Member

    not 4 mars. u can do something better instead, 2 cards barely helps unless u top deck because u can draw more with other stuff.
  18. Alazor

    Alazor Active Member

    Don't be afraid to play 4 DRE, just play some Pluspowers to counter it and a counter stadium like Battle Frontier or a Windstorm. I'd play 3 Warp Points, since they are really nice with techs.
  19. charchar

    charchar New Member

    3 warp points for the win! 4 dre is good.
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