Dusknoir(DP-IFDS)

Discussion in 'Deck Help and Strategy' started by The Phenom1993, Jul 8, 2008.

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  1. The Phenom1993

    The Phenom1993 New Member

    I made this deck after seeing the translations of IFDS.

    Pokemon: 22

    3 Duskull
    1 Dusclops
    2 Dusknoir IFDS
    1 Dusknoir DP
    1 Dusknoir Lv.X

    4 Bronzor
    3 Bronzong MD
    1 Bronzong IFDS

    3 Voltorb
    3 Electrode IFDS

    Energy: 14

    7 Psychic
    4 Lightning
    3 Call

    Trainers: 24

    3 Rare Candy
    4 Bebe's
    3 Roseanne's
    3 POV
    2 Felecity's Drawing
    2 Warp Point
    2 NM
    1 Wager
    4 Pokedrawer+


    STRATEGY

    Strategy is to do damage spreading. Electrode's body is pretty good and his 1st attack is decent too. Bronzong can really make some nice damage spreading combined with dusknoir Lv.X(if he is a stadium card). Dusknoir DP is really annoying too. Dusknoir IFDS power can replace claydol.

    I'm not so sure about the trainer and energy line but i will modify it after playtesting. ALL HELP APPRECIATED.

    Voltorb LV.33 – Lightning – HP60
    Basic Pokemon

    [C] Linear Attack: Flip a coin, if heads do 20 damage to 1 of your opponent’s Pokemon.
    [L] Charge Beam: 10 damage. Search your discard pile for 1 Lightning Energy card and attach it to Voltorb.
    [L][C] Thundershock: 20 damage. Flip a coin, if heads the Defending Pokemon is now Paralyzed.

    Weakness: Fighting (+10)
    Resistance: Steel (-20)
    Retreat: 1

    Electrode LV.46 – Lightning – HP90
    Stage 1 – Evolves from Voltorb

    Poke-Body: Long Flash
    If this Pokemon is your Active Pokemon and is damaged by an opponent’s attack (even if this Pokemon’s HP is reduced to 0),place 1 damage counter on each of your opponent’s Pokemon.

    [L] Electric Current: 30 damage. If Electrode was damaged by an attack during your opponent’s last turn, the Defending Pokemon is now Paralyzed.
    [C][C][C] Swift: 60 damage. This attack’s damage isn’t affected by Weakness, Resistance, or any effects on the Defending Pokemon.

    Weakness: Fighting (+20)
    Resistance: Steel (-20)
    Retreat: 0


    Duskull LV.18 – Psychic – HP60
    Basic Pokemon

    [.] Counting Song: Place 3 damage counters on Duskull. Then, place the same number of damage counters on the Defending Pokemon.
    [P] Ram: 10 damage.
    [P][C] Night Bind: 20 damage. Flip a coin, if heads during your opponent’s next turn, your opponent can’t attach any Energy cards from his or her hand to any Active Pokemon.

    Weakness: Darkness (+10)
    Resistance: Colorless (-20)
    Retreat: 1

    Dusclops LV.41 – Psychic – HP80
    Stage 1 – Evolves from Duskull

    [P] Dark Cyclops: 20 damage. You may discard 1 card from your hand. If you do, your opponent also discards 1 card from his or her hand.
    [P][C][C] Swoop Down: 40 damage. Flip a coin, if heads this attack does an additional 20 damage.

    Weakness: Darkness (+20)
    Resistance: Colorless (-20)
    Retreat: 1


    Dusknoir LV.48 – Psychic – HP120
    Stage 2 – Evolves from Dusclops

    Poke-Power: Shadow Orders
    You can use this Power once during your turn. Draw 2 cards from your deck, then if you have 7 or more cards in your hand, discard cards from your hand until you have 6 cards remaining. Then, place 2 damage counters on this Pokemon. This Power can’t be used if this Pokemon is affected by a Special Condition.

    [P][C] Damage Even: Place a number of damage counters on 1 of your opponent’s Pokemon equal to the number of damage counters on Dusknoir.
    [P][P][C] Night Spin: 50 damage. During your opponent’s next turn, prevent all effects of attacks, including damage, done to Dusknoir by your opponent’s Pokemon with 2 or fewer Energy attached.

    Weakness: Darkness (+30)
    Resistance: Colorless (-20)
    Retreat: 3

    Dusknoir LV.X – Psychic – HP140
    Level Up

    Poke-Power: Ectoplasm
    This Power can be used once, if this Pokemon is your Active Pokemon and its HP is reduced to 0 by damage from an opponent’s attack. Although this Pokemon is Knocked Out, don’t discard this 1 card, instead play it in the battle area as a Stadium card (discard any Stadium cards already in play).
    If this card is put into play as a Stadium card, it has the following effect: “In between turns, place 1 damage counter on each of your opponent’s Pokemon,” and when this card would be discarded, return it to your hand instead.

    Weakness: Darkness (+x2)
    Resistance: Colorless (-20)
    Retreat: 3


    ronzong LV.46 – Psychic – HP90
    Stage 1 – Evolves from Bronzor

    Poke-Power: Cycler
    You can use this Power once during your turn. Choose 1 card from your hand and return it to your deck. Then, search your deck for up to 2 Basic Energy cards, show them to your opponent, and put them in your hand. Shuffle your deck afterward. This Power can’t be used if this Pokemon is affected by a Special Condition.

    [P][C] Strange Revolution: 20 damage. If you and your opponent have the same number of cards in your hands, this attack does an additional 40 damage and the Defending Pokemon is now Confused.
    [P][C][C] Heavy Potential: Place a number of damage counters on each of your opponent’s Pokemon equal to that Pokemon’s retreat cost.

    Weakness: Psychic (+20)
    Resistance: Fire (-20)
    Retreat: 3
     
    Last edited: Jul 8, 2008
  2. Yoshi-

    Yoshi- New Member

    Add 1 Azelf LA to get the DUsknoir ;)
     
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