dusknoir spread

Discussion in 'Deck Help and Strategy' started by rkomarco, Jul 26, 2008.

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  1. rkomarco

    rkomarco New Member

    this is a deck from a friend of mine,

    pokemon: 19

    3-1-3-1 dusky/ lvx ifds
    3-3 bronzong md
    3 spiritomb la
    1 azelf la

    trainers : 26

    3 rare candy
    4 bebe's search
    3 warp point
    3 moonlight stadium
    4 roseanne's research
    4 pokeradar
    3 premier ball
    2 nm

    energy: 15

    4 call energy
    11 psiquic

    strategy: put damages on dusnkoir and attack and spread
  2. Killax

    Killax New Member

    I had a similar idea, however, I still would be such a guy who will put in some claydol, it is just better than lots of supporters, it really is :D.

    The only thing that really misses in this deck is a early damage dealer, so it might me wise to drop some supporters for, maby a Gengar stage or go for Bannette.

    I will come back on this deck, it has potential imho.

  3. Dark Umbreon

    Dark Umbreon New Member

    Hi rkomarco,

    Nice deck. Spiritomb and Dusknoir are a nice combo. Bronzgong is not needed. Consider to loose them for more speed. The trainers seem to be real slow. Consider the following trainer list:


    POKEMON (13):

    3 Spiritomb L.44 (beatdown)
    3 Dusknoir L.48 (beatdown)
    2 Dusclops L.38 (beatdown)
    1 Dusknoir L.X (beatdown)
    3 Duskull L.18 (evolution)
    1 Azelf L.55 (search tech)

    TRAINER (32):

    3 Team Galactic Wager (disable)
    3 Moonlight Stadium (enable)
    2 Night Maintenance (enable)
    4 Team Galactic Mars (draw)
    4 PokeDrawer+- (search)
    3 Bebe's Search (search)
    3 Buck's Training (draw)
    2 Marley Wish (enable)
    4 Rare Candy (enable)
    4 Quick Ball (search)

    ENERGY (15):

    11 Psychic Energy
    4 Call Energy

    In this deck Marley's Wish is indeed usefull since it enables one to retrieve Quick Ball as well as PokeDrawer+- and even Night Maintenance to ensure a stable Dusknoir swarm. Start with sniping and switch to spread in the middle of the match once Dusknoir L.X has been knocked out. Once this occured Spiritomb is the ideal play. Seven free damage counters in between your turns is nice - assuming the opponent is unable to counter the stadium on her or his turn.
    Last edited: Jul 27, 2008
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