Psyquic Sentence V.2.0 (dp-ifds)

Discussion in 'Deck Help and Strategy' started by lestatxxx, Aug 6, 2008.

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  1. lestatxxx

    lestatxxx New Member

    :pokeball::psychic::fighting:

    3 duskull (2 IFDS+1 DP)
    2 dusclops (DP)
    3 dusknoir (1 DP+2 (IFDS)
    1 dusknoir lv. X (IFDS)
    3 gastly (IFDS)
    1 haunter (IFDS)
    3 gengar (IFDS)
    1 azfel (LA)
    1 azfel lv. X (LA)
    2 baltoy
    2 claydol

    4 rare candy
    4 pokedrawer+ (IFDS)
    3 bebe search
    1 luxury ball (IFDS)
    2 roseanne research
    2 cinthya feeling (LA)
    2 tm-ts2 (LA)
    2 stadium (1 miasma valley [IFDS]+1 moonlight)
    2 night maintence
    2 warp point
    1 premium ball

    10 :psychic: energy
    3 :colorless call energy

    Spoiler :


    Duskull LV.18 – Psychic – HP60
    Basic Pokemon

    [.] Counting Song: Place up to 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 your opponent can’t attach any Energy cards from his or her hand to any Active Pokemon during your opponent’s next turn.

    Weakness: Darkness (+10)
    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.47 – Psychic – HP120
    Stage 2 – Evolves from Dusclops

    Poke-Body: Chill
    As long as this Pokemon is your Active Pokemon, in between turns place 1 damage counter on each of your opponent’s Pokemon that has any Energy attached to it.

    [P][C][C] Dark Mist: 60 damage. If the Defending Pokemon already has 2 or more damage counters on it, this attack does an additional 20 damage.

    Weakness: Darkness (+30)
    Resistance: Colorless (-20)
    Retreat: 2

    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, and 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

    Gastly LV.14 – Psychic – HP50
    Basic Pokemon

    [.] Blackout: Your opponent can’t play any Trainer cards from his or her hand during your opponent’s next turn.
    [P] Trick Gas: 10 damage. You may switch Gastly with one of your Benched Pokemon.

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

    Haunter LV.35 – Psychic – HP80
    Stage 1 – Evolves from Gastly

    [.] Smog: The Defending Pokemon is now Poisoned.
    [P]Death Charge: 30 damage. You may search your opponent’s discard pile for up to 3 in any combination of Trainer, Supporter, and Stadium cards, and put them in your opponent’s hand.

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

    Gengar LV.43 – Psychic – HP110
    Stage 2 – Evolves from Haunter

    Poke-Power: Death Sentence
    You can use this Power once during your opponent’s turn, when this Pokemon’s HP is reduced to 0 by damage from an attack. Flip a coin, if heads the attacking Pokemon is Knocked Out.

    [P] Shadow Loom: Place 3 damage counters on 1 of your opponent’s Pokemon. If that Pokemon has a Poke-Power, place an additional 3 damage counters.
    [P][C] Poltergeist: Look at your opponent’s hand, and do 30 damage for each Trainer card, Supporter card, and Stadium card you find.

    Weakness: Darkness (+30)
    Resistance: Colorless (-20)
    Retreat: 0

    Azelf LV.55 – Psychic – HP70
    Basic Pokemon

    Poke-Power: Time Walk
    You can use this Power once during your turn, when you play this card from your hand onto your Bench. Look at all of your face-down Prize cards, then return them face-down. If you'd like, you may choose 1 Pokemon card out of those Prize cards, show it to your opponent, and put it in your hand. If you do, choose 1 card from your hand and play it face-down as a Prize card.

    [P] Imprison: 20 damage. The Defending Pokemon can't retreat during your opponent's next turn.

    Weakness: Psychic (+20)
    Resistance: none
    Retreat: 1

    Azelf LV.X – Psychic – HP90
    Level Up

    Poke-Body: Psychic Aura
    All of your Psychic Pokemon in play have no Weakness.

    [P] Deep Balance: Place a number of damage counters on 1 of your opponent's Pokemon equal to the number of Energy your opponent has in play.

    Weakness: Psychic (x2)
    Resistance: none
    Retreat: 1

    Pokedrawer + – Trainer

    You can play 2 copies of this card at the same time.
    If you play 1 copy, draw 1 card from your deck.
    If you play 2 copies, search your deck for up to 2 cards and put them in your hand. Shuffle your deck afterward. (This counts as the effect of both cards.)

    Luxury Ball – Trainer

    Search your deck for 1 Pokemon card (excluding Pokemon LV.X), show it to your opponent, and put it in your hand. Shuffle your deck afterward.

    If there’s already a card named Luxury Ball in your discard pile, you can’t play this card.

    Cynthia's Plan – Supporter

    Return your hand to your deck and shuffle your deck. Then, draw 4 cards from your deck.
    If any of your Pokemon were Knocked Out on your opponent's previous turn, draw an additional 4 cards.

    You can use a Supporter once during your turn. To use it, play it next to your Active Pokemon and discard it at the end of your turn.

    Technical Machine TS-2 – Trainer – Technical Machine (LA)

    [.] De-Evolutionator: De-Evolve 1 of your opponent’s Pokemon (excluding Pokemon LV.X) by 1 Evolutionary stage. The Pokemon card removed by De-Evolution is returned to your opponent’s hand.

    To use a Technical Machine, attach it to one of your Pokemon. The Pokemon this card is attached to can use the attack on this card.

    Miasma Valley – Stadium

    Whenever either player plays a Basic Pokemon card (excluding Grass-type and Psychic-type Pokemon) from his or her hand onto the Bench, place 2 damage counters on that Pokemon.

    You can play a Stadium card next to your Active Pokemon 1 time during your turn. If a Stadium card with a different name is put into play, discard this card.


    Strategy:

    Any pokemon w/ call energy //
    gastly ¨black out T1, T2 rare candy gengar ¨polstergeist¨ + poke-power ^^ //
    dusclops ¨roam¨ good attack, dusknoir (DP) limit oponent bench + miasma valley //
    dusknoir (IFDS) poke-power mini-claydol =) good snniper + lv. X o Dusknoir (IFDS) ¨chill¨good combination w/ lv. X
    and big damage
    azfel tech poke-power good ! and azfel lv. X sniper of energy, + poke-body ^^
    any pokemon w/ tm-ts2 good destroyed bench of my oponent
    claydol draw power

    opinion?? :thumb:
     
    Last edited: Aug 8, 2008
  2. Dark Ninja

    Dark Ninja New Member

    Dusknoir is a great pokemon and if you can get the lv. X out it's amazing for all the sniping in the deck, but I think the whole dusknoir line is hurting the consistency of the deck. You could definitely drop it for a stronger trainer line.

    -Dusknoir line
    -Premier Ball
    -Moonlight Stadium
    -1 Night Maintenance

    +1-1-1 Gengar
    +1-1 Azelf X
    +1 Bebe's Search
    +1 Roseanne's Research
    +2 Miasma Valleyh
    +1 TSD
    +2 Prof. Oak's visit
     
  3. The Knee

    The Knee New Member

    I actually like splitting the Dusknoir line even further. 1x Dp. 1x IFDS. 1x IFDS starter deck. The starter deck one has a power that more or less says inbetween turns, put a damage counter on all of your opponents pokemon with energy on them. Syncs better with the lv.X
     
  4. lestatxxx

    lestatxxx New Member

    The knee@ Yes, take out - 1 duskonir (IFDS) ¨Shadow order¨ add +1 dusknoir (IFDS) ¨chill¨, is good card
    Thanks you. O Tkae out dusknoir DP and add other IFDS??

    edit**

    dark ninja@ Sorry, my deck is combination Dusknoir and Gengar ...

    ^^
     
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