Pokémon TCG: Sword and Shield—Brilliant Stars

"Spreadin the Love"(Cress X, Dusky X, Bronzong) A.K.A. A Dusknoir Varient

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I play this deck as well, here's my list:


Pokemon: 20

3 Duskull (Reaper Cloth)
1 Shiny Duskull
2 Dusclops SF
2 Dusknoir (Shadow Command)
1 Dusknoir DP
1 Dusknoir Lv. X

1-1 Bronzong
1-1 Cresselia
1-1 Azelf
1 Uxie
1 Spiritomb
2 Unown G

Trainers: 26

3 Bebe's Search
3 Roseanne's Research
2 Team Galactic's Wager
2 Prof. Rowan
4 Rare Candy
4 Poke Blower +
2 Warp Point
2 Night Maintenance
1 Luxury Ball
1 Premier Ball
2 Moonlight Stadium

Energy: 14
4 Call
10 Psychic

The Blower are PERFECT for adding the extra damage counter when needed or pulling up a pkmn you need to KO. The Rowan work well for getting another Blower, energy, evolution or to refresh your hand. I run 2 Wager to get rid of my opponent's counter-stadium as soon as they KO my Dusknoir X.

EDIT: This deck is pretty solid, but Regigigas is pretty much immune to spread decks, so i run into a HUGE problem. I have 1-1 Mewtwo that I need to fit in for the metagame, but don't know if taking out the cresselia is worth it. What do you guys think?
 
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4 Duskull SW86
2 Dusclops SF34
1 Dusknoir SF1
1 Dusknoir SF17
1 Dusknoir DP33
1 Dusknoir Lv. X
2 Claydol
2 Baltoy
2 Uxie
1 Uxie Lv. X
1 Cresselia
1 Cresselia Lv. X
2 Unown G
1 Azelf

4 Bebe's
4 Rare Candy
4 Poke Drawer +
3 Roseanne's
3 Poke Radar
2 Night Maintenance
2 Moonlight Stadium
2 Warp Point
1 Premier Ball
1 Luxury Ball

8 Psychic
4 Call
========
Is what I ended up running. And despite Cressy X being powerful, I find myself at times questioning if Bronzong MD wasn't in fact the better call - being less energy intensive and easier to set up than Cressy X might've made it a more solid add, despite obviously less power (however, with SF17 Dusknoir in my list, there's much better synergy there.)

In light of Pt's release, Dialga G is an obvious choice. But what else do we add in? And am I the only person considering dropping the Azelf - the list is so redundant (e.g. multiple outs) that it seems almost unnecessary - I haven't used it in the past... 10+ games (then again, these are league games, not legit premier events so I don't know if that's valid data to draw conclusions from).

Other cards from the new set:
Crobat G - more playable than Spiritomb, a card I initially liked and then stopped liking.
Broken Time-Space - I think that, esp. since I run a playset of Reaper Cloths, this helps my opponent more than it helps me.
Galactic's HQ - maybe, I dislike the idea though (however, only our Dusknoir line and Claydols evolve.)
Lv. Max - obviously.
Looker's Investigation - I never cared for TGW, but this might have potential.
Memory Berry - if you get a T1 D-noir, allows use of an attack (or if it's on top of a Dusclops and lacks 2+ energy)
Miasma Valley - again, obvious potential.
Pokemon Rescue - statistically .5 of a pokemon worse than TSD.
Poketurn - saving your Dialga G to be played again?
 
For the most part the G Pokemon are actually hard to use well with a Stage 2 line. You really have to run the TG Inventions for them to be most effective. It's hard to fit support for that in with Candy and whatnot. Dialga is something of an exception but if you run him then you are going to need strong trainer support in the terms of level max (flippy) or switchs / warps.
 
Level maxes were already going to be added for Uxie and Cressy X, however, and Warps are in there (I dropped Azelf for a Warp) for the very same purpose, so Dialga G I guess is more "splashable" than the rest.

I also decidedly favor miasma valley over the damage-on-evo stadium.
 
You already have premier ball and some warp points. I rather find room to add more warp points and maybe premier ball than to put in a flippy card like level max and be forced to put in 3 level max just so that you can feel safe.
 
You already have premier ball and some warp points. I rather find room to add more warp points and maybe premier ball than to put in a flippy card like level max and be forced to put in 3 level max just so that you can feel safe.

However level max also reduces dependency on Moonlight Stadium. Also, what if it's simultaneously strategically crucial to level up your Cressy X and damage their currently active pokemon? I've had that pop up plenty of times.

Back to back posts merged. The following information has been added:

Blimey, I'll test it out for a while and see.
 
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idk, it might just be my area.. but every straight dusknoir variant ive played failed. you have a max of four attackers including your bronzong, and there are so many lines of tech.. i just think this would be better if you cut cress, bronzong and azelf and played 2-1-2/3-1-3 Gangar :/
 
DuskGar is, in my experience, bad. The only thing I'd say about DuskGar is Gengar attacks on the cheap. However, I also don't run Bronzong, and don't set up all your attackers concurrently unless you know your opponent doesn't run DP2.
 
Alright, here's what I'm running.

4-2-3-1 Dusknoir (4 SW86/2 SF34/ 1 SF1 1 SF17 1 DP33)
2-2 Claydol
1-1 Cressy
1-1 Dialga G
2-1 Uxie
2 Unown G
1 Azelf

4 Bebe's
4 Roseanne's
4 Rare Candy
3 Warp Point
3 LV Max
3 Poke Radar
2 Moonlight Stadium
2 Night Maintenance
1 Luxury Ball

6 Psychic Energy
4 Call Energy
=====
Which should be -1 Radar/LV +1 Premier, but I can't find where it went off to.
 
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I'm thinking of running a similar list, but I was wondering if Giratina would be a suitable replacement for Cressy. A couple of hits from the X could mean game over and the discard to attack would be nice (unless going against the water pokes). Also I think it might be helpful to run a multi, rainbow or metal energy for Dialga G to attack after Dusky X is knocked out. The first attack only does 10, but keeps the opponent from playing a stadium.
 
^Not true, Giratina is good in it's own way. It's all player preference and what the player owns. I do have to admit that Cresselia LV.X has a very neat Power and attack and if your are working with damage counters a lot (Noir Promo and Noir SF #17), then I'd choose Cresselia over Giratina LV.X anytime.
 
An early Cresselia X on the bench in the game would be extremely effective, but if you can't get it out until later its effectiveness is limited, especially if your opponent gets out a high HP poke. I'm not stuck on Giratina, I just think it could be playable in this configuration. Maybe I'm counting on too much spread from Dusknoir X. The "Dark Hide" Dusknoir and the "Let Loose" Giratina can be played very well together.
 
That is very true. The "Let Loose" Giratina is really good, just like a TGW. I'm debating whether that should go in? How about a 1-1 Dialga G Lv.X line?
 
Without Dialga G this deck has an issue with Ampharos. I also like Dialga G keeping stadiums from being played after Dusknoir X is knocked out. At that point in the match it's worth the sacrifice for an extra turn or two of damage from Stadium Dusknoir. Cresselia or Garitina, it's nice to have options.
 
Specific or General Teching?

In general do you guys think it is best to have general techs to work with the main line, or techs for specific match-ups? I have Azelf X in my Dusknoir in case I see T-tar, 1-1 Mewtwo in case I see Regi, unown G in case someone runs a devolutor. It might be better to pick some general techs that work well with the strategy, like Zong or Cresselia, as has been mentioned.

Another idea I've tried is 1-0-1 Gardevoir (PT). Gardy pt has psychic connect and can move energy around, so if you have an opportunity to make a Dusknoir, you can move all its psychic energy to the Dusknoir and be up in 1 turn rather than three. I think in a power deck like this one, you can't have all your fighting pokemon requiring three energies to do anything. Adding in a 1-1 garatina tech line is just compounding the problem. 1-1 Mewtwo needs three as well, but can suck energy from the discard pile with energy absorption, so its level up, attach, energy absorption and unless he's got a psychic that can do at least 60, you're ready to go next turn.
 
I've thought of the Gardy - Mewtwo energy move, but that has it's issues as well. One turn attack for two energies on Mewtwo and then retreat for the energy move the next turn. Gardy a stage two on top of that. Things get very complicated. Any ideas on how to get some consistency with that as well as all the Dusknoirs in the deck? If so, we have a winner. Gardy, Mewtwo, Giratina only - maybe, but now I'm drifting far off the topic of this deck strategy.
 
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