Pokémon TCG: Sword and Shield—Brilliant Stars

The X isn't needed.

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The Knee

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Well, everyone and their grandmother is running a counter stadium for dusknor level X, and i wasn't having that much success with it, so i take it out, overhaul the deck, and am left with a terrible deck. I re-work the focus and start winning matches. I add a few techs and since that point the only bad matchup is T2.

Pokemon-15

2x Dusknoir promo
2x Dusknoir DP

2x Dusclops

4x Duskull

2x Uxie
1x Uxie Lv.X

2x Unown !

Trainers-32

4x Rare candy
4x Bebe's search
4x Pokedrawer
2x Team galactics Wager
3x Super scoop up
4x Roseanne's research
3x Moonlight stadium
3x Energy pickup
3x Felicities drawing
2x Night maintenence

Energy-13

4x Call energy
9x Psychic energy



Control the bench, Use Unown ! for the 20 damage pluspower when needed. Control the game with The promo dusknoir. Im considering changing the lines to a 3-1 in favor of the promo.
 
Dusknoir lv. 49 HP 130
Stage 2 evolves from Dusclops
Poke-POWER Dark Hide
Once during your turn (before you attack), you may flip a coin. If heads, look at your opponent's hand, choose a Pokemon you find there, and put it on the bottom of his or her deck. This power can't be used if Dusknoir is affected by a special condition.

Reaper Pulse 70 3 energy.
Move up to 2 damage counters from Dusknoir to 1 of your opponent's Benched Pokemon

weakness +30 resistance -20 retreat cost
 
i disagree with no x. even if they use 38 counter stadiums, the worst that can happen is all their pokemon take 20 damage (yay) and they counter it on the next turn. the +20 hp helps too.
 
The x is needed. What isn't needed is the dp one because almost everyone thinks you run it so if you just keep an open bench space and don't revele more thatn 1 dusknoir they think that you run itn then might not even take the chance. Also the lv.x even if they do run a counter it gives you and extra 20 ro 10 HP and when it dies it puts 20 on everyone by the time it's their turn. This is good cause it gives you tiem cause htey will think first about attacking. Play the SF dusknoir with the power cause that's very good because it gives you draw power and if they don't play g it's firs tattack is amazing. It's cheap effective and if you play the lv.x they will also think twice about attacking even more. One more thing is the problem iwth this deck is that your only attackers need 3 energy to attack and with pickup being your only accel it seems slow.
 
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