View Full Version : 2008-12-17 Dusknoir SF 17/100
12/17/2008, 12:37 AM
2008-12-17 Dusknoir SF 17/100
12/17/2008, 01:01 AM
8.5 better than the other one imo.
FIRST POST :)
12/17/2008, 01:03 AM
You know, instead of people always spamming "OMG, 1ST POST! + some dumb post and/or rating, people should at least put some effort as to why they give a rating...and this goes for more than the obligatory 1st post spam as well.
Anyways, today's CotD is Dusknoir #17 from SF. Unlike the last Dusknoir (#1 SF), this one isn't as good, but still deserves consideration. It shares all the same stats as #1 (120 HP, +30 Weakness to :dark:, -20 Resistance to :colorless), but only costs :colorless:colorless to Retreat instead of :colorless:colorless:colorless. Spirit Pulse is a great Poke-Body to have, letting you put 1 damage counter on any of your opponent's Pokemon that have an Energy on them if Dusknoir is active. Darkness Mist is a good attack, costing :psychic::colorless:colorless for 60 initially, but dealing +20 damage if they have at least 2 damage counters on them already.
Modified - 8/10 (Not as good as #1 SF, but a worthy consideration as one of your Dusknoirs)
Limited - 8/10 (Poke-Body is nice, and attack is ok)
Unlimied - 1/10 (Not too much use here)
12/17/2008, 01:46 AM
spirit pulse is a great body that lends itself well to what dusknoir is generally trying to do. the darkness mist attack is generally going to be doing 80 for three energy a turn. a retreat cost of 2 is better than any other dusknoir.
however, the lack of ability to attack on turn two, and lack of draw power make this the lesser-loved dusknoir. look at the art on this card, it even knows it, and appears to be pouting.
Deoxys Cool Form
12/17/2008, 07:46 AM
6/10 not that good but its pokebody is rather good.
12/17/2008, 09:05 PM
ok but lacks speed so i give it a 7/10
12/18/2008, 07:23 AM
Underrated IMHO. It does the best single targert direct damage of any of the Noirs. It has the most flexible energy cost of any of the Noirs making it easier to use in a deck that runs something other than Psychic energy. The Body is just nasty.
8.5 / 10 ... would be better if it had a second attack.
12/18/2008, 10:22 AM
I give it a 8/10
I know the sf #1 dusknoir is the "better" but in all my testing i kept going back to this one. I think its just the body is good for spread (since except for claydol) the only thing you want to damage will have energies on them anyway. Not only that it attacks for 80 with 2 energies! (it can kill 110-120 hp dudes with one hit if they were on the bench before you attack it). THe other thing i like its body has synergy with the lvx. The only that that sucks with this one is the fact when its damaged you can't. snipe there hitter before you would die. My suggestion is try this one out and see if you like it. It always worked well for me. I admit Sf#1 is better late game (easier to set up and you want it damaged) But early game i like this one. Also it might not have a 2 energy attack its body does kind of make up for it XD.
12/18/2008, 03:16 PM
This dusknoir is not too bad but it just cannot compete with the shadow command one.
it cannot attck turn two or draw cards but like what 'Masterofthecards' said.
Try it out and see if it works for u.
Red Haired Shanks
12/18/2008, 07:00 PM
This Dusknoir is super awesome. Helped my beat Tyranitar in the finals of CC. Work this with De-Evoluter and it is fantastic.
12/18/2008, 10:02 PM
Saving grace for Noir vs. Unown G.
12/18/2008, 10:15 PM
Safe to say that even though it may seem slow to some, others may find it very playable. You may be able to base a deck around this, perhaps?
12/20/2008, 09:04 PM
I personally prefer the S Command one; but this one's good too.
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