Running spiritomb with high basic count makes little sense since it reduces your chances of starting tomb, instead run four calls and four collector's since they don't reduce your chances of starting tomb. Assuming you always start tomb (I wish):
Senario 1:You start tomb turn one and they go first without sableye they need to draw sableye, retreat active, have crobat G in hand and have special dark/unown dark in hand if they are to donk you (assuming they run no collectors). If they don't donk you then off you go.
Senario 2: They don't start sableye you start tomb and go first you play call for another tomb and something else (or collectors for some stuff) sabledonk has a tough time from here.
Scenario 3: They start sableye and you tomb almost the same as scenario 1 but slightly easier to donk you.
Conclusion: If you start with even a single tomb and they start mediocre you have a decent chance of taking it past turn 1.
Senario 1:You start tomb turn one and they go first without sableye they need to draw sableye, retreat active, have crobat G in hand and have special dark/unown dark in hand if they are to donk you (assuming they run no collectors). If they don't donk you then off you go.
Senario 2: They don't start sableye you start tomb and go first you play call for another tomb and something else (or collectors for some stuff) sabledonk has a tough time from here.
Scenario 3: They start sableye and you tomb almost the same as scenario 1 but slightly easier to donk you.
Conclusion: If you start with even a single tomb and they start mediocre you have a decent chance of taking it past turn 1.