Discussion in 'Card of the Day' started by PokePop, May 8, 2008.
Well, this card looks pretty good. Auto-sleep is always nice in a Darkrai deck, but unfortunatly, he really doesn't have anything else going for him. Dark Resolve is okay, but healing isn't as good as more damage with only 80 HP. Dark Slumber is terrinle, your opponent can just switch out to avoid the Sleep. So, Darkness Shade is the only good thing about it.
WOW, those attacks are not what I expected.
I think Dark Resolve whould/will work great with Endless Darkness.
I do wonder about his Poke-Power. Does it work like Serene Grace? Or can you use it over and over as long as you have this one in play?
If Darkness Shade is'nt like Serene Grace: 8/10.
If it is like Serene Grace, then we have another halfbaked Darkrai card: 6/10
Not the greatest, but the auto-sleep is good.
Darkrai MD is a very debatable card. Its easily the fastest, and most sleep inducing of the darkrai's, but the effects on some of the attacks can come out a bit after they are useful.
The pokepower on this guy is a beast in a dedicated Darkrai deck, especially if your frontrunner is Darkrai GE (#4). Slapping someone for 80 on turn 3 may not be terribally gamebreaking anymore, but its still very effective for what easily searchable basics can do. Note that it loses a lot of its luster in a doubles match. Also be warned, this is a power, and boh Gardevior and Aerodaytl will have fun with it.
The first attack, while not looking like anything spectacular, is actually a lot more savage than the slow effect would make it seem. It would be infinately better if it cost (C), but (D) is doable, especially if you draw a special dark first turn with it. Note, this play can knock out ascention shuppit on the very first turn of the game. The thought of sleep coming can also force the opponent into unwanted switches very often, allowing this card to have more of a role as energy disruption than offensive tank. Imagine Magmortor or Blissy trying to retreat, dropping a scrambles worth energy while they run.
Speaking of tanks, thats exactly what the second attack does. If, by some means you have the opponent asleep, Darkrai can almost completely heal itself. Big note on this attack, its not like sleep hole on Darkrai GE (#4), its either effect or not, no split road. A good way to abuse this is with Sidney's Stadium and Wiggly Tuff, requiring that you not need switch Darkrai every turn. Once this guy starts healing, he's pretty much locked in, unless you've either got a lucky opponent, or the other pokemon faints.
Weakness, resistance (note the resistance btw, this thing's a nightmare for Gardevior), retreat cost, and hp are nothing special for a legendary. Gallade can deliver to OHKO if no DRE it attached, without even flipping a prize. Otherwise, Darkai fears not a single card in the Gardevior line, as ralts can't really damage it (especially with sidney's), Kirlia and Gardevior are better directing their attention elsewhere, and even Bring Down on lvl X may fail, as Darkrai's hp is higher than a good number of techs, and perfectly even with Claydol (note, 10 damage on bench = happy day). Gardevior's teleport power however, may end up messing with your sleep stratagies, so try and sleeplock her in the front row.
The big factoid that makes this perticular darkrai amazing is just how well it works with Darkrai lvl X. A Darkrai X on the bench means this Darkrai should be able to come out swinging a minimum of 20, or even 70 if its been preped for its second attack (which puts Gallade well within distance for a Bringdown against most dark decks). If Darkrai lvl X locked in his attack, this gives Darkrai MD time to completely heal itself, and if you decide to run moonlight stadium instead of sidney's stadium (especially out of fear of the mirrior match), this may happen more often than you think.
As a darkrai, this one serves best as either your starter or your finisher, as its the only darkrai with an effect that benifits even after the opposing pokemon is knocked out, as well as being the only one that can force early damage. It is easily the best opener a pure dark deck ever had, and perhaps the single greatest force drafting may ever see.
8/10 Pure Dark
Another darkrai but this one has a power to put your opponent to sleep when played from your hand. It's first attack dose 10 for 1 darkness energy and it will put our opponets pokemon to sleep after your opponents trun, which is noting big since to get rid of the effect your opponent can retreat/switch out of it. It's second attack is Dark resolve and for 2 darkness and 1 colorless it dose 40 damage plus it will heal it self of 4 damage counters if the defending pokemon is asleep. This is not that great since your opponet has a high chance to wake up between each trun, and with low hp it will most likely not survive if it even dose heal itself.
80 hp is good for a non-evolveing basic but will not survive for long in a late game where higher damage is being put out. Weakness of +20 fighting is bad since gallade will 1hko this guy without even flipping a prize card. Though -20 resistance to psychic is good vs gardeivour. Darkrai has 2 retreat cost wich is kind of expensive and not so great to have on something that can't evolve.
All in all compared to the other darkrais this one is not as great.
6/10- get's killed easly late game, and a expensive second attack is what all stacks agenst it.
8/10 --for a fun deck (it has a few possibilities)
I remember a Kirlia being able to do 50 when the Active is Asleep. If those two can be used just right, then the game is won.
WOW!!!!!the art work is wonderfull........byby gardilade welcom gardikrai
Guys, you only get to play 2 Darkrai in a deck (your other 2 are level xs, so, what you will play one of this one (oh, please don't let me start with it) and one of the older, good ones, and then hope you get him for the one play he gets to make.
Except in Darkrai decks, which are rogue at best...this card is a collector only issue.
For play 1.5/10
For collect 9/10 (the artwork IS elite)
I love how everyone assumes people are going to waste at least 1 energy or Warp Point to retreat their starter out of impending sleep (since the arguably most popular starters, Pachi and Stantler, don't evolve). You either get sleep or get them to waste energy/warp point T2 unless they start with their main hitter active. I think this is a win-win situation early on.
The Poké-Power is the ideal support for his Darkrai brethren, and I think that this Darkrai is just as valuable a base for the X as Sleep Hole Darkrai is. After X's attack, if they don't wake up, the 60+ from Dark Resolve will usually do to KO the opponent, and healing is never a bad thing.
It's by no means as terrible as the I-haet-Cresselia version.
This one gets a solid 6.5/10 for playing, and an indisputable 11/10 for the artwork.
To bad the card is'nt as good as the artwork.
I think every Darkrai deck should have one of therse in it for the autosleep alone. Nice complimentary card for Darkrai decks.
Good for an auto 80-damage sleep hole. Run 2 sleep hole and 1 of these with super scoop up.
This card is quite nice, tech worthy to your Darkrai deck (well i guess not a tech) but i think that Darkrai decks should play 1 Darkrai MD, and 1 Darkrai GE #4.
9/10, This card is great.
and uh yeah...
1,000,000/10 for the Artwork
GE darkrai isnt that good to my oninion. 1 sleephole and 1 md.
For Play: 4/10
art 100of 10
play 9 of 10
Yay, time for MD card reviews!
In MD, we get our 3rd Basic Darkrai. He's a solid card, with 80 HP, +20 Weakness to Fighting (not good with so many Gallade running around), -20 Resistance to Psychic (good with all the Gardevoir running around), and 2 Energies for a Retreat Cost (expensive for a Basic). Darkness Shade is a nifty Poke-Power, letting you put the opponent's Active Pokemon to sleep; though sleep isn't the greatest of status conditions, it could be helpful. Darkness Slumber does a simple 10 damage for 1 Dark Energy, and puts your opponent's Defending Pokemon to sleep at the end of their next turn. Darkness Resolve is expensive at 2 Dark and 1 Colorless energies for 40 damage, but if the Defending is asleep, you get to remove 4 damage counters from Darkrai. Compared with his two counterparts in GE, I would probably use him, unless you really like Darkrai #4 GE (the best basic one in the set).
Modified - 6/10 (Although decks centered around Darkrai Lv X's Poke-Body aren't popular, they have potential, and this Darkrai helps you get there)
Limited - 8/10 (I'd only use him personally if you draft a lot of Dark Pokemon or have access to Dark Energy otherwise, but he's still worth considering in any deck for the Poke-Power alone)
Unlimited - 1/10 (No use here)
play combod wit ge darkria 6/10 by itself 4/10
Perfect with the Darkrai with Sleep hole. 80 damage Is good.
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