Pokémon TCG: Sword and Shield—Brilliant Stars

Dusknoir?

Dual_Draw

New Member
So I was wondering which line of Dusknoirs would be the best, currently I have 2 (Shadow Command or w/e) and 1 (DP). Though I have been trying the Promo and the other SF, I have a hard time choosing between DP and the Promo. DP and Promo both have great powers, Promos attack is really good, but as we found last year, DPs Attack is great late game besides a Duskull might Scare people into a 3 Pokemon Bench. Any thoughts?
 
  • In all Honesty I play:

    3-1-3-1 Dusknoir Lv.X

    2 Shiney Duskull
    1 Duskull [SW]

    1 Dusclops [SF - Dark Eyed One]

    2 Dusknoir [SF - Shadow Command]
    1 Dusknoir Promo

    It's pretty sick so far.
 
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Dusknoir LV.X is WAY overrated. The only way it's playable is with Noir SF#1.

If you are playing the Promo, put it in a deck of it's own with something like Rotom for Energy Acceleration.

And with the Dark One-Eye Clops, you can use Kull SW to it's full potential. No really bad starts with this guy when played right.

Please give the Promo some love, it's the best Dusknoir IMHO in terms of attack, Poke-Power and HP.
 
I think its depends on whether you need to see your opponents cards(gengar e.g.) or not. In gengar i would play:
3-1-2-1(2 sf, 1 promo)-1 lvl.x

You dont have the bench control but you know, when you have to use poltergeist.
 
First off, from all my testing this is a PERFECT deck for my Meta-game because it's so Random. Also from my testing...
SW Duskull is terrible, DP can still be donked by Sableye but can stall a little while.
Dark-Eyed Dusclops is horrible, DP aids the point of the deck to spread

I also don't understand why in the world Dusknoir Lv.X is overated.

I decided to go Promo because of a quote I remembered "Why keep their bench at 3, when you can get 6 KO's at once?" Promo disrupts their set up, and combos with Wager and Omastar
 
dusknoir is a little over rated... but still good
so if you want to use him...
i would def use 2 of the SF (shadow command) and 1 D&P (dark palm) then obviously, 1 LV X
the SF dusknoir that does the lame spread damage isnt very good

what else will you be playing?
 
The spread Dusknoir in SF is much more annoying than I expected when playing against it, but I think the DP 'Noir is slightly better. The bench lock messes up so many decks and can completely control a game all by itself.

The funny part about Dusknoir is you can have 2 completely different decks (one spread, one control/snipe) and both can put Dusknoir X to good use, but the spread one is where it really shines.
 
This is my speed Dusknoir line.

4 Duskull SW(Reaper Cloth)
3 Dusclops DP
1 Dusknoir DP
2 Dusknoir SF(Shadow Command)
1 Dusknoir LvX

This works amazingly fast and can get a Dusknoir Turn 2!
 
I would always run 1 Shiny Duskull, and the rest be Reaper CLoth, because auto evolving is, at many times, much more amazing than the attack options that the shiny gives. Furthermore, due to having 80 HP, 1 retreat cost, and an attack for one energy, I would never use a Dusclops that isn't the good one from SF.

When it comes to Dusknoir, always use three, obviously to fit in the Dusknoir LvX. Now, no matter what other Dusknoir combination you may want to use, I would always throw in a DP Dusknoir, as catching an off guard opponent wins games single handedly. In my opinion, the foil rare Dusknoir from SF >>> than all the rest. Attacking for two energy is a must in this format. A MUST! The other Dusknoir's can't do that. Furthermore this Dusknoir can get free prizes KOing basics that are used to stall into getting three energy on one poke. There's also his additional draw method that both aids set-up and fuels his two energy attack.
 
do u guys think dusknoir and cress make a good deck? Dusk spreads and cress obviously manipulates the damage counters and maybe take 2 prizes for u.
 
I would always run 1 Shiny Duskull, and the rest be Reaper CLoth, because auto evolving is, at many times, much more amazing than the attack options that the shiny gives. Furthermore, due to having 80 HP, 1 retreat cost, and an attack for one energy, I would never use a Dusclops that isn't the good one from SF.

When it comes to Dusknoir, always use three, obviously to fit in the Dusknoir LvX. Now, no matter what other Dusknoir combination you may want to use, I would always throw in a DP Dusknoir, as catching an off guard opponent wins games single handedly. In my opinion, the foil rare Dusknoir from SF >>> than all the rest. Attacking for two energy is a must in this format. A MUST! The other Dusknoir's can't do that. Furthermore this Dusknoir can get free prizes KOing basics that are used to stall into getting three energy on one poke. There's also his additional draw method that both aids set-up and fuels his two energy attack.

shiny duskull is better, the 1st and most important is get +10 hp and sableye can get a t1 k'o
 
do u guys think dusknoir and cress make a good deck? Dusk spreads and cress obviously manipulates the damage counters and maybe take 2 prizes for u.

Possible. I've seen people playing it before...

As for the topic, I would suggest playing 2 Dusknoir SF(Shadow Command), 1 Dusknoir DP and 1 Dusknoir LV X. Dusknoir DP can give you an edge by limiting your opponent's Bench to 3 which can be hurting to some decks that require big benches like Magnezone decks. Also, it is useful in late game... :biggrin:
 
shiny duskull is better, the 1st and most important is get +10 hp and sableye can get a t1 k'o

What decks use Sableye with dark energy? Sableye isn't a very good starter, as there are much better options, such as Chatot, Phione, Jirachi, and Pachirisu. Maybe a few decks tech it in for the donk, but one cannot add too many darkness energy to a deck, without risking not having correct the correct energies needed late game. This makes the Sableye Donk, extremely inconsistent, and that's without including the times where this deck doesn't even start with SW Duskull. If you're honestly worried about such a small chance, maybe up the Shiny version to 2-2, but anything beyond that is simply paranoia.
 
What decks use Sableye with dark energy? Sableye isn't a very good starter, as there are much better options, such as Chatot, Phione, Jirachi, and Pachirisu. Maybe a few decks tech it in for the donk, but one cannot add too many darkness energy to a deck, without risking not having correct the correct energies needed late game. This makes the Sableye Donk, extremely inconsistent, and that's without including the times where this deck doesn't even start with SW Duskull. If you're honestly worried about such a small chance, maybe up the Shiny version to 2-2, but anything beyond that is simply paranoia.

yup-- sableye is a cool card... but nobody will use him
gengar decks dont even HAVE starters
decks like kingdra have call energy
and decks that need good starters A.) will get beaten by faster decks and B.) wont use sableye, they will use chatot, or jirachi
 
Played it today
4 Duskul (2 SH/2 SW)
2 Dusclops DP
3 Dusknoir (Shadow Command/1 DP)
1 Lv.X

Got T2 or 3 Dusknoir every game. PLAY SW
 
yup-- sableye is a cool card... but nobody will use him
gengar decks dont even HAVE starters
decks like kingdra have call energy
and decks that need good starters A.) will get beaten by faster decks and B.) wont use sableye, they will use chatot, or jirachi

lol kingdra definately doesnt use call energy
 
Heh, I know the Lv.X is sick, but why not running him? Dusknoir stage 2 is still good?

3 Shiny Duskull
1 Duskull Reaper Cloth
2 Dark One Eyed Dusclops
2 Dusknoir Shadow Command
1 Dusknoir DP
1 Dusknoir Promo

It fix the problem, haha !
 
Kingdra definitely does use Call Energy. That's part of getting a quick Kingdra out. Either way, it doesn't use Sableye; 50 hp Duskull remains a safe play.
kingdra is good because it takes 1 energy to attack. adding in call makes it take 2, it also makes it so you arent going to have your OHKO with aqua pump later in the game. Call definately slows kingdra down.
 
kingdra is good because it takes 1 energy to attack. adding in call makes it take 2, it also makes it so you arent going to have your OHKO with aqua pump later in the game. Call definately slows kingdra down.

I literally loled. What's the problem with using two energy to attack for the initial Kingdra? In the deck where you never attach an energy until you need to, it will NEVER make a difference. Furthermore, Call energy is essential to set-up on early turns. Without call energy, how do you guarantee early basics? Speed is what Kingdra is about, it's what makes the deck good. Cutting the speed of a speed-reliant deck in nearly half for a OHKO later on is absurd.
 
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