Dusknoir Playability?

XFlameMasterX

Aspiring Trainer
Member
So I was thinking of making a new Psychic deck but was unsure of which to make. I had originally planned to make VileGar, but since a lot of the cards are expensive, and I'm not 100% sure of how it runs, I scrapped that idea. I was looking though my binder, and because I bought a Stormfront booster box recently I came across Dusknoir 1/100 and Dusknoir Lv. X.

My question is, could this be a semi-competitive deck? I know CurseGar is very slow now because of the 2{P} 1{C} energy attachment/no Claydol, and Dusknoir is the same way. I could run Dusknoir 17/100, but if i did, it'd be as a tech and I'm not sure if i should include {C}{C} just for that. I really love Shadow Command 'Noir and would love to make it into a fun league deck/semi-competitive deck, but if it'll never set up within a reasonable amount of time, I don't wanna waste my time/effort/money.
 
Dusknoir is a fun card, imo. The stadium aspect is obviously the reason anybody would want to run a dusknoir deck, but the downfall associated with that is that you are purposefully giving up a prize card to your opponent. It's the same mechanic as jirachi/twins, but you have to know you can make up for it. Add in a good starter (I would stray away from jirachi since you are already giving up a prize card with dusknoir) and either use giratina lvX or gengar lvX to finish the spread. Giratina would be better IMO since it is a basic vs stage 2 and you already have stage 2 in the deck. Also, 17/108 is much better than the other one for this kind of deck. Maybe add in some card like a Crobat prime with a 1-1-1 build to get a little bit of focused damage/snipe capability to finish somebody off that isn't quite KO'd with the spread damage.
 
you could make a LZ deck with giratina x. send dusknoir as a stadium and then just spread and LZ with giratina x's spread. play LW and win...wow i like that idea
 
Thanks for trying, but none of these ideas seem like they would survive in the current meta. I'm not looking for SP speed or anything like that, but I definately don't want to run Dusky X, Giratina X, and a stage 2 that's Crobat Prime. Way way too clunky. Plus the Dusknoir I'd run a lot of is 1/100, not 17/100. Shadow Command just seems too good to pass up in the current meta with no Claydol.
 
Lets face it, Dusknoir is slow. HOWEVER, with the correct build it can easily be semi-competitive. I'm currently testing a Dusknoir deck variant as i wanted something to pair with DCL and i've had some decent results. It's slow early game but the damage starts to build up late game thanks to Dusknoir lvX and Dusknoir SF #17. Spiritomb AR being the best starter as darkness grace allows for that potential T2 Darkness Mist (Though most times you're setting up T2/T3 anyway) Twins is another important card as you need something that can search out those DCE (my list focuses on the SF#17 Dusknoir) plus there's the chance you'll be behind on prizes anyway early game. As far as techs goes, your options aren't impressive: Solrock TR to stop healing DCL late game finisher once enough damage has accumilated across the board. Don't add Giratina lvX, it's a slow higher retreat cost energy guzzler with a slow spreading attack. and adding any stage 2 line could affect consistency. This is the pokemon line i use

3-2-2/1-1 Dusknoir lvX (2 Darkness Mist/1 Shadow command)
1/1 DCL
3 Spiritomb AR
1 Smeargle UD
2-1 Uxie lvX
1 Azelf LA
1 Unown Q

In a format such as our current one, you shouldn't be adding any unecessary techs as how you utilise your space is important.
 
This list looks a lot more like what I was thinking up in my head. I normally don't use Legends at all, but this seems pretty straight-forward.
 
It's one of the better legend cards IMO, or rather one of the more usable compared to most of them though spread based decks are non-existent.

It isn't entirely needed. I hardly ever use it, though whenever i do use it, it usually gets me 2 prizes or i just use it to weaken everything so Dusky SF#17 is hitting for 80. This deck does have serious problems against Umbreon UD and T-tar Prime.
 
I sorta figured Shadow Command 'Noir would be the "heavy hitter" so to speak because it could place damage counters and stall with Night Spin.

Right now I'm trying to get T/S/S together so I can have a skeleton list before I make my final purchases online.
 
I used to base the deck around Shadow Command Noir as the built in draw power was nice but then realised that Night Spin lacked power which is something that hindered the decks ability. So i switched to #17 Noir for the higher damage output and additional spreading, though that's just my opnion.

To each, their own.
 
To that end, neither of them have that high of a damage output. I just want to try to make the most playable deck possible, and since I have not tested this yet(not put together) I can only go off of what others say, so I appreciate the input.
Tell me if you think this looks like a typical skeleton T/S/S list:

1 Luxury Ball
4 Rare Candy
2 E-Belt
2 Communication
2 Warp Point
3 Collector
3 Bebe's
2 PONT
2 Seeker
1 Flower Shop Lady/Palmers
2/3 BTS
 
I tried Dusknoir with Gengar SF. A but slow, but with a heavy Supporter line and Dusknoir's built-in draw, you can definitely get up to speed. The idea is it's kinda a Spread n' Snipe. Generally looked down on in a Nidoqueen, Garchomp-filled meta, but Nidoqueen is rare and you hit it for Weakness, and Garchomp is resisted by your main attackers. Definitely competitive.
 
Sounds like a great idea, I'm just wondering if it can get properly set up without the drawpower of an engine like Claydol.
 
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