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Duskrai (Dusknoir, Darkrai EX)

haikumaster

Aspiring Trainer
Member
Pokemon, 13

3 Darkrai EX
3-2 3 Dusknoir
2 sableye

Trainers, 38

4 HT Laser
3 Virbank City Gym
4 N
4 Skyla
3 Heavy Ball
4 Dark Claw
2 Dark Patch
4 Juniper
3 Rare Candy
4 N
3 Catcher

Energy, 12

10 Dark
2 blend (Dark, psychic, Grass, Fire)

Strategy

I play online, and the servers are down right now so I just put this in from memory, so I know I might have gotten a few cards mixed up in the list... But basically I spread with Darkrai, and move it around with Dusknoir. HTL gives me more counters to spread. hitting for 110, sniping 30... poison 30... thats 170 damage to move around. I can take out a few little things on the bench or get rid of an EX.

I have only played four games with it, but I won three of them.

(won against Garchomp/altaira, Blastoise/Wailord/Mewtwo, and RayEels)
(lost against Mewtwo/Siglygliph)
 
2-1-2 Dusknoir
3 Darkrai
3 Sableye

Look up "Hammer time" that's pretty much what your doing.
 
I'm not liking the heavy Duknoir line. This deck doesn't desperately need Dusknoir on the field, it's just an added bonus. Therefore i believe you should play no more than a 2-0-2 line (That's what my list runs). Playing Blend Energy would imply that you plan on using Dusknoir to attack. If you ever found yourself in such a position then i think you've already lost the game as there is no situation where attacking with Dusknoir is ever good. Your I/S/S could do with a little fixing as well:

-1-2-1 Dusknoir
-3 Heavy Ball (Ultra Ball > Heavy Ball for this deck)
-1 Virbank City Gym (2 will suffice)
-2 Dark Claw
-2 Blend Energy
-1 Skyla
-1 Rare Candy
(-14)

+1 Sableye
+2 Dark Patch
+4 Ultra Ball
+2 Corless
+3 Energy Switch (Really helps with setting up turn 2 Night Spears)
+2 *insert useful card(s) here*

You sholuld think of this deck as a Speed Darkrai deck with Dusknoir teched in a a surprise tech. It sometimes isn't even necessary to set up Dusknoir as you'll often find that going aggro Darkrai EX is enough to win. The Rare Candy count may seem low, but again, you shouldn't be focusing on setting up Dusknoir every game, also you can Skyla for Rare Candy if need be. Ultra Ball searches for everything, 'nuff said. Corless provides additional draw power and becomes very useful mid/late game where there will often between 6 benched pokemon between you and your opponent (Thus providing 6+ cards).

I left 2 spaces free for you to add whatever you want (or add back in). Remember: Consistency > "techy-ness" (i.e. what good is playing a tech for every match-up if your deck is unable to properly set them up).
 
I think having a Dusknoir line in a darkrai deck is fine. However, I think it should 3-1-3:
-1 Dusclops
+1 Rare Candy

Also, in your list you wrote '4 N' twice. How about this Supporter line?
4 Juniper
4 N
2 Colress
3 Skyla
1 Bianca/Cheren

I would use the extra two cards for an extra Catcher and extra Dark Patch. Hope that helped!:D
 
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