Pokémon
Stage 2 — Psychic
English Oracle text
Poke-POWER: Shadow Command
Once during your turn (before your attack), you may draw 2 cards. If you have 7 or more cards in your hand, discard a number of cards until you have 6 cards in your hand. Then, put 2 damage counters on Dusknoir. This power can't be used if Dusknoir is affected by a Special Condition.
Damage Even (Psychic, Colorless)
Count the number of damage counters on Dusknoir. Put that many damage counters on 1 of your opponent's Pokémon.
Night Spin (Psychic, Psychic, Colorless) 50
Prevent all effects of an attack, including damage, done to Dusknoir by your opponent's Pokémon that has 2 or less Energy attached to it during your opponent's next turn.
HP 120
Evolves from Dusclops
Weakness Darkness +30
Resistance Colorless -20
Retreat 3
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