The 2007 Pokémon Diamond & Pearl release featuring Dusknoir, card number 2. This Holo Rare Psychic-type Stage 2 card offers unique gameplay mechanics and nostalgic appeal for TCG collectors.
Dusknoir
2007 • Pokémon • Diamond & Pearl
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Description
Dusknoir, the Stage 2 evolution of Dusclops, holds a prominent place in the 2007 Diamond & Pearl Pokémon Trading Card Game expansion as card number 2. This Holo Rare card showcases the powerful Psychic-type Pokémon with 120 HP and distinct abilities that define its strategic role in gameplay. The card features the Dark Palm ability, allowing strategic manipulation of the opponent's bench, alongside the formidable Hard Feelings attack. This combination makes it a notable addition to any collection focused on the Diamond & Pearl era. The Holo Rare finish adds a layer of visual appeal, drawing attention to Dusknoir's ghostly presence. As the Pokémon TCG continues to grow in popularity, early sets like Diamond & Pearl remain essential for investors and hobbyists alike. Whether you are a long-time fan or new to the hobby, this card represents a key moment in TCG history.
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Card Details
The catalog profile below summarizes the card identity, featured subject, and notable collectible traits.
Catalog Profile
The core identity of the card within the set.
Featured Subject
The subject, team, league, and sport context tied to this card.
Featured
Dusknoir
Game
Pokémon
TCG Attributes
Rarity, print treatment, and game-specific stats for this card.
Holo Rare
Takabon
Card Stock
English
Holo
120
Psychic
Stage 2
Dusclops
Darkness +30
Colorless -20
3
477
Card Text
Abilities, attacks, oracle text, and flavor text printed on the card.
Ability: Dark Palm
Once during your turn (before your attack), if your opponent has 4 or more Benched Pokémon, you may choose 1 of them and shuffle that Pokémon and all cards attached to it into his or her deck. This power can't be used if Dusknoir if affected by a Special Condition.
Attack: Hard Feelings
Put 5 damage counters on the Defending Pokémon. Then, count the number of Prize cards your opponent has taken and put that many damage counters on the Defending Pokémon.
The antenna on its head captures radio waves from the world of spirits that command it to take people there.
