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Dusclops
NM
LP
MP
HP

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Rare · Pokemon - Stage1 - Psychic

Dusclops

Rare · Pokemon - Stage1 - Psychic · Crystal Guardians
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

Ability Cursed Glare: As long as Dusclops is your Active Pokémon, your opponent can't attach any Special Energy cards (except for Darkness and Metal Energy cards) from his or her hand to his or her Active Pokémon.
Attack Will-o'-the-wisp (30)
Attack Psychic Shield (50): Prevent all effects of attacks, including damage, done to Dusclops by your opponent's Pokémon-ex during your opponent's next turn.

Card Details

-/-Power / Toughness
-Mana Cost
19Prints

Character Background

Dusclops from Sandstorm is a wonderfully eerie Stage 1 Psychic attacker that leans hardest into a control-to-burst game plan, with a secondary combo angle if you can manipulate damage counters. Its lore feel is pure wandering specter: something that doesn’t just fight, but curses, drags, and judges from the shadows, which fits both of its attacks well. Judgement is the high-roll finisher, threatening an instant Knock Out if both coin flips land, so it’s best treated as a tempo swing rather than a reliable main plan. Random Curse is the more practical attack, letting you place five damage counters exactly where they matter, softening multiple targets or setting up math for later KOs. Decks that can accelerate Psychic Energy or reuse damage-counter pressure, especially with spread support and gust effects, make Dusclops much stronger. Pair it with follow-up attackers that capitalize on partially damaged Pokémon to turn its nuisance damage into a steady prize engine.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.09 - $0.13
At the current market price of $0.00.
Average Time to Sell
3 days
At the current market price of $0.00.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Dusclops from Sandstorm is a wonderfully eerie Stage 1 Psychic attacker that leans hardest into a control-to-burst game plan, with a secondary combo angle if you can manipulate damage counters. Its lore feel is pure wandering specter: something that doesn’t just fight, but curses, drags, and judges from the shadows, which fits both of its attacks well. Judgement is the high-roll finisher, threatening an instant Knock Out if both coin flips land, so it’s best treated as a tempo swing rather than a reliable main plan. Random Curse is the more practical attack, letting you place five damage counters exactly where they matter, softening multiple targets or setting up math for later KOs. Decks that can accelerate Psychic Energy or reuse damage-counter pressure, especially with spread support and gust effects, make Dusclops much stronger. Pair it with follow-up attackers that capitalize on partially damaged Pokémon to turn its nuisance damage into a steady prize engine.

Generated using gpt-5.4-mini · Updated at 2026-08-11 10:10:44 UTC

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