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Pokemon Card of the Day #2929: Darkness Energy (Neo Genesis)
As with Metal Energy, the new Darkness-type was limited to a Special Energy from its release all the way through 2007 when Diamond and Pearl finally treated it like a normal type. The original Darkness Energy had the Pokemon it was attached to, no matter the type, deal 10 more damage to the Defending Pokemon. A damage counter was also put on the Pokemon it was attached to if it wasn't Darkness-type or had Dark in its name.
The main use, of course, was for Darkness-types, with Sneasel being the focus until it was banned. The type wasn't the most impressive after that, with Houndoom and Dark Houndoom getting a bit of use but otherwise the type was pretty unimpressive. Darkness Energy was sometimes included for Dark Pokemon such as Dark Feraligatr, and the damage boost could indeed help out. It would help said Dark Feraligatr get through anything without Metal Energy or Gold Berry in 2 hits, for example.
There was one additional use due to the strange quirks of the card that were removed once Ruby & Sapphire were released. You could boost damage for other Pokemon too, as long as you were willing to take the admittedly steep damage penalty. This, along with a heavily Feraligatr-focused format early in the Rocket-On format, ended up with people putting Darkness Energy and a random Basic Grass-type in just to smack down a Totodile in a hit. The two Pokemon that got used were Erika's Bellsprout and the Caterpie from Neo Discovery, as crazy as that sounded. Those two had a real niche in an environment that focused heavily around a single deck, though once more sets were released and the game diversified they weren't nearly as useful. This idea rarely sees use in modern takes of Rocket-On due to the wider competition available, not all of which were running Grass-weak Pokemon with 50 HP.
Almost thought itd be a bust box but pullin a 25 dollar card is better than payin 50 bucks and pullin nothin.
Basic Darkness Energy 007 Pokémon Card from the Mega Evolution Set
Pokemon Card of the Day #755: Darkness Energy (Holon Phantoms)
Darkness Energy has been reviewed a couple of times on this blog before, but it had another little change to cover since the last time. The effect of this card was actually the same, though. Darkness Energy was a Special Energy card that provided a Darkness Energy and also caused the Pokemon it was attached to do 10 more damage to the Active Pokemon before applying Weakness and Resistance. This effect only worked with Pokemon that were Darkness-type or had Dark in their name. Actually, Darkness was only available as a Special Energy for quite some time, which hurt a bit in HL-On and prior formats, as well as most of the DX-On format. Luckily, there was Dark Metal Energy and plenty of variations on Rainbow to pick up the slack at that point.
The big change came when Diamond and Pearl was released. For the first time, a Basic Darkness Energy was available, and that Darkness Energy wasn’t restricted to 4. It could also be retrieved by any other means a Basic Energy could that didn’t work with Special Darkness Energy. That meant that a choice was actually required for Darkness-type decks.
In most cases, including 4 of the Special Darkness Energy was a good idea for decks that could use it. The extra 10 damage was typically worth it, since it wasn’t exactly hard to make Special Energy work. Unless you were desperate to use cards that manipulated Basic Energy a ton, this was a really nice way to boost damage.
Neo Genesis, Expedition, Ruby & Sapphire, Mysterious Treasures, Undaunted
Darkness Energy
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