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Dusclops
NM
LP
MP
HP

Viewing offers in Near Mint condition

Rare · Pokemon - Stage1 - Psychic

Dusclops

Rare · Pokemon - Stage1 - Psychic · Power Keepers
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

Attack Dark Mind (20): Does 20 damage to 1 of your opponent's Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.)
Attack Mysterious Light (50): If Phoebe's Stadium is in play, the Defending Pokémon is now Confused.

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.

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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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