Dusknoir LV.X, as its name suggests, is a Level-Up of the Stage-2 Dusknoir. It’s got 140 HP. Awful bulky for a ghost. A x2 weakness to Dark isn’t anything to really be worried about, and a -20 resistance to colorless is a blessing. A Retreat Cost of 3 is high, but not too bad for a LV.X, I guess…
As far as Dusknoirs go, Stormfront 17 is the one you’ll want to pair with this. It has an interesting Poké-body, but it isn’t the Card of the Day.
Dusknoir LV.X has no attacks, so you’ll rely on the Dusknoir you leveled up from to hit with. But it does have a very unique Poké-power, “Ectoplasm”. When Dusknoir LV.X is Knocked Out by damage from your opponent’s attack, Dusknoir LV.X has the ability to enter play as a Stadium card. How cool is that??
So, when Dusknoir LV.X enters play as a Stadium, your opponent still takes a Prize card, and in-between turns, you put one damage counter on all your opponent’s Pokémon. That’s serious. Damage creep will hurt them a TON and opens opportunities for dozens of combos. But let’s not get ahead of ourselves.
The problem here, folks, lies in Dusknoir LV.X’s Poké-power. It’s a Poké-power. Even if you did get “Ectoplasm” to activate, it’s as simple as your opponent producing another Stadium to end its effect. Your opponent will inevitably be up 1 Prize when you do this, too. It’s just the nature of the card. We’re not even counting in the difficulty of getting a Level Up of a Stage-2 Pokémon in play.
Dusknoir LV.X gets a 5/5 for originality, but a 2/5 for playability. It’s simply too difficult to set up and too easy to counter. It’s a very interesting card, and has a lot of potential in different formats. But that’s not what is, unfortunately, and Dusknoir LV.X will end up with the short end of the stick, becoming binder fodder despite being what should be a really cool card.