Darkness was one of the two types introduced to celebrate Generation 2's premiere set. There was no basic Darkness Energy, which some modern players raise an eyebrow at, but I actually think that the decision to base the new types around Special Energy cards wasn't inherently bad. There were very few Darkness and Metal-type pokémon, so it does feel appropriate to give them special treatment.
While only two Darkness-types were introduced in the set, one of them would go on to be one of the most influential and infamous cards in the game's history. You probably already know who I'm talking about.
But first, it would be hard to talk about the Darkness-type without discussing the new Energy Card. This card boosts the damage of attacks by 10 in addition to providing one Darkness energy, but it has a self-damaging effect similar to Poison when attached to a non-Darkness Pokémon.
This downside will rarely come up, since you're unlikely to waste it on anything that doesn't need it. Pluspower already exists for boosting other cards.
This card single-handedly drives up the damage output of the new Darkness-types. To be honest, it's kind of a poorly balanced card. It needed to have a downside that's always relevant, but it obviously had a massive impact on the meta.
Grade: 10/10
Murkrow is part of an obnoxious strategy where you lock a Psychic-type or a non-aggressive card that can't damage it in the active spot with Mean Look, then pick apart the opponent's board with Feint Attack.
Even locking a Cleffa in the active spot is an option, though working around the Baby rule will be annoying. It's most infamous for its role in Paint Lock, a strategy that changes the opponent's type and then scores free prizes with Murkrow.
Grade: 8/10
Sneasel is easily one of the most famous cards in the set. Having free retreat and no weakness on a 60 HP Basic probably would've allowed this to see play already, but then they slapped Beat Up on it.
Beat Up will do massive damage with minimal setup as early as turn 2. With Darkness Energy, it could average out to a deranged 80 damage per turn if your bench is full. Famously banned from Rocket-On. Obviously an incredible card.
Grade: 10/10
For a type that only just barely existed at the time, the new Darkness type really did go far, far above and beyond expectations.
Of course, the existence of Rainbow Energy probably made the new Darkness and Metal types even stronger than they were supposed to be, since they were likely balanced around only having 4 copies of Darkness Energy and Metal Energy in your deck, but accidents happen.
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