In the TCG we have twenty Kozmo cards. That’s not a lot compared to archetypes like HERO or Blackwings, but there are archetypes that have less cards and were also top decks. Nekroz has 18 cards, including the Zefras. Inzektors have 22, but a lot of it is straight garbage. Inzketor Orb, anyone? Regardless, Kozmo has been viable from day 1 with Farmgirl, Goodwitch, Sliprider, Forerunner and Kozmotown. The deck has only gotten better with more support. And now that we’ve likely gotten our last batch of support, Dark Lady and Landwalker have been everywhere and people have been trying to break Dark Planet. There’s just one problem. Konami made Dark Planet fair. Playing fair just can’t compete with unfair things.
So today, I want to highlight the four flavors of Kozmo as well as Extra Deck and Side Deck options with Shining Victories finally legal.
1) Tincan Turbo
2) Dark Planet
3) Fire Kings
4) Fire Kings with Dark Planet
5) Extra Deck
6) Side Deck
Tincan Turbo / Pure Kozmo
Before SHVI, we had Tincan Turbo and bad Kozmo builds. The deck just gets a plus off Tincan every turn until it would die, at which point, it tags out for something else. You only lose 100 LP when you add back Tincan with Kozmotown, so it’s a well-oiled, self-lubricating machine.
With the Kozmo support from SHVI, specifically Landwalker and Dark Lady, this version is obviously better than it was previously. Decks mostly looked like this, with a DOG Fighter here and some Maxx “C”s there and maybe a few number tweaks up or down. And, occasionally, a Goodwitch.
Now that we have a few more tools in Dark Lady and Landwalker, we can play a slightly different version with them in it. Ignoring Fire King Kozmo, this build does a good job at improving upon Tincan Turbo without detracting too much from the get plus ones where you can with quick-effects game plan.
If Fire King Island never came out, I’d probably play this. Maybe a card or two change here or there, but this is what I’d play for the most part.
1 Kozmo Dark Eclipser
3 Kozmo Dark Destroyer
1 Kozmo Forerunner
2 Kozmo Landwalker
3 Kozmo Sliprider
2 Kozmoll Dark Lady
2 Kozmoll Wickedwitch
2 Kozmo Farmgirl
2 Kozmo Soartroopers
2 Kozmo Strawman
3 Kozmo Tincan
3 Maxx “C”
Dark Eclipser because you can still summon it with any pilot and 3000 ATK isn’t a joke. It is also just another something to reveal with Tincan. I’d be okay swapping this out for another Forerunner, but this has a different name for Tincan.
Three Dark Destroyer because it’s Dark Destroyer. C’mon, you know why this is in here.
Only one Forerunner because multiples always seem to clog up my hand. Although, this is the only version in which I’d consider more than one with our current card pool.
I can see playing just one copy of Landwalker, but it’s really impressed me every time I play it. Landwalker floats down into Sliprider and Dark Lady. Landwalker plus Tincan/Strawman is a good early field, or when you’re both down on resources. If your small pilot would die, kill the Landwalker/Kozmotown instead. And, since Landwalker says destroy another Kozmo card, not monster, you can destroy Lightsword, Kozmourning or Kozmotown.
The full playset of Sliprider because we don’t want a shortage of Level 5s for Infinity should it come up. Sliprider is also just a good card. It pops any Spell/Trap. Scales, Field Spells, it doesn’t care. Don’t forget that since we want to get a plus off Tincan every turn, we need more Kozmo cards to dump.
Dark Lady is one of two new pilots from Shining Victories. We don’t talk about the other one. I really underestimated Dark Lady initially. I thought she wasn’t very good because you can’t Normal Summon her. That rarely matters. I can’t Normal Summon Dark Destroyer. And I’m glad she has 2200 ATK and not like 1900 on a Level 4. Dark Lady isn’t hard to summon by any means. And the small pilot into bigger pilot into ship battle phase plays can happen even more due to Lady being Level 5. Good job, Konami. Dark Lady does pretty much everything you want, except deal with established boards. That’s what the ships are for.
Two Wickedwitch. I’m still unsure on two copies. You can play one or none if you want, but I like two because it lets you pilot climb during offensive battle phases and can sit there not dying if you’re losing. I might cut one for Goodwitch.
Two Farmgirl. Many people play just one or none. I think you need at least one because E-Tele a Farmgirl into an open field is often game. Three isn’t necessary by any means, though. I like two in a more “pure” Kozmo build. And, you can always put her back in the Deck with Kozmotown, or just tag her out.
Two Soartroopers next to the two Farmgirl. Three Soartroopers and one Farmgirl is another option. Soartroopers is really good due to being able to Special Summon a Dark Lady from the Graveyard after dumping it with Tincan. Soartroopers also brings back Strawman for combos and lets you make easy Rank 3s. Who cares about life points? I want that extra monster.
Two Strawman because it summons banished dudes and, turn one, if you open pilot and Dark Destroyer, you can end with Strawman and Landwalker/Dark Lady/Tincan depending on what else you have. There were many times last format that I wanted a second Strawman and I’ve never looked back since adding the second.
Three Tincan. Farmgirl, Soartroopers and Strawman also let you go +1, but none of them can be used on your first turn without any setup. Tincan has no stats, but who cares if it’s only turning into a Dark Lady or Dark Destroyer.
If you’re not playing at least two Maxx “C” right now, why? It’s not dead against Monarchs and it forces Burning Abyss to stop unless you have an open board. And it stops about half of the Kozmo players. Special Summoning is the best strategy, so why not play Maxx “C”? And if your opponent isn’t Special Summoning, they’re probably losing.
Three Kozmotown and double Emergency Teleport are pretty standard. You can get away with only two Kozmotown, but without Terraforming I like three.
Upstart and Allure of Darkness to get to that Tincan/Dark Lady/Dark Destroyer quickly. How many times have you heard someone say “I could have won but didn’t draw X card.”? Next time ask them if they were playing all of the draw cards they could.
Triple Kozmojo became the standard for Tincan Turbo before SHVI was legal. It’s just really good. And banishing anything your opponent has without targeting it and turning your ship into a Dark Lady is just really, really, really good. Also, fuck The Prime Monarch.
Call of the Haunted is here for more disruption on your opponent’s turn. And, once your opponent has seen a Call, they’ll be hesitant to blindly destroy your backrow because anything could turn into a Dark Lady.
I honestly find myself losing the most with this version. Dark Planet may be less consistent, but this build loses to Monarchs more than any other I’ve tried.
Dark Planet Kozmo
This is similar to Tincan Turbo but runs Dark Planet. Dark Planet can’t be Special Summoned by pilots, but Performapal Pendulum Sorcerer doesn’t do anything by itself either. Other one card combos don’t really exist right now. And if they do, like Tour Guide/Terrortop, they don’t do insane things.
Reasons to run Dark Planet
-attacks over anything under 4000 ATK
-attacks directly for 4000 points of damage
-you can’t use your targeting computer to blow up the Death Star
-searches any Kozmo upon death
-put it back with Kozmotown
-get it back with Kozmotown
-destroy it in emergencies with Kozmojo
-banish it with allure
-banish itself to SS itself
-banish any Kozmos to SS itself
-get back Kozmos from previous bullet with Kozmotown
-Landwalker can protect it
-it provides a win condition against Monarchs/Pendulums
Reasons people don’t run Dark Planet
-can’t Normal Summon it
-banishes Kozmos from hand only
-needs the graveyard to negate spells
-can’t be summoned by pilots
-upon death doesn’t summon a monster from the deck
-it doesn’t plus really, really hard
It’s largely the same as the previous list and functions mostly the same. The difference is that I cut a Dark Eclipser, Wickedwitch and Farmgirl to make room for the three Dark Planet. Everything plays the same role, but with the win condition of Dark Planet. If you’re playing Twin Twister, too, playing Dark Planet becomes even less of a risk. Dark Planet gives Tincan Turbo something significant it didn’t have before. A monster with 4000 ATK. I know, 3000 is a lot, but Monarchs can attack over that with ease. I’d much rather play this version than plain Tincan Turbo.
Fire King Kozmo Combo
3 Kozmo Dark Destroyer
1 Kozmo Forerunner
2 Kozmo Landwalker
2 Kozmo Sliprider
1 Kozmo Delta Shuttle
2 Kozmoll Dark Lady
1 Kozmo Farmgirl
3 Kozmo Soartroopers
2 Kozmo Strawman
2 Kozmo Tincan
1 Fire King Avatar Garunix
3 Maxx “C”
3 Effect Veiler
Fire Kings are all the rage nowadays. I wrote about seven different combos you can do if you open with Fire King Island, a ship and a way to destroy the Island. I think this is the best deck in the format. And the opportunity cost is so low that you basically have to run it. The minimum cards needed to combo off that you wouldn’t always run are one Delta Shuttle, one Fire King Island and one Fire King monster to search. You should be the other Kozmo monsters anyway, so that’s only three cards. Am I willing to run three cards that are dead if I can’t combo off them but can make explosive plays? Yes. Delta Shuttle isn’t even always dead.
I’ll be honest, Fire King Island is pretty dead if you don’t open with it. I initially started with three copies in the deck, but I saw multiples of it too much. So I cut one. But sometimes I would draw the second after my combo and it wouldn’t be able to do anything for me. The potential combos you can do with Island compared with the downside of two dead cards makes it hard to resist the Fire King build. Tincan Turbo isn’t bad by any means, but it’s like playing Burning Abyss without Beatrice because you won’t always have a Burning Abyss monster in hand to turn Dante into Beatrice.
I don’t feel like I need to explain the numbers on most of the deck. Landwalker has really impressed me, though. It’s also another Level 6+ ship for combos. I don’t need the third Tincan because this deck isn’t focused on R2D2 beep booping all over the place. Only two Sliprider because you don’t need the third. You can play three, but it’s not needed. I like three Soartroopers for a few combos, but you can get away with two. One Delta Shuttle, one Garunix and one Fire King Island for combos. I only want to see Island in my opening hand and there are combos for any combination of Island, ship and way to destroy Island. And, for combo consistency while minimizing dead draws, three Kozmotown, three Terraforming and one Fire King Island. Island is not a card you want in your hand. Terraforming can become either one.
As for my defense, Maxx “C” just compels your opponent to stop so much if they know you’re playing Kozmo that they have to stop. I know a lot of people just don’t care about my draws, which is why I also play the full playset of Effect Veiler. It stops Monarchs and Return sees almost no play. It also stops opposing Kozmo combos and sometimes Xyz against Rank 3 decks. Can’t forget that it negates Performapal Pendulum Sorcerer, Ignister, Utopia the Lightning (before battle phase) and other jank that Pendulum decks throw at you. Triple Kozmojo is powerful at any stage in the game. It disrupts plays, the graveyard, hits backrow during EP, extends combos and OTKs. There are few scenarios where I don’t want a Kozmojo. Solemn Warning is a flexible slot. It could be another ship, another pilot or Ghost Ogre. I like Warning because it shuts down Erebus, Ehther, opposing ships, Dark Planet, skip force, the Lightning and pretty much everything. You can even warning an Interrupted Kaiju Slumber. It only doesn’t stop Stormforth, Dark Hole and Raigeki. But that’s what Infinity and Titanic Galaxy are for.
Fire King Kozmo Combo feat. Dark Planet
This list is the same as my regular Fire King Kozmo build, but plays three Dark Planet and I dropped Warning, Upstart Goblin and an Effect Veiler. I think Dark Planet is unnecessary against Burning Abyss, PK Fire and Pendulums. It’s best against Monarchs with a loaded Graveyard. It’s underwhelming when you compare it to Infinity + Dark Lady + another Xyz. I would either play Tincan Turbo with Dark Planet or Fire King Kozmo and I think it’s clear which one I think is better.
The monsters necessary for most combos are as follows:
Number F0: Utopic Future
Herald of the Pure Light
Leviair the Sea Dragon
Super Quantal Mech Beast Grampulse
The Phantom Knights of Break Sword
Cyber Dragon Nova
Cyber Dragon Infinity
There are a lot more cards to consider, too. I’ll just list what I think is the best of the best.
Number 38: Hope Harbinger Titanic Galaxy
Divine Dragon Knight Felgrand
Gaia Dragon, the Thunder Charger
Number 61: Volcasaurus
Digital Bug Corebage
Number 20: Giga-Brilliant
Number 30: Acid Golem
Number 47: Nightmare Shark
Sky Cavalry Centuria
Gachi Gachi Gantetsu
And, of course, if you’re playing Level 4s, you need Rank 4s. Who could forget Dante? You need to play one to banish all of your opponents with Ghost Reaper. The first seven are basically mandatory. Then you have eight slots for 13 more cards. More if you want to include other Ghost Reaper options, Rank 4s and tech cards. Not to mention second copies of anything. With the release of Island, Extra Deck space is all of a sudden very tight. It’s not strict, but there are a lot of premium cards you want.
Many players just throw together a Side Deck the day of or night before a tournament. At locals, it doesn’t matter so much, but you’re playing at least half of your games with your Side Deck so you need to practice with it and build it with match-ups you want to beat in mind. If you think X deck is really good and will show up in droves, you may want to be prepared for it. But if you auto-win against it, you don’t need to side much of anything.
These are the good and/or common Side Deck choices I see in Kozmo’s Side Deck
Ghost Ogre & Snow Rabbit
Ghost Reaper & Winter Cherries + Dante/Ignister/problems
Cyber Dragon monsters + Chimeratech Fortress
different Kaijus (mostly Gameciel)
Kozmo Dark Planet
Mystical Space Typhoon
The Monarchs Stormforth
Mask of Restrict
That’s a long list. Some can be in your Main Deck, like Twin Twisters and Breakthrough Skill. Many things you’ll want won’t be against everything, but rather just one deck. Mask of Restrict, for example. Rather than explain this giant long list on everything, I’m going to give you my side deck and my side deck plan.
I’ve separated the 15 cards into four sections, for each deck. The first section is just generic destruction that can be sided in against decks that have problem cards. Floodgates, like Imperial Iron Wall or Majesty’s Fiend. I haven’t decided if Twin Twisters or MST is better when I usually only need to stop one thing. Next is System Down and Vanity’s Emptiness. Both are for the mirror, but Emptiness only comes in when I go first. If I go second, I side out the Fire Kings, some number of Terraformings, and leave out Emptiness. Ghost Reaper is for Burning Abyss. Always comes in. Sometimes generic destruction. Lastly, we have Magic Deflector and Mask of Restrict. If I’m going first, the Fire Kings stay in along with Terraformings, but if I’m going second and have to deal with a board, often at 5 cards because of Erebus/Thestalos, I take out the Fire King stuff and bring in boardwipes.
If you’ve read everything, thanks. I had a lot to say and it feels a little dishonest separating all of the information. Click an ad, buy Dark Destroyers, they’re less than $10, share this with your friends and come back tomorrow.
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