Fire King Kozmo combos

SHVI-EN092I see a lot of players playing Fire King Kozmo, but even more players not understanding the combos of Fire King Kozmo and just sticking to regular Kozmo. I’m going to explain some of the combos with the new Fire King Island and the synergy it has with the Kozmo ships.

If you’re new to Yugioh, or Kozmo, let me explain what the cards do, and how I’m going to be referring to them for the purposes of this little article.

Fire King Island – “Island”
Island lets you destroy any monster you control, OR in your hand to add any Fire King monster from your Deck to your hand. This is what starts our combos and it starts a chain. Also, if Island is sent to the Graveyard or banished while face-up, destroy all monsters you control. This effect also starts a chain. And least of all, Island allows us to Special Summon a FIRE Winged Beast-Type monster from our hand. This is the least useful effect. I wouldn’t be surprised if it never comes up.

Kozmo “ship”
Ships are the Machine-Type Kozmo monsters. There are eight. When destroyed and sent to the Graveyard, you can banish them from your Graveyard to Special Summon another Kozmo from your Deck with a lower level. The exceptions are Dark Planet and Eclipser, both of which add it to our hand, instead. This effect is a trigger effect. For the purposes of these combos, Dark Planet and Eclipser won’t work as any ship because we need to actually Special Summon the Kozmo from our Deck.

Kozmo “pilot”
Pilots are the Psychic-Type Kozmo monsters. There are also eight. All of these have a quick effect that banishes itself to Special Summon a Kozmo monster from your hand with a higher level. This effect can only be activated on the field.

Fire King Avatar Garunix
It’s important to note that this is the Level 3, not the Level 8. We want the Level 3 because it’s Level 3 to make Xyz monsters with. You also have the option of playing Fire King Avatar Kirin. It’s also Level 3, has more ATK, but less DEF. If you want to play Kirin, just remember whenever I say Garunix, that means any Level 3 Kozmo that you’re allowed to Normal Summon that doesn’t have restrictions on it.

“Tag out into”
This just means that a pilot is using its effect to Special Summon a Kozmo from your hand.

“Float into”
This means that a ship is banishing itself to Special Summon a Kozmo from your deck.

“Normal” and “SS”
Normal Summon and Special Summon

I will be naming specific ships/pilots because that matters during the combos. Do yourself a favor and go read all the Kozmo cards if you don’t know what they do. It’s also important to note that these combos deal between 2500 and 5000 damage to YOU. Sometimes it’s costs, sometimes damage. And be aware of what you have in what places and how much LP you have. If it’s your first turn, you don’t really need to think about that though, unless you drew all of your Strawman/Soartroopers or something. A lot of the time you’re ending your turn with a Dark Destroyer getting destroyed because it was summoned with Strawman. Usually, you want a Dark Lady, but if you have Kozmojo, go get a Level 6+ ship to destroy and then float into Dark Lady.

COMBO A

In hand: Island, Level 6+ ship, Sliprider
In Deck: Garunix, 2 Strawman, Soartroopers, Delta Shuttle, Dark Lady/other Level 5- Kozmo
In Extra Deck: Cyber Dragon Nova, Cyber Dragon Infinity, Leviair, Gachi Gachi/Daigusto Phoenix

1) Activate Island and destroy the ship and search Garunix
2) Activate the ship to float into Strawman
3) Activate Strawman to SS the banished ship
4) Tag out Strawman into Sliprider
5) Activate Sliprider to destroy Island
6) Island destroys your ship and Sliprider
7) Float the Sliprider and ship into Soartroopers and Delta Shuttle
8) Send Strawman to the Graveyard with Delta Shuttle
9) SS the Strawman from your Graveyard with Soartroopers
10) SS the banished Sliprider with Strawman’s effect
11) Overlay Sliprider and Delta Shuttle for Nova into Infinity
12) Normal Garunix and overlay with Soartroopers for Leviair
13) Detach Soartroopers to SS a banished Strawman
14) Activate Strawman to SS the banished Level 6+ ship
15) Overlay both Strawmans for Gachi/Daigusto Phoenix
16) End your turn and have the ship float into Dark Lady/whatever OR if you made Phoenix, attack for BIG DAMAGE

Ending field: Cyber Dragon Infinity, Leviair, Rank 2, Dark Lady
Ending LP: 5500

If you’re making Phoenix make sure to make Leviair attack twice. The minimum damage output of the attacking route is 9800 damage. That is assuming your opponent has no monsters and all of your monsters attack unimpeded. Another important note is that Delta Shuttle’s effect is to lower the ATK/DEF, not to send. Sending is a cost, so even if its effect is negated, you can still send a Kozmo to the Graveyard.

COMBO B

In hand: Island, Delta Shuttle, Sliprider
In Deck: Garunix, 2 Strawman, 2 Soartroopers, Dark Lady
In Extra Deck: Leviair, Herald of Pure Light, Cyber Dragon Nova, Cyber Dragon Infinity

1) Activate Island, destroy Delta Shuttle and search Garunix
2) Float Delta Shuttle into Strawman
3) Use Strawman to SS the banished Delta Shuttle
4) Activate Delta Shuttle to dump another Strawman
5) Tag out Strawman into Sliprider
6) Use Sliprider to destroy Island, then float your ships into 2 Soartroopers
7) Use a Soartroopers to SS Strawman from your Graveyard
8) Use Strawman to SS the banished Delta Shuttle
9) Have Delta Shuttle dump a pilot that you want to summon (A.K.A. Dark Lady)
10) Overlay into Leviair, detach and SS the banished Strawman
11) SS the banished Sliprider with this Strawman
12) Overlay into Nova into Infinity
13) Make Herald of Pure Light, add back Soartroopers, shuffle away Garunix
14) Normal Summon Soartroopers, SS Dark Lady from your Graveyard

Ending field: Cyber Dragon Infinity, Dark Lady, Soartroopers, Pure Light
Ending LP: 4500

Not bad. Alternatively, at step 12 instead, make Shark Fortress for damage. But that ending field is 8100 damage if you attack with everything and Infinity negates something. Shark Fortress combo ends in 10400 damage. Also, if you run more than a single Island but only one Garunix, this combo lets you use your other Islands (not that you would really want to)

COMBO C

In hand: Island, Kozmotown, Level 6+ ship
In Deck: Garunix, Delta Shuttle, 2 Soartroopers, Strawman, Dark Destroyer, Sliprider, Dark Lady
In Extra Deck: Grampulse, Cyber Dragon Nova, Cyber Dragon Infinity

1) Activate Island, destroy your ship and search Garunix
2) Float your ship into Delta Shuttle
3) Dump Soartroopers with Delta Shuttle
4) Activate Kozmotown, which destroys Island, which destroys Delta Shuttle
5) Float Delta Shuttle into Soartroopers
6) Add back Delta Shuttle with Kozmotown
7) Use Soartroopers to revive the yarded Soartroopers
8) Banish the used Soartroopers to summon Delta Shuttle from hand
9) Use Delta Shuttle again, dumping Strawman
10) Bring back Strawman with Soartroopers
11) Normal Garunix
12) Overlay Soartroopers and Garunix into Grampulse, then destroy Kozmotown
13) Search Dark Destroyer with Kozmotown
14) SS the banished Level 6+ ship with Strawman
15) Tag Strawman out for Dark Destroyer
16) Have Dark Destroyer destroy itself, then float into Sliprider
17) Overlay Delta Shuttle and Sliprider into Nova into Infinity
18) End your turn, Level 6+ ship is destroyed and float it into Dark Lady/whatever

Ending field: Grampulse, Dark Lady, Cyber Dragon Infinity
Ending LP: 5000

Another variation of the combo is below if you’re going second and want to attack. It starts at step 14.

Additional cards needed
In Deck: Farmgirl, Dark Destroyer

14) SS the banished Level 6+ ship with Strawman
15) Attack for 6300 (or more)
16) Tag out Strawman for Dark Destroyer and destroy the other ship
17) Float the other ship into Farmgirl
18) Attack for 4500 more damage and search another Dark Destroyer
19) Tag out Farmgirl for Dark Destroyer and destroy the Dark Destroyer that already attacked
20) Float that Dark Destroyer into Sliprider
21) Attack for 5300 more damage
22) Overlay into Nova into Infinity if you didn’t kill them for whatever reason

This variation deals at least 16100 damage at least. More if you summon something like Forerunner or Landwalker instead of Sliprider in step 20. I’m not sure how often it’ll come up that you need to deal enough damage to win the match in a single game, but you can do it if they have no monsters.

COMBO D

In hand: Island, Kozmotown, Dark Destroyer
In Deck: Garunix, Delta Shuttle, Strawman, Soartroopers, Sliprider
In Extra Deck: Leviair, Cyber Dragon Nova, Cyber Dragon Infinity

1) Activate Island, destroy Dark Destroyer, search Garunix
2) Float your ship down into Delta Shuttle
3) Use Delta Shuttle to dump Strawman
4) Activate Kozmotown, which destroys Island, which destroys your monster(s)
5) Float Delta Shuttle into Soartroopers
6) Bring back Strawman using Soartroopers’ effect
7) Use Strawman to bring back the banished Delta Shuttle
8) Dump if you want with Delta Shuttle
9) Add the banished Dark Destroyer to your hand with Kozmotown
10) Banish Strawman to summon Dark Destroyer
11) Have Dark Destroyer destroy itself and float into Sliprider
12) Normal Summon Garunix and overlay into Leviair
13) Leviair will SS Strawman, Strawman will SS Dark Destroyer
14) Overlay Sliprider and Delta Shuttle into Nova into Infinity
15) End your turn, Dark Destroyer floats into Dark Lady

Ending field: Dark Lady, Infinity, Leviair, Strawman
Ending LP: 5200

This combo is similar to Combo C, which you can still do with this opening, but lets you also end with a Strawman. Also, the Grampulse becomes a Leviair with this combo.




COMBO E

In hand: Island, Sliprider, Kozmotown
In Deck: Garunix, Strawman, Soartroopers, Dark Destroyer, Delta Shuttle/Sliprider, Dark Lady
In Extra Deck: Leviair, Cyber Dragon Nova, Cyber Dragon Infinity

1) Activate Island, destroy Sliprider, search Garunix
2) Float Sliprider into Strawman
3) Activate Strawman, SSing the banished Sliprider
4) Activate Kozmotown, destroying your monsters
5) Float Sliprider into Soartroopers
6) Bring back Strawman with Soartroopers
7) Add back Sliprider with Kozmotown
8) Tag Soartroopers out for Sliprider
9) Use Sliprider to destroy Kozmotown
10) Kozmotown searches Dark Destroyer
11) Use Strawman to SS the banished Soartroopers
12) Normal Garunix and overlay with Soartroopers into Leviair
13) Banish Strawman for Dark Destroyer
14) Have Destroyer destroy itself and float into Delta Shuttle/Sliprider
15) Detach for Leviair and SS the banished Strawman
16) Use Strawman to SS the banished Dark Destroyer
17) Overlay your two Level 5s into Nova into Infinity
18) End your turn and when Dark Destroyer dies, float into Dark Lady

Ending field: Cyber Dragon Infinity, Dark Lady, Strawman
Ending LP: 5500

If you have your battle phase, stop at step 16 and follow these steps
Additional cards needed
In Extra Deck: Shark Fortress

16) Use Strawman to SS the banished Dark Destroyer
17) Overlay your two Level 5s for Shark Fortress
18) Make Dark Destroyer attack twice with Shark Fortress
19) Attack for 10700 damage

Or, for even more damage, stop after step 11 and follow these steps
Additional cards needed
In Deck: Farmgirl, Dark Destroyer
In Extra Deck: Rank 8?

11) Use Strawman to SS the banished Soartroopers
12) Normal Garunix and overlay with Soartroopers into any Rank 3
13) Attack for 4600+
14) Banish Strawman to SS Dark Destroyer from hand
15) Destroy Sliprider with Dark Destroyer and float it into Farmgirl
16) Attack with Farmgirl and Dark Destroyer for 4500 more damage
17) Search another Dark Destroyer with Farmgirl
18) Tag out Farmgirl into Dark Destroyer, then destroy the first Dark Destroyer
19) Float that Dark Destroyer into anything, and attack for more than 3000

This deals, likely 14000 damage. That’s a lot of damage to take. Your Rank 3 can be anything, too. Dante, Break Sword, Grampulse, Leviair. Just be careful not to activate Nightmare Shark’s effect. Additionally, at step 18, if you don’t destroy the Dark Destroyer, you can make a Rank 8 at the end.

COMBO F

In hand: Island, Delta Shuttle, Kozmotown
In Deck: Garunix, Strawman, 3 Soartroopers, Dark Destroyer, Sliprider, Dark Lady
In Extra Deck: Grampulse, Leviair, Cyber Dragon Nova, Cyber Dragon Infinity

1) Activate Island, destroy Delta Shuttle and search Garunix
2) Float that Delta Shuttle into Strawman
3) SS the banished Delta Shuttle with Strawman
4) Activate Delta Shuttle and dump the Soartroopers
5) Activate Kozmotown, Island then destroys your monsters
6) Float the Delta Shuttle into Soartroopers
7) Add back Delta Shuttle with Kozmotown
8) Revive the Soartroopers in the Graveyard with your other Soartroopers
9) Tag out the used Soartroopers to SS the Delta Shuttle
10) Dump the last Soartroopers with Delta Shuttle
11) Use the unused Soartroopers to SS a Soartroopers
12) Use that Soartroopers to revive the Strawman
13) Overlay the Soartroopers into Grampulse
14) Destroy Kozmotown with Grampulse and search Dark Destroyer
15) SS the banished Soartroopers with Strawman
16) Normal your Garunix and overlay into Leviair
17) Tag out Strawman for Dark Destroyer
18) Destroyer destroys itself and floats into Sliprider/Delta Shuttle
19) Overlay into Nova into Infinity
20) Use Leviair to summon the banished Strawman
21) Use that Strawman to SS the banished Dark Destroyer
22) End your turn and float Dark Destroyer into anything you want

Ending field: Strawman, Infinity, Grampulse, Leviair, Dark Lady/whatever
Ending LP: 3000

Optionally, before you end your turn you can make F0 with Leviair and Grampulse. Also, since this is assuming you go first, if you go second you can attack, which deals big damage. If your opponent has a card, you can do the following

13) Overlay the Soartroopers into Leviair
14) SS the banished Soartroopers with Strawman
15) Normal your Garunix and make Break Sword
16) Detach and destroy your Delta Shuttle and their card with Break Sword
17) Float Delta Shuttle into Farmgirl
18) Attack with everything for 5800
19) Search Sliprider with Farmgirl
20) Tag out Strawman for Sliprider and destroy Kozmotown
21) Kozmotown lets you search for a Dark Destroyer
22) Attack with Sliprider for 2300 more damage
23) Tag out Farmgirl for Dark Destroyer and either destroy itself or Sliprider
24) If Dark Destroyer destroyed Sliprider, SS anything and attack for 3000+ more damage
24) If Dark Destroyer destroys itself, SS another Delta Shuttle/Sliprider, attack for 2000+ more
25) In Main Phase 2, overlay into Nova into Infinity
26) Special Summon Strawman with Leviair, and that summons back Dark Destroyer
27) End your turn, Dark Destroyer dies and you can float into Dark Lady

This is at least 13100 damage. Not too bad. Another variation you can do is destroy Kozmotown at step 16.

16) Detach and destroy your Kozmotown and their card with Break Sword
17) Search Dark Destroyer with the destroyed Kozmotown
18) Attack for 6300
19) Tag out Strawman into Dark Destroyer, destroy Delta Shuttle
20) Delta Shuttle floats into Farmgirl
21) Attack for 4500 more and search another Dark Destroyer
22) Banish Farmgirl to SS Dark Destroyer, destroy the other Dark Destroyer
23) The destroyed Dark Destroyer floats into Dark Lady/whatever for 5000+ more damage
24) If they’re not dead, use Leviair to SS the banished Strawman
25) Make F0 with Leviair and Break Sword
26) Use Strawman to SS the banished Dark Destroyer
27) Overlay the Dark Destroyers into a Rank 8
27) End your turn and let the Dark Destroyer die and float into Landwalker/Dark Lady

This string of combos leads to 15800+ damage and you have a solid field set up.

COMBO G

In hand: Island, Kozmotown, Soartroopers, Dark Destroyer
In Deck: Garunix, Delta Shuttle, Sliprider/second Delta Shuttle, Strawman, 2 Soartroopers
In Extra Deck: Cyber Dragon Nova, Cyber Dragon Infinity, Grampulse, Leviair, F0

1) Activate Island, destroy Dark Destroyer, search Garunix
2) Float into Delta Shuttle
3) Dump Strawman with Delta Shuttle
4) Normal Summon Soartroopers, bring back Strawman
5) Bring back the Dark Destroyer ship with Strawman
6) Replace Island with Kozmotown, which destroys all your monsters
7) Float Dark Destroyer ship and Delta Shuttle into Soartroopers and Sliprider
8) Bring back Soartroopers with Soartroopers
9) Bring back Strawman with Soartroopers
10) Summon the banished Delta Shuttle with Strawman
11) Add back the banished Dark Destroyer with Kozmotown
12) Tag out Strawman for Dark Destroyer
13) Dark Destroyer will destroy itself and float into the third Soartroopers
14) Overlay the Sliprider and Delta Shuttle into Cyber Dragon Infinity
15) Overlay the two used Soartroopers for Grampulse
16) Destroy Kozmotown with Grampulse and search Kozmojo/Dark Destroyer/whatever
17) Use Soartroopers to bring back another Soartroopers
18) Overlay into Leviair, SS the banished Strawman
19) Overlay Leviair and Grampulse into F0
20) Bring back Dark Destroyer with Strawman
21) End your turn, let Dark Destroyer die and float into Dark Lady/Tincan/Forerunner/whatever

Ending Field: Cyber Dragon Infinity, F0, Strawman, whatever Dark Destroyer floats into + a search
Ending LP: 1700

I don’t think this combo is optimal. I just haven’t put the time into figuring out a better one yet. It’s hard to beat, but you need to open with four specific cards. This is nice to know about, but probably not going to come up too often. If you run two Delta Shuttle, at step 7, summon Delta Shuttle instead, dump Dark Lady, then before step 18, summon back the Dark Lady. This puts you at 700 LP, but you can summon Forerunner and have a pretty impressive field.

Alright, so you know all of the combos (not really, I’m sure there are more) but how do you build Kozmo? First off, we need the cards we need for the combos. Listed below are the cards you NEED to play in order to do all six of these combos and variations.

3 Kozmo Dark Destroyer
1 Kozmo Forerunner
2 Kozmo Sliprider
1 Kozmo Delta Shuttle
1 Kozmoll Dark Lady
1 Kozmo Farmgirl
3 Kozmo Soartroopers
2 Kozmo Strawman
1 Kozmo Tincan
1 Fire King Avatar Garunix/Kirin
1 Kozmotown
1 Fire King Island
1 Kozmojo

1 Number F0: Utopic Future
1 Gachi Gachi Gantetsu
1 Herald of the Pure Light
1 Daigusto Phoenix
1 Leviair the Sea Dragon
1 Super Quantal Mech Beast Grampulse
1 The Phantom Knights of Break Sword
1 Shark Fortress
1 Cyber Dragon Nova
1 Cyber Dragon Infinity
1 Rank 8

You of course have the option to run what you want, but I really think you need 3 Soartroopers, but you can do a lot of comboing off without the third. Fire King Avatar Yaksha, Kozmoll Wickedwitch, Kozmo Goodwitch, Kozmo Landwalker and Kozmo DOG Fighter are more cards to consider when building your deck. Landwalker is really good in general while Wickedwitch helps you not lose the mirror match. But your opponent can get rid of it with a Digital Bug Corebage. The deck is also very weak to Maxx “C”, Effect Veiler and Ghost Ogre. Obviously, you activate Maxx “C” as soon as your opponent activates a ship effect, but you need to wait until a Strawman/Soartroopers activation to Veiler/Ogre that. I think you need to be maining three Maxx “C” right now.

I’d just like to show you the build that Jake Phinney got first with at the latest ARG.

Jake Phinney

Maybe tomorrow I’ll talk about Dark Planet builds. Until then, click an ad, buy Dark Ladies, share this with your friends and come back tomorrow. Also, let me know how you think I should do my pictures? I want to know what you want.



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