Instructions for playing Kozmo

Instructions for playing Kozmo

New Main box Future Circuit brings us two F2P decks that are quite strong and worth building, which are Magical Muskeeter and Kozmo.

This deck works quite simply with low level pilot cards that can banish themselves with quick speed and high level ships that have post-death effects that help restore the other Pilots =))

Overall rating: 7/10




Skill

 

Destiny Draw (Skill Card) (18%)

UR Rarity
Destiny Draw (Skill Card)
UR Rarity
Destiny Draw (Skill Card)
Destiny Draw (Skill Card)
Destiny Draw (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


[If you lose 2000 or more LP, you can activate this Skill during your next Draw Phase.] During your Draw Phase, you may search your Deck for any card, reveal it to your opponent, and add it to your hand instead of drawing. If you do that, flip this card over.


The card hacking saint's skill, instead of drawing a normal random card, we can choose any remaining card in the deck. Truly a master :v

However, it needs to lose 2000 LP to activate but it's really not Kozmo's problem because we have pilots who deduct their own life points =))

LP Boost Alpha (Skill Card) (76%)

UR Rarity
LP Boost Alpha (Skill Card)
UR Rarity
LP Boost Alpha (Skill Card)
LP Boost Alpha (Skill Card)
LP Boost Alpha (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


Increases starting Life Points by 1000.


The effects of Low-level Kozmo minus life points are quite expensive, so buffing 1000 life points with no side effects is a pretty good choice.



Kozmo pilot

 

Kozmo Tincan (x3)

UR Rarity
Kozmo Tincan
UR Rarity
Kozmo Tincan
Kozmo Tincan
LIGHT 1
Kozmo Tincan
  • ATK:

  • 0

  • DEF:

  • 0


During either player's turn: You can banish this card; Special Summon 1 Level 2 or higher "Kozmo" monster from your hand. You can only use this effect of "Kozmo Tincan" once per turn. Once per turn, during the End Phase: You can pay 500 LP; reveal 3 "Kozmo" cards with different names from your Deck, your opponent randomly picks 1 for you to add to your hand, and you send the rest to the Graveyard.


Actually, this is a perfect starter from Kozmo so playing x3 is nothing to worry about.

Its effect is activated at the end phase so it can work with the Balance skill or some other monster's effects.

Kozmo Strawman (x1-x2)

R Rarity
Kozmo Strawman
R Rarity
Kozmo Strawman
Kozmo Strawman
LIGHT 2
Kozmo Strawman
  • ATK:

  • 500

  • DEF:

  • 1800


During either player's turn: You can banish this card; Special Summon 1 Level 3 or higher "Kozmo" monster from your hand. You can only use this effect of "Kozmo Strawman" once per turn. Once per turn: You can pay 500 LP, then target 1 of your banished "Kozmo" monsters; Special Summon it, but its effects are negated, also destroy it during the End Phase.


Maybe x1 is enough for this card. Besides the ability to return Kozmo cards from the grave, it has no other use because most of our gameplay relies on the Kozmo cards.

Kozmo Scaredy Lion (x0)

N Rarity
Kozmo Scaredy Lion
N Rarity
Kozmo Scaredy Lion
Kozmo Scaredy Lion
LIGHT 2
Kozmo Scaredy Lion
  • ATK:

  • 1200

  • DEF:

  • 500


During either player's turn: You can banish this card; Special Summon 1 Level 3 or higher "Kozmo" monster from your hand. You can only use this effect of "Kozmo Scaredy Lion" once per turn. Once per turn: You can pay 500 LP, then target 3 of your banished "Kozmo" monsters; return them to the Graveyard, and if you do, inflict 500 damage to your opponent.


It's so bad =)) I left it here for fun, no one plays this card. We need to return exactly 3 Kozmo cards from the banish to the grave just to deduct 500 LP from the opponent :v

Kozmo Farmgirl (x1-x2)

UR Rarity
Kozmo Farmgirl
UR Rarity
Kozmo Farmgirl
Kozmo Farmgirl
LIGHT 3
Kozmo Farmgirl
  • ATK:

  • 1500

  • DEF:

  • 1000


During either player's turn: You can banish this card; Special Summon 1 Level 4 or higher "Kozmo" monster from your hand. You can only use this effect of "Kozmo Farmgirl" once per turn. When this card inflicts battle damage to your opponent: You can pay 500 LP; add 1 "Kozmo" card from your Deck to your hand.


The visual of deck :v is famous as a searcher but the search effect is quite slow, we mainly use it to summon other Kozmos.

Maybe x1 is enough.

Kozmo Soartroopers (x1)

N Rarity
Kozmo Soartroopers
N Rarity
Kozmo Soartroopers
Kozmo Soartroopers
DARK 3
Kozmo Soartroopers
  • ATK:

  • 1000

  • DEF:

  • 1000


During either player's turn: You can banish this card; Special Summon 1 Level 4 or higher "Kozmo" monster from your hand. You can only use this effect of "Kozmo Soartroopers" once per turn. Once per turn: You can pay 1000 LP, then target 1 Psychic-Type "Kozmo" monster in your Graveyard; Special Summon it.


Revive Psychic Kozmo monsters from the grave, maybe it will combine quite well with Tincan or other Pilots :V (calling pilots always sounds confusing vkl).

Maybe x1 is enough because recovery is only necessary when it's late game and 1000LP is a waste of money.

Kozmo Goodwitch (x1)

R Rarity
Kozmo Goodwitch
R Rarity
Kozmo Goodwitch
Kozmo Goodwitch
LIGHT 4
Kozmo Goodwitch
  • ATK:

  • 1800

  • DEF:

  • 1000


During either player's turn: You can banish this card; Special Summon 1 Level 5 or higher "Kozmo" monster from your hand. You can only use this effect of "Kozmo Goodwitch" once per turn. Once per turn: You can pay 500 LP, then target 1 face-up monster your opponent controls; change it to face-down Defense Position.


Many people are quite critical of this card, but I think I should x1 her because she's beautiful :v

Just kidding, its effect is quite good, like a book of moon (this book of moon phase is vkl slow :V) that can be handled in certain situations. In addition, its fairly stable stats with 1800 ATK can be useful as a beater.

Kozmoll Dark Lady (x1)

SR Rarity
Kozmoll Dark Lady
SR Rarity
Kozmoll Dark Lady
Kozmoll Dark Lady
DARK 5
Kozmoll Dark Lady
  • ATK:

  • 2200

  • DEF:

  • 1800


During either player's turn: You can banish this card; Special Summon 1 Level 6 or higher "Kozmo" monster from your hand. You can only use this effect of "Kozmoll Dark Lady" once per turn. Once per turn, during either player's turn, when another monster's effect is activated: You can pay 1000 LP; negate the activation, and if you do, destroy that monster.


Yep, although it is a 5-star monster, Dark Lady is still considered a pilot when she has the Psychic race and the self-banish effect to summon.

The quick Negate effect is really delicious, but we only need x1 of this card.



Kozmo warship

 

Kozmo Delta Shuttle (x0-x1)

R Rarity
Kozmo Delta Shuttle
R Rarity
Kozmo Delta Shuttle
Kozmo Delta Shuttle
DARK 5
Kozmo Delta Shuttle
  • ATK:

  • 2000

  • DEF:

  • 2000


Once per turn: You can send 1 "Kozmo" monster from your Deck to the Graveyard, then target 1 face-up monster on the field; it loses ATK and DEF equal to the sent monster's Level x 100. If this card is destroyed by battle or card effect and sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 1 Level 4 or lower "Kozmo" monster from your Deck.


Although it has a fairly low ATK/DEF index, it comes with a pretty good effect of reducing the opponent's ATK/DEF, but the cx cost is a bit cheap when having to throw away a few Kozmo.

Kozmo Sliprider (x2-x3)

R Rarity
Kozmo Sliprider
R Rarity
Kozmo Sliprider
Kozmo Sliprider
LIGHT 5
Kozmo Sliprider
  • ATK:

  • 2300

  • DEF:

  • 800


If this card is Normal or Special Summoned: You can target 1 Spell/Trap Card on the field; destroy it. If this card is destroyed by battle or card effect and sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 1 Level 4 or lower "Kozmo" monster from your Deck.


Works instead of MST card, when summoned, we will get 1 free turn to destroy spell/trap

Kozmo Landwalker (x1)

N Rarity
Kozmo Landwalker
N Rarity
Kozmo Landwalker
Kozmo Landwalker
DARK 6
Kozmo Landwalker
  • ATK:

  • 2400

  • DEF:

  • 1200


If a "Kozmo" card(s) you control would be destroyed by battle or an opponent's card effect, you can destroy 1 other "Kozmo" card you control instead. If this card is destroyed by battle or card effect and sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 1 Level 5 or lower "Kozmo" monster from your Deck.


Protect other Kozmos by sacrificing other Kozmos :V

Maybe it should be x1 because it doesn't have much effect except for 2400 ATK

But wait, why is each card written so short? :V probably because this Kozmo deck has it like that

Kozmo DOG Fighter (x1)

N Rarity
Kozmo DOG Fighter
N Rarity
Kozmo DOG Fighter
Kozmo DOG Fighter
DARK 6
Kozmo DOG Fighter
  • ATK:

  • 2000

  • DEF:

  • 2400


Once per turn, during the Standby Phase: You can Special Summon 1 "DOG Fighter Token" (Machine-Type/DARK/Level 6/ATK 2000/DEF 2400). If this card is destroyed by battle or card effect and sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 1 Level 5 or lower "Kozmo" monster from your Deck.


Hmmm, it's quite nice to create tokens with attack using the same card. We can use those bricks as a cost to tribute or attack because their ATK is also quite good. In fact, this effect produces quite a few tokens because it is slow and the enemy will not let it live =))

Kozmo Forerunner (x3)

R Rarity
Kozmo Forerunner
R Rarity
Kozmo Forerunner
Kozmo Forerunner
LIGHT 7
Kozmo Forerunner
  • ATK:

  • 2800

  • DEF:

  • 1400


Cannot be targeted by an opponent's card effects. During your Standby Phase: Gain 1000 LP. If this card is destroyed by battle or card effect and sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 1 Level 6 or lower "Kozmo" monster from your Deck.


The deck's boss monster is here. A boss with 2800 ATK cannot be chosen as a very good, well-defended target.

Forerunner's LP increasing effect is also very useful when pilots destroy vkl. Perhaps this is still not really a strong card, but we should still play x2 or even x3 because of the lack of stronger Kozmo bosses.



Spell /Trap

 

Kozmojo (x3)

R Rarity
Kozmojo
R Rarity
Kozmojo
Kozmojo
Trap Normal
Kozmojo

    Target 1 "Kozmo" monster you control; destroy it, and if you do, banish 1 card your opponent controls or in their Graveyard. You can only activate 1 "Kozmojo" per turn.


    Kozmo's only trap card in duel links but the effect is not bad at all.

    Banish 1 card on the field or even the opponent's graveyard and the cool thing about it is that it's Non-target. In addition, its cost is only to destroy 1 Kozmo, sometimes it will be beneficial for us to destroy the Kozmo boats ourselves.

    Dark Hole (x2)

    SR Rarity
    Dark Hole
    SR Rarity
    Dark Hole
    Dark Hole
    Spell Normal
    Dark Hole

      Destroy all monsters on the field.


      Boom, where's your monster???

      Storm Dragon's Return, Powersink Stone and Back to the Front (x0-x1)

      SR Rarity
      Storm Dragon's Return
      SR Rarity
      Storm Dragon's Return
      Storm Dragon's Return
      Trap Normal
      Storm Dragon's Return

        Target 1 banished monster; Special Summon it to your field, but return it to the hand during the End Phase. You can only activate 1 "Storm Dragon's Return" per turn.


        R Rarity
        Powersink Stone
        R Rarity
        Powersink Stone
        Powersink Stone
        Trap Continuous
        Powersink Stone

          Each time a monster effect is activated, place 1 Spellstone Counter on this card (max. 2). While this card has 2 Spellstone Counters, face-up monsters on the field cannot activate their effects, and their effects are negated. During each End Phase, remove all Spellstone Counters on this card.


          SR Rarity
          Back to the Front
          SR Rarity
          Back to the Front
          Back to the Front
          Trap Normal
          Back to the Front

            Target 1 monster in your GY; Special Summon it in Defense Position.


            We can use a few of these traps because they are quite easy to find and also quite useful



            Extra

            Actually, Kozmo is not a deck that depends on extra decks, so it doesn't matter whether you use extra or not :V

            Leviair the Sea Dragon, Adreus, Keeper of Armageddon and Number 47: Nightmare Shark (Some useful XYZ)

            UR Rarity
            Leviair the Sea Dragon
            UR Rarity
            Leviair the Sea Dragon
            Leviair the Sea Dragon
            WIND
            Leviair the Sea Dragon
            • ATK:

            • 1800

            • DEF:

            • 1600


            2 Level 3 monsters Once per turn: You can detach 1 material from this card, then target 1 banished Level 4 or lower monster; Special Summon that target to your field.


            SR Rarity
            Adreus, Keeper of Armageddon
            SR Rarity
            Adreus, Keeper of Armageddon
            Adreus, Keeper of Armageddon
            DARK
            Adreus, Keeper of Armageddon
            • ATK:

            • 2600

            • DEF:

            • 1700


            2 Level 5 monsters Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up card your opponent controls; destroy it.


            UR Rarity
            Number 47: Nightmare Shark
            UR Rarity
            Number 47: Nightmare Shark
            Number 47: Nightmare Shark
            WATER
            Number 47: Nightmare Shark
            • ATK:

            • 2000

            • DEF:

            • 2000


            2 Level 3 monsters When this card is Special Summoned: You can attach 1 Level 3 WATER monster from your hand or your side of the field to this card as an Xyz Material. Once per turn: You can detach 1 Xyz Material from this card, then target 1 WATER monster you control; this turn, that monster can attack your opponent directly, also other monsters cannot attack.


            .... ko bit noi j 

            Some useful links

            SR Rarity
            Knightmare Phoenix
            SR Rarity
            Knightmare Phoenix
            Knightmare Phoenix
            FIRE
            Knightmare Phoenix
            • ATK:

            • 1900

            • LINK-2

            Link Arrow:

            Top

            Right


            2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.


            UR Rarity
            Knightmare Unicorn
            UR Rarity
            Knightmare Unicorn
            Knightmare Unicorn
            DARK
            Knightmare Unicorn
            • ATK:

            • 2200

            • LINK-3

            Link Arrow:

            Left

            Bottom

            Right


            2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.


            SR Rarity
            Brute Enforcer
            SR Rarity
            Brute Enforcer
            Brute Enforcer
            DARK
            Brute Enforcer
            • ATK:

            • 1600

            • LINK-2

            Link Arrow:

            Bottom-Left

            Bottom-Right


            2 Effect Monsters You can discard 1 card, then target 1 face-up card your opponent controls; your opponent can discard 1 card with the same original card type (Monster, Spell, or Trap) as that face-up card to negate this effect, otherwise destroy that face-up card. You can only use this effect of "Brute Enforcer" once per turn.


            UR Rarity
            Knightmare Mermaid
            UR Rarity
            Knightmare Mermaid
            Knightmare Mermaid
            WATER
            Knightmare Mermaid
            • ATK:

            • 1000

            • LINK-1

            Link Arrow:

            Bottom


            1 "Knightmare" monster, except "Knightmare Mermaid" If this card is Link Summoned: You can discard 1 card; Special Summon 1 "Knightmare" monster from your Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Mermaid" once per turn. Monsters on the field lose 1000 ATK/DEF, unless they are co-linked.


            UR Rarity
            Ningirsu the World Chalice Warrior
            UR Rarity
            Ningirsu the World Chalice Warrior
            Ningirsu the World Chalice Warrior
            EARTH
            Ningirsu the World Chalice Warrior
            • ATK:

            • 2500

            • LINK-3

            Link Arrow:

            Left

            Top

            Right


            2+ Link Monsters If this card is Link Summoned: Draw cards equal to the number of "World Chalice" monsters this card points to. You can only use this effect of "Ningirsu the World Chalice Warrior" once per turn. Once per turn: You can send 1 card from each player's field to the GYs. If this card is sent from the field to the GY: You can Special Summon 1 "World Chalice" monster from your hand.


            ..... cùm ko bit noi j lun



            Strengths and weaknesses

            Weakness

            • Really need and depend a lot on Tincan
            • Burning resources quite quickly until they run out and there's nothing to use because we don't use many leaves that can restore resources.
            • Forerrunner is still not really the best and strongest boss




            Strength:
            • Tincan and the fixing hand effects make this deck even though it has many high levels, but it doesn't die and is more stable
            • There are many tools to be able to play with control
            • It's very easy to OTK the enemy
            • Can create many advantages for yourself and win back in many difficult games




            Companion unit:

            - Yu-Gi-Oh! Guidance Vietnam





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