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
Instructions for playing Kozmo
Sections covered in this guide:
Skill
Destiny Draw (Skill Card) (18%)
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 =))
Kozmo pilot
Kozmo Tincan (x3)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
Boom, where's your monster???
Storm Dragon's Return, Powersink Stone and Back to the Front (x0-x1)
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.
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)
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
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.
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.
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.
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.
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
- 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