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If I Only Had a…

July 22nd, 2015

One of my favorite times in the evolution of a strategy is when there are just enough cards to build a Deck, but not quite enough to build a fully dedicated Deck that only uses cards from a given theme. It forces improvisation to fill the gaps, and often results in a lot of fun Deck builds that give you a reason to use cards you’ve always wanted to use. Case in point? Rank-Up-Magic Astral Force in Burning Abyss when Duelist Alliance first came out was an absolute blast, and pretty good to boot.

With only 4 monsters and a Field Spell so far, you’ll need a little help from outside sources if you want to finish up your Kozmo Deck, so read on if you’re looking for some sources of potential inspiration!

Currently, there aren’t any “Kozmo” monsters that go in your Extra Deck, giving you complete freedom in how you allocate those 15 cards. You definitely have monsters in your Main Deck with the following Attribute/Type/Level combinations:





In addition you have at least one extremely powerful Field Spell, and you’re more than likely playing with Emergency Teleport. Any Deck with Emergency Teleport is a prime candidate to include Tuner monsters, so Synchro Monsters are a possibility, and you have monsters at Levels 3, 4, 5, and 7, all of which can be converted into solid Xyz Monsters as well. With all this in mind, the first card I’m looking at is Ancient Fairy Dragon.

With Ancient Fairy Dragon, you can destroy your own Kozmotown to search your Deck for another, or for another Field Spell like Chicken Game, while regaining LP. Or you can do it in reverse – pay 1000 to draw for Chicken Game, then destroy it to regain the 1000 LP and search for Kozmotown. Furthermore, you have Machine-Type monsters that can Summon other monsters from the Deck when destroyed, along with Kozmotown that searches any “Kozmo” card from your Deck, so a full field wipe from Black Rose Dragon can be purely beneficial, even if you destroy 1 or 2 of your own cards as well. That means that Level 2 and 3 Tuners, particularly Psychic-Type Tuners, are a good idea.

Ghost Ogre & Snow Rabbit is a generally useful card in addition to being a Level 3 LIGHT/Psychic/Tuner, so it’s a perfect fit for this Deck. If you go with Serene Psychic Witch, you could consider a Level 2 Tuner like Esper Girl that’ll help you dig deeper into your Deck and while acting as either a Tuner or just a Tribute for one of your bigger monsters, like Kozmo Sliprider. If you don’t, something like Psychic Jumper or Krebons may be more useful to you.

Kozmo Sliprider has a great Level/Attribute pairing for Xyz Summons. As a LIGHT, Level 5 monster, it can be used as 1 of the Materials for the always devastating Constellar Pleiades. It also works as one of the Xyz Materials of Tiras, Keeper of Genesis, Number 61: Volcasaurus, and even the often underrated Shark Fortress. I actually rather like Shark Fortress in this Deck, especially if you can pair it with Kozmo Farmgirl. Farmgirl’s searching effect is not limited to once per turn in any fashion, so a successful double-direct with Farmgirl would rack up 3000 damage and let you add both Kozmo Goodwitch and Kozmo Forerunner to your hand, which you can then Summon and attack with in sequence. All things said and done, that would do 7600 damage plus whatever Shark Fortress managed.

Of course, you need another Level 5, preferably LIGHT, monster to make any of that happen. Cyber Dragon is one of my favorites because it contributes to the overall aggressive strategy you’re going for, and it’s still a good standalone card. No need to combo it with anything, it’s just a big Special Summon. It’s solid alongside both of your Psychic monsters, Farmgirl especially, and if you ever find yourself in the bizarre position of facing another Kozmo Deck, it can initiate the Summon of Chimeratech Fortress Dragon to wipe your opponent’s ships off the field without triggering their Summoning effects.

If you’re willing to dedicate some serious Deck space to it, you can even try Artifacts for your Level 5 LIGHT monster needs. Artifact Sanctum can Summon them straight from your Deck even if you already control monsters, and Artifact Scythe’s ability to lock out the Extra Deck during your opponent’s turn can be very useful against a number of the top Decks right now. You can even use the effect of your own Kozmo Sliprider during your opponent’s turn to trigger the effect of an Artifact if you want. The challenge is, as always, figuring out exactly how many Artifact cards you want to play and which Artifact cards you want to play.

Kozmo Forerunner’s Level makes it a candidate for use with Sacred Sword of Seven Stars, and a pretty good one too since you can get it right back to your hand with Kozmotown. But you’ll want a few more Level 7 monsters to go with it as well, and Gorz the Emissary of Darkness is a prime candidate. It’s a powerful defensive card when you need it, Sacred Sword material when you don’t, and in some cases, even Xyz Material for a powerful Rank 7 monster if things manage to go super sideways for you. One last note on Sacred Sword – don’t forget it can banish a Level 7 monster on your field as well. Trading a weaker Emissary of Darkness Token for 2 cards can be very useful.

There are lots of different ways you can shore up your Kozmo Deck. The Sneak Peek isn’t until August 1st and/or 2nd, and the release of Clash of Rebellions isn’t until August 7th, so you’ll have plenty of time to think about it until then. Who knows, you might even see some other cards from Clash of Rebellions that you might want to try out over the next couple of weeks here on the Strategy Site!