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Kozmo

● Small deck size means you see most of your deck every game, and makes siding more powerful
● Tag out mechanics and destruction floats dance around most common forms of interaction
● Any pilot + ship pair can access the whole archetype
● Has a surprising amount of recursion
● Prequel memes

Pros
Cons

● Non-destruction removal on a ship can cut off your lines
● Needs to find two-card combos with a ship and a pilot, or Tincan.
● Toolboxes main deck rather than extra deck
● Can rarely afford to run pointed cards/hybrid archetypes

Points

The Pilots:

Kozmo Tincan:
This little hunk of scrap is the deck’s best pilot generally, as it fetches a ship guaranteed. It also happens to be a One for One and Emergency Teleport Target, which makes it your most accessible pilot. You don’t need to find Tincan to win games, but when you do, it becomes so much easier. Some builds go as far as to run multiple Tincan. Typically when activating its effect, you reveal 3 Ships, or 2 Ships and Dark Lady; you always reveal Dark Eclipser regardless. 


Kozmo Scaredy Lion:
This one is mainly just used for its tagging effect. Kozmos are generally more useful banished than in GY, except for some edge cases with Soartroopers. Is this a burn deck?


Kozmo Strawman:
Strawman is the premier Dark Eclipser float. It allows you to summon back Dark Eclipser from being banished, allowing you to get a 3000-attack stick that will float again in the end phase for another search.


Kozmo Soartroopers:

Another pilot ran primarily for it’s tag. In some edge cases, you can use this to revive a Dark Lady, or pilots that got put back in the GY by Scaredy Lion.


Kozmo Farmgirl:
The damage option. If Farmgirl gets to resolve its effect, you end up in an extremely good position. Always be looking out for boardstates where it can poke in; this is sometimes better than Tincan on Emergency Teleport depending. It’s also extremely funny to equip Farmgirl with Kozmo Lightsword.


Kozmoll Wickedwitch:

This card is such a good stick. In many games you can just sit on Wickedwitch and stall, and your opponent will be able to do nothing about it. This is also good to float into off of a ship if you want to hold board presence.


Kozmo Goodwitch:
Book of Moon effect is a Book of Moon effect. It’s no Farmgirl or Wickedwitch, but Goodwitch will come up as an out to a monster with low defense surprisingly often. The effect can also be used to force quick interaction, and then tag to a ship, effectively nullifying the interaction.


Kozmoll Dark Lady:
Technically a pilot, Dark Lady often functions more like a ship in that you want to sit on it for it’s monster effect negation. This is the decks main form of true disruption; most other cards are just really good sticks that are difficult to out. Dark Lady was a half-point card until recently, albeit more for it’s abuse in Pendulum decks, but it would be remiss to understate how good this card is.


The Ships:

Kozmo Delta Shuttle:

2000 both ways, but actually an effective 2900 when attacking thanks to its effect. This is an extremely low priority ship—to the point that some builds cut it—but it’s still a name and the effect is just useful enough for me to keep it.


Kozmo Sliprider:
Sliprider is practically the definition of a solid card. If your opponent has backrow to remove, finding Sliprider is almost never wrong. The only time it’s truly unsafe is if you are unlucky enough to fly into a Bottomless Trap Hole or Paleozoic Dinomischus.


Kozmo Landwalker:

This is a weird one. It’s effect is really good in theory, but Kozmo boards tend not to be wide, and all of the ships like being destroyed. Landwalker has come up less than even Delta Shuttle in my play, but the shared effects of all Kozmo cards are still too good to pass up.


Kozmo DOG Fighter:

A “worthless” ship in the TCG, Kozmo DOG Fighter is actually one of the best in Trinity format thanks to its rampant token production. The fact that the tokens share DOG’s stats means that they can set up for surprising damage swings, as well as being one of the few ways this list will access the extra deck. Just remember it triggers on both standby phases!


Kozmo Forerunner:

Just an untargetable beatstick. The lifepoint gain rarely matters, but I’m not complaining it’s there. In any case, this is probably the second best legal ship just for it’s protection.


Kozmo Dark Destroyer:

Banned in Trinity Format, if it were legal we would 100% run it. But for now, the Trifecta of removal, protection, and floating into a summon, rather than a search, is too strong.


Kozmo Dark Eclipser:
Dark Destroyer’s legal cousin, Eclipser shares the targeting protection with the other big ships, but instead has a trap card negate and floats in to a search. This is the best ship in the deck, very rarely is one of the others preferable over Eclipser if you have access to it.


Kozmo Dark Planet:
This “ship” opts to not use the archetypal gimmick and instead has its own summon condition which nukes your hand. Could be fun to experiment with, but this is the only legal Kozmo Monster that isn’t used.



The Support:

Kozmotown:
This card is super nuts. It does basically everything the deck wants, recurs cards from banished, fixes hands, and even floats for your trouble. Some builds focus more on finding Kozmotown, and run multiple as well as more searchers.


Kozmo Light Sword:

Seems like a gimmicky option to run an equip spell that only augments battle, but Light Sword has saved my butt more times than I can count. Being able to clear a second monster often makes the difference when the opponent is trying to stall by going wide. It’s best equipped to Farmgirl, Wicked Witch, Good Witch, and Dark Lady, as they have the highest base attack stats.


Kozmojo: 

Archetypal combination of Karma Cut and Called by the Grave. Kozmojo is insanely strong interaction, Triggers your ship floats, and doesn’t even target. This card would be broken if it were searchable by anything other than Kozmotown’s float.


Kozmourning:

The step-child of the Kozmo support, having a battle effect on a continuous trap isn't very useful. That said, keeping monsters out of GY is strong enough that it holds a place in the side deck for matchups that do a lot of floating (a Kozmo Mirror, perhaps?)



Written by Ejeffers1239

Edited by WideWalrus

Kozmo

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