Executive Summary

The Kozmo archetype is a unique TCG-exclusive that fuses the fantasy of The Wonderful Wizard of Oz with the sci-fi epic of Star Wars. This results in a dynamic strategy where Psychic-Type "Pilots" command powerful Machine-Type "Ships". Its core gameplay revolves around a "tag-out" mechanic, allowing for constant board presence, effect evasion, and explosive OTK potential, making it a resilient anti-meta threat.

The Core Duality: Pilots and Ships

The Pilot's Evasion

The defining trait of Kozmo Pilots is their Quick Effect to banish themselves and jump ship, Special Summoning a higher-level Kozmo monster from the hand. This "tag-out" ability is a versatile tool for dodging targeted effects, dominating the Battle Phase, and setting up the banished zone for recovery plays.

The Ship's Final Voyage

When a Kozmo Ship is destroyed, it "floats" into a new monster. By banishing itself from the Graveyard, it can Special Summon a lower-level Kozmo from the Deck. This creates a resilient loop of advantage, ensuring the player maintains board presence even after their strongest monsters are defeated.

The Roster: Key Cards

Kozmo Tincan

The premier one-card starter. Its End Phase effect sets up your hand and Graveyard, providing a guaranteed Kozmo card and fueling future plays. The primary target for Emergency Teleport.

Kozmo Farmgirl

The main OTK enabler. After inflicting battle damage, she searches any "Kozmo" card, allowing you to find a powerful Ship and immediately tag out for a second, massive attack.

Kozmo Dark Destroyer

The iconic boss monster. Untargetable by opponent's card effects, it destroys a monster on summon and floats into any Level 7 or lower Kozmo, making it a powerful threat that is difficult to remove permanently.

Kozmo Sliprider

Essential backrow removal. On summon, it destroys a Spell or Trap, making it crucial for clearing floodgates. It can even destroy your own Kozmotown to trigger its search effect.

Kozmoll Dark Lady

The deck's main on-field disruption. Her Quick Effect allows you to pay 1000 LP to negate a monster's effect and destroy it, providing crucial interaction during the opponent's turn.

Kozmotown

The deck's central resource hub. This Field Spell recovers banished Kozmos, fixes awkward hands, and searches any Kozmo card from the deck if it's destroyed.

Core Combo: The "Tincan Pass"

Unverified AI Content
This combo line is AI-generated and may contain errors or illegal plays (e.g., banned cards).
Know the correct line? Submit a Replay to fix this guide

Kozmo's optimal Turn 1 isn't about building an unbreakable board, but setting up a flexible state of advantage and interaction.

Kozmo Tincan
Missing: 64280356
1

Summon & Set

Normal or Special Summon Kozmo Tincan. Set any backrow like Kozmojo or Call of the Haunted.

Kozmo Dark Destroyer
Missing: 55885348
2

End Phase Advantage

In the End Phase, activate Tincan's effect. Reveal three high-impact Kozmos (e.g., Dark Destroyer, Dark Lady, Sliprider). Your opponent randomly adds one to your hand, and the others go to the GY.

Ideal Endboard: A State of Control

Unlike modern combo decks, a strong Kozmo endboard is not a static field of negates. It is a dynamic and reactive state of control, characterized by having the right tools ready for interaction.

Kozmo Dark Destroyer
Missing: 55885348

An Untargetable Threat

A monster like Dark Destroyer or Forerunner on field, which is difficult for the opponent to remove via common effects.

Kozmoll Dark Lady
Missing: 12408276

Live Interaction

Access to a monster negate like Dark Lady (on field or in hand) and the powerful removal of a set Kozmojo.

Competitive Analysis

Strengths

  • Resilience: Floating mechanic makes it strong against destruction.
  • Evasion: Tag-out mechanic and untargetable Ships dodge many effects.
  • OTK Potential: Can generate massive damage out of nowhere.
  • Extra Deck Independence: Immune to common anti-Extra Deck floodgates.

Weaknesses

  • Inconsistency: Prone to "bricking" with unplayable hands of only Pilots or Ships.
  • Non-Destruction: Extremely weak to banishing, tributing, or returning to hand effects.
  • Specific Floodgates: Crippled by cards like Imperial Iron Wall or Abyss Dweller.

Common Hybrids & Tech

  • Fire King: Uses Fire King Island to destroy Ships in hand, fixing bricks and starting combos.
  • Artifacts: Incorporates Artifact Sanctum and Scythe for a powerful, one-sided Extra Deck lock.
  • Emergency Teleport: A staple for providing instant access to Tincan or Farmgirl from the deck.

Live TCG Banlist Status

Banlist Impact

Fully Unrestricted

The Kozmo archetype, with its LIGHT/DARK Psychic floating strategy with pilot-ship tag mechanics, operates at full power with no restrictions on the current TCG banlist.

Maximum Consistency

Play any card at your preferred ratio without restrictions

Full Strength Plays

Access to all archetype synergies without limitations

Strategic Freedom

No banlist constraints holding back your strategy

Banlist Status Summary

analyzed • 0 restrictions found • All cards legal at 3 copies