A Galaxy Far, Far Away from Oz
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 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.
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 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.
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.
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.
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.
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.
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.
Kozmo's optimal Turn 1 isn't about building an unbreakable board, but setting up a flexible state of advantage and interaction.
Normal or Special Summon Kozmo Tincan. Set any backrow like Kozmojo or Call of the Haunted.
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.
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.
A monster like Dark Destroyer or Forerunner on field, which is difficult for the opponent to remove via common effects.
Access to a monster negate like Dark Lady (on field or in hand) and the powerful removal of a set Kozmojo.
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.
Play any card at your preferred ratio without restrictions
Access to all archetype synergies without limitations
No banlist constraints holding back your strategy
Banlist Status Summary
Core cards checked:
• Emergency Teleport
• Kozmo Dark Destroyer
• Kozmo Farmgirl
• Kozmo Forerunner
• Kozmo Goodwitch
• Kozmo Sliprider
• Kozmo Strawman
• Kozmo Tincan
• Kozmotown
analyzed •
0 restrictions found •
All cards legal at 3 copies
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