Power: Low Rogue (6.8/10) - This is cleaner and fully TCG-legal, but it stays Low Rogue because the banned Artifact Scythe lock is gone and the Artifact package is now fair disruption rather than a hard Extra Deck lock. The Kozmo engine still gives the deck real pressure through Tincan, Farmgirl, Dark Destroyer, Dark Lady, Kozmojo, and Kozmotown, while the Artifact cards keep Beretta's artificial-construct identity visible.
Consistency: Solid. Kozmo Tincan, Kozmo Farmgirl, Kozmotown, Terraforming, Emergency Teleport, Allure of Darkness, and the normal Kozmo tagging pattern give the deck several ways to reach ships and pilots. Artifact Sanctum, Artifact Ignition, Moralltach, Beagalltach, and Lancea are live defensive cards, but the deck can still open awkward mixes of high-level ships and Artifacts without the right pilot or trap.
Ceiling: Moderate-high for a fair Low Rogue deck. Dark Destroyer, Dark Lady, Kozmojo, Artifact Sanctum into Moralltach or Lancea, Cyber Dragon Nova into Infinity, Constellar Pleiades, Artifact Durendal, Borrelsword Dragon, and Topologic Bomber Dragon give the deck several forms of interaction or closing power. It no longer tries to win by Scythe-locking the opponent, so its ceiling is lower than older Artifact builds but more honest and legal.
Recovery: Strong. Kozmotown recycles banished Kozmo monsters, the big Kozmo ships replace themselves when destroyed, Strawman can bring back banished Kozmo threats, and Dark Destroyer or Sliprider can keep floating into follow-up. Artifact cards are less recursive, but Sanctum and Ignition can still force trades while the Kozmo engine reloads.
Going first/second: Flexible, but slightly better going first. Going first, the deck wants Kozmotown, Tincan, Sanctum, Kozmojo, Impermanence, Dark Lady, or Artifact interaction. Going second, the side deck brings Dark Ruler No More, Nibiru, Cosmic Cyclone, Evenly Matched, Droll & Lock Bird, Harpie's Feather Duster, and Dinowrestler Pankratops.
Choke points: Stop Tincan before it loads the End Phase search, stop Farmgirl from connecting in battle, remove Kozmotown before it recycles resources, or force the Kozmo pilot to tag out before the deck has the right ship. Against the Artifact half, stop Sanctum or destroy set Artifacts outside the opponent's turn so Moralltach, Beagalltach, and Lancea do not convert into value.
Key cards: Kozmo Tincan, Kozmo Farmgirl, Kozmo Dark Destroyer, Kozmoll Dark Lady, Kozmo Sliprider, Kozmotown, Kozmojo, Artifact Sanctum, Artifact Ignition, Artifact Moralltach, Artifact Beagalltach, Artifact Lancea, Artifact Dagda, Cyber Dragon Infinity, Constellar Pleiades.
Key combos: Tincan reveals Kozmo ships to load the grave and find follow-up, then Kozmotown recovers banished pieces later. Farmgirl deals battle damage to search the missing Kozmo piece, then tags into a larger ship. Sliprider can destroy your own set Artifact during the opponent's turn after a Kozmo pilot tags out, turning the ship summon into Artifact value. Sanctum summons Moralltach for removal or Lancea for banish-heavy matchups. Two Level 5 Machines can make Cyber Dragon Nova into Infinity, while Level 5 LIGHT bodies can make Pleiades or Artifact Durendal. Kozmojo banishes a Kozmo monster you control to banish an opposing card, then the ship can float into another Kozmo body.