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Kozmo works by running 2 types of monsters: ships, and pilots. Pilots are the ones that “tag out” - banish themselves - to special summon a higher level Kozmo monster from hand. These are mostly distinctive by the fact they are all psychics, and typically low level (ignoring Dark Lady.) Ships are much more self explanatory - Special summon them, then if they get destroyed you can special summon a pilot. Ships range from level 5 to 10.
There are different ways to play Kozmo. Pure kozmo tends to focus on control/stun, while hybrids can combo off. For the ratio list, I will mark the typical ratios of Kozmo cards, though it’s entirely down to the build you’re trying to, pun intended, pilot.
Tincan - The wincan. Can't beat the normal tincan set 2 pass. Gets you the pilots, and can tag out whenever.
Strawman - Excellent at looping destroyed ships, especially in Fire King variants.
Soartroopers - Brings back pilots in the grave, which is great if you're running a variant with a heavy extra deck.
Farmgirl - Our girl who can otk and get us a destroyer in the battle phase. Can be hard to deal battle damage with a 1k monster.
Goodwitch - Book of moon effect which can lock your opponent out of certain plays.
Darklady - Monster negate quick effect, and can still tag out. Good To Use With Branded Fusion Combo.
Sliprider - Pop effect for spells doesn't seem much, but popping town or Fire King Island can be a godsend for combos.
Forerunner - No target, LP gain, beefy attack. Excellent to float into from destroyer.
Dark Destroyer - Our big boss. Free pop, with the same protection as forerunner.
Dark Eclipser - Trap negate, and is often one of the ships picked off tincan to add to the hand. It can't float, but still useful for the adding card.
Kozmotown - One of the best field spells in the game. Hand fixing, adding back banished pilots and ships, and getting a free ship on destruction.
Emergency teleport: absolute staple in any build. Free pilot at no cost, since you can tincan before E-Tele resolves.
Storm Dragon’s return: gives you back a ship or pilot!
Use astral Kuriboh to summon from your extra deck, All monsters levels in your extra deck match the monsters in your main deck needed to special summon use each one wisely.
Number 61 - Cannot be sent to the grave yard when attacked
There is also 2 main heavy xyz summon variants for this deck i like to use
Level 7
If you have a 2 level 7 monsters or astral kuriboh you can summon Number 42 and use his effect depending on the game you can win with this by summoning as many 2k monsters on the field as you can. You then can tribute those cards and link summon Word Gears and Turn number 42 into Zues.
Level 8
If you have 2 level 8 monsters or a astral kuriboh you can summon Number 97 and choose to go on the offensive or defensive.
The offensive
Summon Number 97 and take 2 dragon xyz summons one of them is special summoned and the other is used as a material. Summon Number 62 and use his effect to laydown life points on the field.
The Defensive
Summon Number 97 and take 2 dragon xyz summons one of them is special summoned and the other is used as a material. Summon Number 38 effects are negated.
Use number 97 to summon number 84 then use number 84 to summon number 77
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