Once per turn: You can target 1 of your banished "Kozmo" monsters; return it to the hand, and if you do, lose LP equal to its original Level x 100. Once per turn: You can reveal any number of "Kozmo" monsters in your hand and shuffle them into the Deck, then draw cards equal to the number of cards you shuffled into the Deck. If this card in the Field Zone is destroyed by a card effect: You can add 1 "Kozmo" card from your Deck to your hand.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
August 31, 2015
Welcome to Kozmo week! After reviewing a
very (if not arguably the best Kozmo card last week)
I thought it would be more fun to learn about them
as more of a whole this week. Kozmotown is a
Field Magic Card, and a playable/useful one at that!
All right, so this card does a variety of things.
First off, once a turn, you can return a Kozmo
Monster of yours that has been removed from play,
and return it to your Hand. (You lose
Lifepoints equal to the Level of the selected
Monster x100, which is nothing at all). This
card also has an effect similar to that of Magical
Mallet, the only difference being that the cards
here chosen have to be Kozko Monsters and
revealed...but they are still returned to the Deck,
and you then Draw the same number of cards back to
your Hand. Lastly, if this card is destroyed
while in the Field Zone by a card effect, you're
allowed to add a Kozmo Card (not a Monster only, but
a card) from your Deck to your Hand. This is
great support for a theme. It recycles
resources once they're removed. It lets you
keep and swap options in the Hand to the Deck.
Plus, you're very likely gaining a card when this
card is destroyed. As said last week, these
guys are new, and don't have a great deal of support
yet, but I say, in the now, if you're playing this
Deck, you use this.
Excellent support card for the deck to help
increase consistency and generate card advantage.
It replaces itself on destruction, so it's never a
bad investment. Banishing a Kozmo monster to
get it's effect and then bringing it back to the
hand opens up lots of possibilites for the deck.
Banish Farmgirl to summon a big beater and then
bring Farmgirl to the hand for more consistency.
The life point loss is so minimal, you won't miss
it. And the mulligan effect certainly helps
too. No downsides to this great card.
Hello Pojo Fans,
Kozmotown may be one of the best Field Spells ever
made. Adds back a resource at a minimal cost to you,
has a “Reload” effect without giving you a -1, and
adds a resource if destroyed by a card effect. In
one turn you could change your hand, get back a
banished “Kozmo” monster, then destroy your own
Kozmotown and get another “Kozmo” card from your
deck. All “Kozmo” monsters can be banished, giving
you a host of target options for the first effect.
The second effect can help put monsters back into
the deck if you are fishing out spell/trap cards, as
well as give life to potentially dead cards at the
time like Emergency Teleport. Kozmotown had no real
weakness. If you activate it and it is immediately
destroyed by something like MST, you still break
even with it pulling a “Kozmo” card from your deck.
If only more archetypes could have such a beneficial
Field Spell at their disposal.
Until Next Time
Kozmotown is great themed support. All three
effects benefit Kozmo monsters and combos. Kozmotown
is a no cost to activate Field Spell card. The first
effect is to once per turn target one Banished Kozmo
monster and bring it back to the hand. You have to
lose 100 Life Points times its level. It's not a
true cost nor is it damage to your Life Points so
there aren't any Performage shenanigans. That cost
will never be more than 1200, and there aren't even
any level 12 Kozmo monsters yet. I wonder if they
will ever make any XYZ Kozmo monsters to bring back
to the Extra Deck for free, but I digress.
Now, if you have used the first effect, you should
have at least one Kozmo monster in your hand to use
the second effect. If you choose, once per turn you
can reveal Kozmo monsters in your hand, shuffle them
back into the deck, and then draw that many cards as
you successfully shuffled in. Of course, your
opponent could chain Mind Crush and spoil your draw
plans, but it's still a good effect.
Finally, the last effect isn't once per turn. If
Kozmotown is destroyed by an effect while in your
Field Zone you can search any Kozmo card from your
deck to your hand. You can even destroy it yourself.
You could use Burning Land after using the first two
effects, gain the 3rd effect and then just activate
another Kozmotown. Since it is a new card on the
field, you can activate the first two effects again.
I love the limited support of Kozmo. It all makes
sense and isn't overpowered. Since there aren't that
many targets, the theme fits into other decks to
give them some search support.
Score: 5/5 Seriously, have you ever seen a Field
Spell better suited for its deck? It doesn't even
need to go to the graveyard to plus off its
Art: 5/5 It looks like a movie poster for a movie I
would pay to see.
gets in to see the Wizard, not nobody not no-how!”-Emerald
to the Emerald City, AKA Kozmotown. Like any great
theme, the Kozmos get a Field Spell all their own.
(Something I hope Toons will get someday, as Toon
World is just far too weak on its own).
card works great with those Kozmo monsters that
force you to banish them from play to get their own
effects. Use the monsters to farm for more Kozmos,
then recycle the banned monster with this. Pure
gold! ….Sorry, pure emerald.
better still, this card works somewhat like Pot of
Avarice, as it lets you reshuffle Kozmo monsters
back into the deck, then lets you redrew the same
number of cards. And just when your opponent kills
it, thinking he's put a stine in your strategy, you
get the last laugh; grab another Kozmo card from the
deck and add it to your hand. In fact, it doesn't
say whether it has to be the opponent's card effect
that activates this effect, so if I'm reading this
right, then you yourself could MST or Dust Tornado
Kozmotown and still get the search effect.
no reason for you not to run this card in threes if
you're playing Kozmo. It's just that good.
Final Score: 5/5 (Kozmo only)
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