During either player's turn: You can banish this card; Special Summon 1 Level 5 or higher "Kozmo" monster from your hand. You can only use this effect of "Kozmoll Wickedwitch" once per turn. Once per turn, during either player's turn: You can pay 1000 LP; this turn, this card cannot be destroyed by battle or card effects.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Nov. 3, 2015
One of the Kozmo's weaknesses is card effects
which destroy, and Wickedwitch is an out to that
problem since it's temporarily immune to them.
With cards like Raigeki, Dark Hole, Mirror Force and
Torrential Tribute gaining more consideration in
this format than in the Shaddoll/Burning Abyss
format. They will need those cards to deal
with Forerunner, but if you can pressure the
opponent to have to waste their removal on this card
(twice) instead, then it's to your advantage.
The 1000 life point payment seems a bit expensive to
protect a 1900 beater, but it's all relative.
You're losing 1000 life points, but you're also
gaining an opportunity to deal 1900 damage to the
opponent. Keeping it alive in battle to
protect your life points again could shield you from
more life point damage. And it'll win in an
even clash against something like Thunder King Rai-Oh.
I don't think this card will make Goodwitch obsolete
anytime soon. I personally find Goodwitch a
little better since it's effect stops lockdown
monsters (XYZs too) and can enable it to beat even
larger monsters in battle, but Wickedwitch still has
plenty to offer the deck. The two cards are
best used side-by-side, since more low-level Kozmos
means more consistency in summoning the bigger
Kozmo Wickedwitch is a fun
card. For starters, she's Level 4, with a
fantastic 1900 attack (and a not-so-fantastic 900
defense), and a Psychic Monster, which I'm sure
surprises nobody. She has two really nice
effects. First off, you can remove this card
from play to Special Summon any Level 5 or higher
Kozmo Monster from your Hand. Obviously Deck
would be better, but still, you're much easier
bringing out a Monster, and via Special Summon, than
you would through traditional measures. Oh,
and this effect can be utilized during either
player's turn. Secondly, let's say you can't
take advantage of this effect, (or for whatever
other reason) you can pay 1000 Lifepoints to keep
this card from being destroyed by Battle or card
effects. She is just awesome. Strong,
speedy, protects herself..you can't ask a card to do
Hello Pojo Fans,
Kozmo Wickedwitch, like all non Machine-Type
monsters in the “Kozmo” archetype Special Summons a
Kozmo from the hand when banished. Either players
turn ability to activate the effect is good. Like “Goodwitch”
she Special Summons a Level 5 or higher “Kozmo” from
the hand. Unlike Goodwitch though, Wickedwitch can
protect herself during either players turn at the
mere cost of 1000LP.
The secondary effect of Kozmo monsters can define
which are better than others, and Wickedwitch may be
better than Goodwitch. 100 more ATK than Goodwitch
and the ability to protect herself from everything
for that turn can be much more useful than turning a
monster into defense position, especially since
Goodwitch cannot activate that effect during the
opponents turn. Telekinetic Charging Cell gives you
a monster that cannot be destroyed ever for free.
This card benefits like all Kozmo monsters from all
the archetype support, but its the destruction
protection that can break games open. Summon
Wickedwitch, activate her effect, activate Dark
Hole, then banish her for another Kozmo monster to
While Goodwitch has the offensive ability to get rid
of big monsters with he effect, Wickedwitch is
staying on the field for at least two turns, if not
Until Next Time
So the evil ones are Kozmoll?
Kozmoll Wickedwitch is a Level 4 Dark Psychic-type
Monster with 1900 Atk and 300 Def. Level 4 works
well with Farmgirl. Dark opens up Chaos options for
Kozmo. Psychic is obviously necessary for the theme.
1900 Atk makes this a good beater option.
Kozmoll Wickedwitch has 2
effects that can be activated Once per turn during
either player's turn. The first is that you can
banish Wickedwitch and Special Summon a Level 5 or
higher Kozmo monster from your hand. No matter how
many Wickedwitches you have on the field, you can
only use that effect once. Obviously, you're
probably trying to get one of the ships to go for
game, and I like that there is no damage to inflict
restriction. The second effect costs 1000 Life
Points to protect itself from destruction by
anything, but only once that turn. That effect is
restricted by card, so multiple Wickedwitches can be
protected if you have enough Life Points to pay. I
really like the direction Kozmo is taking, and I
hope it continues.
Score: 4/5 Why is this Common
Art: 5/5 Sexy Darth Maul.
Hot dang, lookit them swanky silver boots! No wonder
they're so valuable in the story.
Huh? Oh, right. So, this particular Wicked Witch is
not the iconic one, but her sister- the one that the
house fell on. Yeah, that one. But hey, her first
effect actually encourages you to kill her off,
because when she's in the Grave, you can banish her
to Special Summon a high-level Kozmo Monster, which
roughly translates to Star Wars-esque battleship.
But IF you prefer to have her fight, you're in luck:
she has 1900 ATK (2400 with Lightsword), making her
a great monster to start with. And if you pay up
1000 LP, she can go unharmed for one turn. You might
want to save that effect for a real game-breaking
move, like if your opponent's field is Monster-free
but riddled with face-down Traps. Think of it as her
clicking her heels and activating her magic. (Too
bad that didn't save her from the falling house.)
Final Score: 5/5 (By the way, what are they going to
call the Witch of the West when she inevitably comes
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