During either player's turn: You can banish this card; Special Summon 1 Level 3 or higher "Kozmo" monster from your hand. You can only use this effect of "Kozmo Strawman" once per turn. Once per turn: You can pay 500 LP, then target 1 of your banished "Kozmo" monsters; Special Summon it, but its effects are negated, also destroy it during the End Phase.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Nov. 4, 2015
It's a good card to the Kozmo deck because it's
fast, versatile, helps the deck's consistency and
can aid you in OTK's. It can be summoned
easily via Emergency Teleport (giving the deck an
additional target, other than just Farmgirl).
Gold Sarcophagus will effectively let you summon
whichever Kozmo you want. You can revive a big
beater like Forerunner and Dark Destroyer right off
the bat for 2800-3000 extra ATK, and while their
face-up effects are negated and they are destroyed,
their search effects (which activate in the
graveyard) effectively replace them so there's no
loss in card advantage. In addition to the
monster you summon, you can even banish Strawman
itself to summon another big beater or any of the
other Kozmo monsters in general.
It's not without weaknesses. It's highly
vulnerable to Maxx C. Also, while it's a good
card mid-to-late game and it requires other cards to
use effectively, it's not a good first turn card.
For that reason, especially since Kozmos are easily
searchable, I would only run 1 copy of Strawman
(since the risk of drawing 2 in your opening hand
isn't worth taking).
Kozmo Dark Destroyer, note first, we have a
Machine, not a Psychic Monster. Level 8, Dark,
3000 attack, which is just beautiful. The 1800
defense is troublesome, probably the biggest
vulnerability of this card.
So what do we know about this card? First,
you're never going to Tribute for this card.
You'll Special Summon it via the removal effect of
another low level Kozmo we saw earlier in this week,
or outright Special Summon it, cause realistically
we about never Tribute for anything.
So when Normal or Special Summoned, you're able to
Target (note Target) and destroy one Monster on the
Field. Note first, this is an optional effect,
if this is the only Monster on the Field, it doesn't
destroy itself via its own effect.
Additionally, Dark Destroyer cannot be Targeted by
your opponent's card effects.
Finally, if sent to the Graveyard (only by Battle
however, not via say non Targeted destruction) you
can remove this card from play and Special Summon a
Level 7 or lower Kozmo Monster from your Deck, as
opposed to the Hand. So he has selected
protection for himself, a beastly attack, but the
troubling part is that last bit. With the 3000
attack, being destroyed by Battle might be
difficult. Great card for a good, rising Deck
Hello Pojo Fans,
Strawman is another weapon for Kozmos to use to
continue their Special Summon shenanigans. Special
Summon a “Kozmo” from your hand like all the
non-Machine Kozmos, standard. A Kozmo that can
finally be Special Summoned by E-Teleport, that will
add a new layer into the Kozmo archetype. Cards like
Krebons and Psychic Commander can be added to aid
Special Summon a banished Kozmo monster for only
500LP, that is a great effect. That monster may get
destroyed in the End Phase, and its effect(s) are
negated, but being destroyed works for all the
Machine-Type “Kozmo” monsters. Any one of them could
benefit you and 500LP to pay is nothing at all to
pay to gain an advantage. If you don't have access
to any of the Machine Kozmos, you can always go
after a different “Kozmo” and have an attacker.
Until Next Time
Yes, yes, and more yes. Kozmo Strawman is a near
perfect Level 2 Light Psychic-type Monster with 500
Atk and 1800 Def. 1800 Def is fairly good for a
Level 2. This is another viable target for the all
important Emergency Teleport for Psychics and the
less important Honest for Lights. 500 Atk doesn't
really matter, but it is there. The most important
stat here is the name because this is now the lowest
Level Kozmo monster. Any of the Kozmo ships
should be able to Summon this and start a really
nice chain of Summons and damage.
There are two effects on Strawman. The first is the
simple Banish Strawman to summon any Level 3 or
higher Kozmo monster from your hand. You can only do
that once per turn during either player's turn. The
second effect has a cost of 500 Life Points. Pay to
to Special Summon 1 Kozmo monster with negated
effects and destruction during the End Phase. This
effect is only during your turn, but it can be used
once per Strawmen on the field. An excellent target
would be the ships to gain their effects when they
hit the Graveyard.
Score: 4.5/5 Worthy of its $70 price tag on
Art: 2/5 Where is the Straw? Where is the male
Can you still call him a Strawman if he's obviously
not made of straw?
While you ponder that, allow me to explain why this
is one of the best cards in the entire Kozmo set.
With 1800 DEF, he can potentially defend himself for
a turn. But once he's in the Grave, you can banish
him (and during either player's turn, no less) to
pretty much Special Summon any other Kozmo Monster
from your hand! (That is to say, most Kozmo monsters
are at least three-starred or more.)
Also, you can potentially swarm the field with
Strawman; by paying 500 LP, you can bring back a
banished Kozmo monster- its effects are negated, but
if it's a heavy hitter like Forerunner (or better
yet, tomorrow's card), you can potentially win the
game. So this guy's basically useful dead or alive!
What's not to love?
Final Score: 5/5
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