Oh if only this had been released before Twin
Twister. But it wasn’t and we’re not nearly as
impressed. Now don’t get me wrong regarding my
impression of this spell. I think it’s solid side
deck material, especially when ugly cards like
Kozmotown and Luster Pendulum enter the fray and
make you weep. But there’s almost no situation or
deck I can imagine where I would consistently prefer
this over Twin Twister, which has proved itself to
Now if Twin were to ever be restricted or banned,
would Cosmic find favor over MST? I’m not sure.
1,000 LP isn’t too much of a cost, but it’s still
significant if you were to play 3 of them, and how
often is banishing a spell/trap card really that
beneficial (except with pendulums, of course)? If I
had to guess, I’d say this probably would be
preferred, but only time will tell. Konami isn’t
really interested in eliminating spell and trap
removal, and so Twin Twister isn’t likely to go
This card is essentially like
Mystical Space Typhoon, which is at
3 and not often ran.
The difference is that pay 1000 life
points to banish the card instead of
Conventional Spells/Traps (like
Solemn, Bottomless, etc), banishing
then doesn't matter.
There are some Spell/Traps like
Breakthrough Skill with a secondary
effect in grave, but they alone
don't justify this card.
On some occasion, there are floater
Spells/Traps like Kozmotown, which
this card can deal with.
Against decks like Gravekeeper's, it
could stop them from recovering the
card they rely on.
This card is essential for dealing
with Pendulum monsters, removing
them from the game for good.
It precludes them using and reusing
their effects and summoning them as
Now the opponent will need another
Pendulum monster in hand to complete
their scale and they won't get back
the monster they invested.
I'd rather lose 1000 LP than deal
with the opponent constantly reusing
Not all decks in the meta are
Pendulum based, so this card may be
a side option.
It's also true that some people may
prefer Twin Twisters since it
handles 2 cards instead of 1.
But the nonetheless, to me, it's an
essential card for either main or
Hello Pojo Fans,
Cosmic Cyclone, like MST, is simple to use and
Pay your 1000LP, banish a spell/trap on the field.
Any spell/trap on either side of the field.
Quick-Play like MST, but prevents your opponent from
plusing off destruction of their spell/traps like
several Pendulum Monsters get. 1000 Life Points
isn't anything to give up unless you are in a
position where you cannot afford it, which is rare.
The debate is on: Which is better to use, MST or
This is going to be a very easy review. Cosmic
Cyclone joins the ranks of good to great generic
back row removal. This one is a QuickPlay Spell Card
that costs 1000 Life Points to target any Spell or
Trap on the field for banishment. Targeting is not
great, but this doesn't destroy which is awesome.
Whatever you target is still chainable, but any and
all grave effects won't be happening. I probably
would have used this against Nekroz so they couldn't
search more Ritual Spells. Cosmic Cyclone doesn't
negate anything, but hitting the right card like
Gospel of Revival can really hurt the opponent.
Quick Booster is looking more and more viable as a
way to search these great generic QuickPlay Spells.
Score: 4.5/5 Twin Twisters, MST, Galaxy Cyclone, or
Art: 4/5 If this is a throwback to Hinotama then I
really like the artwork.
Ahh another weather related destruction card.
Remember Galaxy Cyclone? Well I greatly prefer
Galaxy Cyclone to Cosmic Cyclone. I'm also
curious what the difference between Galaxy and
Cosmic is definitively. Galaxy Cylcone let's
you destroy a Magic or Trap card on the Field,
though said card is Targeted, and it has to be face
down. But you can also remove that card from
play, (Galaxy Cyclone that is, not the card you
destroy) to then Target and destroy a face up Magic
or Trap card on the Field. (Said effect can't
be activated the turn Galaxy Cyclone goes to the
Graveyard.) Here, you have to pay 1000
Lifepoints to Target any Magic or Trap on the Field
(face up or down) and remove it from play. The
only definitive advantage is that this is a
Quickplay, Galaxy is not. There's so many of
these cards available these days, with various
prices or costs, that it just seems like something
like this may get lost in the shuffle. Sort of
like the Trap Hole family of cards.
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