Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing "Kozmo" monsters from your hand whose total Levels equal 10 or more, and cannot be Special Summoned by other ways. Cannot be targeted by an opponent's card effects. During either player's turn, when a Spell Card is activated: You can banish 1 "Kozmo" monster from your Graveyard; negate the activation, and if you do, destroy that card. If this card is destroyed by battle or card effect and sent to the Graveyard: You can banish this card from your Graveyard; add 1 Level 9 or lower "Kozmo" monster 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.
July 21, 2016
I’m still on the fence about this monster, and I
think it will have a more important role to play if
Dark Destroyer is ever banned or restricted. I see
Dark Planet run a lot more in Fire King Kozmo than
anything else, and that makes a lot of sense, since
it can be destroyed in hand and lets you search for
basically any other Kozmo.
I think the main knock I have on Dark Planet is that
I have a hard time believing you can tech 1 or even
2 of these. It seems you should either run 3 or
none. Banishing more than 1 monster to summon him is
such a high cost, even though he’s such a beast, so
really the best thing to do is to banish another
Dark Planet for the requirement. But 3 Dark Planets
in a deck is a hard burden, especially when the
thing can’t be special summoned. Getting
Stormforthed with Planet on the field hurts big
What I’m really curious about is how Kozmos do in
the OCG now that they are about to be released in
Japan. Or rather, what I’m curious about is how
Kozmos will fare in a format that includes baddies
like ABC, Blue-Eyes Chaos Max, D/D, Metalphoes, and
Yang Zing that are crushing it overseas. Will Dark
Planet be of more use? Less? We shall see soon
enough! In the meantime, I can’t give Dark Planet
more than a middling score, perhaps more than
anything else for its inability to be special
summoned by other means.
Wow, it's massive, and it's great. They just
keep getting bigger and better. The summon
will cost you 2 or 3 cards in total (including
itself), but it's well worth it.
The ATK/DEF stats are massive. It
can get over anything.
Can't be targeted by effects (and
Landwalker can further protect it
from effects which destroy but don't
target like Dark Hole and Torrential
Negates Spell Cards, including
Pendulums. And you can just keep
recycling the banished Kozmos with
The two above factors means that
this card will be very hard to take
Lastly, it floats. It only searches
(if it summoned too, it would be
broken), but it helps replenish the
cost all around.
Essential for the deck.
Hello Pojo Fans,
A heavy hitting Kozmo gets its CoTD near the end of
the week: Kozmo Dark Planet
Banishing from the hand can be a costly thing, but
with Kozmotown and Kozmo Scaredy Lion able to bring
back banished Kozmos this won't hurt too bad. Not
only that, but you can make 10 or more Levels easily
with duplicate copies of Kozmo monsters.
Protection against targeting effects and very high
ATK are expected when you have a roundabout way of
Special Summoning. Spell negation and destruction
either turn through banishing a Kozmo in your grave
will help protect your other Kozmos from mass
destruction cards like Raigeki and Dark Hole, as
well as lock down your opponent from searching out
possible solutions to the ever-growing Kozmo
problem. Trade out for Level 9 or lower upon
destruction and sent to the graveyard wraps this
Run one of these big boys. You don't want to banish
too much otherwise you'll be running cards to get
monsters back. At the least you will be banishing
one monster to Special Summon this, and will banish
one in your grave each time you want to negate a
spell. Kozmo monsters banish themselves already a
lot so ammo may be scare.
That's no moon. It's Kozmo Dark Planet, a Level
10 Dark Machine-type monster with 4000 Atk and 4000
Def. Is this monster's summoning conditions worthy?
By stats the answer is a resounding yes. 4000 Atk
and Def is really high. I like Level 10 monsters in
general because of Gustav Max being able to burn for
2000 Direct Damage. Kozmotown and Malefic Cyber End
Dragon come to mind to pull off an easy combo.
Kozmo Dark Planet must be Special Summoned the
ritual way, but at least it isn't the Nekroz way. It
has to banish 10 Levels or more of Kozmo monsters to
go from the Hand to the Field, but it can use
another Kozmo Dark Planet as the cost. There are
also no limits to how often you can summon this, but
the Hand would have to be huge. For all that
trouble, Dark Planet is immune to an opponent's
targeting effects. It is also somewhat immune to
Spells because multiple times during either player's
turn, Dark Planet can banish a Kozmo monster from
the grave to negate and destroy any activated Spell
Card. So realistically only traps can destroy this
monster. If it does happen to be destroyed, the
usual Kozmo Ship Special Summon effect does not
apply. Instead a Level 9 or lower Kozmo monster gets
added to your Hand from the Deck at the cost of
banishing Kozmo Dark Planet from the grave. As far
as big ships go, this one is the biggest, but
protection effects stall games, not win games.
Marshmallon can stop this Dark Planet from
destroying anything. At least it's better than
Score: 3.75/5 Protection and very high Atk. Run at
Art: 4/5 Destroy your home planet of Kansas!
Sorry about missing yesterday, but I'm back to
review a beast of a card. Kozmo Dark Planet,
and has a LOT of text. Let's start at the
beginning...Level 10, 4000 attack and defense, Dark,
Machine...can't be Normal Summoned or Set, and must
be Special Summoned by removing Kozmo Monsters from
your Hand whose Level equal 10 or more. Oh,
and can't be Special Summoned in other ways.
Cannot be targeted by your opponent's card effects,
which is a plus, even if that isn't a great deal of
cards, I always like to think any protection is
better than no protection. It can negate the
activation of and destroy a Magic card during either
players' turn by removing a Kozmo Monster from your
Graveyard from play. If destroyed by Battle or
card effect, you can add a Level 9 or lower (so
pretty much any) Kozmo Monster from your Deck to
your Hand. I'd really like in this instance
for the ability to be to the Field instead of the
Hand, but overall, he's a powerhouse. The fact
you don't have to Tribute for him is very nice (even
though you're using at least two cards to bring him
out, unless you remove another one of these guys in
order to do so).
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