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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!

 Kozmourning
- #SHVI-EN086

Monsters destroyed by battle with "Kozmo" monsters you control are shuffled into the Deck instead of going to the Graveyard. You can banish this card from your Graveyard; the first time you would take battle damage from a battle involving a "Kozmo" monster you control this turn, gain that much LP, instead.

Card Rating
Advanced: 1.90 

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.


Date Reviewed:
July 22, 2016

Back to the main COTD Page

 

RCG

Kozmourning

 

It’s not good enough. Simple as that. Kozmourning fights against a wealth of worthy Kozmo cards for deck space, and is usually one of the first cards to lose out. If Kozmos were forced to slow down (due to restriction/ban of Dark Destroyer, Emergency Teleport, or Tin Can), I could maybe see this being included as a variant strategy, but by that point, Kozmo would probably no longer be competitive anyway.

 

While the effect itself makes you think “wow” at first read, it’s easy to draw on experience and realize that this card is no different than Robbin’ Goblin, the ultimate card that reads great but doesn’t deliver. Continuous spells and traps that don’t give you inevitable and/or immediate plusses are just almost never worth it, especially when it relies on the opponent deck, which changes all the time.

 

Love the art, though.

 

Advanced: 2/5

Future Potential: 2/5


Baneful
  • The 2nd effect of this card isn't important as monster-on-monster battle damage isn't a whole lot anyway ; still nice to have.
  • The first effect of this card is the most important part, which prevents opponent's monsters from getting their graveyard effects.  
  • Decks like Burning Abyss will suffer the most from this card, but it's not going to be useful against all decks and it's kind of sloq.
  • While it is a risky card to main, it's a good side deck choice for Kozmos.
     
    3/5

Kingof
Lullaby

Hello Pojo Fans,
 
The feels are strong one of two Kozmo-based Trap cards finishes out this week in the form of Kozmourning
 
Preventing monsters from going to the graveyard by shuffling them back is useful against decks that relay heavily on the grave like Shaddolls, Phantom Knights and Burning Abyss. This only happens if you destroy the monster with a Kozmo monster (9 times out of 10 in a Kozmo deck this will be happening). Banish to gain LP from a battle involving a Kozmo. You gain rather than take the damage but your Kozmo will still bite the dust.
 
It's not a great card, and there's probably better cards for the archetype to use, but it may have a spot in the side deck.
 
Advanced-1.5/5
Art-4/5 Kozmoll Dark Lady is a babe...kinda thankful she didn't end up looking how Darth Vader did.
 
Until Next Time
KingofLullaby


Warlockblitz
YouTube

Kozmourning is a bad Continuous Trap Card. The opponent's monsters are going to be destroyed by effects before battle. Kozmourning only works if Kozmo monsters destroy something by battle, and then the effect sends that monster to the Deck instead of the grave. When it's in the grave, it can banish itself to gain Life Points equal to the first Battle Damage taken involving a Kozmo monster. The Kozmo monster is still destroyed, but Kozmourning gives Life Points instead of Battle Damage. It does nothing if there are no Kozmo monsters on the field. This card doesn't give the deck any card advantage and only works during the Battle Phase. At least it isn't once per turn, but it's still not worth running. 
 
Score: 1/5
Art: 5/5


Dark

Paladin

Kozmourning closes the week, a fair attempt at a pun I suppose.  This is a wonderful, yet simple, Continuous Trap.  This card allows you to cycle Monsters your Kozmo Monsters destroy back into the Deck.  This is situational, and not to be obviously obvious, but this strategy isn't going to work against every Deck you play.  It's a very good Side-Deck card I feel, but if making plays from the Graveyard isn't the focal point of who you're playing against, as it's not with plenty of Decks, then you don't need this.  The removal second effect of removing the card itself for a minimal Lifepoint gain is nice I suppose, but more annoying than anything else.  Just a little momentary stall.  Side one, if you need to use it, go ahead and throw it in, but it's not game-breaking enough on its own to just use.
 
Rating:  2/5
Art:  4/5


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