Synchronized Posted August 3, 2015 Report Share Posted August 3, 2015 3x Kozmo Goodwitch3x Kozmo Farmgirl3x Kozmo Sliprider3x Kozmo Forerunner2x Ghost Ogre & Snow Rabbit2x Honest3x Kozmotown2x Emergency Teleport2x Terraforming2x Galaxy Cyclone1x Light of Redemption1x D.D.R. - Different Dimension Reincarnation1x Book of Moon1x Raigeki1x Gold Sarcophagus1x Soul Charge2x Fiendish Chain2x Mirror Force1x Bottomless Trap Hole1x Solemn Warning1x Jar of Avarice -- So fun. It's honestly an awesome Deck. Not going for the OTK style build because I find this one more fun, but yeah. Ghost Ogre is too good here. Link to comment Share on other sites More sharing options...
Dog King Posted August 3, 2015 Report Share Posted August 3, 2015 wot is e tele semi limited or something Link to comment Share on other sites More sharing options...
Synchronized Posted August 3, 2015 Author Report Share Posted August 3, 2015 wot is e tele semi limited or something Don't generally want to SS the Ghost Ogre's and it's kind of over-abundant at 3. I was originally playing it at three but I took it down to 2. Link to comment Share on other sites More sharing options...
(GigaDrillBreaker) Posted August 3, 2015 Report Share Posted August 3, 2015 There is no reason to not run 3. It summons Dorothy, and can even do so during the battle phase. Link to comment Share on other sites More sharing options...
Synchronized Posted August 3, 2015 Author Report Share Posted August 3, 2015 There is no reason to not run 3. It summons Dorothy, and can even do so during the battle phase.I get the argument, but I feel like I've drawn into it so many times when I couldn't use it, or had to like go out of my way to get something in Deck I can bring out with it. I'm not opposed to trying it again, though. Link to comment Share on other sites More sharing options...
Dog King Posted August 3, 2015 Report Share Posted August 3, 2015 in this deck i would use five if i couldyou really do need it at 3, kozmogirl on opponents turn is fun plays Link to comment Share on other sites More sharing options...
(GigaDrillBreaker) Posted August 3, 2015 Report Share Posted August 3, 2015 I get the argument, but I feel like I've drawn into it so many times when I couldn't use it, or had to like go out of my way to get something in Deck I can bring out with it. I'm not opposed to trying it again, though.When could you not use it. Seriously, you have 5 targets (I would even make an argument for a third ghost bunny) and all of them are stellar. Link to comment Share on other sites More sharing options...
Synchronized Posted August 3, 2015 Author Report Share Posted August 3, 2015 in this deck i would use five if i couldyou really do need it at 3, kozmogirl on opponents turn is fun playsI agree, but the problem is not having a Machine in hand that I can use the effect for, so it's just sitting there otherwise. I've been struggling to draw into the higher level guys for whatever reason. To the point where I almost considered adding a Sacred Sword of Seven Stars or two. When could you not use it. Seriously, you have 5 targets (I would even make an argument for a third ghost bunny) and all of them are stellar. Depends on the matchups I guess. Like against Qli/Magicians, I'd prefer to have the Ghost Ogre in hand so that I can use the effect rather than worry about a synchro play. In the majority of games I've played, I ended up cycling through all the Farmgirls and I didn't have any left in Deck, other than using like Jar of Avarice or something to get them back. But like I said, I guess I'll bump it back up to 3 and see what happens. Link to comment Share on other sites More sharing options...
(GigaDrillBreaker) Posted August 3, 2015 Report Share Posted August 3, 2015 Then just use it to summon Dorothy. And have you seen Ancient Fairy Dragon? The card is insane in Kozmo. Link to comment Share on other sites More sharing options...
Βyakuya Posted August 4, 2015 Report Share Posted August 4, 2015 Shouldn't be no reason to run less than 3 Teleports. The main point is to increase the chances you'll open with it or least draw it with the Town mulligan effect. Dorothy is incredibly crucial to trigger off early off and it's even more better when you can have more Dorothys attacking to get some Towns and spaceships. It ain't anything like trying to run 2 Pendulum Call in Magicians. What's the point of Soul Charge anyways? I'd rather want to avert the chances of Dorothy from hitting the Grave in all ways possible, and it's pointless trying to revive your previous faults from the Grave and pay some crucial LP and a BP, 2 things that Kozmos should definitely not fall back on. Ever try using Generation Force and/or Limiter Removal in Kozmos? Because of the Spaceship's trigger use off destruction and Doroth/Glinda's Quick Effects, you can push for an OTK through this method if you had some good copies of these. Link to comment Share on other sites More sharing options...
Dog King Posted August 4, 2015 Report Share Posted August 4, 2015 Wait so because you cant draw into forerunner you are going to us Sacred Swords?... Also e tee into cowgirl on your turn means you can attack, search for forerunner and then summon forerunner in bp for lots of damage Link to comment Share on other sites More sharing options...
Synchronized Posted August 4, 2015 Author Report Share Posted August 4, 2015 I'm not even sure what I was going for with the Sacred Sword comment. So late. Link to comment Share on other sites More sharing options...
Lee Cheng Men Posted August 5, 2015 Report Share Posted August 5, 2015 I haven't use a Kozmo Deck though. But yeah, Kozmo was really an extremely fun Deck, and easy to play, and it also can create a fast OTK. Like this steps1- Attack with "Farmgirl", once she inflicts damage to the opponent, fetch a Machine "Kozmo" from your Deck.2- Banish "Farmgirl", Special Summon a Machine "Kozmo" from your hand, then attack your opponent directly with it.3- Once the Machine "Kozmo" attacked directly, destroy it with "Generation Shift" to trigger its eff, add a copy of it and Special Summon a "Goodwitch"4- Attack directly with "Goodwitch", then banish "Goodwitch" to Special Summon another Machine "Kozmo" from your hand.5- Attack directly with the Machine "Kozmo" to end the game.The OCG players will cry because this archetype are TCG exclusives XD Link to comment Share on other sites More sharing options...
Dog King Posted August 5, 2015 Report Share Posted August 5, 2015 or you just dont use generation shift and otk anyway without having to use easily dead cards Link to comment Share on other sites More sharing options...
Synchronized Posted August 6, 2015 Author Report Share Posted August 6, 2015 Yeah, I'm not looking to OTK. I do think Generation Shift is a neat tech at 1, it's been okay. Adding the third Emergency Teleport. You guys are right, it's way too good. Link to comment Share on other sites More sharing options...
(GigaDrillBreaker) Posted August 6, 2015 Report Share Posted August 6, 2015 Generation shift is far from dead, though... and it is part of a 2-card OTK. I see no actual reason to not run it. Link to comment Share on other sites More sharing options...
ihop Posted August 6, 2015 Report Share Posted August 6, 2015 Generation Shift is incredible. Link to comment Share on other sites More sharing options...
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