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[TCG] Kozmo Artifact


IQuitDolphin

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Regarding the Sanctum engine:

-1 Scythe in my opinion. Normally you don't want to main too many Artifacts since they can end up as dead draws.

I suggest 2 Ignition/2 Double Cyclone. It's what has worked better for me from my experience and tests in the past.

 

I'm not sure on the x3 Ghost Ogre. I understand it can be good as a meta call, but 3 feels too many to me. However, take this as a grain of salt, as I'm not quite an expert on the meta.

 

I see Lancelot there. I'm assuming it's for the occasional Rank 8 Xyz Summon with 2 Dark Destroyers. In that case, I suggest to consider Knight Felgrand instead: I think it is a more solid option and should be more difficult to play around since Lancelot is mandatory.

 

I don't think Ptolemy is worth of the slot in the Extra Deck. Overlaying it over a Pleiades with no materials, or even Constellarknight Diamond in a pinch sure seems cute, but I suspect its Extra Deck spot can be better used for something else. For instance, an Abyss Dweller, or perhaps a Synchro for the occasional Synchro Summon with Ghost Ogre.

 

A second Forerunner would be nice in my opinion.

 

You are running 2 Time-Space but no Bottomless Trap Hole? I thought the latter was still the superior Trap Hole.

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I'll try out Scythe at 2. 

 

Double Cyclone looks subpar in my opinion since I need an Artifact onboard with no reliable way of getting them into my backrow compared to Ignition.

 

Lancelot was just a test card I felt like adding in, considering it's LaDD and I never really go into R8 that often.

 

Huh, I don't have Abyss Dweller.

 

Forerunner is admittedly the weakest Kozmo ship for this build, and I didn't want to draw it in multiples.

 

Will swap out a Time-Space for Bottomless Trap Hole.

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It has all the Artifact advantages as well as the disadvantages. The 2 decks are not very synergistic if you are unable to get to Sliprider / Ignition / Sanctum. As a result, there are weird hands where you can't accomplish much, such as a Scythe and a Farmgirl / Destroyer. Farmgirl accomplishes very little in this variant, as there is no way to trigger her effect reliably. The good hands are good though, and disruption on the opponent's turn as well as setup is priceless. It feels a lot like Star Seraph Tellars where you sacrifice consistency for power, only in this case it's control.

 

As for matchups, Kozmo was the easiest matchup (although it is also dependent on opponent), with TCG PePe being a close second. OCG PePe is harder since they are a lot faster (though Ghost Ogre helps), and Monarchs simply have too many outs and don't care at all about the Artifact engine. PSY-Frame is annoying, but manageable if you play correctly, and Kaiju is just obnoxious.

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