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

- #CORE-EN086

Once per turn: You can target 1 of your banished "Kozmo" monsters; return it to the hand, and if you do, lose LP equal to its original Level x 100. Once per turn: You can reveal any number of "Kozmo" monsters in your hand and shuffle them into the Deck, then draw cards equal to the number of cards you shuffled into the Deck. If this card in the Field Zone is destroyed by a card effect: You can add 1 "Kozmo" card from your Deck to your hand.

Card Ratings
Advanced: 4.50 

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

Date Reviewed:
August 31, 2015

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Welcome to Kozmo week!  After reviewing a very (if not arguably the best Kozmo card last week) I thought it would be more fun to learn about them as more of a whole this week.  Kozmotown is a Field Magic Card, and a playable/useful one at that!  All right, so this card does a variety of things.  First off, once a turn, you can return a Kozmo Monster of yours that has been removed from play, and return it to your Hand.  (You lose Lifepoints equal to the Level of the selected Monster x100, which is nothing at all).  This card also has an effect similar to that of Magical Mallet, the only difference being that the cards here chosen have to be Kozko Monsters and revealed...but they are still returned to the Deck, and you then Draw the same number of cards back to your Hand.  Lastly, if this card is destroyed while in the Field Zone by a card effect, you're allowed to add a Kozmo Card (not a Monster only, but a card) from your Deck to your Hand.  This is great support for a theme.  It recycles resources once they're removed.  It lets you keep and swap options in the Hand to the Deck.  Plus, you're very likely gaining a card when this card is destroyed.  As said last week, these guys are new, and don't have a great deal of support yet, but I say, in the now, if you're playing this Deck, you use this.

Rating:  4/5
Art:  4.5/5


Excellent support card for the deck to help increase consistency and generate card advantage.  It replaces itself on destruction, so it's never a bad investment.  Banishing a Kozmo monster to get it's effect and then bringing it back to the hand opens up lots of possibilites for the deck.  Banish Farmgirl to summon a big beater and then bring Farmgirl to the hand for more consistency.  The life point loss is so minimal, you won't miss it.  And the mulligan effect certainly helps too.  No downsides to this great card.


Hello Pojo Fans,
Kozmotown may be one of the best Field Spells ever made. Adds back a resource at a minimal cost to you, has a “Reload” effect without giving you a -1, and adds a resource if destroyed by a card effect. In one turn you could change your hand, get back a banished “Kozmo” monster, then destroy your own Kozmotown and get another “Kozmo” card from your deck. All “Kozmo” monsters can be banished, giving you a host of target options for the first effect. The second effect can help put monsters back into the deck if you are fishing out spell/trap cards, as well as give life to potentially dead cards at the time like Emergency Teleport. Kozmotown had no real weakness. If you activate it and it is immediately destroyed by something like MST, you still break even with it pulling a “Kozmo” card from your deck.
If only more archetypes could have such a beneficial Field Spell at their disposal.
Until Next Time


Kozmotown is great themed support. All three effects benefit Kozmo monsters and combos. Kozmotown is a no cost to activate Field Spell card. The first effect is to once per turn target one Banished Kozmo monster and bring it back to the hand. You have to lose 100 Life Points times its level. It's not a true cost nor is it damage to your Life Points so there aren't any Performage shenanigans. That cost will never be more than 1200, and there aren't even any level 12 Kozmo monsters yet. I wonder if they will ever make any XYZ Kozmo monsters to bring back to the Extra Deck for free, but I digress. 
Now, if you have used the first effect, you should have at least one Kozmo monster in your hand to use the second effect. If you choose, once per turn you can reveal Kozmo monsters in your hand, shuffle them back into the deck, and then draw that many cards as you successfully shuffled in. Of course, your opponent could chain Mind Crush and spoil your draw plans, but it's still a good effect.

Finally, the last effect isn't once per turn. If Kozmotown is destroyed by an effect while in your Field Zone you can search any Kozmo card from your deck to your hand. You can even destroy it yourself. You could use Burning Land after using the first two effects, gain the 3rd effect and then just activate another Kozmotown. Since it is a new card on the field, you can activate the first two effects again. I love the limited support of Kozmo. It all makes sense and isn't overpowered. Since there aren't that many targets, the theme fits into other decks to give them some search support.

Score: 5/5 Seriously, have you ever seen a Field Spell better suited for its deck? It doesn't even need to go to the graveyard to plus off its destruction.

Art: 5/5 It looks like a movie poster for a movie I would pay to see.



Nobody gets in to see the Wizard, not nobody not no-how!” -Emerald City Guard

Welcome to the Emerald City, AKA Kozmotown. Like any great theme, the Kozmos get a Field Spell all their own. (Something I hope Toons will get someday, as Toon World is just far too weak on its own).

This card works great with those Kozmo monsters that force you to banish them from play to get their own effects. Use the monsters to farm for more Kozmos, then recycle the banned monster with this. Pure gold! ….Sorry, pure emerald.

But better still, this card works somewhat like Pot of Avarice, as it lets you reshuffle Kozmo monsters back into the deck, then lets you redrew the same number of cards. And just when your opponent kills it, thinking he's put a stine in your strategy, you get the last laugh; grab another Kozmo card from the deck and add it to your hand. In fact, it doesn't say whether it has to be the opponent's card effect that activates this effect, so if I'm reading this right, then you yourself could MST or Dust Tornado Kozmotown and still get the search effect.

There's no reason for you not to run this card in threes if you're playing Kozmo. It's just that good. 

Final Score: 5/5 (Kozmo only)

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