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Kozmoll Wickedwitch
- #DOCS-EN083

During either player's turn: You can banish this card; Special Summon 1 Level 5 or higher "Kozmo" monster from your hand. You can only use this effect of "Kozmoll Wickedwitch" once per turn. Once per turn, during either player's turn: You can pay 1000 LP; this turn, this card cannot be destroyed by battle or card effects.

Card Ratings
Advanced: 4.10 

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

Date Reviewed:
Nov. 3, 2015

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One of the Kozmo's weaknesses is card effects which destroy, and Wickedwitch is an out to that problem since it's temporarily immune to them.  With cards like Raigeki, Dark Hole, Mirror Force and Torrential Tribute gaining more consideration in this format than in the Shaddoll/Burning Abyss format.  They will need those cards to deal with Forerunner, but if you can pressure the opponent to have to waste their removal on this card (twice) instead, then it's to your advantage.  
The 1000 life point payment seems a bit expensive to protect a 1900 beater, but it's all relative.  You're losing 1000 life points, but you're also gaining an opportunity to deal 1900 damage to the opponent.  Keeping it alive in battle to protect your life points again could shield you from more life point damage.  And it'll win in an even clash against something like Thunder King Rai-Oh.
I don't think this card will make Goodwitch obsolete anytime soon.  I personally find Goodwitch a little better since it's effect stops lockdown monsters (XYZs too) and can enable it to beat even larger monsters in battle, but Wickedwitch still has plenty to offer the deck.  The two cards are best used side-by-side, since more low-level Kozmos means more consistency in summoning the bigger Kozmos.



Kozmo Wickedwitch is a fun card.  For starters, she's Level 4, with a fantastic 1900 attack (and a not-so-fantastic 900 defense), and a Psychic Monster, which I'm sure surprises nobody.  She has two really nice effects.  First off, you can remove this card from play to Special Summon any Level 5 or higher Kozmo Monster from your Hand.  Obviously Deck would be better, but still, you're much easier bringing out a Monster, and via Special Summon, than you would through traditional measures.  Oh, and this effect can be utilized during either player's turn.  Secondly, let's say you can't take advantage of this effect, (or for whatever other reason) you can pay 1000 Lifepoints to keep this card from being destroyed by Battle or card effects.  She is just awesome.  Strong, speedy, protects herself..you can't ask a card to do much more.  

Rating:  4/5
Art:  4.5/5


Hello Pojo Fans,
Kozmo Wickedwitch, like all non Machine-Type monsters in the “Kozmo” archetype Special Summons a Kozmo from the hand when banished. Either players turn ability to activate the effect is good. Like “Goodwitch” she Special Summons a Level 5 or higher “Kozmo” from the hand. Unlike Goodwitch though, Wickedwitch can protect herself during either players turn at the mere cost of 1000LP.
The secondary effect of Kozmo monsters can define which are better than others, and Wickedwitch may be better than Goodwitch. 100 more ATK than Goodwitch and the ability to protect herself from everything for that turn can be much more useful than turning a monster into defense position, especially since Goodwitch cannot activate that effect during the opponents turn. Telekinetic Charging Cell gives you a monster that cannot be destroyed ever for free. This card benefits like all Kozmo monsters from all the archetype support, but its the destruction protection that can break games open. Summon Wickedwitch, activate her effect, activate Dark Hole, then banish her for another Kozmo monster to attack directly.
While Goodwitch has the offensive ability to get rid of big monsters with he effect, Wickedwitch is staying on the field for at least two turns, if not more.  
Until Next Time


So the evil ones are Kozmoll? Kozmoll Wickedwitch is a Level 4 Dark Psychic-type Monster with 1900 Atk and 300 Def. Level 4 works well with Farmgirl. Dark opens up Chaos options for Kozmo. Psychic is obviously necessary for the theme. 1900 Atk makes this a good beater option.

Kozmoll Wickedwitch has 2 effects that can be activated Once per turn during either player's turn. The first is that you can banish Wickedwitch and Special Summon a Level 5 or higher Kozmo monster from your hand. No matter how many Wickedwitches you have on the field, you can only use that effect once. Obviously, you're probably trying to get one of the ships to go for game, and I like that there is no damage to inflict restriction. The second effect costs 1000 Life Points to protect itself from destruction by anything, but only once that turn. That effect is restricted by card, so multiple Wickedwitches can be protected if you have enough Life Points to pay. I really like the direction Kozmo is taking, and I hope it continues.

Score: 4/5 Why is this Common rarity?
Art: 5/5 Sexy Darth Maul.


Snodin Hot dang, lookit them swanky silver boots! No wonder they're so valuable in the story.

Huh? Oh, right. So, this particular Wicked Witch is not the iconic one, but her sister- the one that the house fell on. Yeah, that one. But hey, her first effect actually encourages you to kill her off, because when she's in the Grave, you can banish her to Special Summon a high-level Kozmo Monster, which roughly translates to Star Wars-esque battleship.

But IF you prefer to have her fight, you're in luck: she has 1900 ATK (2400 with Lightsword), making her a great monster to start with. And if you pay up 1000 LP, she can go unharmed for one turn. You might want to save that effect for a real game-breaking move, like if your opponent's field is Monster-free but riddled with face-down Traps. Think of it as her clicking her heels and activating her magic. (Too bad that didn't save her from the falling house.)

Final Score: 5/5 (By the way, what are they going to call the Witch of the West when she inevitably comes out?)

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