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Cosmic Cycloneá
- #TDIL-EN065

Pay 1000 LP, then target 1 Spell/Trap Card on the field; banish it.

Card Rating
Advanced: 3.75 

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

Date Reviewed: Aug. 31, 2016

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Cosmic Cyclone 

Oh if only this had been released before Twin Twister. But it wasn’t and we’re not nearly as impressed. Now don’t get me wrong regarding my impression of this spell. I think it’s solid side deck material, especially when ugly cards like Kozmotown and Luster Pendulum enter the fray and make you weep. But there’s almost no situation or deck I can imagine where I would consistently prefer this over Twin Twister, which has proved itself to be devastating. 

Now if Twin were to ever be restricted or banned, would Cosmic find favor over MST? I’m not sure. 1,000 LP isn’t too much of a cost, but it’s still significant if you were to play 3 of them, and how often is banishing a spell/trap card really that beneficial (except with pendulums, of course)? If I had to guess, I’d say this probably would be preferred, but only time will tell. Konami isn’t really interested in eliminating spell and trap removal, and so Twin Twister isn’t likely to go anywhere. 

Advanced: 3.5/5
Future Potential: 2/5 

  • This card is essentially like Mystical Space Typhoon, which is at 3 and not often ran.
  • The difference is that pay 1000 life points to banish the card instead of destroy it.
  • Conventional Spells/Traps (like Solemn, Bottomless, etc), banishing then doesn't matter.
  • There are some Spell/Traps like Breakthrough Skill with a secondary effect in grave, but they alone don't justify this card.
  • On some occasion, there are floater Spells/Traps like Kozmotown, which this card can deal with.
  • Against decks like Gravekeeper's, it could stop them from recovering the card they rely on.
  • This card is essential for dealing with Pendulum monsters, removing them from the game for good.
  • It precludes them using and reusing their effects and summoning them as beaters.
  • Now the opponent will need another Pendulum monster in hand to complete their scale and they won't get back the monster they invested.
  • I'd rather lose 1000 LP than deal with the opponent constantly reusing a monster
  • Not all decks in the meta are Pendulum based, so this card may be a side option.
  • It's also true that some people may prefer Twin Twisters since it handles 2 cards instead of 1.
  • But the nonetheless, to me, it's an essential card for either main or side.



Hello Pojo Fans,
Cosmic Cyclone, like MST, is simple to use and effective.
Pay your 1000LP, banish a spell/trap on the field. Any spell/trap on either side of the field. Quick-Play like MST, but prevents your opponent from plusing off destruction of their spell/traps like several Pendulum Monsters get. 1000 Life Points isn't anything to give up unless you are in a position where you cannot afford it, which is rare.
The debate is on: Which is better to use, MST or Cosmic Cyclone?
Until Next Time


This is going to be a very easy review. Cosmic Cyclone joins the ranks of good to great generic back row removal. This one is a QuickPlay Spell Card that costs 1000 Life Points to target any Spell or Trap on the field for banishment. Targeting is not great, but this doesn't destroy which is awesome. Whatever you target is still chainable, but any and all grave effects won't be happening. I probably would have used this against Nekroz so they couldn't search more Ritual Spells. Cosmic Cyclone doesn't negate anything, but hitting the right card like Gospel of Revival can really hurt the opponent. Quick Booster is looking more and more viable as a way to search these great generic QuickPlay Spells. 
Score: 4.5/5 Twin Twisters, MST, Galaxy Cyclone, or Cosmic Cyclone?
Art: 4/5 If this is a throwback to Hinotama then I really like the artwork. 


Ahh another weather related destruction card.  Remember Galaxy Cyclone?  Well I greatly prefer Galaxy Cyclone to Cosmic Cyclone.  I'm also curious what the difference between Galaxy and Cosmic is definitively.  Galaxy Cylcone let's you destroy a Magic or Trap card on the Field, though said card is Targeted, and it has to be face down.  But you can also remove that card from play, (Galaxy Cyclone that is, not the card you destroy) to then Target and destroy a face up Magic or Trap card on the Field.  (Said effect can't be activated the turn Galaxy Cyclone goes to the Graveyard.)  Here, you have to pay 1000 Lifepoints to Target any Magic or Trap on the Field (face up or down) and remove it from play.  The only definitive advantage is that this is a Quickplay, Galaxy is not.  There's so many of these cards available these days, with various prices or costs, that it just seems like something like this may get lost in the shuffle.  Sort of like the Trap Hole family of cards.
Rating:  2.75/5 
Art: 4/5

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