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Kozmo Dark Planet
- #SHVI-EN085

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing "Kozmo" monsters from your hand whose total Levels equal 10 or more, and cannot be Special Summoned by other ways. Cannot be targeted by an opponent's card effects. During either player's turn, when a Spell Card is activated: You can banish 1 "Kozmo" monster from your Graveyard; negate the activation, and if you do, destroy that card. If this card is destroyed by battle or card effect and sent to the Graveyard: You can banish this card from your Graveyard; add 1 Level 9 or lower "Kozmo" monster from your Deck to your hand.

Card Rating
Advanced: 3.50 

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

Date Reviewed:
July 21, 2016

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Kozmo Dark Planet


I’m still on the fence about this monster, and I think it will have a more important role to play if Dark Destroyer is ever banned or restricted. I see Dark Planet run a lot more in Fire King Kozmo than anything else, and that makes a lot of sense, since it can be destroyed in hand and lets you search for basically any other Kozmo.


I think the main knock I have on Dark Planet is that I have a hard time believing you can tech 1 or even 2 of these. It seems you should either run 3 or none. Banishing more than 1 monster to summon him is such a high cost, even though he’s such a beast, so really the best thing to do is to banish another Dark Planet for the requirement. But 3 Dark Planets in a deck is a hard burden, especially when the thing can’t be special summoned. Getting Stormforthed with Planet on the field hurts big time.


What I’m really curious about is how Kozmos do in the OCG now that they are about to be released in Japan. Or rather, what I’m curious about is how Kozmos will fare in a format that includes baddies like ABC, Blue-Eyes Chaos Max, D/D, Metalphoes, and Yang Zing that are crushing it overseas. Will Dark Planet be of more use? Less? We shall see soon enough! In the meantime, I can’t give Dark Planet more than a middling score, perhaps more than anything else for its inability to be special summoned by other means.


Advanced: 3/5

Future Potential: 4/5 


Wow, it's massive, and it's great.  They just keep getting bigger and better.  The summon will cost you 2 or 3 cards in total (including itself), but it's well worth it.   

  • The ATK/DEF stats are massive.  It can get over anything.
  • Can't be targeted by effects (and Landwalker can further protect it from effects which destroy but don't target like Dark Hole and Torrential Tribute)
  • Negates Spell Cards, including Pendulums.  And you can just keep recycling the banished Kozmos with Kozmotown.
  • The two above factors means that this card will be very hard to take down.
  • Lastly, it floats.  It only searches (if it summoned too, it would be broken), but it helps replenish the cost all around.

Essential for the deck.




Hello Pojo Fans, 

A heavy hitting Kozmo gets its CoTD near the end of the week: Kozmo Dark Planet
Banishing from the hand can be a costly thing, but with Kozmotown and Kozmo Scaredy Lion able to bring back banished Kozmos this won't hurt too bad. Not only that, but you can make 10 or more Levels easily with duplicate copies of Kozmo monsters.  

Protection against targeting effects and very high ATK are expected when you have a roundabout way of Special Summoning. Spell negation and destruction either turn through banishing a Kozmo in your grave will help protect your other Kozmos from mass destruction cards like Raigeki and Dark Hole, as well as lock down your opponent from searching out possible solutions to the ever-growing Kozmo problem. Trade out for Level 9 or lower upon destruction and sent to the graveyard wraps this card up. 

Run one of these big boys. You don't want to banish too much otherwise you'll be running cards to get monsters back. At the least you will be banishing one monster to Special Summon this, and will banish one in your grave each time you want to negate a spell. Kozmo monsters banish themselves already a lot so ammo may be scare.  


Until Next Time


That's no moon. It's Kozmo Dark Planet, a Level 10 Dark Machine-type monster with 4000 Atk and 4000 Def. Is this monster's summoning conditions worthy? By stats the answer is a resounding yes. 4000 Atk and Def is really high. I like Level 10 monsters in general because of Gustav Max being able to burn for 2000 Direct Damage. Kozmotown and Malefic Cyber End Dragon come to mind to pull off an easy combo. 
Kozmo Dark Planet must be Special Summoned the ritual way, but at least it isn't the Nekroz way. It has to banish 10 Levels or more of Kozmo monsters to go from the Hand to the Field, but it can use another Kozmo Dark Planet as the cost. There are also no limits to how often you can summon this, but the Hand would have to be huge. For all that trouble, Dark Planet is immune to an opponent's targeting effects. It is also somewhat immune to Spells because multiple times during either player's turn, Dark Planet can banish a Kozmo monster from the grave to negate and destroy any activated Spell Card. So realistically only traps can destroy this monster. If it does happen to be destroyed, the usual Kozmo Ship Special Summon effect does not apply. Instead a Level 9 or lower Kozmo monster gets added to your Hand from the Deck at the cost of banishing Kozmo Dark Planet from the grave. As far as big ships go, this one is the biggest, but protection effects stall games, not win games. Marshmallon can stop this Dark Planet from destroying anything. At least it's better than Scaredy Lion. 
Score: 3.75/5 Protection and very high Atk. Run at least 1. 
Art: 4/5 Destroy your home planet of Kansas!



Sorry about missing yesterday, but I'm back to review a beast of a card.  Kozmo Dark Planet, and has a LOT of text.  Let's start at the beginning...Level 10, 4000 attack and defense, Dark, Machine...can't be Normal Summoned or Set, and must be Special Summoned by removing Kozmo Monsters from your Hand whose Level equal 10 or more.  Oh, and can't be Special Summoned in other ways.  Cannot be targeted by your opponent's card effects, which is a plus, even if that isn't a great deal of cards, I always like to think any protection is better than no protection.  It can negate the activation of and destroy a Magic card during either players' turn by removing a Kozmo Monster from your Graveyard from play.  If destroyed by Battle or card effect, you can add a Level 9 or lower (so pretty much any) Kozmo Monster from your Deck to your Hand.  I'd really like in this instance for the ability to be to the Field instead of the Hand, but overall, he's a powerhouse.  The fact you don't have to Tribute for him is very nice (even though you're using at least two cards to bring him out, unless you remove another one of these guys in order to do so). 

Rating:  3.5/5 
Art: 5/5

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