A deck combination from the future.
Two things happened, first, I finally got ahold of some Kozmo Dark Destroyers so I have been testing a lot of different Kozmo builds. Second, I have also been testing a lot of different decks using the Metalfoe archetype that comes out in the next pack, The Dark Illusion. I was testing out the Fire King Kozmo build, which is barely Fire Kings, and I liked the idea of destroying my own cards in Kozmo to create combos. Then eventually my thoughts crossed in my mind and the combination just made so much sense. Metalfoe is a relatively small pendulum engine that has a very wide scale range (1-8), provides a lot of synergy for any deck that likes destruction, and also can be used functionally on its own. Everything was ready for Kozmos to be combined with them in my opinion, and while I probably don’t have the optimal build for the deck, I would not be surprised to see similar styled builds at high level events in the future but with more optimized engines. So here’s the deck, then I’ll give you some of the main combos that make the deck possible:
- 3 Metalfoe Wolflame
- 3 Metalfoe Goldriver
- 3 Metalfoe Silvird
- 3 Metalfoe Steeleren
- 1 Kozmo Dark Eclipser
- 3 Kozmo Dark Destroyer
- 1 Kozmo Forerunner
- 3 Kozmo Sliprider
- 1 Kozmo Dark Lady
- 1 Kozmo Wickedwitch
- 1 Kozmo Farmgirl
- 1 Kozmo Soartroopers
- 2 Kozmo Strawman
- 1 Kozmo Tincan
- 1 Metalfor Fusion
- 2 Terraforming
- 3 Kozmotown
- 2 Metalfoe Counter
- 2 Kozmojo
- 1 Metalfoe Combination
- 2 Call of the Haunted
Extra Deck: (15)
- 1 Metalfoe Cardinal
- 2 Metalfoe Orihulk
- 1 Metalfoe Adamante
- 1 Number 38: Hope Harbinger Dragon Titanic Galaxy
- 1 Divine Dragon Knight Felgrand
- 1 Mecha Phantom Beast Dracossack
- 1 Number 11: Big Eye
- 1 Cyber Dragon Infinity
- 1 Constellar Pleiades
- 1 Artifact Durendal
- 1 Cyber Dragon Nova
- 1 Castel, the Skyblaster Musketeer
- 1 Leviair the Sea Dragon
- 1 Sky Cavalry Centaurea
The Basic Combo:
The main idea the deck works around is that both Kozmo ships and Kozmotown like being destroyed. With Metalfoe you can destroy them to make plusses and perfect otherwise inoptimal Kozmo hands. Because Metalfoe provide such a wide scale you can also afford to run less of the Kozmo pilot monsters, that is the lower level Kozmo monsters that you can banish to summon the big ships, because you can pendulum summon monsters from levels 2 to 7, which includes Kozmo Sliprider, Dark Lady, and Forerunner. Then, if you pendulum summon one of the ships you can use one of your Metalfoe scales to destroy that ship and move into the standard turn 1 Kozmo setup.
The standard setup is pretty simple, it can be achieved by summoning a Kozmo big ship in one way another on turn one and destroying it, the typical way being the summon of a Kozmo Dark Destroyer and using Dark Destroyer to destroy itself. Then, off of the destroyed ship you special summon a Kozmo Strawman in defense, then use Strawman to summon back the same ship. During the End Phase you destroy the ship and summon a Kozmo Tincan. Tincan then gets to use his End Phase effect. This effectively nets you a plus 1 in card advantage, which is a pretty rare deal for Kozmos. The Tincan mill also gives the deck a lot of setup, typically I pick Eclipser, Dark Destroyer and Dark Lady. Sending to the graveyard sets up Eclipser if you get it, if Dark Lady goes to the graveyard you set up a Soartroopers later on or Call of the Haunted as well. Recently, people have been running 1 Fire King Island and 1 Fire King monster in order to destroy a Kozmo monster in there hand with Fire King Island to do this same setup early game, this also gives them a good reason to run Terraforming.
The Pendulum effect of all the Metalfoe monsters is the same and is the following:
Once per turn: You can target 1 other face-up card you control; destroy it, and if you do, Set 1 “Metalfoe” Spell/Trap Card directly from your Deck.
I’ll refer to this as the “Metalfoe Effect”. There’s a total of 4 Metalfoe Spell/Trap cards in this deck. One of which, being Metalfoe Fusion can easily shuffle itself back into the deck to facilitate using the Metalfoe effects more than 4 times or in case you drew a lot of the Metalfoe Traps.The Metalfoe are all Normal Psychic-type monsters other than that, so they work in a very simple manner.
The Metalfoe effect works in combination with 3 things in particular:
- Self-involved Metalfoe combos to give way to Metalfoe fusion monsters.
- Destroying Kozmo’s big ships to get the perfect Kozmo for the situation from the deck.
- Multiple recycles or Kozmo searches with Kozmotown.
I won’t really get into all the Metalfoe plays, but I’ll suffice to say that the deck is fairly functional on its own without the use of the Kozmos, so in the worst case scenario you can use the deck when you draw only it. By itself it’s clearly not as good as high tier decks, but logically, since the deck takes up so little space, you’ll be combining it with other engines, meaning it requires other decks to function optimally. You can hold out and win sometimes with it solely, but that’s rare.
With the Kozmo ships you can make a lot of different plays depending on the situation. Suppose you have a Dark Destroyer on the field, not all that unlikely a situation, from there if you have a Metalfoe monster you have a lot of options. You can destroy the Dark Destroyer and use it to summon a pluthera of different cards depending on the situation. You can get a Sliprider for a quick Spell/Trap destruction, a Strawman to push for a lot of damage, a Soartroopers if you already setup a graveyard Psychic-type Kozmo monster (typical Dark Lady), get a Farmgirl if the opponent has an open field, there’s a lot that can be done and it’s all mostly situational.
A rather cure play you can make is to destroy one of your ships to set Metalfoe Fusion and then use the destroyed ship to summon a Kozmo Sliprider. The Sliprider can then destroy your newly set Metalfoe Fusion. Next, you can return the Metalfoe Fusion to the deck to draw a card, effectively netting you a pretty clean plus one. This also sets up for a lot of power plays with Kozmotown and Strawman.
Lastly though, the Metalfoe combo very nicely with Kozmotown. For this reason I run an additional 2 Terraforming, which you wouldn’t typically do unless you ran an additional field spell, such as Fire King Island, or a lot of ways to destroy Kozmotown, which Metalfoe provides. Whenever Kozmotown is destroyed you can search your deck for any Kozmo card. With Kozmotown and any Metalfoe monster you can get precise searching for any Kozmo card you want while also setting up for future Metalfoe plays. This combination allows you to run a lot less of the Psychic-type Kozmo monsters in a twofold manner. First, you run legitimate Pendulum scales, meaning you can Pendulum summon big ships instead of having to use the pilot Kozmos. Also, since you can search for any Kozmo card with relative ease you similarly don’t need to run nearly as many pilots. Additionally, since you have more access to Kozmotown as a result, you’re more likely to get it meaning you can reliably recycle to few pilot Kozmos you do run.
With the perfect searching you can easily perform combos, specifically the standard opening combo I mentioned earlier. You can even recycle cards mid combo with Kozmotown for extra advantage. There’s actually more you can do later in the game though. Once you’ve mostly gotten all the Kozmos you’ll want to be using either banished or in hand you can instead of searching for monsters from the deck when you destroy Kozmotown search another Kozmotown. This lets you setup your Metalfoe plays literally for free, but it also lets you recycle two banished Kozmos in one turn and also shuffle back twice in one turn if you so please.
- Kozmo Forerunner
- I’ve been seriously thinking of running a playset of Kozmo Forerunner for this variant. In general I think the card is very underrated, and also because of my recent stall oriented mindset I find this card almost overpowered if you’re willing to test your opponent’s patience. Literally doing nothing while you have a Forerunner on board can be devastating sometimes. But more importantly, being a level 7 it’s the strongest Kozmo that fits between the Metalfoe scales, making it the most ideal Kozmo to Pendulum summon. Perhaps Dark Destroyer will get limited to one and make the decision much easier for me, but currently I can’t find a good reason to drop any other cards for it to make it into the deck at the moment.
- Kozmo DOG Fighter
- Tokens in general have good synergy with Metalfoe for two reasons. You can destroy the tokens with Metalfoe scales to get plusses and second, you can Fusion summon with tokens. Perhaps people will just run DOG Fighter and a Kozmo pilot of choice as a mini engine for a more pure Pendulum build?
- Emergency Teleport
- I earlier stressed lowering the pilot count as a good thing, and similarly in testing Emergency Teleport just provided more pilots. It does have 2 major upsides though. The first is the obvious OTK potential. Attack and clear the opponent’s board and then Emergency Teleport and summon a Farmgirl to basically seal the game; standard Kozmo stuff. There’s also the added benefit of being able to summon either Metalfoe Silvird and Steeleren, because they’re both Psychic-type. This lets you go off with Metalfoe Fusion plays a lot more often.
- Allure of Darkness
- I only dropped Allure of Darkness because of space issues. I really wanted to run it to make it more consistent, but there’s no point in running 42 cards with 2 Allure, or maybe there is?
- Majespecter Unicorn – Kirin
- Kirin is broken, so I’ve been trying to find any way possible to put it in this deck. It is practically a staple in Metalfoe decks, and the problem solving capabilities it brings are unrivaled. Like I keep saying though, finding space in this deck is really tough.
Written by: Kyle Oliver