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Kozmo Farmgirl [CORE-EN082], Kozmo Sliprider [CORE-EN084]


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StillInKansas1.jpg

 

Kozmo Farmgirl
LIGHT/Psychic/Effect
3/1500/1000
During either player's turn: You can banish this card; Special Summon 1 Level 4 or higher "Kozmo" monster from your hand. You can only use this effect of "Kozmo Farmgirl" once per turn. When this card inflicts battle damage to your opponent: You can pay 300 LP; add 1 "Kozmo" card from your Deck to your hand.

 

 

NotInKansasAnymore.jpg

 

Kozmo Sliprider
LIGHT/Machine/Effect
5/2300/800

If this card is Normal or Special Summoned: You can target 1 Spell/Trap card on the field; destroy it. If this card is destroyed by battle or card effect and sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 1 Level 4 or lower "Kozmo" monster from your Deck.

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The image links are called StillinKansas and NotInKansasAnymore respectively. That's more hilarious that it should be. 

 

OT; Ew, why do they keep having high levels without seemingly reliable self summoning methods. That just seems like it'll leave them underwhelming to me. 

 

But what do I know about this game anymore? I mostly posted to point out the links. 

 

Farmgirl seems sweet though other than the lowish attack. 

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OT; Ew, why do they keep having high levels without seemingly reliable self summoning methods. That just seems like it'll leave them underwhelming to me. 

 

Well, it would seem that the level 4 and lower monsters all can banish themselves to summon a higher-level monster from hand, so that helps. It isn't very good for card advantage, but Kozmotown is a +machine so I think it will work out fine.

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Well, it would seem that the level 4 and lower monsters all can banish themselves to summon a higher-level monster from hand, so that helps. It isn't very good for card advantage, but Kozmotown is a +machine so I think it will work out fine.

Not to mention the big ones replenish the small ones. The limiting factor will be getting enough big ones.

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I'm not sure whether the Scarecrow, the Tin-Man and Lion will be Psychics as well, though. But the archetype has been fun and great so far. A lot of people suggested teching Soul Absorption here, but I'm usually skeptical of those continuous "gain LP" cards that don't provide direct advantage.

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I'm not sure whether the Scarecrow, the Tin-Man and Lion will be Psychics as well, though. But the archetype has been fun and great so far. A lot of people suggested teching Soul Absorption here, but I'm usually skeptical of those continuous "gain LP" cards that don't provide direct advantage.

 

Lifegain from Soul Absorption is really only worth it when it is ridiculous amounts, like in Ritual Beast. Even then, it isn't the best thing ever.

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Lifegain from Soul Absorption is really only worth it when it is ridiculous amounts, like in Ritual Beast. Even then, it isn't the best thing ever.

 

Yeah, but in this case, not only does the theme contains a lot of banishing, but it also requires constant supply of LP to work properly. That's where SA would come in. But yeah, dunno how effective that strategy would be.

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The art is made by Genzoman, one of the figurehead artists of dA.

 

tumblr_inline_mlhbswXQnV1qz4rgp.png

 

Go figure I guess.

 

I also find it interesting that Farmgirl can be interpreted as Dorothy being a farmgirl on her aunt and uncle's farm, and Luke Skywalker was also working with HIS aunt and uncle's moisture farm. You might as well say both Kansas and Tatooine are both areas with some arid climates too.

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