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Kozmoo DOG Fighter


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THEStandbyPhaseNotYOURStandbyPhase.jpg

 

 

 

Once per turn, during the Standby Phase: You can Special Summon 1 "DOG Fighter Token" (Machine-Type/DARK/Level 6/ATK 2000/DEF2400). If this card is destroyed by battle or card effect and sent to theGraveyard: You can banish this card from your Graveyard; Special Summon 1 Level 5 or lower "Kozmomonster from your Deck.

 

This card is actually seriously underrated. After playtesting it for a few hours now, I"m convinced this is actually one of the better ships Kozmo have. It's a card you have to out immediately, or its going to generate more and more damage each standby phase.

Just by itself, its anywhere from 2k to 6k damage depending on how long it survived, and that is absolutely nuts.

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i will never not think this is s*** tier. there are better things to run than this. if by "good at what it does", you mean clog your field with game-winning attackers, then yes, yes it is.

FTFY.

 

Really the problem with this is with the increased use of Dark Hole, its power can be answered. Even then, it adds another "answer me or die" threat to the deck, which helps pressure more.

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Let me put it this way. DMoC got his errata, whenever the next list drops, (likely a re-sync with OCG, so around March 20th), he'll be off the list, in whichcase, the power of Reasoning AND Monster Gate Skyrocket as they instantly become any Kozmo card you want (DMoC Ep add Powerwell/E-Tele, TinCan, etc).

 

Monster Gate is boosted by two cards in Kozmo currently. Strawman, and Dogfighter, both work. At that pt it's a matter of how you play the deck

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Seems very funny with:

 

TokenStampede-AP02-EN-C-UE.png

 

Seriously though, this is definitely my second favourite Kozmo, behind Soartroopers. It's basically a Jam Breeding Machine that summons Tokens twice as often and they have actually useful stats. This can be fun in Synchro decks as well: Using a Telekinetic Power Well focused deck to revive Krebons/Psychic Jumper/Re-Cover as Tuners and Tincan as setup, you can easily gain cheap fodder for Level 7/8 Synchros.

 

Although it wouldn't make much sense, I wish this was Psychick-Type, as it would be able to be searched by Serene Psychic Witch and you could then summon a Token that Standby Phase.

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Let me put it this way. DMoC got his errata, whenever the next list drops, (likely a re-sync with OCG, so around March 20th), he'll be off the list, in whichcase, the power of Reasoning AND Monster Gate Skyrocket as they instantly become any Kozmo card you want (DMoC Ep add Powerwell/E-Tele, TinCan, etc).

 

Monster Gate is boosted by two cards in Kozmo currently. Strawman, and Dogfighter, both work. At that pt it's a matter of how you play the deck

Assuming Monster Gate moves beyond limited, which it could, but even then it seems lackluster

 

And good luck summoning DMOC off of Reasoning, the odds of them not calling eight plummets if that card gets bumped up to anything other than zero

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Assuming Monster Gate moves beyond limited, which it could, but even then it seems lackluster

 

And good luck summoning DMOC off of Reasoning, the odds of them not calling eight plummets if that card gets bumped up to anything other than zero

Well, I assume you don't get DMoC t2, but resolving a Tin Can or Farm Girl seems to put your 8 count down a lot. That being said, you run DDR/Escape/Oasis/CoTH for a reason

 

 

Reasoning is pretty bad anyways since what you mill is completely random.

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Yeah, that mill is pure ass.

I'm likely just going to remove Reasoning completely from my build, and just put in Maxx "C"s.

Same, I'm not so sure on removing Gate, but it's likely going to need the cut too. Honestly going back to your thread, I feel that DDR might merit a spot again, because at worse case it's Oasis/CoTH set up

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DDR sucks because:

 

1) You reduce your hand resources, which is pretty important in Kozmo for pilot > ship interactions. All other cards are either handtraps or power cards, and you don't want to ditch them. It's the same reason I side MST over Twin Twister.

2) Strawman does it better.

 

Just because CotH and grave reliance became a thing in Kozmo doesn't mean we rush toward it like a holy grail and use it to justify running discard outlets. Kozmo isn't BA -_-

 

 

 

----

 

Maxx "C" is good in all matchups (even in Kozmo, with the new Soartrooper interactions, etc.), but it's deadweight in the Monarch matchup. Even though the matchup is easy, it's extremely reliant on your opening hand, and Maxx "C" isn't as nearly as good as an Effect Veiler.

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DDR sucks because:

 

1) You reduce your hand resources, which is pretty important in Kozmo for pilot > ship interactions. All other cards are either handtraps or power cards, and you don't want to ditch them. It's the same reason I side MST over Twin Twister.

2) Strawman does it better.

 

Just because CotH and grave reliance became a thing in Kozmo doesn't mean we rush toward it like a holy grail and use it to justify running discard outlets. Kozmo isn't BA -_-

Straw negates the effects, and there are times when you really don't need a pilot in your hand, but a Dark Destroyer or something summon could pay off 

 

It can also set up BLS

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DDR isn't searchable, Strawman can be floated/reborn'd into.

 

DDR summons the monster with effects, but it's not as major as one would think. DDR is really minus going first, whereas Strawman summons out a ship, then pops in the End Phase giving you free deck thinning and advantage. If you draw it post turn 1, you most likely don't want to use the DDR since a pilot > ship interaction is the better play anyways. Kozmotown is also a thing; it mulligans your pilots.

 

Overall, it's a power card that does something Kozmo already do well, and the additional effect off of Dark Destroyer, etc. isn't worth losing hand advantage.

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