I donât want Kozmotown banned, or Terraforming for that matter. But i feel like i should not have to pop that card 3 damn times in a row to be rid of it, considering what it does.
You vastly underestimate how annoying it is for Kozmos to actually get to the second and third Kozmotowns. They often donât use Terraforming as it is now, Farmgirl is usually limited to OTK scenarios and will rarely search it, and Tincan risks it being milled. The first Town is easy, you get rid of that, the second and third arenât too bad.
What other relevant spells or Pendulum monsters are worth paying 1k to banish? Scout and the Monarch trap? (Prime?). I donât like the idea of being forced to run suboptimal cards just to out a clearly busted card. Kozmoâs become much harder to play when they canât just mindlessly banish resources and easily get them back every turn.
**Qliphort Scout, Majespecter Unicorn - Kirin (ESPECIALLY now that itâs limited), Wisdom-Eye Magician, Sky Iris, Magical Abductor (which will likely see much more play), Archfiend Eccentrick, Phantom Knightsâ Fog Blade, Metalfoes Fusion, Metalfoes Combination, Ritual Sanctuary, (in the future most likely) The Hidden City, and so on. I could really go all day with this. While you can get rid of the Field Spells at the very least with anything the others you REALLY want to Banish the second you see them. **
Edit: If Kozmotown gets errataâd for a âyou can only activate 1 Kozmotown per turnâ clause, then Iâd be fine with it. If I pop a field spell itâs effect does not go off. But Kozmotown circumvents this built in rule of the game by being able to replace itself from the deck TWICE, or it can search any one if their monsters to easily put an untargetable, floating, 2800+ body on the field.
**YeahâŚbecause Popping a Field Spell TWICE in the same turn on your OPPONENTâS turn for that matter is definitely something thatâs viable and Kozmotown is ruiningâŚ
The only errata that you could do is to make it not search itself but yet again, you overestimate how broken the card actually is. There is a reason that even at essentially full power the deck barely topped in the last few months of the format and now itâs hit. The deck is not as strong as it seems.**
To be clear, I personally think Tin Can, Farmgirl, and Kozmotown should all be hit.
And that shows a clear bias against Kozmos as an archetype you hate and donât believe should exist. Donât get me wrong, I hate them too, but you are fucking NUTS if you think four cards in an archetype that barely tops should be hit. On top of that Farmgirl is a completely wasted hit if you know anything about the deck.
I get the idea, but if we are hitting floodgates there are way better cards to hit. Vanityâs, Skill Drain, and ASF immediately coming to mind.
Ignoring my own desire to ban all floodgates and looking at things objectively, Vanityâs and Skill Drain at 1 are not inherently unfair. Certainly not in an environment with so much S/T hate. Honestly I believe Vanityâs at 1 is perfectly fine. Itâs easily dealt with. The issue with Vanityâs was getting around its own weakness and even abusing it by purposefully letting it destroyed to do more shenanigans on your turn, only to flip a second. At one, not really a big deal. Skill Drain is also much less annoying in formats where decks canât actively abuse it as much. The closest would be maybe Blue-Eyes. Anti-Spell Fragrance I can agree with but as shown by Worlds if ANY floodgate can backfire, itâs ASF. Itâs arguably the one Floodgate thatâs only good in a winning position. If youâre even it isnât great, and if youâre behind it actually fucks you over more than the opponent. Erik ended up outright losing Worlds on Game 2 due to his own Anti-Spell Fragrance. Sure it let him live more than a turn or two, but it was irrelevant when he couldnât activate any clutch cards he drew. Unlike a Skill Drain, Rivalry or others, ASF doesnât help you when behind. It just locks up the victory when youâre ahead.