Thought I might give the Deck Depot a little poke.
3x Kozmo Forerunner
3x Kozmo Sliprider
3x Kozmo Goodwitch
3x Kozmo Farmgirl
3x Maxx "C"
2x Ghost Ogre and Snow Rabbit
3x Emergency Teleport
3x Mystical Space Typhoon
2x Dark Hole
1x Limiter Removal
2x Mirror Force
2x Fiendish Chain
1x Torrential Tribute
1x Leo, the Keeper of the Sacred Tree
1x Crimson Blader
1x Scrap Dragon
1x Clear Wing Synchro Dragon
1x Black Rose Dragon
1x Ancient Pixie Dragon
1x Ancient Fairy Dragon
1x Goyo Guardian
1x Armades, Keeper of Boundaries
1x Red-Eyes Flare Metal Dragon
1x Artifact Durendal
1x Shark Fortress
1x Castel, the Skyblaster Musketeer
1x Evilswarm Exciton Knight
1x Abyss Dweller
This is the deck I'm currently messing with in real life. Kozmos are pretty fun to play, and I like the whole hybrid deal between Oz and Star Wars. Kozmo support is confirmed for at least the next two sets, so they could potentially get really strong.
My build at the moment is very OTK based, running 3 MST and 3 Juragedos, along with 2 Dark Holes and a Raigeki. Against an open field, having Farmgirl, any other Kozmo, and a Juragedo means an OTK. 3 Maxx "C's are due to the fact that you almost always want to go second, and drawing combo pieces is pretty important.
For those unfamiliar with the archetype, Kozmos revolve around the ability to float into other members of the archetype.
-Farmgirl is lvl 3, 1500/1000, and can banish herself on either player's turn to summon a level 4 or higher Kozmo from the hand. It can also search any Kozmo card by paying 500 LPs when it deals battle damage.
-Goodwitch is lvl 4, 1800/1000, and can banish herself to summon a level 5 of higher Kozmo from hand. For 500 LPs, she can flip an opponent's monster to face-down defense position.
-Sliprider is lvl 5, 2300/800, and when summoned you can choose to destroy a spell/trap on the field. When it is destroyed by battle or card effect and sent to the graveyard, you can banish it to summon out a lvl 4 or lower Kozmo from deck.
-Forerunner is the boss monster of the deck, being lvl 7 and 2800/1400. It cannot be targeted by your opponent's card effects, and restores 1000 LPs every Standby Phase. Like Sliprider, when it is destroyed and sent to the grave you can banish it to summon a lvl 6 or lower Kozmo from deck.
Standard combos include attacking with the smaller monsters, then tagging into the bigger monsters while still in the battle phase for more damage, or to dodge things like Book of Moon. A big plus is that the small ones can tag into the big ones on either turn.
Their field spell card, Kozmotown, is quite powerful. While it does not boost any stats, it allows you to return any Kozmo monster from the banished zone to your hand, then you pay LPs equal to its level x 100. In addition, if needed, you can shuffle any number of Kozmo monsters from your hand into the deck and draw the same number of cards. If Kozmotown is destroyed, you can search any Kozmo card from your deck and add it to hand, including another Kozmotown. This makes it hard for your opponent, because just destroying it does not really do anything.
Emergency Teleports are important, as the little Kozmos are both Psychic-type. E-Tele can summon out a Farmgirl from deck, and you can attack and search with it, or just use it to bring a bigger monster on board. It can also bring out Ghost Ogres for quick synchro summons, since they are tuners. The rest of the spells and traps mostly are to get rid of threats and to open the field for OTKs, and Limiter Removal can double all the Kozmo spaceships' attack.
Extra deck is not as important however, since you usually don't need it. Synchros are a good option to make with Ghost Ogre if needed, and Ancient Pixie/Fairy Dragon synergize well with the use of the field spell. Ancient Fairy Dragon can pop your own Kozmotown, gain 1000 LPs, search another copy, and allow Kozmotown's search effect to go off since it was destroyed. The other extra deck monsters are mostly just options based on what you have out.
Questions, comments, and suggestions are welcome.