Kozmotown is capable of replacing itself by searching out another copy of itself upon destruction. There is also the option of searching out another Kozmo monster piece for the combo to be pulled off. This puts cards such as Ghost Ogre and Snow Rabbit, Mystical Space Typhoon and Typhoon out of the question. But Cosmic Cyclone, being a spell/trap removal option that doesn't involve destruction, is favoured in a Kozmo matchup as it effectively removes the field spell without triggering its effect.
Cosmic Cyclone has been gaining popularity, and at the very least, a side deck option to replace Twin Twisters in game 2 and 3, for certain matchups. It has proved to be effective against other decks, capable of removing the equipped ABC alphabet parts from the field without triggering their effect. Not only does this remove the protection ability, banishing a Union letter would mean that the opponent would have to retrieve another copy of it from their deck and replace it onto the field/grave. Combined with the effort of D.D. Crow/Ally of Justice Cycle Reader, it might just be sufficient in revoking opposing ABC players any access to their boss monster. That, and their Pot of Desires might do half the work for you.
Cosmic Cyclone has thus proved to be vital for the user, and fatal for the opponent and is slowing making its way to becoming a Main Deck staple card.
Since the monsters banish themselves as cost, it would be wise to activate Imperial Iron Wall ASAP, during the Standby Phase.
Being a counter trap allows it to be searched by Guiding Ariadne, which is usable in Metalfoes deck, and seems to be the general new direction the deck is heading towards.
It won't outright kill the deck, but Powersink Stone can slow Kozmo down.
But it becomes a problem when you are facing a defense position card like Kozmo Tincan, which will be unaffected by Gendo's restriction effect.
Probably not the best method, but it is an available option is their massive attacks are more of your concern. On a related note, a hand-trap version of Al-Lum'Raj has just been released - Wight Princess.
It prevents their main form of non-spell/trap backrow removal - Kozmo Sliprider, as it is a LIGHT ATTRIBUTE monster. In addition, it prevents the Kozmo monsters from summoning their big guns. But the entire Kozmo archetype isn't just filled with LIGHT ATTRIBUTEs, and splashing in both Light and Dark Imprisoning Mirrors seems a bit too much such that it slows the user's deck down.
Last but not least, the MVP of the article....
Deck Lockdown is an effective card in shutting the Kozmo archetype down. It stops searches, meaning you are safely destroy Kozmotown without worry. Preventing cards from being special summoned from the deck means that you are free to also destroy those large spaceship monster on the field.
The only problematic aspect of using Deck Lockdown is its time limit, which Metalfoes players can abuse by activating Metalfoes Counter upon its demise.
Also, Deck Lockdown is unable to stop the summons from hand. Hence you also require other cards like Light-Imprisoning Mirror and Imperial Iron Wall to work in tandem with Deck Lockdown in order to slay the Kozmo archetype.
Kozmo's other out to Imperial Iron Wall, apart from Twin Twisters is a Reasoning hoping to summon something big, or summon Kozmo Sliprider. Deck Lockdown prevents Reasoning from being activated, providing protection for your floodgate trap as well.
Even when face down, their effects will of course still trigger upon destruction. But even Kozmo Dark Destroyer is vulnerable to Kirin and ABC-Dragon Buster effects, when it is a mere face down defense position card.