Theme Guide: Bohrok-Kal

Where there are heroes, there must also be … misunderstood cleanup professionals just trying to get their job back on schedule. Now, the time has come to awaken the Bahrag and unleash the swarms once more!

The Bohrok-Kal

A team of six elite Bohrok, to be activated in the event that the regular operations of the Bohrok swarms face a critical obstacle such as having their commanding queens sealed away.

Far more advanced than their regular brethren in both powers and intelligence, they have been realized as a suite of Rank 4 Xyz Boss monsters for the archetype here. Shared between all of them are two special features: The ability to attach “Krana” monsters from hand/field/GY as additional material, and the fact that their detached materials return to the Deck (which keeps you from re-attaching the same Krana and plays into the general Bohrok resource loop).

Tahnok-Kal

Bohrok Tahnok-Kal

Xyz Effect MonsterRank 4 | FIRE Machine | ATK 2100 / DEF 2200

2 Level 4 “Bohrok” monsters
Place materials detached from this card on the bottom of the Deck, instead of sending them to the GY. Once per turn: You can attach 1 “Krana” monster from your hand, field, or GY to this card as material. (Quick Effect): You can detach 1 material from this card, then target 1 face-up monster your opponent controls; it cannot attack or activate its effects this turn, also you can detach 1 more material from this card, and if you do, destroy all monsters your opponent controls with less than 2000 ATK. You can only use this effect of “Bohrok Tahnok-Kal” once per turn.

Bionicle: Protodermic Evolution (v4.3.3)

The lightning powers of Tahnok-Kal manifest at two levels: The “stun” setting that was mostly used in the story so things don’t get too violent for Lego, and the straight-up Raigeki thunderbolt it should theoretically also be capable of. Not quite Raigeki, though – any monsters at 2000 ATK and above, such as all the Toa, will survive this quick effect boardwipe.

Gahlok-Kal

Bohrok Gahlok-Kal

Xyz Effect MonsterRank 4 | WATER Machine | ATK 2200 / DEF 2100

2 Level 4 “Bohrok” monsters
Place materials detached from this card on the bottom of the Deck, instead of sending them to the GY. Once per turn: You can attach 1 “Krana” monster from your hand, field, or GY to this card as material. At the start of the Battle Phase: You can detach 1 material from this card, then target 1 face-up monster on the field; that target cannot attack until the end of your turn, also you can equip 1 monster adjacent to it or in its column to it. You can only use this effect of “Bohrok Gahlok-Kal” once per turn.

Bionicle: Protodermic Evolution (v4.3.3)

Gahlok-Kal uses its magnetism to make foes stick to the ground (preventing them from attacking) or to each other (acting as non-targeting removal given sufficient proximity). Since this happens at the start of either Battle Phase, it can be fun to have people (and/or AIs) run into it due to careless zone placement.

Nuhvok-Kal

Bohrok Nuhvok-Kal

Xyz Effect MonsterRank 4 | EARTH Machine | ATK 2000 / DEF 2300

2 Level 4 “Bohrok” monsters
Place materials detached from this card on the bottom of the Deck, instead of sending them to the GY. Once per turn: You can attach 1 “Krana” monster from your hand, field, or GY to this card as material. You can detach 2 or more materials from this card, then choose that many Main Monster Zones and/or Spell & Trap Zones on the field; return as many cards in those zones to the hand as possible, also those unused zones cannot be used until your next Standby Phase. You can only use this effect of “Bohrok Nuhvok-Kal” once per turn.

Bionicle: Protodermic Evolution (v4.3.3)

Nuhvok-Kal gets a bit fancy with the mechanics, applying its gravity powers to both “float” cards off the field back to the hand and to “crush” the zones they were in into an unusable state. Since you pick the zones rather than the cards, this is essentially non-targeting mass removal.

Pahrak-Kal

Bohrok Pahrak-Kal

Xyz Effect MonsterRank 4 | EARTH Machine | ATK 2400 / DEF 1900

2 Level 4 “Bohrok” monsters
Place materials detached from this card on the bottom of the Deck, instead of sending them to the GY. Once per turn: You can attach 1 “Krana” monster from your hand, field, or GY to this card as material. At the start of the Damage Step, if this card battles: You can detach 1 material from this card, then target 1 monster your opponent controls; banish all cards they control in its column. Then, if this effect banished exactly 1 card, inflict 1200 damage to your opponent. You can only use this effect of “Bohrok Pahrak-Kal” once per turn.

Bionicle: Protodermic Evolution (v4.5.6)

When Pahrak-Kal fires its plasma, it does so in the straight line of a column, obliterating everything in its path and burning the opponent behind it if not met with sufficient resistance. Being an upgrade of the battle-focused Pahrak , this happens in the Damage Step, so response options are limited.

Kohrak-Kal

Bohrok Kohrak-Kal

Xyz Effect MonsterRank 4 | WATER Machine | ATK 2300 / DEF 2000

2 Level 4 “Bohrok” monsters
Place materials detached from this card on the bottom of the Deck, instead of sending them to the GY. Once per turn: You can attach 1 “Krana” monster from your hand, field, or GY to this card as material. During the Main Phase (Quick Effect): You can detach 2 materials from this card; change all other monsters on the field to Defense Position, also negate their effects until the end of this turn. You can only use this effect of “Bohrok Kohrak-Kal” once per turn.

Bionicle: Protodermic Evolution (v4.5.6)

What Kohrak-Kal does is stun everything around – friend or foe – with a sudden massive blast of noise, negating their effects and switching them to Defense Position. Which, it just so happens, provides a pretty decent setup for some Zeus action as well.

Lehvak-Kal

Bohrok Lehvak-Kal

Xyz Effect MonsterRank 4 | WIND Machine | ATK 1900 / DEF 2400

2 Level 4 “Bohrok” monsters
Place materials detached from this card on the bottom of the Deck, instead of sending them to the GY. (Quick Effect): You can target 1 other card you control or in either GY; attach it to this card as material. If this card has 5 or more materials: You can detach all of this card’s materials, and if you do, destroy up to that many cards your opponent controls, then you can attach 1 of those destroyed cards to this card as material. You can only use each effect of “Bohrok Lehvak-Kal” once per turn.

Bionicle: Protodermic Evolution (v4.5.6)

Lehvak-Kal twists the formula a bit by replacing the standard Krana-attaching effect with a more broad Quick Effect that can also steal stuff from the opponent’s GY. This is the “suck” component of its vacuum powers, with the “blow” coming into play once it has (usually over the course of several turns) gathered enough material to unleash it all in a destructive blast. In short, this one both sucks and blows, which paradoxically makes it pretty good.

And in case even this elite squad isn’t enough, they also possess the ability to combine into Kaita, either the usual way by Bohrok Swarm Fusion or more easily throug a contact fusion procedure (since getting the materials in the first place is already hard enough).

Bohrok-Kal Kaita Za

Fusion Effect MonsterLevel 9 | LIGHT Machine | ATK 3000 / DEF 0

“Bohrok Tahnok-Kal” + “Bohrok Nuhvok-Kal” + “Bohrok Pahrak-Kal”
Must first be Fusion Summoned, or Special Summoned by Tributing the above cards you control. You can banish up to 3 “Bohrok” cards from your GY; until the end of this turn, this card gains 1000 ATK for each, also it can make up to that many attacks on monsters during each Battle Phase this turn. If this card is sent to the GY: You can target 1 “Bohrok” Xyz Monster in your GY; Special Summon it, and if you do, attach this card to it as material. You can only use each effect of “Bohrok-Kal Kaita Za” once per turn.

Bionicle: Protodermic Evolution (v4.6.5)

The Kaita Za primarily deals with monsters that would resist our effect-based removal attempts, by simply getting big and hitting over them. It also gains multiple attacks (on monsters) when doing so, granting it board-clearing and game-ending capabilities depending on the situation.

Bohrok-Kal Kaita Ja

Fusion Effect MonsterLevel 9 | LIGHT Machine | ATK 2500 / DEF 2900

“Bohrok Gahlok-Kal” + “Bohrok Kohrak-Kal” + “Bohrok Lehvak-Kal”
Must first be Fusion Summoned, or Special Summoned by Tributing the above cards you control. (Quick Effect): You can banish up to 3 “Bohrok” cards from your GY, then target 1 monster in either GY, or if you banished 2 or more, you can target 1 monster on the field instead; equip it to this card. If you banished 3 cards to activate this effect, your opponent cannot activate cards or effects in response. If this card is sent to the GY: You can target 1 “Bohrok” Xyz Monster in your GY; Special Summon it, and if you do, attach this card to it as material. You can only use each effect of “Bohrok-Kal Kaita Ja” once per turn.

Bionicle: Protodermic Evolution (v4.6.5)

The Kaita Ja, bearing the glorious mantle of “has appeared in the story”, serves as a thing you can theoretically build up to in the face of big negation boards. Since its brand of Quick Effect removal cannot be responded to, it can simply grab a problematic monster without giving it a chance to defend itself, and then do that again every turn as long as you have enough Bohrok to banish. In terms of lore, this usage tracks with its victory over Wairuha Nuva , who is, wouldn’t you know it, a boss monster that negates.

What both of those have in common is the second effect, which tries to offset the big material investment by floating into a regular Bohrok-Kal and kindly attaching itself as material. By doing that, it’s also in a position to go to the GY and trigger again next turn, so if you get to the point where you can make these Fusions, they actually have a stealth benefit of infinite revival baked in.

And another thing of note is that, due to requiring specifically named materials, the Kal Kaita are in fact still compatible with the material replacement effect of Premature Bohrok Beacon … if you’re not making them by Contact Fusion, that is. One good reason to actually run the Fusion Spell even with these.

The Krana-Kal

To walk back the earlier staement about the intelligence of the Bohrok-Kal a bit, technically that part belongs to the Krana-Kal who pilot those mechanical shells. Their 8 variations are just enough to make one round trip of all the Link Arrows, so they’re implemented as a bunch of Link-1 monsters with two effects each: One for utility, based on the direction of the arrow (Down: Xyz Summon with a single Bohrok / Up: Battle debuff for opponent’s monsters / Side: tag out into a Bohrok from hand or GY), and one granted to a Bohrok-Kal that attaches it, representing the unique special power of that Krana-Kal.

Xa-Kal

Krana Xa-Kal, Liberator

Link Effect MonsterLink-1 [▼] | DARK Zombie | ATK 0

1 “Bohrok” or “Krana” monster
Cannot be used as Link Material. Once per turn: You can target 1 Level 4 “Bohrok” monster this card points to; Special Summon from your Extra Deck 1 “Bohrok” Xyz Monster using that target as material. (This is treated as an Xyz Summon.) A “Bohrok” Xyz Monster that has this card as material gains this effect.
●If this card inflicts battle damage to your opponent: You can place up to 2 of your banished “Bahrag” Pendulum Monsters in your Pendulum Zone(s), then you can add 1 “As It Was in the Before-Time” from your Deck or GY to your hand.

Bionicle: Protodermic Evolution (v4.5.6)

The Xa-Kal carries the crucial task of awakening the Bahrag once contact is made, thus fulfilling the mission. In game terms, “making contact” here means dealing damage, and “awakening the Bahrag” means getting them out of their banished state (where they were put by, say, a Toa Seal ) back into the Pendulum Zone so that the swarms can proceed to make Mata Nui clean, As It Was In The Before-Time .

Za-Kal

Krana Za-Kal, Overseer

Link Effect MonsterLink-1 [↗] | DARK Zombie | ATK 0

1 “Bohrok” or “Krana” monster
Cannot be used as Link Material. If an opponent’s monster this card points to battles a “Bohrok” monster, that opponent’s monster’s ATK/DEF become 0 during the Damage Step only. A “Bohrok” Xyz Monster that has this card as material gains this effect.
●Once per turn, when a card or effect is activated that would destroy a “Bohrok” card(s) you control (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy that card.

Bionicle: Protodermic Evolution (v4.3.3)

The Za-Kal handles telepathic communication and coordination, protecting the group by reading the minds of potential threats and countering them with a negate once they attempt to strike.

Vu-Kal

Krana Vu-Kal, Transporter

Link Effect MonsterLink-1 [↘] | DARK Zombie | ATK 0

1 “Bohrok” or “Krana” monster
Cannot be used as Link Material. Once per turn: You can target 1 Level 4 “Bohrok” monster this card points to; Special Summon from your Extra Deck 1 “Bohrok” Xyz Monster using that target as material. (This is treated as an Xyz Summon.) A “Bohrok” Xyz Monster that has this card as material gains this effect.
●Once per turn (Quick Effect): You can banish this card until the End Phase, and if you do, you can add 1 “Bohrok” card from your GY to your hand.

Bionicle: Protodermic Evolution (v4.3.3)

The Vu-Kal holds speed and flight powers, mainly used to let its holder dodge away from the field. Doing so comes with the side benefit of recovering a Bohrok card from the GY, befitting its role as a “Transporter”.

Ca-Kal

Krana Ca-Kal, Seeker

Link Effect MonsterLink-1 [↙] | DARK Zombie | ATK 0

1 “Bohrok” or “Krana” monster
Cannot be used as Link Material. Once per turn: You can target 1 Level 4 “Bohrok” monster this card points to; Special Summon from your Extra Deck 1 “Bohrok” Xyz Monster using that target as material. (This is treated as an Xyz Summon.) A “Bohrok” Xyz Monster that has this card as material gains these effects depending on the number of your “Bahrag” Monster Cards with different names that are banished or on the field.
●1+: Cannot be destroyed by battle.
●2+: Once per turn: You can draw 1 card, then discard 1 card.

Bionicle: Protodermic Evolution (v4.5.6)

Where the Xa-Kal awakens the Bahrag, the telepathic link of the Ca-Kal is the key ingredient to finding them in the first place. This has been translated to benefits granted from the mere existence of banished Bahrag: Being in contact with just one already makes your Seeker Bohrok-Kal not fall in battle, and with two, you get to draw deeper into your deck to accelerate the quest.

Yo-Kal

Krana Yo-Kal, Excavator

Link Effect MonsterLink-1 [↖] | DARK Zombie | ATK 0

1 “Bohrok” or “Krana” monster
Cannot be used as Link Material. If an opponent’s monster this card points to battles a “Bohrok” monster, that opponent’s monster’s ATK/DEF become 0 during the Damage Step only. A “Bohrok” Xyz Monster that has this card as material gains this effect.
●This card can attack directly, also if it attacks, your opponent cannot activate cards or effects until the end of the Damage Step.

Bionicle: Protodermic Evolution (v4.5.6)

The Yo-Kal grants the ability to tunnel through the earth and sense underground movement, making it excellent for suprise attacks. Specifically, it lets a Bohrok-Kal attack directly while simultaneously limiting responses during the Damage Step further, which has some obvious synergy with the pictured Pahrak-Kal.

Ja-Kal

Krana Ja-Kal, Tracker

Link Effect MonsterLink-1 [◀] | DARK Zombie | ATK 0

1 “Bohrok” or “Krana” monster
Cannot be used as Link Material. You can Tribute this card; Special Summon 1 Level 4 “Bohrok” monster from your hand or GY in face-up or face-down Defense Position, but shuffle it into the Deck if it leaves the field. A “Bohrok” Xyz Monster that has this card as material gains this effect.
●Once per turn: You can declare 1 card name; until the end of your opponent’s turn, “Bohrok” cards and Set cards you control are unaffected by the effects of cards with that original name.

Bionicle: Protodermic Evolution (v4.3.3)

The Ja-Kal’s job is to detect and track distant obstacles, so what it allows you to do is “sniff out” what your opponent may try to use against you in the future and render it ineffective in advance.

Su-Kal

Krana Su-Kal, Demolisher

Link Effect MonsterLink-1 [▲] | DARK Zombie | ATK 0

1 “Bohrok” or “Krana” monster
Cannot be used as Link Material. If an opponent’s monster this card points to battles a “Bohrok” monster, that opponent’s monster’s ATK/DEF become 0 during the Damage Step only. A “Bohrok” Xyz Monster that has this card as material gains this effect.
●This card gains 800 ATK/DEF and cannot be destroyed by card effects.

Bionicle: Protodermic Evolution (v4.3.3)

The Su-Kal is simply a boost to power and thoughness, so it gives bonus stats and effect protection.

TBo-Kal

Krana Bo-Kal, Visionary

Link Effect MonsterLink-1 [▶] | DARK Zombie | ATK 0

1 “Bohrok” or “Krana” monster
Cannot be used as Link Material. You can Tribute this card; Special Summon 1 Level 4 “Bohrok” monster from your hand or GY in face-up or face-down Defense Position, but shuffle it into the Deck if it leaves the field. A “Bohrok” Xyz Monster that has this card as material gains this effect.
●Once per turn: You can look at all Set cards your opponent controls, also look at as many random cards in their hand as possible, up to the number of “Bohrok” monsters you control.

Bionicle: Protodermic Evolution (v4.5.6)

The Bo-Kal grants all kinds of vision through darkness and walls, and the private information of Set cards and hand is no exception. In order to not make looking at the hand too easy, it’s tied to how many Bohrok you have managed to put on the field, for which I engineered a novel “as many random cards as possible, up to” phrasing so you don’t have to go through an ingame dropdown where you’d always select the maximum anyway.

The Plan

We have the mecha-brawn and we have the bio-brains, so how do we proceed from here? First of all, we must set the scene. Gahdok and Cahdok have been sealed away, there is cleanup still to be done, and so the Bohrok-Kal arise to the sonorous sounds of Red Hot Chilli Peppers. Enter Bohrok Kalifornication.

Bohrok Kalifornication

Continuous Trap

If your opponent controls a face-up card, you can activate this card the turn it was Set, by banishing 2 “Bahrag” monsters with different names from your Extra Deck. During the Main Phase: You can send 1 “Bohrok” or “Krana” card from your hand or face-up field to the GY, then target up to 2 “Bohrok” monsters in your GY; Special Summon 1 “Bohrok” Xyz Monster from your Extra Deck, and if you do, attach the targeted monster(s) to it as material, but return it to the Extra Deck during your opponent’s End Phase. You can only use this effect of “Bohrok Kalifornication” once per turn.

Bionicle: Protodermic Evolution (v4.5.6)

This is possibly my favorite card name I’ve ever made, and it works just as described above: When facing a populated field, just set and activate it, banish the Bahrag to provide the conditions for Xa-Kal and Ca-Kal to work, and start trading your Bahrag cards in hand or field for a (somewhat temporary) Bohrok-Kal every turn. One neat trick you can actually do is attaching a Vu-Kal to a monster Summoned this way and banishing it before it would leave, thereby making it forget its expiry date and stay around permanently once it returns.

(As a side note, at the very end of development I noticed it would be better to have the Bahrag banish as an alternative effect activation cost rather than part of the accelerated card activation condition, so you can more reliably set up that board state. Didn’t want to change it at this point, but might happen in a legacy update eventually.)

Of course, simply arriving is not enough to accomplish the great task ahead. After all, the Toa Nuva and their mighty elemental powers are sure to stand in our way. Now watch and learn, here’s the deal: The Nuva Symbols we shall steal!

Bohrok-Kal Strategy

Continuous Spell

When this card is activated: You can Special Summon 1 “Bohrok” monster from your hand. If a “Bohrok” monster(s) is Special Summoned to your field (except during the Damage Step): You can activate 1 of these effects, or, if the Summon is an Xyz Summon, you can activate both, in sequence;
●Target 1 other Spell/Trap on the field; destroy it.
●Add 1 “Bohrok” Spell/Trap from your Deck to your hand, except “Bohrok-Kal Strategy”.
You can only use this effect of “Bohrok-Kal Strategy” once per turn.

Bionicle: Protodermic Evolution (v4.6.5)

If Kalifornication is one of my favorite names, then Bohrok-Kal Strategy is more generally one of my favorite designs in this set. A Continuous Spell that triggers every time you Special Summon a Bohrok (face-up, is the tricky part) and gives you the first trigger as a freebie with a Special Summon from hand. Either you get to destroy another Spell/Trap, which is great against floodgates and of course represents the lore aspect of stealing the Nuva Symbols, or you search another Bohrok Spell/Trap to help with your setup. If you properly Xyz Summon (note that Kalifornication does not do this!), you even get to activate both together for some insane value.

Well then, everything’s ready for our Counterattack. Oh look, a “Counter” Counter Trap, someone call Battlin’ Boxers.

Bohrok Counterattack

Counter Trap

When your opponent activates a Spell/Trap Card, or monster effect, while you control a “Bohrok” monster or only face-down monsters (min. 1): Send 1 “Krana” monster from your Deck or Extra Deck to the GY; negate the activation, and if you do, you can attach that card to 1 “Bohrok” Xyz Monster you control as material.

Bionicle: Protodermic Evolution (v4.3.3)

It’s just a standard archetypal negation backrow, worded so it also works with the usual plain Bohrok setups but actually gets rid of the negated card if the Bohrok-Kal are in play. Getting a Krana into the GY does also come in handy.

And finally, when victory is at hand, the Krana-Kal unleash their last secret: The Silver Shield protecting the Bohrok-Kal from all interference as they cross the finish line.

Bohrok Silver Shield

Quick-Play Spell

Target 1 “Krana” monster you control or in your GY; return it to the hand or attach it to a “Bohrok” Xyz Monster you control as material. At the start of the Battle Phase: You can banish this card from your GY; until the end of this turn, “Bohrok” Xyz Monsters you control with a “Krana” Link Monster as material are unaffected by card effects, except their own. Neither player can activate cards or effects in response to this effect’s activation. You can only use each effect of “Bohrok Silver Shield” once per turn.

Bionicle: Protodermic Evolution (v4.8.3)

The activation effect is just basic utility to recycle or attach a Krana – doing this without activating a monster effect is actually a pretty good trick to have up your sleeve. But the main point lies in the GY effect, which triggers at the start of the Battle Phase to turn the Krana-Kal attached to your Bohrok-Kal into some of the most potent protection the game has to offer, ensuring your attack to trigger the Xa-Kal will go through uninterrupted. About the only thing that could stop you at that point is a form of negation that makes the Bohrok-Kal fall to its own power, but surely nothing like that exists .

Sterling Silver? Link-8? Match Winner? Whatever are you talking about? I fear you may have had too many expired Vuata Maca Fruits, friend.

Sample Decks

Unlike the Toa Nuva, where a variety of decks came from the question of what to mix them with, Bohrok kind of just don’t mix with anything. The Kal all require archetypal materials only, cards like Strategy or Kalifornication need you to draw other Bohrok stuff to do anything, and so on. As a result, the different builds included in the expansion are more a consequence of limited Extra Deck space – with 8 Krana-Kal, 6 Bohrok-Kal, 2 Bahrag, and 2 Kaita, the numbers just don’t work out for a deck that does everything. However, since the differences are pretty minimal, I won’t bother going over them all and instead leave it at a quick rundown of the lore-accurate “awaken the Bahrag” build.

Its core is a Bohrok package of Gahlok , Nuhvok , and Pahrak , the three breeds that can use their effects and still remain on the field to serve as material. But in some cases you may value more potent removal over maximum efficiency, so the side deck also has a Lehvak to swap in. All of these come with their respective Bohrok Va for additional field presence and utility. Partnered with them are Bohrok Spells/Traps both new and old, as well as a Therion Regulus that Rank 4 lines can search by way of Merrymaker into Sargas.

The Extra Deck features the Bahrag we seek to awaken as well as the Xa-Kal and Ca-Kal to enable that, plus an useful (but necessarily incomplete) selection of other Krana-Kal and Bohrok-Kal. Of course Zeus is here too, it’s an Xyz deck.

Best of Test

Best of Test: Bohrok-Kal

Some assorted duel footage that shows not only the above build in action, but also those “minimally different” others that focus either on more general Bohrok-Kal spam or on making the Kaita.

Conclusion

The Bohrok-Kal, but perhaps more so the associated Krana-Kal and the various new Spell and Trap cards, take the slowly ramping Flip Monster strategy of the old Bohrok and augment it with such useful abilities as “building a board going first” or “breaking a board going second”. While their general reliance on archetypal cards makes it hard to put together anything other than a pure deck, the wide variety of Extra Deck monsters added with this support introduces some significant choices to be made in that process. Meanwhile, the Main Deck still contains all the flippy goodness of the Bohrok swarms, which can serve as a surpisingly powerful fallback strategy once the big bombs have been exhausted.

Theme Guide: Toa Nuva

At long last, the appointed time of eventually™ is upon us. The BPEV archetypes are (for now) complete and ready to get their guides. Where else to start than the heroes of the story?

And that’s a thing now too I guess, in case you want the key points in one nicely portable image. For more detail on every single card involved here, simply proceed right on.

Energized Protodermis

Energized Protodermis Chamber

Effect MonsterLevel 2 | LIGHT Aqua | ATK 0 / DEF 0

If only your opponent controls a monster, you can Special Summon this card (from your hand). If this card is Normal or Special Summoned (except during the Damage Step): You can Fusion Summon 1 Fusion Monster from your Extra Deck using this card and 1 monster in your hand as material. If this card is used as material for a Fusion Summon, except by its own effect: Target 1 Special Summoned monster on the field; send it to the GY. You can only use this effect of “Energized Protodermis Chamber” once per turn.

Bionicle: Protodermic Evolution (v4.1.3)

Just mentioned here for the sake of completeness and for reference; the stuff that fuses with the Toa Mata to turn them into the Toa Nuva. They have their own Theme Guide, so no need to say much more than that here.

The Toa Nuva

In essence, they are upgraded forms of the Toa Mata, made by fusing each of the six with an Energized Protodermis monster. This grants them +400 on both ATK and DEF, as well as replacing the thematic trigger effects representing their elemental powers with more freely available (and somewhat adjusted) Quick Effects.

Tahu

Toa Nuva Tahu

Fusion Effect MonsterLevel 8 | FIRE Warrior | ATK 2900 / DEF 1900

“Toa Mata Tahu” + 1 “Energized Protodermis” monster
If this card is Fusion Summoned: You can add 1 “Nuva” Spell/Trap from your Deck or GY to your hand, then discard 1 card. If your opponent controls a monster (Quick Effect): You can target 1 other face-up Attack Position monster on the field; its ATK becomes 0, and if it does, this card gains ATK equal to that monster’s original ATK, until the end of this turn. You can only use this effect of “Toa Nuva Tahu” once per turn.

Bionicle: Protodermic Evolution (v4.4.4)

Tahu retains his role as a battle-focused source of big damage by burning away another monster’s ATK to boost his own. Notably, this can also target your own monsters for added utility against e.g. untargetable bosses, but won’t work if your opponent’s field is empty to keep the potential damage output in check. Look, what can I say, this was designed way before Tenpai was a thing.

Gali

Toa Nuva Gali

Fusion Effect MonsterLevel 8 | WATER Warrior | ATK 2700 / DEF 2200

“Toa Mata Gali” + 1 “Energized Protodermis” monster
If this card is Fusion Summoned: You can add 1 “Nuva” Spell/Trap from your Deck or GY to your hand, then discard 1 card. (Quick Effect): You can target 1 other face-up monster on the field; negate its effects until the end of this turn. You can only use this effect of “Toa Nuva Gali” once per turn.

Bionicle: Protodermic Evolution (v4.4.4)

Gali’s targeted monster negate has been vastly increased in usefulness by not needing to chain to specific other effects, making her one of the Toa Nuva most suitable for a traditional endboard setup.

Onua

Toa Nuva Onua

Fusion Effect MonsterLevel 8 | EARTH Warrior | ATK 2500 / DEF 2500

“Toa Mata Onua” + 1 “Energized Protodermis” monster
If this card is Fusion Summoned: You can add 1 “Nuva” Spell/Trap from your Deck or GY to your hand, then discard 1 card. During the Main Phase (Quick Effect): You can target 1 card in either GY; place it on the top or bottom of the Deck, then gain 1000 LP. You can only use this effect of “Toa Nuva Onua” once per turn.

Bionicle: Protodermic Evolution (v4.4.4)

Onua is still the guy you need to control the GY, but now he can do it every turn without waiting for stuff to get sent there, and offers a stable LP gain instead of needing to aim for low-ATK monsters specifically. From disruption to recycling to locking the opponent’s draws in very simplified game states, the Toa of Earth can do a whole lot despite not interacting with the field at all.

Pohatu

Toa Nuva Pohatu

Fusion Effect MonsterLevel 8 | EARTH Warrior | ATK 2800 / DEF 2100

“Toa Mata Pohatu” + 1 “Energized Protodermis” monster
If this card is Fusion Summoned: You can add 1 “Nuva” Spell/Trap from your Deck or GY to your hand, then discard 1 card. (Quick Effect): You can destroy Spells/Traps your opponent controls, up to the number of Rock monsters you control +1. You can only use this effect of “Toa Nuva Pohatu” once per turn.

Bionicle: Protodermic Evolution (v4.4.4)

Pohatu benefits a lot from losing the trigger condition that tied him to Extra Deck monsters, because now he’s also reliable backrow removal against the likes of stun decks. Instead of a non-targeting bonus pop for controlling a Rock, this effect now scales for every single Rock you control … which doesn’t make much of a difference in regular Nuva builds, but could come up in some esoteric brew I guess.

Kopaka

Toa Nuva Kopaka

Fusion Effect MonsterLevel 8 | WATER Warrior | ATK 2400 / DEF 2900

“Toa Mata Kopaka” + 1 “Energized Protodermis” monster
If this card is Fusion Summoned: You can add 1 “Nuva” Spell/Trap from your Deck or GY to your hand, then discard 1 card. Once per turn, during the Main Phase, if you control no other monsters (Quick Effect): You can target 1 monster your opponent controls; banish it. While this card is in face-up Defense Position, your opponent’s monsters cannot target other monsters for attacks, also your opponent cannot target other cards you control with card effects.

Bionicle: Protodermic Evolution (v4.4.4)

Kopaka continues to dual-wield effects, with an offensive banish and a defensive continuous protection that covers your whole field. The former, as usual, has been upgraded to a full Quick Effect, but needed to be balanced to only working when he’s alone, as he prefers. The latter now also protects all of your other cards from targeting by effects – can be somewhat funny paired with floodgates if you’re evil.

Lewa

Toa Nuva Lewa

Fusion Effect MonsterLevel 8 | WIND Warrior | ATK 2600 / DEF 2300

“Toa Mata Lewa” + 1 “Energized Protodermis” monster
If this card is Fusion Summoned: You can add 1 “Nuva” Spell/Trap from your Deck or GY to your hand, then discard 1 card. During the Main Phase (Quick Effect): You can target 1 monster on the field; return it to the hand, then, if it was a monster you controlled, you can return 1 additional monster on the field to the hand. You can only use this effect of “Toa Nuva Lewa” once per turn.

Bionicle: Protodermic Evolution (v4.4.4)

Lewa is another very traditionally viable form of Quick Effect interaction, a targeting bounce that can be upgraded to be non-targeting in much the same way you could for his Mata form.

All of them also share an additional effect to search a “Nuva” Spell/Trap when Fusion Summoned, ensuring you have the ability to make full use of their various other powers listed below.

Nuva Symbols

As the Toa ascended to their new forms, the elemental powers they each wield also manifested physically into the six Nuva Symbols. Both a source of power and a critical weakness, these Continuous Spell Cards operate on a clear-cut pattern of three effects: A consistency helper that trades the Symbol for the matching Toa Mata, or a Energized Protodermis card if you already have that; a benefit that enhances the capabilities of the Toa Nuva in some way; and a mandatory punish that robs them of their power and deals the player harmful backlash should the Symbol ever be removed from the field.

Burning Courage

Nuva Symbol of Burning Courage

Continuous Spell

You can shuffle this card you control into the Deck; add 1 “Toa Mata Tahu” from your Deck to your hand, or reveal it in your hand and add 1 “Energized Protodermis” card instead. You can only use this effect of “Nuva Symbol of Burning Courage” once per turn. If your “Toa Nuva” monster battles, your opponent cannot activate cards or effects until the end of the Damage Step. If this card leaves the field: Target 1 “Toa Nuva” monster you control; negate its effects, and if you do, skip the Battle Phase of your next turn.

Bionicle: Protodermic Evolution (v4.6.5)

A simple effect to ensure your Toa Nuva cannot be stopped in battle, but if lost, you will find yourself unable to battle at all. Probably one of the more low-risk, low-reward Nuva Symbols.

Flowing Harmony

Nuva Symbol of Flowing Harmony

Continuous Spell

You can shuffle this card you control into the Deck; add 1 “Toa Mata Gali” from your Deck to your hand, or reveal it in your hand and add 1 “Energized Protodermis” card instead. When a card or effect activated by your opponent in response to your “Toa Nuva” monster’s effect activation resolves, you can negate that effect, and if you do, destroy that card. You can only use each of the preceding effects of “Nuva Symbol of Flowing Harmony” once per turn. If this card leaves the field: Target 1 “Toa Nuva” monster you control; negate its effects. You cannot activate monster effects in response to this effect’s activation.

Bionicle: Protodermic Evolution (v4.6.5)

Counters any responses your opponent may have to your Toa Nuva’s effects, but also limits your responses to its own punish (mainly so you can’t activate the targeted Toa’s Quick Effect one last time before it’s lost). Because this negates continuously, as Spell Cards are wont to do, it even shuts down Counter Trap Cards.

Deep Wisdom

Nuva Symbol of Deep Wisdom

Continuous Spell

You can shuffle this card you control into the Deck; add 1 “Toa Mata Onua” from your Deck to your hand, or reveal it in your hand and add 1 “Energized Protodermis” card instead. If a “Toa Nuva” monster you control activates its effect: You can pay 1000 LP; draw 1 card. You can only use each of the preceding effects of “Nuva Symbol of Deep Wisdom” once per turn. If this card leaves the field: Target 1 “Toa Nuva” monster you control; negate its effects, and if you do, banish 1 card from your hand face-down.

Bionicle: Protodermic Evolution (v4.6.5)

Replenishes your hand whenever you use a Toa Nuva’s effect (at the small cost of your LP), but rips something out of it if removed. Combines especially well with Onua Nuva, who not only gives you the LP to spend on this, but can also stack any card from your GY to be the draw you get.

Granite Tenacity

Nuva Symbol of Granite Tenacity

Continuous Spell

You can shuffle this card you control into the Deck; add 1 “Toa Mata Pohatu” from your Deck to your hand, or reveal it in your hand and add 1 “Energized Protodermis” card instead. If a monster(s) is Special Summoned, and you control a “Toa Nuva” monster (except during the Damage Step): You can Special Summon 1 Level 4 or lower monster from your hand or GY. You can only use each of the preceding effects of “Nuva Symbol of Granite Tenacity” once per turn. If this card leaves the field: Target 1 “Toa Nuva” monster you control; negate its effects, then Tribute 1 other monster.

Bionicle: Protodermic Evolution (v4.6.5)

Lets you call forth all kinds of allies to aid your Toa Nuva, but forces you to sacrifice one of them if removed. One neat trick with this, for example, would be bringing back Energized Protodermis Chamber to make an additional Toa Nuva.

Frigid Serenity

Nuva Symbol of Frigid Serenity

Continuous Spell

You can shuffle this card you control into the Deck; add 1 “Toa Mata Kopaka” from your Deck to your hand, or reveal it in your hand and add 1 “Energized Protodermis” card instead. If a “Toa Nuva” monster you control leaves the field because of an opponent’s card: You can banish 1 card from your opponent’s hand (at random) or their field. You can only use each of the preceding effects of “Nuva Symbol of Frigid Serenity” once per turn. If this card leaves the field: Target 1 “Toa Nuva” monster you control; negate its effects, and if you do, your opponent can add 1 of their banished cards to their hand.

Bionicle: Protodermic Evolution (v4.6.5)

Strikes back at the opponent’s field or even their hand if they take out your Toa Nuva (such as a Kopaka protecting everything else), but also gives them an opportunity to recover lost resources if removed.

Soaring Vitality

Nuva Symbol of Soaring Vitality

Continuous Spell

You can shuffle this card you control into the Deck; add 1 “Toa Mata Lewa” from your Deck to your hand, or reveal it in your hand and add 1 “Energized Protodermis” card instead. If a face-up “Toa Nuva” monster you control leaves the field by card effect (except during the Damage Step): You can target 1 Level 8 or lower monster in your GY; Special Summon it. You can only use each of the preceding effects of “Nuva Symbol of Soaring Vitality” once per turn. If this card leaves the field: Target 1 “Toa Nuva” monster you control; negate its effects, and if you do, you cannot Special Summon for the rest of this turn.

Bionicle: Protodermic Evolution (v4.6.5)

Recovers your own field presence if a Toa Nuva leaves – including by your own effects, e.g. Lewa Nuva – but locks you out of Special Summons if removed. In addition to bringing back a lost Toa Nuva itself, you’re also free to get the Toa Mata that was material, the Chamber that can make you another Fusion, or anything generic so long as it’s Level 8 or lower.

Beyond the six symbols, there is something that gathers it. An artifact of such might and significance that … it’s completely forgotten by the lore and never mentioned after its introduction even in the scene where the act it was meant to be used for happens. Hello, Nuva Cube.

Nuva Cube

Continuous Trap

While you control a “Nuva” Continuous Spell, your opponent cannot target this card with card effects. Once per turn: You can target up to 6 “Nuva” Continuous Spells with different names on your field and/or in any GY(s); shuffle them into the Deck, then you can apply any of these effect(s), in sequence, based on the number shuffled.
●1+: Place 1 “Nuva” Continuous Spell from your Deck face-up in your Spell & Trap Zone.
●3+: Negate the effects of 1 other face-up Spell/Trap on the field until the end of this turn.
●6: Special Summon up to 2 of your banished monsters.

Bionicle: Protodermic Evolution (v4.2.5)

Odd as its existence may be, this thing’s connection to the Symbols and role in the 2003 storyline are clear enough to construct some fitting effects. Basically, it uses the different Nuva Continuous Spells – the Symbols – as fodder (in such a way that you can dodge removal, and thus, punishes) to achieve a stacking lineup of benefits. Shuffle back 1, and you get to replace it. Shuffle back 3, and it’s also a Spell/Trap negate (none of the Toa do this!). Shuffle back all 6 … and “awaken the Bahrag”. That last one is purely for flavour, you’re not expected to ever do this. Also it has targeting protection in the presence of Nuva Symbols, because you can’t get to it if those are covering it, right?

Kanohi Nuva

With new forms came new masks, holding more or less the same powers as before. Except now, those powers can be shared with others, and gameplay-wise that ability ended up being tied into a series of effects that aid the overall Nuva ecosystem.

Hau

Great Kanohi Hau Nuva

Equip Spell

If another “Kanohi” Equip Spell becomes equipped to the equipped monster, destroy this card. If the equipped monster is a “Toa Nuva” monster, it cannot be destroyed by battle, also you take no battle damage from battles involving it. If this card is sent to the GY, and you have not activated any “Kanohi” Equip Spell effects in the GY this turn: You can banish 1 monster from your GY; place 1 “Nuva” Continuous Spell from your Deck face-up in your Spell & Trap Zone, also if you control a “Toa Nuva” Monster, the face-up monsters you currently control cannot be destroyed by battle this turn.

Bionicle: Protodermic Evolution (v4.6.5)
Kaukau

Great Kanohi Kaukau Nuva

Equip Spell

If another “Kanohi” Equip Spell becomes equipped to the equipped monster, destroy this card. If the equipped monster is a “Toa Nuva” monster, it is unaffected by your opponent’s card effects, unless they target it. If this card is sent to the GY, and you have not activated any “Kanohi” Equip Spell effects in the GY this turn: You can banish 1 monster from your GY; place 1 “Nuva” Continuous Spell from your Deck face-up in your Spell & Trap Zone, also if you control a “Toa Nuva” monster, the face-up monsters you currently control cannot be destroyed by card effects this turn.

Bionicle: Protodermic Evolution (v4.6.5)
Pakari

Great Kanohi Pakari Nuva

Equip Spell

If another “Kanohi” Equip Spell becomes equipped to the equipped monster, destroy this card. If the equipped monster is a “Toa Nuva” monster, it gains 1000 ATK, also if it attacks a Defense Position monster, inflict piercing battle damage. If this card is sent to the GY, and you have not activated any “Kanohi” Equip Spell effects in the GY this turn: You can banish 1 monster from your GY; place 1 “Nuva” Continuous Spell from your Deck face-up in your Spell & Trap Zone, also if you control a “Toa Nuva” monster, all monsters you currently control gain 600 ATK until the end of your opponent’s turn.

Bionicle: Protodermic Evolution (v4.6.5)
Kakama

Great Kanohi Kakama Nuva

Equip Spell

If another “Kanohi” Equip Spell becomes equipped to the equipped monster, destroy this card. If the equipped monster is a “Toa Nuva” monster, it can attack all monsters your opponent controls, once each. it. If this card is sent to the GY, and you have not activated any “Kanohi” Equip Spell effects in the GY this turn: You can banish 1 monster from your GY; Set 1 “Nuva” Trap directly from your Deck, also if you control a “Toa Nuva” monster, the monsters you currently control can attack directly this turn, but if they do so using this effect, their ATK is halved during damage calculation only.

Bionicle: Protodermic Evolution (v4.6.5)

The “sharing” effect on this one is notably different from the one it grants while equipped, because the Kakama Nuva includes an additional power that needed to be represented: The ability to phase through solid objects while moving at high speed. This manifests as direct attacks, though with reduced ATK because your monsters aren’t quite touching the opponent either.

Akaku

Great Kanohi Akaku Nuva

Equip Spell

If another “Kanohi” Equip Spell becomes equipped to the equipped monster, destroy this card. While equipped to a “Toa Nuva” monster you control, your opponent must keep their hand revealed. If this card is sent to the GY, and you have not activated any “Kanohi” Equip Spell effects in the GY this turn: You can banish 1 monster from your GY; Set 1 “Nuva” Trap directly from your Deck, also if you control a “Toa Nuva” monster, look at your opponent’s hand.

Bionicle: Protodermic Evolution (v4.6.5)

The hand-sniping effect from the base form was dropped here, simply for space reasons. But just taking a look is good on its own anyway, so maybe that was never truly needed.

Miru

Great Kanohi Miru Nuva

Equip Spell

If another “Kanohi” Equip Spell becomes equipped to the equipped monster, destroy this card. If the equipped monster is a “Toa Nuva” monster, negate any effect activated by your opponent that targeted it. If this card is sent to the GY, and you have not activated any “Kanohi” Equip Spell effects in the GY this turn: You can banish 1 monster from your GY; Set 1 “Nuva” Trap directly from your Deck, also if you control a “Toa Nuva” monster, your opponent cannot target the monsters you currently control with card effects this turn.

Bionicle: Protodermic Evolution (v4.6.5)

If sent to the GY, half of these get you a free Continuous Spell and the other half prepare a Trap, all while applying a communal version of their respective abilities to your field at the time – provided you have a Toa Nuva around to access that power. Optimally, you’re adding these with a Toa Nuva and then discarding them to essentially get a different Spell/Trap for free, but they can also serve as setup tools. Be aware of the strange activation condition, however – it essentially means all of the Kanohi Nuva share a single hard once per turn, and you have to activate them before any other Kanohi you may be using!

So, other than the Nuva Symbols and the Cube they go on, anything else we can get out of these? Oh yes.

Other Nuva Spells/Traps

Tales of the Nuva

Continuous Spell

When this card is activated: You can add 1 “Energized Protodermis” card from your Deck to your hand. If a “Nuva” Spell/Trap(s) is sent from the hand and/or Deck to your GY: You can target 1 of them; Set it to your field. If your opponent activates a monster effect: You can send this card to the GY, then target 1 “Toa Nuva” monster you control or in your GY; shuffle it into the Deck, and if you do, you can Special Summon 1 “Toa Nuva” Fusion Monster with a different name from your Extra Deck. You can only use each effect of “Tales of the Nuva” once per turn.

Bionicle: Protodermic Evolution (v4.6.5)

On the Continuous Spell side, we have a more low-investment option to consider if you don’t want the risk and Toa Mata attachment the proper Symbols bring with them. With Tales of the Nuva, you can basically just play some Energized Protodermis stuff – which it searches if properly activated – and make the Fusions using something like a King of the Swamp. Its other abilities include an additional way to offset the discard from the Nuva searches and a one-time swap from one Toa Nuva into another, letting you branch into different types of interaction as the game unfolds. While this is a card tuned to be more practical than the lore-focused Nuva Symbols, the benefits it offers are somewhat more subtle and its search effect, notably, is not available if placed with a Kanohi Nuva, so there are legitimate reasons to be playing the proper Symbols instead of, or more likely alongside, it.

Nuva Emergence

Trap

Fusion Summon 1 “Toa Nuva” Fusion Monster from your Extra Deck, by shuffling the Fusion Materials listed on it into the Deck, from among your hand, GY and/or face-up banished cards. If your opponent controls a monster, you can also banish 1 monster from your Deck as Fusion Material. During the Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 “Nuva” Spell/Trap from your Deck or GY to your hand, except “Nuva Emergence”, then discard 1 card. You can only use each effect of “Nuva Emergence” once per turn.

Bionicle: Protodermic Evolution (v4.6.5)

When it comes to Traps, one that’s crucial is the Normal Trap Nuva Emergence, granting you the ability to Fusion Summon on your opponent’s turn and thus make the most of your strictly limited efficient Kanohi Nuva searches. Furthermore, if your opponent has already put a monster on the field, this doesn’t just shuffle back materials, but also banishes one straight out of the Deck, which lets it act as an additional disruption or as removal by triggering the mandatory “drawback” of Energized Protodermis Chamber. In the GY, it does the Toa Nuva’s on-summon search, but without needing to go into a Fusion first, so that’s good to have when you need to rebuild from a position of low resources.

Nuva Overcharge

Counter Trap

If your opponent activates a monster effect on the field while you control a “Toa Nuva” monster, and there is a “Nuva” Continuous Spell/Trap on your field or in your GY: That effect becomes “banish this card”. During the End Phase, if this card is in your GY and you control a “Toa Nuva” monster: You can Set this card, but banish it when it leaves the field. You can only use each effect of “Nuva Overcharge” once per turn.

Bionicle: Protodermic Evolution (v4.8.3)

And somewhat more optional, there’s also the Counter Trap Nuva Overcharge. Depicted on it is the final move the Toa Nuva used to stop the Bohrok-Kal at the last second: Channeling their elemental energies through the stolen Nuva Symbols, overcharging the Kal who were holding them and causing their own powers to destroy them. Hence the gimmick of rewriting a monster effect into self-removal (thus bypassing even the “unaffected by other cards” kind of protection!), on the condition that both Toa Nuva and Nuva Symbol (or Tales, let’s call that artistic license) are in place. And to approximate the fact that this move took out all the Kal rather than a single one, it resets itself in the End Phase to be used again next turn – which also means you can discard it with a Nuva search going first and still get it.

Toa Nuva Kaita

And to go even further beyond, the mighty Toa Nuva retain the Mata’s ability to combine into even more powerful forms. Now, when the base components are already Extra Deck boss monsters that are meant to be the payoff of the strategy, it’s kind of though to add another level of upgrades that contribute anything meaningful. So to some extent, these are just entirely optional fluff. But I believe I’ve also managed to devise a way for them to be reasonably useful anyway, if you build your deck a certain way.

Akamai

Akamai, Toa Nuva Kaita of Valor

Xyz Effect MonsterRank 8 | FIRE Warrior | ATK 3400 / DEF 2400

3 Level 8 monsters
After this card was Xyz Summoned during your turn using a “Toa” monster as material, your opponent cannot activate cards or effects for the rest of that turn, except during the Main Phase 2 and End Phase. You can detach 1 material from this card; add 1 “Nuva” Spell/Trap from your Deck or GY to your hand. You can only use this effect of “Akamai, Toa Nuva Kaita of Valor” once per turn.

Bionicle: Protodermic Evolution (v4.6.5)

Great Kanohi Aki Nuva

Equip Spell

If another “Kanohi” Equip Spell becomes equipped to the equipped monster, destroy this card. If the equipped monster is a “Toa Nuva” Xyz Monster, it cannot be destroyed by battle, gains 1000 ATK, and can attack all monsters your opponent controls once each, also if it attacks a Defense Position monster, inflict piercing battle damage. While this card is equipped to a monster: You can reveal 1 “Toa” monster in your Deck or Extra Deck, then target 1 monster you control with a Level; its Level and name become the same as the revealed monster (until the end of this turn), then destroy this card.

Bionicle: Protodermic Evolution (v4.6.5)
Wairuha

Wairuha, Toa Nuva Kaita of Wisdom

Xyz Effect MonsterRank 8 | WIND Warrior | ATK 3000 / DEF 3000

3 Level 8 monsters
When your opponent activates a card or effect while this card has a “Toa” monster as material (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, you can banish both that card and the top card of either player’s Deck. Then, if you banished 2 different card types (Monster, Spell, Trap), draw 1 card. You can detach 1 material from this card; add 1 “Nuva” Spell/Trap from your Deck or GY to your hand. You can only use 1 “Wairuha, Toa Nuva Kaita of Wisdom” effect per turn, and only once that turn.

Bionicle: Protodermic Evolution (v4.6.5)

Great Kanohi Rua Nuva

Equip Spell

If another “Kanohi” Equip Spell becomes equipped to the equipped monster, destroy this card. If the equipped monster is a “Toa Nuva” Xyz Monster, it is unaffected by your opponent’s card effects, also your opponent must keep their hand revealed. While this card is equipped to a monster: You can add 1 “Nuva” Normal or Quick-Play Spell from your Deck to your hand, then destroy this card. You can only use this effect of “Great Kanohi Rua Nuva” once per turn.

Bionicle: Protodermic Evolution (v4.6.5)

The core abilities of the Kaita and their Kanohi are basically carried over from their Mata counterparts, but with slight adjustments. Akamai is still the unga bunga guy who just unstoppably charges into battle to clear the field with his massive buffs from the Aki Nuva, but now he also locks your opponent down before you even enter the Battle Phase. This is largely the result of me getting obsessed with doing a version of Azathot “without the really broken parts” – decide for yourself if I was successful with that. Anyway, Wairuha is also still a negate that is protected from all effects (and looks at the hand) thanks to the Rua Nuva, but the little “wisdom game” where you have to match up card types has been rolled into the negation effect itself (mainly to save space) and given a more consistent payoff.

Now, careful readers may notice that those effects are generally reliant on having a “Toa” monster as material, but the monsters themselves can be made generically. This is the little trick that actually makes them playable as more than winmore superbosses, because using some generic R8 engine like Horus to go into these actually lets them start Toa Nuva plays, by adding any of the Spells or Traps to your hand – without the usual discard! Okay, “start” may be a strong word since this doesn’t search any one-card starters, but it can get you a missing piece at least; also ensures you have access to the Aki Nuva/Rua Nuva if you make the Kaita in their full superbossly glory.

Speaking of which, those two Kanohi have some bonus effects tacked on, because it’d would be hard to justify playing them if all they offered were boosts for Kaita exclusively. The Aki Nuva lets you adjust names and Levels to enable Xyz and Fusion Summons (also for the Mata Xyz), while the Rua Nuva searches some types of “Nuva” Spells not covered by the other Kanohi Nuva.

Wait, what Spells would those be? Exactly the following one: Our very own Nuva Rank-Up Magic Protodermic Evolution.

Nuva Rank-Up-Magic Protodermic Evolution

Quick-Play Spell

During the Main Phase: Target 1 Warrior monster you control with “Toa” in its original name; Special Summon, from your Extra Deck, 1 Warrior Xyz Monster whose Rank is 2 higher than that target’s Rank or 2 lower than that target’s Level, by using it as material, and if you do, you can attach 1 other card from your hand or face-up field to the Summoned monster as material, except this card. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.)

Bionicle: Protodermic Evolution (v4.6.5)

The gimmick on this one is that you get to swap one of your Toa into a Warrior Xyz along one of the following routes:

  • Level 6 Toa (= Toa Mata) -> Rank 4 Xyz
  • Rank 6 Toa ( = Mata Xyz) -> Rank 8 Xyz ( = Nuva Kaita)
  • Level 8 Toa (= Toa Nuva) -> Rank 6 Xyz ( = Mata Xyz)
  • Rank 8 Toa (= Nuva Kaita) -> Rank 10 Xyz (?)

Feel free to consult the database to find out what generic Warrior options this actually enables, but before you get too excited let it be known that I already did that and there weren’t any super broken ones. Standouts include Dempsey for the Battlin’ Boxer pivot, Photon Strike Bounzer for a negate, or Giantrainer for lots of draws. In a deck that’s already playing Toa in some capacity, the in-archetype options are probably the best thing you can be doing – but feel very, very invited to prove me wrong on that!

Sample Decks

Over the 2-and-some years of development and testing, I ran a few different deck types centered on the Toa Nuva, evolving along with both custom and official card releases and ban list movements. Due to that, some decks here are no longer playable, but historically interesting nonetheless – scroll down a bit more if you’re only interested in up-to-date builds.

Above is the last version of the standard Toa Nuva deck empowered by both Isolde and Spright Elf. The combo line here was basically making Isolde with either Neo Space Connector or the C.C. Matoran , adding a Toa Mata of your choice, and sending some number of Kanohi Nuva to get another Warrior to the field. With those sent Kanohi Nuva, you could then get the Nuva Symbol matching the Toa Mata in your hand and trade that out for Energized Protodermis Destiny . Next step would be linking Isolde and your random Warrior into Spright Elf, using it to revive a C.C. Matoran, and then targeting that monster with Destiny to trade for Energized Protodermis Chamber and finally make a Toa Nuva. Because Chamber is itself Level 2, Elf could further bring it back during the opponent’s Main Phase to make another Toa Nuva … and repeat that every single turn as long as it survives and you keep getting Toa Mata into your hand. Was pretty neat, but of course Elf getting banned in the TCG took away that essential piece.

To cope with that, I tried out a few different alternatives, with probably the most normal of them being one that just locked in on the 4 Toa Nuva grouped in the WATER and EARTH Attributes while supplementing the lost Elf capabilities with the then-newly introduced Nuva Emergence.

This was obviously quite a bit weaker, but still worked, and then Isolde got banned. I did not try to salvage it after that, instead opting to consider some completely new approaches.


One question I asked myself was if there wasn’t a way to use the Toa Nuva without the Toa Mata as Main Deck bricks, perhaps by leveraging a substitute material like King of the Swamp. As it so happens, that card has also seen play in the banlist-ravaged remains of Tearlament decks, so I picked that as a shell and got to work. Ideally, this build tries to do the standard Kashtira -> Dracossack -> Cherubini line to get the King into rotation, most of the time bringing out Rulkallos since you can usually also go into Spright Sprind and send Merrli to finish setting that up. But many combinations of cards will also let you make a Toa Nuva, and once that engine is running, Emergence and Tales pretty reliably ensure continued access to various end board pieces that really add to the solid Tearlament base. Since this was probably the most straightforward and functional version as of the latest release, it also got Nuva Overcharge added in there as a Counter Trap option that conveniently Sets itself from the GY once you get to a Toa Nuva.


Next, a build that was created in conjunction with the Toa Nuva Kaita, taking advantage of the fact that their existence provides a Rank 8 route into Nuva plays. Horus monsters are probably the easiest way to get the 3 materials for that together, which lines up decently with both Tales and the Kanohi Nuva being able to exploit mills and discards. One particular thing I appreciate about this list is that it does also find room for the Toa Mata and Nuva Symbols, so we can use our Rank-Up or the modulation effect of the Aki Nuva to access the OG Akamai and Wairuha , or Mata Combination Storm for some fun.


And finally, the most recent cute combo I cooked up to Fusion Summon Toa Nuva, by using Power Tool Braver Dragon to trigger multiple Kanohi. Of course, what’s pictured above is a somewhat more deranged pile which also uses that move to smoothly acquire a Kanohi Vahi , has a novel way to get a “Toa” on the field by activating Naming Day on Gen or Ken for Prisma, and tops it all off by including the Exo-Toa engine enabled by Exo Autonomy . Simply put, it plays as many of the new things from the final batch of BPEV cards as possible, making it very efficient for testing. Sometimes it even works.

Best of Test

Best of Test: Toa Nuva

Featuring some representative and/or interesting duels out of the many, many that were had over two years of gradual development and testing.

Conclusion

As upgraded forms of the Toa Mata, the Nuva retain the general outline of effects found in the original team, but with several significant upgrades: They live in the Extra Deck, they can do their disruption as true Quick Effects, and they also give you access to an array of “Nuva” Spell/Trap Cards. Those include the Nuva Symbols for risky bonus effects, Traps to fuse on the opponent’s turn or counter their effects, and the Kanohi Nuva that give buffs and put the other cards directly on the field.

While one approach is to add Toa Nuva to an existing deck of the Toa Mata and their support cards, it is just as possible to leave out the Mata entirely and instead have the Nuva lend their services to other powerful Fusion strategies by means of substitute materials. The Toa Nuva Kaita open up yet another avenue of using Rank 8 engines to establish Nuva access, and so on. When it comes to possibilities in deckbuilding, it seems clear that the Toa are now truly “more than they were”.

Designer’s Quip: Emergency Teleport a Toa Nuva

No, not whatever the Karzahni Artakha was doing in ’07; this is a neat little combo that has been possible for a while but I just figured out the other day. And by “the other day”, I mean it was like a month and a half ago last year, but I accidentally left the write-up in drafts. Whoops.

Basically, from a single activation of known culprit Emergency Teleport, we will climb into a successful Fusion Summon of any Toa Nuva of our choice. How? Through the power of explosions, of course.

First of all, the Teleport will get Psi-Reflector, a fairly traditional choice. We proceed to perform the usual combo line of adding Assault Beast, discarding Assault Beast to get the Assault Mode trap, and revealing it with Psi-Reflector’s effect to revive that same Assault Beast. We will increase its Level by 4, thus setting us up for a Level 1 + 8 = 9 Synchro Summon into Power Tool Braver Dragon.

When Special Summoned, Braver Equips up to 3 Equip Spells to itself, and in this case two of those have to be specifically one of the Toa Mata’s Great Kanohi and one of its Nuva counterparts, preferably from the half that searches Continuous Spells. For the sake of illustration, let the pair be Pakari and Pakari Nuva . As Kanohi, both of those cards destroy themselves when another Kanohi becomes equipped, so what if we put on two simultaneously? Yes Rico, kaboom. Both are destroyed immediately and go to the GY, which conveniently triggers their respective effects.

On Chain Link 1, the Pakari Nuva (which you have to be careful to activate first here) will banish Psi-Reflector to put Nuva Symbol of Deep Wisdom on the field. On Chain Link 2, the Pakari will banish Assault Beast to add Onua Mata from your Deck to your hand. It’s important that the Nuva Symbol matches the Toa Mata in this step, because next we will use the Symbol’s first effect to return it to the Deck, showing off the Onua that’s already in our hand to acquire a search of Energized Protodermis Destiny . Activate Destiny targeting Braver Dragon, go through the immersive steps of melting it down into a puddle of Energized Protodermis for lacking a great destiny, and Special Summon Energized Protodermis Chamber from your Deck. Its effect will trigger to fuse with the Onua in your hand – and there’s your Onua Nuva ! You even still have Assault Mode Activate in the hand as a discard for the on-Summon search, and your Normal Summon remains entirely unused.

The choice of Onua Nuva in this example is not entirely arbitrary, because he specifically comes with the side benefit of putting any single card from your GY back on top of your Deck, while his matching Nuva Symbol lets you draw after using a Toa Nuva effect. So if you spend the search on getting that Nuva Symbol set up a second time, you can actually just add a card from your GY back to your hand. That allows this curious combo to end on not just a Toa Nuva, but on one equipped with the Kanohi Vahi – which you get into the GY by picking it as the 3rd equip to Braver. This usage can be observed in the video below.

You may also notice that the thing doing the heavy lifting with regards to Nuva access in this combo isn’t actually the Emergency Teleport or the Psi-Reflector, but rather the Power Tool Braver Dragon lurking in the Extra Deck. It should, in theory, be entirely possible to integrate a Nuva line into any deck that can make a Level 9 Synchro – but unfortunately I haven’t yet been able to find time to experiment with that beyond the straightforward combo above.

While we’re at it, I’d like to add that there are various other deckbuilding tasks like that which are stuck in limbo and won’t make it into the schedule. If you’re reading this and happen to be interested in doing that kind of thing, please leave a comment or otherwise get in touch with me. At this point I’m legitimately willing to pay someone to take that workload off my hands.

The 2025 Roadmap

Let’s see how well the plan worked out this year, and how it looks for next year.

All releases planned for 2024 were accomplished smoothly, including the gargantuan task of finishing the Rahi Update in one push so the Kal Saga finale could also fit in. Additionally, the EDOPro repository now massively simplifies installation, and this year’s April Fools’ joke established an alternate route to pursue if Yugioh ever becomes unviable. Quite productive.

For next year, the major milestones will be:

  • April 2025: Finalized BPEV release, with all the cards checked and cleaned and all the decks in working order.
  • August 2025: First look at Bionicle: Mask of Light, the 5th expansion pack! This will feature a small sample of each planned archetype.
  • December 2025: “Search for the Seventh Toa”, the first regular BMOL release. It will cover the archetype that centers on the protagonists of the movie, Jaller and Takua, as well as the Kanohi Avohkii whose bearer they are seeking out.

As for the progress report on side quests:

  • EDOPro repository has been implemented, done.
  • mse2cdb Windows build has seen some progress, but no clue when I’ll actually get it to work. Good thing the Linux version is still doing the job perfectly.
  • Dungen Duel Monsters Campaigns: Mika’s DDM presents an interesting new opportunity to do card-based storytelling, and does actually let you make campaigns with customs. Doesn’t seem too complicated either, so that might just happen if there’s a good window of time.

And that’s that. I’m feeling very excited about a lot of the things coming up, and I hope so are you.

Happy new year!

Release: Time of Troubles

The last few cards of BPEV are here!

Install via EDOPro Configuration

Sample Decks

Through troubles and time, this final batch of lore from the first half of 2003 brings us to the end of the Time of Troubles. Surely the island of Mata Nui will be safe and nothing bad will ever happen again from here on, right?

… right?

New Cards (and one update)

Deprived of their elemental powers and repeatedly outmaneuvered by the Bohrok-Kal, the Toa Nuva follow the trail of their adversaries deep beneath the ground, heading to a final confrontation where the sealed Bahrag yet slumber. But before reaching that far, they bear witness to the sight of … Exo-Toa moving on their own!?

Exo Autonomy

Spell

Special Summon 1 “Exo-Toa” from your hand or Deck, but it cannot activate its effects, also destroy it during the End Phase. During your End Phase: You can banish this card from your GY and shuffle 1 “Exo-Toa” from your GY or banishment into the Deck; add 1 “Toa” monster from your Deck to your hand, then you can Set 1 “Exo Armaments” from your Deck, GY, or banishment. You can only activate 1 “Exo Autonomy” per turn.

Bionicle: Protodermic Evolution (v4.8.3)

It’s a small scene, but the one comic page where these underutilized Aliens references move as autonomous battlebots to stop the intruding Bohrok-Kal grants me an opportunity to inject new life into the always kinda janky and at this point also outdated design of my Union Monster take on them. The basic idea of Exo Autonomy is to act as an independent (autonomous, you may say) engine starter that gives you all the pieces for powerful Exo-Toa plays.

Through a main effect that just puts a body on the field (2k ATK and Level 6 does have some utility by itself) and an End Phase effect that follows it up with some specific searches, we end up in a situation where a Toa is in hand, an Exo-Toa is in the Deck, and Exo Armaments – the complementary Trap that requires just these conditions – is Set and ready to go next turn. But because that alone didn’t yet work as envisioned, the Trap itself also gets a bit of a touch-up in this release.

Exo Armaments

Trap

Special Summon 1 “Toa” monster from your hand, then equip 1 “Exo-Toa” from your Deck or GY to it, but that Equip Card cannot activate its effects this turn. If you control “Exo-Toa”: You can banish this card from your GY, then activate 1 of these effects;
●This turn, if an “Exo-Toa” you control battles, your opponent cannot activate cards or effects until the end of the Damage Step.
●This turn, “Exo-Toa” you control cannot be destroyed by your opponent’s card effects, also your opponent cannot target them with card effects.
●Target 1 “Exo-Toa” you control; destroy 1 other card in the same column as that target.
You can only use this effect of “Exo Armaments” once per turn.

Bionicle: Beware the Swarm (v4.8.3)

Specifically, the clause that banned all Special Summoning for the rest of the whole turn now just locks that specific Exo-Toa you put on the field from activating its standard Union effect to unequip. This preserves the original intent while not making the card a huge liability, though if I’m being honest it probably wouldn’t be a problem to drop this restriction entirely- it’s a Trap that summons from hand, putting two monsters on the field isn’t exactly crazy in that context. The other upgrade is that its GY effect, the actual “Armaments”, can now be activated the same turn it went to the GY, to suit the current speed of the game.

So, if all goes through, the final payoff from an activation of Exo Autonomy consists of whatever you used the Special Summoned Exo-Toa for, as well as a 4k+ vanilla sitting on the field with a Quick Effect in the GY to either pop a card in its column (or that of the Equip Card), protect it from effects, or isolate it while it battles. That’s decent enough to finally justify the inclusion of an Exo-Toa at least in decks that already use the Toa Mata – it might even be somewhat splashable in combation with last release’s Shadow Toa .

Anyway, after passing through that whole situation, the Toa Nuva finally catch up to the Bohrok-Kal, but the attempt to stop them in the final moments of their task is once again thwarted – by the sudden appearance of a Silver Shield.

Bohrok Silver Shield

Quick-Play Spell

Target 1 “Krana” monster you control or in your GY; return it to the hand or attach it to a “Bohrok” Xyz Monster you control as material. At the start of the Battle Phase: You can banish this card from your GY; until the end of this turn, “Bohrok” Xyz Monsters you control with a “Krana” Link Monster as material are unaffected by card effects, except their own. Neither player can activate cards or effects in response to this effect’s activation. You can only use each effect of “Bohrok Silver Shield” once per turn.

Bionicle: Protodermic Evolution (v4.8.3)

The Krana-Kal have turned to silver to promote a blind pack collectible gimmick project an impenetrable shield and prevent any outside interference! That’s precisely what this card does if if’s in the GY at the start of the Battle Phase, granting you free reign to resolve the effect granted to your Bohrok-Kal by a Krana Xa-Kal and thus awaken the Bahrag. But before that point, it acts as a way to recycle your Krana or attach them to the Kal without using a monster effect, which can come in handy for example if you’re staring down a monster negate and have a Krana Za-Kal at your disposal.

Out of options, Tahu resorts to one last trick up his sleeve to quite literally buy some time: He dons the Kanohi Vahi.

Legendary Kanohi Vahi, Mask of Time

Equip Spell

You can only control 1 “Vahi” Equip Spell. If another “Kanohi” Equip Spell becomes equipped to the equipped monster, destroy this card. The equipped monster cannot attack or activate its effects, also your opponent cannot target it with card effects. Once per turn, while this card is equipped to a “Toa” or “Makuta” monster you control: You can add 1 “Vahi” card from your Deck or GY to your hand, except an Equip Spell. If this card is destroyed or banished by your opponent’s card effect: Both players skip their next Battle Phase.

Bionicle: Protodermic Evolution (v4.8.3)

Vahi Freeze

Quick-Play Spell

Activate 1 of these effects;
●Add 1 “Vahi” Equip Spell from your Deck or GY to your hand.
●If you control a “Vahi” Equip Spell: Target 1 face-up card on the field; until the end of this turn, its effects are negated, also it cannot be destroyed, or banished, by card effects.
If this card is sent from the field to the GY: You can draw 1 card, but skip your next Draw Phase. You can only use this effect of “Vahi Freeze” once per turn.

Bionicle: Protodermic Evolution (v4.8.3)

Now, Legendary Kanohi are something that will become a much bigger deal way down the line with the Ignika, so I approached this one as a bit of a test run. The idea in my head was that wearing the mask would render a monster incapable of doing anything but access the powers contained within, represented as an archetype of cards the Kanohi lets you search while equipped to a worthy user. Because the sole usage shown in the story by this point was temporarily freezing the Bohrok-Kal in time, there’s also only one search target introduced here: Vahi Freeze, which renders a targeted card equally impotent and immovable.

Attached to this basic idea comes some side utility: The Vahi’s shutdown of other functions isn’t limited like the search is, so it can be used against the opponent’s monsters as well, it also grants targeting protection (they can’t penetrate the timey-wimey stuff I guess), and Vahi Freeze lets you add the Kanohi to your hand so it doesn’t matter in which order you open the pieces.

All of this still didn’t quite feel like enough time fuckery to me, so I engineered another neat little thing onto Freeze: If sent from the field to the GY – primarily after activating it, so it acts as a bonus effect for both of the available options – you get a draw at the cost of “freezing” your next Draw Phase. This helps you access resources before your opponent has a chance to stop you, and actually generates real positive card advantage if you manage to do it on both your own and your opponent’s turn. In a way, it’s a built-in miniature version of Runick Fountain with a drawback that appropriately messes with the flow and timing of gameplay.

The Vahi itself also has a slight drawback in that it skips the next Battle Phases if your opponent destroys or banishes it, to represent the part of the lore where breaking it would also break time within the Matoran Universe. This is set up in a way that hopefully makes it get in the way as little as possible, but I still see some cases where it can be annoying as hell (imagine a Runick banishing this from the Deck). May need some more refinement.

… which can be said for both of these cards in general, honestly. I’m not yet convinced this experiment can be called a successful one. In theory, being able to search a negate turn 1, use it turn 2, and add it back to use again turn 3 while going +1 along the way seems decent enough, but in testing I experienced various situations where the math doesn’t math that well. Like, what happens if you use the Freeze on turn 3 but then you need to keep grinding? You can’t add it back a second time right away, so you’re missing your negate for a turn and also skipping your Draw Phase after that – a perfect opportunity for the game to slip away. Similar issues crop up going second. While these are fairly reasonable weaknesses, they feel somewhat frustrating given that the Kanohi Vahi itself already forces various handicaps onto you; you need to bring out a Toa or Makuta (neither of which is super easy) only to pretty much sacrifice all benefits of having it on the field by locking it under the Vahi, and well-timed backrow removal from your opponent can really screw you over.

A major reason this felt so bad in testing is that the deck I built for super consistent Vahi access just kind of lacked the ability to do much else at all, and particularly couldn’t do much to recover from suboptimal situations. So it may just be a matter of figuring out a better strategy, or maybe the Vahi’s built-in drawbacks need to be toned down a bit. But if an actual redesign is needed, one funny idea I had is that the search could be implemented as something that replaces the equipped monster’s effect (instead of just locking its activation), which would let it be a Quick Effect and thus immediately resolve the math issues. A bit more mechanically weird than I’d usually like to be, but on the other hand it would be a suitably unique thing to establish as the gimmick for Legendary Kanohi.

Well, enough of that, let’s get on with the story. Their little time-out lets the Toa Nuva figure out that they may just be able to take down the Bohrok-Kal by channeling their elemental powers through the Nuva Symbols still held by the creatures, which leads the Kal to lose control of their own powers and self-destruct because they were only protected from outside harm.

Nuva Overcharge

Counter Trap

If your opponent activates a monster effect on the field while you control a “Toa Nuva” monster, and there is a “Nuva” Continuous Spell/Trap on your field or in your GY: That effect becomes “banish this card”. During the End Phase, if this card is in your GY and you control a “Toa Nuva” monster: You can Set this card, but banish it when it leaves the field. You can only use each effect of “Nuva Overcharge” once per turn.

Bionicle: Protodermic Evolution (v4.8.3)

That’s the idea of Nuva Overcharge, our searchable Counter Trap that functionally negates monster effects with a rewrite into “banish yourself NOW”. Since it’s a Counter Trap, this works even during the Damage Step, and because the banishing is done by the monster’s own effect, it correctly penetrates the Silver Shield we saw above (yes, rewrites work against unaffected monsters, I’ve seen it happen in MD with Gossip Shadow vs Crystal Clear Wing). No Krana-Kal will be resolved to awaken the Bahrag in this card’s presence. To stay in the realm of reasonable balance, this only hits one monster rather than destroying all the Bohrok-Kal at once like in canon, but you can slightly emulate the use against multiple targets by resetting it from the GY once – which also makes it an efficient search target if you get two Toa Nuva effects in a turn or just aren’t playing any Kanohi Nuva.

With the threat vanquished, the Time of Troubles was finally considered over, and the Turaga called together the Matoran to celebrate and avoid legal issues honor great achievements in the grand festival of Naming Day.

Naming Day

Spell

Target 1 Warrior monster you control; Tribute it, and if you do, Special Summon 1 Level 4 or lower Warrior monster from your hand or Deck, with the same original Attribute, but a different original name and a higher original Level than the Tributed monster. You can banish this card and 1 Warrior monster from your GY, then target 1 face-up monster you control; its name is treated as the banished monster’s, until the end of your opponent’s turn. You can only activate 1 “Naming Day” per turn.

Bionicle: Protodermic Evolution (v4.8.3)

A slightly unusual card for this expansion: It’s generic Warrior support! With a somewhat narrow focus of swapping a low-Level Warrior you control for a slightly higher-Level one of the same Attribute. How truly odd that this doesn’t seem to have any application with the Matoran made so far, those are all Level 2. Oh well, at least we can turn Takua into Gen or Ken. Or Jala into Razen. Or Taipu into Morning Star. Those are all pretty amusing.

Taipu is also a good use case for the GY effect, which is a more literal take on the spirit of the name-changing holiday. Simply do a C.C. Matoran combo into a big boss monster, and then dub it a C.C. Matoran to bypass the attack restriction on Taipu’s Special Summon procedure. Though to be completely clear, this effect was written entirely under the vague idea of “surely you can do something cool with this”, with nothing more specific in mind.

Also, the art for this one was unexpectedly annoying to make, because the close-up of rebuilt Jaller and Takua from the animation wasn’t tall enough to fill a square image frame, and the more zoomed-out shot was completely different in terms of distances between the Turaga and such. AI was able to convincingly add the top half of the sun to the close-up, but also insisted on having the sky fade to an ugly gray, so I had to mask it with the specters of the two Matoran’s diminished forms floating above. Came out well enough in the end, I’d say.

And that’s all for now! See you again for the final BPEV release and a bunch of Theme Guides to come in the near-ish future. Then, finally, we can move on to the next stage – where a hidden mask shall spark a great quest …

New/Changed Sample Decks

Just a quick summary for the sake of documentation, without going in too much detail:

  • The Tearlament build of Mata-less Nuva got Nuva Overcharge added (you can use it if you mill it!)
  • The “Awake” build of Bohrok-Kal got Bohrok Silver Shield added (lore-accurate unstoppable Bahrag awakening plays!)
  • New “Vahi Pile” deck centered on a cute combo that goes from Psi-Reflector via Power Tool Braver Dragon into Onua Nuva with Vahi access; also featuring Exo Autonomy and Naming Day
  • A deck called “Exo Shadow Toa” that’s actually Centur-Ion and Fiendsmith with Exo Autonomy and Shadow Toa splashed in. Makes both high-Level Synchros and Rank 6 Xyz, but of the latter there aren’t many good options (we archetype-locked the Toa Mata ones …)

Theme Guide: Rahi Nui (DARK Rahi)

In a bit of a break from the usual Type-specific substrategies, we also have an approach to Rahi decks that revolves around one boss monster in particular, and the general DARK Attribute by extension. Meet the Rahi Nui – or what is left of it by the time the Toa Nuva come across it, anyway.

Rahi Nui, Vengeful Chimera

Fusion Effect MonsterLevel 11 | DARK Dinosaur | ATK 3800 / DEF 2200

3+ “Rahi” monsters with different names
Must be Fusion Summoned, or Special Summoned from your Extra Deck by Tributing the above cards, including a DARK monster. This card’s Type is also treated as the original Types of the materials used for its Summon. If this card is Special Summoned, or your opponent Special Summons a monster(s) from the Extra Deck: You can Special Summon 1 Level 10 or lower “Rahi” monster from your Extra Deck that shares a Type with this card, also this card cannot attack for the rest of this turn. You can only use this effect of “Rahi Nui, Vengeful Chimera” once per turn.

Bionicle: Protodermic Evolution (v4.7.3)

Reassembled after once disintegrating through the treachery of one particularly resourceful group of Toa, this amalgamation of Tarakava , Muaka , Kane-Ra , Nui-Rama , and Nui-Jaga wields its might in pursuit of revenge, lurking in the darkness. That about sums up the design concept here, so let’s unpack that in some more detail.

Being a big (hypothetical) combiner means it’s a big Fusion, though the minimum materials are just a more manageable number of 3 different Rahi rather than the 5 canon ones. Since said canon materials span a variety of Types, the Rahi Nui absorbs those Types into itself, much like it clearly shows traits of them all (yes, big punchy fists are a Reptile trait, never seen a crocodile?). Also, because DARK Rahi are kind of rare throughout the whole lore, it has a Contact Fusion clause if you can get those involved.

Once it hits the field, the multiple Types become relevant, because they now let you cheat out (or in the case of Pendulums, simply bring back) other matching Rahi from the Extra Deck. The vibe here is meant to be like fighting a boss that throws other bosses from earlier in the game at you, which doesn’t have a real reason I’m aware of, but just felt right. In any case, it also does that whenever your opponent Special Summons from the Extra Deck, and that’s where the “revenge” aspect comes in.

You see, the Toa Metru that once felled the beast are, at this point in time, living happily in the Extra Deck as Turaga . So when they appear, the Rahi Nui gets “triggered”, flies into a rage, and ends up stuck in a wall so it can’t attack. Just like that one time with Vakama.

Place of Shadow

Continuous Spell

(This card is always treated as a “Rahi” and “Makuta” card.)
Once per turn: You can Tribute 1 monster; take 1 “Rahi” Normal Monster from your Deck or GY, and either add it to your hand or Special Summon it. If you Special Summon it, it becomes DARK. If this card is sent to the GY (except during the Damage Step): You can Fusion Summon 1 “Rahi” Fusion Monster from your Extra Deck, by banishing materials from your field, GY, and/or face-up Extra Deck. You can only use this effect of “Place of Shadow” once per turn.

Bionicle: Protodermic Evolution (v4.7.3)

The location of that incident was the area known as the Place of Shadow, a section of Mata Nui completely under Makuta’s dark influence where the Rahi Nui made its lair. Speaking of which, this name sure sounds like Lair of Darkness, which is why we have an effect that Tributes a monster to bring out a Rahi and make it DARK – both synergyzing with and mimicking that pre-existing Field Spell. And the fact that it gets only Rahi Normal Monsters, which are of course precisely those species that make up the Rahi Nui, creates a bridge between those intended materials and the DARK Contact Fusion clause. Finally, like on most Rahi (and Makuta) Spell/Trap Cards, there’s a GY effect, in this case also to Fusion Summon … exactly the Rahi Nui, because we don’t have other Rahi Fusions. Yet.

Manas, Monstrous Crab Rahi

Effect MonsterLevel 10 | DARK Aqua | ATK 3200 / DEF 2600

Gains 400 ATK/DEF for each face-up Spell/Trap on the field. You can only use each of the following effects of “Manas, Monstrous Crab Rahi” once per turn. You can discard this card; add 1 “Rahi” Normal Monster from your Deck to your hand. During your opponent’s turn, if you control a “Rahi” Normal Monster Card (Quick Effect): You can Special Summon this card from your GY, and if you do, it is unaffected by other monsters’ effects, also return it to the hand during the End Phase.

Bionicle: Challenge of the Rahi (v4.7.3)

As a side note, there actually was already a DARK-themed support card for the Normal Monsters in the very first wave of Rahi: The Manas, which simply searches them out from the hand and then uses their presence to haul its giant ass onto the field during the opponent’s turn. Nothing too amazing, but a consistency card that can also be a big beatstick or at least a shield if push comes to shove sure is nice to have if we’re already focusing on the right Attribute.

Subterranean Worm Rahi

Synchro Effect MonsterLevel 7 | DARK Dinosaur | ATK 2700 / DEF 1000

1 “Rahi” Tuner + 1+ non-Tuner monsters
If a “Rahi” monster you control battles, inflict piercing battle damage. If this card is sent from the field to the GY: You can target 1 “Rahi” Tuner in your GY; Special Summon it. You can only use this effect of “Subterranean Worm Rahi” once per turn.

Bionicle: Protodermic Evolution (v4.7.3)

In addition to the two summoning methods available in the Place of Shadow, there is also one that’s even more splashable by virtue of not requiring any special Main Deck accomodations. Just put a Subterranean Worm in your Extra Deck, find a Level 7 Synchro line that also leaves two additional Rahi out, and there’s your Rahi Nui. Also the Contact Fusion sent the Worm to the GY, so you get back a Tuner to do some Synchro climbing with whatever you’re cheating out.

You do need to put in some work, but having this as an option that’s always accessible is convenient. So convenient that it comes with a slight drawback of both the (supposedly ancient) Worm and the (big and scary) Rahi Nui sharing the Dinosaur Type, meaning you only get to meaningfully inherit Types from the other two materials. Still an excellent choice for something like a Beast deck that easily spams monsters and only needs to access its native Types anyway. Plus, you can always use your Dinosaur-Type Rahi Nui to bring out another Dinosaur-Type Subterranean Worm, in case you need piercing damage.

MKT Fish, Biting Rahi

Tuner Effect MonsterLevel 3 | DARK Fish | ATK 900 / DEF 300

If this card you control would be used as Synchro Material, you can treat it as a non-Tuner. During your opponent’s Main Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using Fish, Sea Serpent, and/or Aqua monsters you control, including this card. You can only use this effect of “MKT Fish, Biting Rahi” once per turn.

Bionicle: Protodermic Evolution (v4.7.3)

Finally, a DARK Rahi with only tangential relation to this theme: The MaKuTa Fish. You can technically use one of these as Rahi Nui material, but it’s not particularly easy to get on the field, doesn’t provide any benefit to your general strategy, and most importantly there isn’t a single Fish Rahi Synchro in the Extra Deck you’d be able to Summon as payoff. Here, the Attribute really is just owed to the name and dwelling in the deep dark depths; this is meant to be played in Fish/Sea Serpent/Aqua Rahi and nowhere else.

Sample Deck

Place of Shadow , Lair of Darkness, same thing really, so here they are both in this Deck. With proper setup, you get to Tribute your opponent’s monster for the effect that fetches a Rahi Normal Monster, and everything is constantly DARK and ready to make a Rahi Nui . Also, Super Poly is a lot easier to use when you know that all monsters are going to have the same Attribute.

However, even without Lair access, this deck is perfectly capable of establishing its big boss monster thanks to multiple routes that get you there. At its simplest, especially a bit later in a game, you just Foolish Burial Goods for a Place and fuse away your spent Rahi. But there’s also combos that provide you with both the setup and the fusion effect from scratch: Special Summon a Taku from the Pendulum Zone, placing either Hapaka or Infernavika in the Extra Deck, use a Fikou to reduce the Taku’s Level by 1 and get to the Level 1+2 = 3 Kirikori-Nui , which on summon sends you (as cost!) a Place of Shadow that can go Taku + Hapaka/Infernavika + Fikou => Rahi Nui. Incidentally, this is the specific interaction that kept me from killing the old mill-as-cost effect of Kirikori-Nui, so expect that stupid line of text to disappear once I wrap my head around a better way to handle this part.

Now, why specifically use Hapaka and Infernavika to fill up the required materials? Because their effects when banished directly offset the banishing cost itself, making them always beneficial in this scenario. The Hapaka returns a monster to the GY, which lets you e.g. maintain Fikou access, while the Infernavika puts a Pendulum back into the face-up Extra Deck so you have it for future plays. Simply pick which fits your situation better. You could also spend those slots on something like an Ussal for a different type of utility, but aside from needing no setup other than the banishing itself, the two I went with are also helpful in other ways: The Hapaka can kind of extend, or at least swap stuff around between hand and field, and by having the Infernavika, summoning a Gukko via Rahi Nui on the opponent’s turn becomes a form of disruption.

Notable inclusions in the Extra Deck are Super Poly targets for the many “DARK” monsters we’ll be facing under Lair (I kinda maybe forgot Starving Venom exists), Mata Nui Cow + Gukko + Nui Kopen (goes crazy with Lair) + Tarakava-Nui as the primary Rahi Nui targets, a Kirikori-Nui for the combo and a Dikapi as an alternative way to get there, and a Subterranean Worm so we have that route as well. Then there’s Crystal Wing and Chengying in case we get to do further climbing with our free Synchro Monsters, but that’s not something that usually happens.

In the Side Deck, we have other bugs we can swap in depending on the matchup, with the Cliff Bug earning itself the default Main Deck spot simply because it could potentially protect us from an Imperm or something going first.

Footage of this deck’s dastardly dark dealings during duels can be found below.

Conclusion

The Rahi Nui itself is a standalone boss monster that, in theory, any Rahi deck can access as an alternative way to bring out other Extra Deck Rahi. Alternatively, Place of Shadow gives you the option to play a dedicated strategy that aims to reliably and efficiently make the Rahi Nui and then spawn Synchros of different Types from there. This approach involves the Normal Pendulum forms of the big ’01 Rahi and a focus on the DARK Attribute, which is a combination that conveniently falls in line with the Manas from BCOR. Also, it goes well with Lair of Darkness, because that’s also quite a shadowy place.

Theme Guide: Reptile Rahi

Boo! Tarakava jumpscare!

Now that I have your attention, it’s time to cover yet another way to build Rahi. Today’s Type are the Reptiles, lurking in wait and ambushing unsuspecting travelers. As a concept, this is pretty much entirely based on the very memorable Rahi Beasts quote describing Tarakava – “even if you can’t see them, they’re always there”. So let’s start with those, shall we?

Tarakava, Lizard Rahi

Normal Pendulum MonsterLevel 6 | Scale 1/1 | WATER Reptile | ATK 2600 / DEF 1200

[ Pendulum Effect ]
When an attack is declared involving an opponent’s monster: You can target 1 Reptile “Rahi” Monster Card in your Spell & Trap Zone; Special Summon it (but it cannot attack directly this turn), and if you do, destroy that opponent’s monster. You can only use this effect of “Tarakava, Lizard Rahi” once per turn.
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[ Flavor Text ]
The first thing to remember about Tarakava is that even if you can’t see them, they are always there.

Bionicle: Challenge of the Rahi (v4.7.3)

Sand Tarakava, Lizard Rahi

Normal Pendulum MonsterLevel 6 | Scale 8/8 | EARTH Reptile | ATK 2300 / DEF 1800

[ Pendulum Effect ]
Reptile “Rahi” monsters in your leftmost or rightmost Main Monster Zone gain this effect.
●Once per turn (Quick Effect): You can place this card face-up in your Spell & Trap Zone as a Continuous Spell, or if it is a Pendulum Monster, you can place it in your Pendulum Zone instead.
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[ Flavor Text ]
Sand Tarakava are slightly smaller than their Tarakava relatives. Their hunting method is to hide under the sand and wait for unsuspecting prey to come near.

Bionicle: Challenge of the Rahi (v4.7.3)

This pair of punchy Pendulums consists of the classic version that appears from beneath the sea, and the less-known recolor that hides under the sands. Which means the former facilitates the “ambush” – where a lurking Reptile jumps forward to eviscerate an opponent’s monster that has carelessly gotten involved in battle – and the latter sets it up by granting your Reptiles the ability to slide into lurking position. In the simplest case, you have these two cards in the Pendulum Zones, battle occurs, the Tarakava jumps out and starts punching, and then it goes back to do the same thing next turn.

As for less simple cases, you may notice these effects also work with non-Pendulums in the regular Spell & Trap Zones. For example, you could put some Synchros there.

Ranama, Lava Lurker Rahi

Synchro Effect MonsterLevel 4 | FIRE Reptile | ATK 2200 / DEF 600

1 “Rahi” Tuner + 1+ non-Tuner monsters
When your opponent activates a card or effect (Quick Effect): You can target 2 face-up monsters on the field, including this card; place them face-up in their owners’ Spell & Trap Zones as Continuous Spells. You can only use this effect of “Ranama, Lava Lurker Rahi” once per turn. Once per turn, during the Standby Phase, if this card is a Continuous Spell: You can destroy 1 other Monster Card in a Spell & Trap Zone, and if you do, Special Summon this card.

Bionicle: Challenge of the Rahi (v4.7.3)

The Ranama is built for just that purpose. In fact, it dives down in that direction on its own along with its prey when it senses motion (i.e., an effect activation) and also returns on its own once it has finished digesting. Coupled with a Tarakava ready to pounce on anyone foolish enough to attempt the classic out of “just hit over it”, this is sure to be a thorn in an opponent’s side one way or another.

Tarakava-Nui, Lizard King Rahi

Synchro Effect MonsterLevel 7 | WATER Reptile | ATK 2900 / DEF 0

1 “Rahi” Tuner + 1+ non-Tuner monsters
If this card is Special Summoned: You can target up to 2 cards your opponent controls; this card loses exactly 1000 ATK for each targeted card, and if it does, shuffle them into the Deck. You can only use this effect of “Tarakava-Nui, Lizard King Rahi” once per turn. Loses 1000 ATK during your Main Phase only. While this card is a Continuous Spell, “Rahi” cards you control cannot be destroyed by your opponent’s card effects.

Bionicle: Challenge of the Rahi (v4.7.3)

If you’d like some more impact, how about a Tarakava-Nui? It doesn’t have the built-in mobility in either direction, but with help from its smaller (or rather unmutated) relatives, it can easily be put in the backrow as blanket destruction protection and brought forward whenever you need its service of PUNCH THINGS SO HARD THEY GO BACK TO THE DECK. The way this is paid for with ATK creates a slightly fancy dynamic where you get to punch two things if and only if you bring it out outside your own Main Phase as the Reptiles do – a regular old Synchro Summon any Rahi deck can perform will only get you one.

Okay, but how are we making these Synchros? This is the cue to look at the Reptile Rahi Tuners, and as it turns out, there aren’t any. Shit. Guess we’re playing Insects?

While that works to some extent, having an entire substrategy entirely reliant on that shared toolbox doesn’t feel right either. So, with no Reptile Tuners present or forthcoming, we’ll have to snake our way into tunerless Synchro Summons somehow.

Bog Snake, Venomous Rahi

Pendulum Effect MonsterLevel 4 | Scale 5/5 | WATER Reptile | ATK 1500 / DEF 1500

[ Pendulum Effect ]
Once per turn: You can destroy up to 2 “Rahi” Monster Cards you control, and if you do, Special Summon 1 Reptile “Rahi” Synchro Monster from your Extra Deck whose Level is less than or equal to their total Levels (this is treated as a Synchro Summon), then place it face-up in your Spell & Trap Zone as a Continuous Spell.
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[ Monster Effect ]
If this card declares an attack: You can inflict 300 damage to your opponent for each Monster Card in your Spell & Trap Zone. If this card is destroyed: You can place 1 Reptile “Rahi” monster from your GY or face-up Extra Deck face-up in your Spell & Trap Zone as a Continuous Spell. You can only use each effect of “Bog Snake, Venomous Rahi” once per turn.

Bionicle: Challenge of the Rahi (v4.7.3)

The Bog Snake does just that from the comfort of the Pendulum Zone, acquiring the necessary Levels by destroying your Monster Cards – including those stuck in the backrow such as itself, making this a one-card way to access a Ranama. One card more (with at least Level 3), and you’ll even get a Tarakava-Nui. Of course those monsters themselves then immediately go into hiding (before you get a chance to trigger on-Summon effects, it’s worth noting), but bringing them back out is the whole point of this strategy anyway.

In fact, destroying the Bog Snake with its own effect to make a Ranama will also let you put a Reptile into your backrow – even itself, if necessary. That means your lurking Ranama is already well fed and ready to jump to the Monster Zone in the next Standby Phase … which will trigger the Snake again. See, who needs Tuners anyway?

Also if you get it on the field and attack it burns a little, because venomous.

Sample Deck

Since there aren’t a lot of Reptiles just yet, the deck is built as a hybrid with Insects, using the usually less splashable Kofo-Jaga engine to get easy access to the Nui-Kopen and thereby a variety of Spells and Traps. The trick here is that we actually don’t particularly care about getting locked out of the monster effects of our Reptiles, because several of our major plays – like making a Synchro with the Bog Snake or ambushing with the Tarakava – are performed entirely through effects those monsters have while treated as Spells, bypassing the lock entirely. The Insect+Reptile combination also meshes well with the use of Samurai Beetle as an additional extender, capable of natively going into a Ranama together with any of the Level 1 Tuners.

To take advantage of our nearly free searches, this build also includes some of the more situational Rahi Spells/Traps. Siege because it meshes perfectly with our goal to re-summon monsters of both high and low Levels from the Spell & Trap Zone every turn (and there’s literally a Tarakava on it), Devastation because it allows trading Rahi for removal even if they’re lying in wait in the backrow, Ussalry as a way to recycle banished cards, and Encounter in the Drifts for that ambush flavor.

The Extra Deck contains the Rahi needed for both the Reptile and Insect halves of the deck, as well as some standard generic links including Beyond and Exceed the Pendulum. There’s also a Ragnaraika Mantis Monk so we have a way to trigger the Beetle’s revival effect, and a Dawn Dragster since sometimes we do get to make a Level 7 Synchro turn 1, and this one can deal with the significant threat that certain Spells and Traps pose to our entire on-field setup. As for the side deck, it’s yet another approach to ratios for swapping between the handtrap Insect Rahi plus general good stuff.

In the usual fashion, there’s a sample video showing all this working.

Conclusion

Reptiles are a fairly small group of Rahi, but one with a clear focus: Moving between the Monster Zones and the Spell & Trap Zones, leading to a general style of play where you repeatedly stow away and resummon the same monsters while getting in the way of anything the opponent tries to do on the field. Since not having many cards means you can’t really make a pure deck out of them, the best in-archetype approach available right now is probably a hybrid with Insects – which happens to be a Ragnaraika combination, so that’s convenient.

Theme Guide: Insect Rahi

They’ve been crawling all over the decklists of the last few articles, so it might be about time to get out our magnifying glass and take a close look at the Insect-Type segment of the Rahi archetype. Actually, forget the magnifying glass, even on the small side these things look pretty large for bugs. Entomophobes beware.

Fikou, Spider Rahi

Tuner Effect MonsterLevel 1 | EARTH Insect | ATK 600 / DEF 400

If this card is in your hand or GY: You can target 1 Level 2 or higher “Rahi” monster you control; reduce that target’s Level by 1, and if you do, banish this card, then Special Summon 1 “Fikou, Spider Rahi” from your hand or Deck. You can only use this effect of “Fikou, Spider Rahi” once per turn.

Bionicle: Challenge of the Rahi (v4.7.3)

And arachnophobes too, because we’re starting with a widely beloved little orange spooder. The Fikou is a prime example of Insects acting as splashable Tuners in other Rahi builds, in this case by costing merely a single Level to bring itself to the field – or rather another copy of itself, if we want to be completely accurate. Needing to run multiples is one deliberate weakness this effect has compared to its much more absurd inspiration Level Eater.

Fikou-Nui, Tarantula Rahi

Link Effect MonsterLink-1 [↗] | EARTH Insect | ATK 1000

1 Level 2 or lower “Rahi” monster
If this card is Link Summoned: You can target 1 “Rahi” monster in your GY or banishment; add it to your hand, then place 1 card from your hand on the bottom of the Deck. You can only use this effect of “Fikou-Nui, Tarantula Rahi” once per turn. You can Tribute this card; Special Summon 1 Level 4 or lower “Rahi” monster from your hand or GY, and if you do, you can increase or decrease its Level by 1.

Bionicle: Challenge of the Rahi (v4.7.3)

Now that cost of 1 Level may sometimes mess with your desired Synchro lines, which is where the Fikou’s larger relative Fikou-Nui comes in to fix things. This somehow-canon miniboss from a cancelled video game isn’t just Level modulation, but also a fairly flexible recycling option on summon, letting you add your spent monsters back to the hand at a cost or back to the Deck for free (returning to the Extra Deck doesn’t cost you a card either thanks to the way it’s worded).

Hoto

Hoto, Firebug Rahi

Tuner Effect MonsterLevel 1 | FIRE Insect | ATK 600 / DEF 300

If this card is in your hand (Quick Effect): You can banish 1 “Rahi” monster from your GY or face-up Extra Deck; Special Summon this card, and if you do, you can destroy 1 Spell/Trap your opponent controls. You can only use this effect of “Hoto, Firebug Rahi” once per turn.

Bionicle: Challenge of the Rahi (v4.7.3)
Cliff Bug

Cliff Bug, Hopper Rahi

Tuner Effect MonsterLevel 1 | WATER Insect | ATK 500 / DEF 500

If this card is in your hand (Quick Effect): You can banish 1 “Rahi” monster from your GY or face-up Extra Deck; Special Summon this card, and if you do, you can make 1 face-up monster you control be unaffected by Spell/Trap effects until the end of this turn. You can only use this effect of “Cliff Bug, Hopper Rahi” once per turn.

Bionicle: Challenge of the Rahi (v4.7.3)
Electric Bug

Electric Bug, Zapping Rahi

Tuner Effect MonsterLevel 1 | LIGHT Insect | ATK 600 / DEF 300

If this card is in your hand (Quick Effect): You can banish 1 “Rahi” monster from your GY or face-up Extra Deck; Special Summon this card, and if you do, you can negate the effects of 1 face-up monster your opponent controls, until the end of this turn. You can only use this effect of “Electric Bug, Zapping Rahi” once per turn.

Bionicle: Challenge of the Rahi (v4.7.3)

The other Level 1 Insect Rahi Tuners you’ll see in a lot of builds cover three more Attributes, leaving only DARK and WIND open when combined with the Fikou … for now. All of them work the same way: Banish the leftovers of another Rahi, Special Summon, apply a bonus effect – all Quick Effects so you can use these bonuses for disruption when appropriate.

The Hoto burns through the opponent’s backrow, the Cliff Bug from Ga-Wahi protects monsters in a way that’s just Nokama if you squint, and the Electric Bug zaps effect negation on monsters. Being optional bonus effects, none of these target, so they can be quite tricky to deal with.

What do you banish to fuel these effects? Well, any Rahi will do, so that’s good for splashability. But for actually Insect-centric decks, there’s one particular option that offers top efficiency.

Kofo-Jaga, Scorpion Rahi

Pendulum Effect MonsterLevel 4 | Scale 6/6 | FIRE Insect | ATK 1200 / DEF 1900

[ Pendulum Effect ]
If your opponent Special Summons a monster(s) (except during the Damage Step): You can destroy this card, and if you do, that monster(s) loses 1200 ATK/DEF, until the end of this turn.
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[ Monster Effect ]
If a face-up Spell/Trap is on the field (Quick Effect): You can Tribute this card; add 1 Insect “Rahi” monster from your Deck to your hand, except “Kofo-Jaga, Scorpion Rahi”. If this card is banished while you control a “Rahi” Tuner: You can Special Summon this card, and if you do, increase its Level by 1, also you cannot activate non-Insect monster effects for the rest of this turn. You can only use each effect of “Kofo-Jaga, Scorpion Rahi” once per turn.

Bionicle: Challenge of the Rahi (v4.7.3)

Not only does the heat-loving Kofo-Jaga search you Insect Rahi including all the above Tuners when provided the cozy warmth of a Spell or Trap, it also shies away from the light straight into the face-up Extra Deck, ready to be banished. And once that happens, it’s suddenly right back on the field (and you’re Insect locked). Also it has a stat debuff Pendulum Effect, ya know the drill, beware its stinger tail and all that.

One detail not to be overlooked is the +1 Level gained upon returning, which sets us up for our primary payoff without any cumbersome Fikou-Nui steps in between.

Nui-Kopen, Wasp Rahi

Synchro Effect MonsterLevel 6 | WIND Insect | ATK 2100 / DEF 2000

1 “Rahi” Tuner + 1+ non-Tuner monsters
If this card is Special Summoned: You can take 1 “Rahi” Spell/Trap from your Deck, and either add it to your hand or send it to the GY. During the Main Phase (Quick Effect): You can Tribute 1 monster; Special Summon 1 Level 2 or lower “Rahi” Tuner from your hand or GY, but negate its effects. You can only use each effect of “Nui-Kopen, Wasp Rahi” once per turn.

Bionicle: Challenge of the Rahi (v4.7.3)

That payoff is the Nui-Kopen, an archetypal Spell/Trap search on a Level 6 Synchro, and its targets open up some powerful possibilities. Before looking at the list, let it also be said that its secondary ability to tag out for a Tuner doubles as an Imperm dodge.

Now, Rahi Spells and Traps. These are generally generic support much like the Tuners above, but having an Insect deck whose whole bread and butter is getting them to hand or GY means some options could make the cut that most builds don’t bother using. Here’s a quick rundown.

Rahi Hive Showdown

Rahi Hive Showdown

Spell

If your opponent controls 2 or more monsters with 2000 or more ATK: Take control of the monster your opponent controls with the highest original ATK (your choice, if tied), but it cannot activate its effects while you control it. If you control a “Rahi” Synchro Monster: You can banish this card from your GY, then target 1 monster your opponent controls; take control of it until the End Phase, but it cannot declare an attack. You can only use 1 “Rahi Hive Showdown” effect per turn, and only once that turn.

Bionicle: Challenge of the Rahi (v4.7.3)

Perhaps the most topical of them all is Rahi Hive Showdown, a monster stealing card themed entirely around Lewa’s brief period under the control of an infected mask – an incident that prominently involved a Nui-Kopen. Accordingly, both that monster and this Spell have some deliberate synergies built in beyond the blatantly obvious: The Nui-Kopen can Tribute whatever you steal for its second effect to get some immediate value, and since it is itself a Rahi Synchro, using its effect to dump Showdown will enable the GY effect that tends to be much easier to use than the main one.

Infection of the Rahi

Infection of the Rahi

Continuous Trap

You can only control 1 “Infection of the Rahi”. Each time a monster your opponent controls activates its effect while you control a “Rahi” Monster Card, place 1 Comet Counter on that opponent’s monster (max. 1) after that effect resolves. Monsters with a Comet Counter cannot attack, also each time 1 leaves the field, inflict 400 damage to its owner. During your Battle Phase or your opponent’s Main Phase: You can banish this card from your GY or your face-up Spell & Trap Zone; take control of all monsters your opponent controls with a Comet Counter, until the end of this turn.

Bionicle: Challenge of the Rahi (v4.7.3)

While also based on an Insect-related event, Infection of the Rahi is probably too much of a gimmick to be worthwhile even when you can easily search it. The ability to snatch away any monsters that used their effects previously can serve as some decent disruption, but between the turn of setup needed and the potential of playing around it, this is definitely one of those “you have to want it” cards.

Devastation of the Rahi

Devastation of the Rahi

Spell

Destroy any number of other “Rahi” cards you control, and if you do, send the same number of cards your opponent controls to the GY. You can banish this card and 1 “Rahi” monster from your GY, then target 1 card on the field; destroy it, or if you control a “Rahi” Synchro Monster, you can banish it instead. You can only use 1 “Devastation of the Rahi” effect per turn, and only once that turn.

Bionicle: Challenge of the Rahi (v4.7.3)

Based on the battle that once devastated the Charred Forest, Devastation of the Rahi is a removal option that works from both hand and GY, with different dynamics in each case. If activated from the hand, it will clear as many cards as you’re willing to invest while also bypassing targeting and destruction protections, but overall works out to a -1 in card advantage for you. Using it from the GY is much cheaper, but only goes after a single properly designated target, and only offers plain old destruction – unless you have a Synchro out, then it can also banish. Overall, the big consequence of this card’s existence is that it enables the Nui-Kopen to act as removal in a variety of ways, making it more of a threat against established boards.

The Ussalry Arrives

The Ussalry Arrives

Quick-Play Spell

(This card is always treated as a “Rahi” and “Matoran” card.)
Target 1 face-up monster you control; Special Summon 1 “Rahi” Pendulum Monster Card with the same Type or Attribute from your Pendulum Zone, GY, or face-up Extra Deck, but banish it during the End Phase. During your Main Phase: You can shuffle this card and 1 of your banished “Rahi” cards into the Deck, then draw 1 card. You can only use 1 “The Ussalry Arrives” effect per turn, and only once that turn.

Bionicle: Challenge of the Rahi (v4.7.3)

As hybrid Matoran/Rahi support, The Ussalry Arrives acts as a fairly flexible extender with the rather unique trait of even being able to Summon out of the Pendulum Zone. But the interesting synergy with Insects, particularly the Tuners that banish stuff, lies in its alternate effect to recycle itself from the GY and a banished “Rahi” card for a draw. Note that says card, not monster, so putting your other Spells and Traps back into rotation is also a possibility!

Siege of the Rahi

Siege of the Rahi

Continuous Spell

If a “Rahi” monster(s) is Normal or Special Summoned to your field, except during the Damage Step: You can activate 1 of these effects, based on the Level of that monster(s) on the field;
●4 or lower: Draw 1 card. ●5 or higher: Change 1 face-up monster on the field to face-down Defense Position.
If a Level 5 or higher “Rahi” monster you control would be destroyed by battle or card effect, you can banish this card from your field or GY instead. You can only use each effect of “Siege of the Rahi” once per turn.

Bionicle: Challenge of the Rahi (v4.7.3)

Siege of the Rahi, while depicting the Reptile-Type Tarakava, theoretically has significant applications in Insects as well. Specifically, our key play of Special Summoning a Level 1 Tuner on the opponent’s turn by banishing a Kofo-Jaga that then returns as a Level 5 monster is by itself capable of triggering both of the on-field options, landing you an extra card and your opponent a face-down monster clogging the field. I say “theoretically” because I wasn’t running this in my test Insect deck, but thinking about it in hindsight it would go kinda crazy.

Then there’s some other targets with no particular application to Insect Rahi, such as Encounter in the Drifts or Rahi from the Depths , and one I left out because it’s much more broadly generic and also segues well into our next point: Rahi Swarm . The segue being that it depicts certain large Insect Rahi that make up one half of this Type’s Normal Pendulum pair.

Nui-Rama, Fly Rahi

Normal Pendulum MonsterLevel 5 | Scale 1/1 | WIND Insect | ATK 1800 / DEF 1700

[ Pendulum Effect ]
You can target 1 face-up monster you control; Special Summon 1 Insect “Rahi” monster with a lower or equal Level from your Deck in Defense Position, also you cannot Special Summon monsters for the rest of this turn, except Insect monsters. You can only use this effect of “Nui-Rama, Fly Rahi” once per turn.
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[ Flavor Text ]
A harsh buzz fills the air…a rustle of wings…a dark shape flying out of the sun…the warning signs of a Nui-Rama attack.

Bionicle: Challenge of the Rahi (v4.7.3)

Nui-Jaga, Scorpion Rahi

Normal Pendulum MonsterLevel 5 | Scale 8/8 | EARTH Insect | ATK 2300 / DEF 700

[ Pendulum Effect ]
If an Insect “Rahi” monster(s) is Special Summoned to your field (except during the Damage Step): You can target 1 face-up monster on the field; destroy it, and if it was an Insect “Rahi” monster, you can add 1 Insect “Rahi” monster with a different name from your Deck to your hand. You can only use this effect of “Nui-Jaga, Scorpion Rahi” once per turn.
—————————————-
[ Flavor Text ]
Nui-Jaga commonly hunt in packs, which helps to make up for the fact that they are not very fast. One of the creatures will drive prey forward, usually into a canyon, where others wait to strike. Once the target is surrounded, the Nui-Jaga will call to each other. Their cries have been compared to the sound of glass breaking.

Bionicle: Challenge of the Rahi (v4.7.3)

The Nui-Rama lives up to its swarming reputation by reinforcing the monsters already on the field with an Insect straight from the Deck, at the cost of an Insect lock. I made the target required for this completely generic “to synergize with the Nui-Kopen/Showdown combo”, but realistically the Nui-Kopen itself is all you need in that case, so this really is just a bit of an oversight. Oopsie.

The Nui-Jaga is also direct support for the Insect-centric line of play featuring its smaller cousin Kofo-Jaga, sensibly enough. While it doesn’t apply any further locks, its intent is basically to trigger when you bring out the small Tuners, getting you either an extra hit of monster removal or an opportunity to trade the bug you just summoned for another one that can then act as disruption later in the turn. And if you ever find yourself in a mirror match, the value just goes straight through the roof.

Kirikori-Nui, Locust Rahi

Synchro Effect MonsterLevel 3 | WIND Insect | ATK 1400 / DEF 1000

1 “Rahi” Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can send 1 “Rahi” card from your Deck to the GY; this card gains 500 ATK. You can only use this effect of “Kirikori-Nui, Locust Rahi” once per turn. You can banish this card until the Standby Phase of your next turn; destroy 1 card on the field.

Bionicle: Challenge of the Rahi (v4.7.3)

Finally, a bit of an odd one out: A Synchro monster you can barely Summon on account of its low Level. Nibbling off a Level 3 Rahi with a Fikou will get you there, but it’s not really something that comes up. If you were to make the Kirikori-Nui, though, you’d be rewarded with sending a card from Deck to GY as cost, a frankly pretty broken ability that probably only ended up here for lack of better ideas and because it really doesn’t matter when you barely make the thing. The effect with proper lore significance is actually the second one, where this voracious locust ravages the field and vanishes, only to return at some point in the future. That part isn’t once per turn, so you can properly do this with a whole swarm even. Well, a swarm of 3.

Sample Deck

By their nature, Insect Rahi cards appear in all kinds of builds focused on different Types, so for their solo showing I decided to cram them into a good ol’ Insect pile. Which isn’t something I have more than passing familiarity with, so if anything looks off here all I can say is, uh, sorry.

What’s pretty much going on here is that the standard Insect cards – Resonance Insect, Gokipole, Beargram, Samurai Beetle – set up a Link climb into something like Invincible Atlas or even just I:P/S:P stuff, with Picofalena for recycling and plusses along the way. Beetroopers add more extenders and the ability to get Fly & Sting for negation, and finally the Rahi cards supplement all of this with a Synchro Engine as well as the Tuners’ handtrap effects.

Generally, you try to make a Nui-Kopen to get your hand on one of the Rahi Spell cards included. Here, that means the standard option of Rahi Swarm as a searcher and the pair of Rahi Hive Showdown and The Ussalry Arrives for situational utility and flavour. Alternatively, if you procure an additionaly body to fill up the Levels, you can also go into Diabolantis as kind of a bridge into the other Insect stuff. A Kirikori-Nui is here in theory, but looking at this Deck I’m strongly doubting it even has the ability to make that card. You’d have to Fikou-Nui for a Level 3 Kofo-Jaga and then Fikou that further down to 2, I guess? Yeah, probably not happening.

As for stuff that does happen, you can see some of that in the sample video below.

Conclusion

Unlike other Types, most Insect Rahi are explicitly built to be included generically in Rahi deck. In the Main Deck, they offer their services as Tuner/handtrap hybrids. In the Extra Deck, the Nui-Kopen specifically is your Synchro bridge to those Rahi Spells and Traps any of the various builds would love to access. Together, these tools give Insects a place in most any Rahi deck.

Beyond that, however, there are also the Insects who facilitate a more Type-specific playstyle by granting you massive amounts of free material at the cost of an Insect lock. Bug-based disruption and searching Spells/Traps are still the main plays with this approach, but additionally you have ways to easily bring out non-Tuners and refuel the Tuners in your hand. With clever sequencing, it is even possible to use these advantages as a more generic engine, but they’re most at home in something like the Insect pile above that doesn’t care about the locks to begin with.

Theme Guide: Fish, Sea Serpent, Aqua Rahi

Coming right off the Beasts of the land and sky, we continue with the … stuff that dwells under the sea. Quite a few Fish and Aqua Rahi made their debut from BCOR / BBTS / BPEV, and in contrast to the Beast-Warrior snub, Sea Serpents are technically included in the range of support because they will be joining the archetype at some point in the future. All that planning in advance is paying off!

So what is it that sets this trio of Types apart from previously considered Rahi to justify being treated as their own deck? Probably the biggest point is that they do not really aim to combo into Synchro boss monsters, but rather directly use their small pieces as recurring disruption in more of a low-investment control style of gameplay. Perhaps the best point to start from is therefore the specimen that mainly achieves this function in an offensive capacity: The Ruki.

Ruki, Fish Rahi

Tuner Effect MonsterLevel 2 | WATER Fish | ATK 700 / DEF 100

If this card is Normal or Special Summoned: You can add 1 Fish, Sea Serpent, or Aqua “Rahi” Pendulum Monster from your Deck to your hand, then discard 1 card. You can only use this effect of “Ruki, Fish Rahi” once per turn. (Quick Effect): You can banish both this card from your hand or field and 1 “Rahi” monster in your GY or face-up Extra Deck; destroy 1 monster your opponent controls.

Bionicle: Challenge of the Rahi (v4.7.3)

The magic here is in the last line – “destroy 1 monster your opponent controls”, throwing this fish and its chompy biters as a potentially devastating wedge into their plans. Before that, of course, is a cost that loses you not only the Ruki from hand or field but also requires some banishing fodder in GY and Extra Deck … but then before even that, we have a convenient effect that provides just that setup if you manage to Summon first. So ideally you want to put this on the field to take advantage of that ability, but once things are rolling it’s also capable of lurking in your hand as a nasty surprise.

Of course, if nasty surprises from the hand are what you want, you can’t discount the Ruki’s partner in crime for the very early game. Meet the Shore Turtle.

Shore Turtle, Shelled Rahi

Tuner Effect MonsterLevel 2 | WIND Aqua | ATK 0 / DEF 1200

Your opponent cannot target Fish, Sea Serpent, and/or Aqua “Rahi” Monster Cards you control with card effects. If your opponent activates a card or effect: You can banish 2 “Rahi” cards from your hand and/or face-up field, including this card; Special Summon 1 Fish, Sea Serpent, or Aqua “Rahi” Tuner from your Deck. You can only use this effect of “Shore Turtle, Shelled Rahi” once per turn.

Bionicle: Challenge of the Rahi (v4.7.3)

This flying amphibian (who even came up with that?) is the key that unlocks this deck’s potential for playing on turn 0 – the part of the game that’s often most vulnerable to disruption. Being a slow and harmless creature itself, it won’t react with a Quick Effect immediately when your opponent does something … but once it eventually notices, it does trigger on a new chain to bring out something like a Ruki, which will then also trigger on summon, and suddenly those monsters on the opponent’s field meant to go into a setup combo are looking awfully chompable. Alternatively, you could also go into another Shore Turtle for passive targeting protection if you’re already happy with your destructive capabilities. However, all this only works if you have another Rahi card to banish along with the turtle, so you’ll need to draw the right hand and having it stopped will hurt quite a bit.

Lightfish, Luminescent Rahi

Tuner Effect MonsterLevel 1 | WATER Fish | ATK 700 / DEF 100

While face-up on the field, this card becomes LIGHT. (Quick Effect): You can banish this card from your hand or GY, then target 1 monster your opponent controls; apply 1 of these effects.
●Change its battle position. ●Discard 1 card, and if you do, that face-up monster cannot activate its effects this turn.

Bionicle: Challenge of the Rahi (v4.7.3)

Third in the lineup of small Quick Effect stuff is a Level 1 Tuner original to the recent BCOR overhaul, representing the Lightfish that illuminate the huts of Ga-Koro . This one is more focused on the gimmick of also being useful in that village’s strategy as a very easily accessible, low-cost effect you can use to increase chain link numbers on the opponent’s turn, but it also isn’t totally out of place in the Rahi deck. Here, it acts as a very soft disruption, and possibly another way to enable a Ruki in the hand by discarding with the more powerful of its two effects.

So I think the idea is clear at this point – banish a lot of things, fuck with the opponent’s field, and hope they get annoyed and leave before they notice you’re pretty much out of resources. Right? Not quite, we haven’t yet seen the Pendulum Monsters that bring the essential recursive aspect into this whole loop.

Makika, Toad Rahi

Pendulum Effect MonsterLevel 3 | Scale 1/1 | EARTH Aqua | ATK 600 / DEF 2100

[ Pendulum Effect ]
During the End Phase: You can target 1 of your banished Fish, Sea Serpent, or Aqua “Rahi” monsters, except “Makika, Toad Rahi”; add it to your hand. You can only use this effect of “Makika, Toad Rahi” once per turn.
—————————————-
[ Monster Effect ]
During the Main Phase, if this card is in your hand (Quick Effect): You can target 1 Fish, Sea Serpent, or Aqua “Rahi” monster you control; return it to the hand, and if you do, Special Summon this card in Defense Position. If this card is banished: You can add this card to your Extra Deck face-up or place it in your Pendulum Zone, then take 1000 damage. You can only use each effect of “Makika, Toad Rahi” once per turn.

Bionicle: Challenge of the Rahi (v4.7.3)

Takea, Shark Rahi

Pendulum Effect MonsterLevel 4 | Scale 5/5 | WATER Fish | ATK 1800 / DEF 900

[ Pendulum Effect ]
If your Fish, Sea Serpent, and/or Aqua “Rahi” monster(s) is banished: You can target 1 of those monsters and 1 card your opponent controls; place the first target on the bottom of the Deck, and if you do, destroy the second target. You can only use this effect of “Takea, Shark Rahi” once per turn.
—————————————-
[ Monster Effect ]
If this card is Normal or Special Summoned: You can banish up to 2 “Rahi” Monster Cards from your hand and/or field; add that many Fish, Sea Serpent, and/or Aqua “Rahi” monsters with different names from your Deck to your hand, except “Takea, Shark Rahi”. If this card is banished: You can target 1 card you control; destroy that card, also, after that, add this card to your Extra Deck face-up or place it in your Pendulum Zone. You can only use each effect of “Takea, Shark Rahi” once per turn.

Bionicle: Challenge of the Rahi (v4.7.3)

The Makika and Takea form a pair, with the former having a defensive and the latter an offensive focus. This is most apparent in the Pendulum Zones, where the shark sends the things you keep banishing for cost back into the Deck to cause even more destruction, while the toad hands them back to you in the End Phase to enable plays for the next turn. On the field, the main one to watch out for is the Takea, as it pays its own banishing cost to search out just the tools you need, but the Makika’s Quick Effect to Special Summon itself can also put in some serious work such as letting a Ruki safely dodge a boardwipe.

Finally, both of them share an ability that vastly improves the math on the supposed massive loss of cards incurred by all the banishing: If they themselves are used this way, they will, in exchange for some sort of drawback, swim right back to either the Extra Deck or the Pendulum Zone and continue to act as valuable resources. In the voracious Takea’s case, the drawback is that you must offer it another of your cards as food, while the Makika causes you damage with its poisonous skin.

And that was, as far as the initial BCOR wave is concerned, all the pieces involved in the Fish/Sea Serpent/Aqua strategy! Well, except for one that didn’t really ever come up. You see, since the small monsters are, technically, Tuners, we do have the ability to go into Synchros. And there is one really big one that does align with these Types: The Mana Ko, secret guardian of Makuta’s lair.

Mana Ko, Guardian Rahi

Synchro Effect MonsterLevel 11 | LIGHT Aqua | ATK 3500 / DEF 2800

1+ “Rahi” Tuners + 1+ non-Tuner “Rahi” monsters
Control of this card cannot switch. Other cards you control cannot be destroyed by your opponent’s card effects. (Quick Effect): You can banish this card; Special Summon any number of Fish, Sea Serpent, and/or Aqua “Rahi” monsters from your GY and/or banishment, whose total Levels equal 10 or less, and if you do, banish 1 card on the field. You can only use this effect of “Mana Ko, Guardian Rahi” once per turn.

Bionicle: Challenge of the Rahi (v4.7.3)

This Level 11 bungus can, for example, be made by tuning a Ruki, a Shore Turtle, a Takea, and a Makika (2+2+4+3) … and I think you can see just why it never came up. If you were ever to find yourself in that situation, it could kind of be worth it for the big body, blanket protection, and ability to tag out into almost all of its materials with bonus removal (warning: may hit your own cards). But you probably don’t really need it to win the game at that point.

However, the tag-out concept seemed so good that it ended up inspiring the other, much more reasonably positioned Synchro Monster introduced with the BBTS support.

Waikiru, Walrus Rahi

Synchro Effect MonsterLevel 5 | WATER Aqua | ATK 1800 / DEF 1000

1 “Rahi” Tuner + 1+ non-Tuner monsters
If this card is Special Summoned: You can banish 1 Fish, Sea Serpent, or Aqua “Rahi” monster from your Deck. (Quick Effect): You can banish this card; Special Summon up to 2 Fish, Sea Serpent, and/or Aqua “Rahi” monsters from your GY and/or banishment, whose total Levels equal 4 or less. You can only use 1 “Waikiru, Walrus Rahi” effect per turn, and only once that turn.

Bionicle: Beware the Swarm (v4.7.3)

For the much more pragmatic cost of a Ruki/Turtle and a Makika (or a Lightfish and a Takea), you get a topical way to get another monster from your Deck into rotation, and on the next turn you can make a swap into a pair of Tuners, or a single Pendulum, or whatever else you can fit in 4 Levels. Also important to keep in mind that your Pendulum Scales can recycle this after it banishes itself for cost, so you get to do that move repeatedly if everything goes smoothly. And I guess I should note that targeting this with a banished Takea and then chaining it will still let the Takea fully resolve, that’s specifically why that effect is worded the way it is.

Speaking of Pendulum Scales, the second wave also introduced an additional pair of those, though rather than a proper pair like the first two, they act as more disconnected, situational options.

Ghekula, Amphibious Rahi

Pendulum Effect MonsterLevel 4 | Scale 5/5 | WATER Aqua | ATK 1400 / DEF 1400

[ Pendulum Effect ]
If another card(s) on the field would be destroyed by card effect while you control a Fish, Sea Serpent, or Aqua “Rahi” Monster Card, except “Ghekula, Amphibious Rahi”, you can destroy this card instead.
—————————————-
[ Monster Effect ]
If this card is destroyed: You can target 1 monster in your opponent’s GY or 1 of your banished Fish, Sea Serpent, or Aqua “Rahi” monsters; place it on the bottom of the Deck, and if you returned it to your Deck, banish 1 random card from your opponent’s hand. If this card is banished: You can add this card to your Extra Deck face-up or place it in your Pendulum Zone, and if you do, banish 1 card from your GY. You can only use each effect of “Ghekula, Amphibious Rahi” once per turn.

Bionicle: Beware the Swarm (v4.7.3)

The more traditional Ghekula is already somewhat weird in that its Pendulum Effect is destruction replacement to supplement the Shore Turtle’s protection, and only the monster effect that is then triggered by that has the usual capability to recycle your own banished monsters. This is based on the Matoran superstition that harming a Ghekula, even by accident, invites misfortune – so if it “accidentally” blows up while they try to destroy something else, it’s going to take something either out of their GY, or straight out of their hand if you have banishment setup. It also does the usual self-recycle if banished itself, this time demanding payment via the GY (the more thematic option would have been discarding from your hand, but it just isn’t worth it).

Keras, Crab Rahi

Pendulum Effect MonsterLevel 3 | Scale 1/1 | WATER Aqua | ATK 1400 / DEF 500

[ Pendulum Effect ]
If a Level 4 or lower WATER monster(s) is banished from your field, GY, and/or face-up Extra Deck, even during the Damage Step: You can target 1 of those monsters; Special Summon it, and if you do, destroy this card. You can only use this effect of “Keras, Crab Rahi” once per turn.
—————————————-
[ Monster Effect ]
You can Special Summon this card (from your hand) by banishing 1 Fish, Sea Serpent, or Aqua monster from your GY. You can only Special Summon “Keras, Crab Rahi” once per turn this way. Before damage calculation, if a Level 4 or lower monster you control attacks a Defense Position monster: You can banish 1 “Rahi” monster you control; destroy that Defense Position monster.

Bionicle: Beware the Swarm (v4.7.3)

The Keras, on the other hand, entirely abandons the premise of being recurring banish fodder, instead adopting a role of somewhat more generic support that could also go along with Ga-Matoran (who once rode them into battle against the Bohrok). In the Pendulum Zone, it has the most powerful recycling effect out of all of these and Special Summons the banished monster right back to the field, with the two drawbacks that it only works with WATER monsters (so no Shore Turtle or Makika) and destroys itself after doing this once. Being able to Special Summon itself while generating banishment setup (in reference to how they were tamed by feeding them fish) is a good way to get an additional body for a Synchro play, and if you’re up against defensive walls such as Bohrok, this card also acts as a handy way for your low-Level monsters to overcome them. Its regular use in the Rahi deck doesn’t really involve this part all that much, but when it comes up, having a second copy in the Pendulum Zone is funny, as “even during the Damage Step” makes it so your Rahi banished for cost comes right back to get another attack in.

MKT Fish, Biting Rahi

Tuner Effect MonsterLevel 3 | DARK Fish | ATK 900 / DEF 300

If this card you control would be used as Synchro Material, you can treat it as a non-Tuner. During your opponent’s Main Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using Fish, Sea Serpent, and/or Aqua monsters you control, including this card. You can only use this effect of “MKT Fish, Biting Rahi” once per turn.

Bionicle: Protodermic Evolution (v4.7.3)

Moving on to the next expansion, BPEV gives us just one new monster with the Makuta Fish (abbreviated to MKT to avoid unwanted archetype associations) – basically the Ruki’s larger cousin that only ever appeared in written form. If that sounds like it wouldn’t bring anything new to the table, you’re mistaken, because this Tuner is Level 3, and sometimes not a Tuner, and its disruption consists of a Quick-Synchro that unlocks a whole bunch of Extra Deck options (as we’ll see in the sample deck). It also happens to be one of the few DARK Rahi, but turns out that doesn’t matter much in this particular strategy. Perhaps one last thing for the list of weird traits would be that it’s a Rahi whose effect makes no reference to the Rahi archetype, so really it’s just here to be searchable by e.g. a Shore Turtle.

Rahi from the Depths

Trap

Target any number of “Rahi” monsters you control; all monsters your opponent currently controls lose ATK/DEF equal to the total ATK of those monsters you control (until the end of this turn), then you can destroy 1 monster your opponent controls with 0 ATK or DEF. You can banish this card from your GY; Special Summon 1 Fish, Sea Serpent, or Aqua “Rahi” monster from your GY or banishment, but its ATK/DEF become 0. You can only use 1 “Rahi from the Depths” effect per turn, and only once that turn.

Bionicle: Protodermic Evolution (v4.7.3)

The other piece of BPEV support is the archetype’s first Type-specific Trap Card, though its activation effect actually still works with all Rahi. Based on Gali’s encounter with the Great Temple Squid during the search for the Kanohi Nuva, the conceit of this card is that tentacles spring forth to restrain your opponent’s monsters, perhaps outright crushing weaker ones. That means it’s a non-targeting debuff with maybe destruction if the numbers line up right, which for most Rahi decks isn’t all that appealing in Trap form. But those Rahi that truly do hail from the Depths have the additional benefit of being able to use it for revival while it’s in the GY too, so it’s well worth playing with them at least.

Sample Deck

https://www.duelingbook.com/deck?id=16033316

The main focus in-engine are the Ruki as our main frontline disruption, as well as the Shore Turtle and Takea that get us access to it. Makika and Keras get two slots each – while we’re generally okay with searching them, the fact that they can be Special Summoned from the hand makes them potentially useful in the opening hand as well. The Ghekula has no such advantage and is thus at a single copy, which also makes the ratios line up nicely at 4 low-scale and 4 high-scale Pendulum Monsters. We also run only 1 each of Light- and Makuta Fish , relying on Shore Turtle and Takea to get them as needed.

That leaves room in the Main Deck for “fun” cards such as the semi-recent roach reincarnation Mulcharmy Purulia (it’s Aqua!) and everyone’s favourite Dimension Shifter. While it wasn’t really my intent, this ended up being perhaps the world’s first Pendulum deck that thrives under Shifter due to the fact that all the Pendulums put themselves back into rotation even if they get banished. Even funnier: You can also play fairly well under Anti-Spell Fragrance (as I noticed in one game against the stun AI), because the scales don’t care about that restriction when they place themselves via their own effects!

The Terrortop package is in here as well, on the one hand for Hikaki access, and on the other because a hard-drawn Taketomborg can Special Summon itself if you have the WIND Shore Turtle on the field. That’s a Level 2 Rahi Tuner and a Level 3 non-Tuner, which adds up to a Waikiru and therefore a straight line into the rest of your Deck.

Otherwise, the Extra Deck space is mostly spent on Synchros that can be made from our various combinations of Levels 1 through 4. Herald of the Arc Light for convenient negation and banishing, Arionpos to get a scale from certain awkward positions, Black Rose (Moonlight) and Tarakava-Nui for removal and disruption (via Makuta Fish), White Aura Whale and Trishula for the same but with more stars, and our rarely seen big boss Mana Ko . There’s also a Rahi Nui in here (because Makuta Fish is DARK), but it doesn’t serve much of a purpose.

In general, a lot of the Extra Deck options here were just experimental and didn’t end up seeing use, so you could definitely cut some names and double or triple up on others – which is why Pot of Extravagance has a comfortable spot in the side deck. Along with some other generic good cards that may come in handy.

A sample video can be found below; the way it ends may surprise you …

Rahi under the Sea

Conclusion

The three Types Fish, Sea Serpent (eventually), and Aqua together form a Rahi deck that mostly forgoes combos and big boss monsters, instead trying to outgrind the opponent with a banishing resource loop that keeps disrupting them while keeping your own cards in play and moving. The general setup you aim for is to put your disruptive Tuners like Ruki and Makuta Fish on the field while backing them up with a pair of Pendulums that trigger various offensive or defensive bonus effects as you play. And whenever you do find Synchro access, you can use the material provided by something like a Pendulum Summon to go into powerful generic Synchro monsters or our very own Waikiru (for setup) or Mana Ko (for protection and pressure).

Theme Guide: Beast/Winged Beast Rahi

Well, let’s kick these off. In the glorious year of 2024, the massively bloated Rahi archetype received some expert surgery to split it into a few different more reasonable sub-strategies depending on the Type of monsters involved, and as a result, all the old Theme Guides on the topic are now obsolete. That means it’s time to write up a replacement, starting with one of the largest among these Type groups: Beasts and Winged Beasts.

Now ideally I’d start with some card that exemplifies the central gimmick, but due to being kind of the default for land and sky Rahi, this combined pair of Types ended up wholly inheriting several of the mechanics that I was trying to throw all over the place with the old designs. So you’ll have to bear with me while I go over them all.

Bear, that’s a Beast-Type.

rawr

… but not one that’s getting implemented before Mask of Light, so that’s not where we’re starting. Instead, it’s time for smaller critters with our first gimmick: Level 3 Pendulum Monsters with GY and banishment effects!

Ussal

Ussal, Crab Rahi

Pendulum Effect MonsterLevel 3 | Scale 2/2 | EARTH Beast | ATK 1000 / DEF 1000

[ Pendulum Effect ]
Once per turn: You can pay 1000 LP; this turn, if you Pendulum Summon while this card and another “Rahi” monster are in your Pendulum Zones, you can also Pendulum Summon up to 1 Beast or Winged Beast “Rahi” monster from your GY.
—————————————-
[ Monster Effect ]
If this card is sent to the GY: You can Special Summon 1 other Level 4 or lower EARTH monster from your GY, but negate its effects. If this card is banished: You can target 1 Beast or Winged Beast “Rahi” monster in your GY; banish it, and if you do, draw 1 card. You can only use 1 “Ussal, Crab Rahi” effect per turn, and only once that turn.

Bionicle: Challenge of the Rahi (v4.7.3)

Right off the bat, you might be wondering why the hell a crab is in the Beast article. And the answer is that, on every level except physical, the Ussal is just a horse – used extensively especially by Onu-Matoran to transport cargo, as a steed, and in racing. This association with Matoran culture is what motivates its effect when sent to the GY, providing you with a free EARTH body, and the draw when banished also traces back to its digging and tunneling capabilities.

In the Beast Rahi deck itself, either of these effects can be relevant: Either you land on a combo route where both this and another EARTH Rahi hit the GY and you get to do some revival, or you just banish it at some point to get a draw, which is always nice to have (and might get you another banish trigger on the side). The Pendulum Effect is more of a rarely-used gimmick carried over from the old version, but it can serve as one pretty neat way to put a mid-sized Synchro back on the board.

Mahi

Mahi, Goat Rahi

Pendulum Effect MonsterLevel 3 | Scale 2/2 | EARTH Beast | ATK 700 / DEF 1500

[ Pendulum Effect ]
You can target up to 2 “Rahi” monsters you control; destroy 1 Beast or Winged Beast Monster Card in your Pendulum Zone or face-up Extra Deck, and if you do, increase or decrease the targeted monsters’ Levels by 1.
—————————————-
[ Monster Effect ]
If this card is sent to the GY: You can add 1 Level 4 or lower Beast or Winged Beast “Rahi” monster from your Deck to your hand, except “Mahi, Goat Rahi”. If this card is banished: You can target 1 of your banished “Rahi” cards that was not banished this turn; add it to your hand. You can only use 1 “Mahi, Goat Rahi” effect per turn, and only once that turn.

Bionicle: Challenge of the Rahi (v4.7.3)

Another Beast with a big role in Matoran society is the Mahi, often seen traded on Po-Koro markets. However, this one didn’t end up getting any super generic effects, and instead plays a big role in the Rahi archetype itself by searching when it goes to the GY. The banish effect to recycle something from a previous turn and the Pendulum Effect to modulate Levels are more in a “it may come up” position, but it’s worth noting that the latter is actually one way to properly get these Level 3 Pendulums into the GY by destroying them in the Extra Deck. Bit of an odd hoop to jump through, but hey, it’s funny.

Moa

Moa, Bird Rahi

Pendulum Effect MonsterLevel 3 | Scale 2/2 | EARTH Winged Beast | ATK 1300 / DEF 600

[ Pendulum Effect ]
You can target 1 face-up Level 4 or lower monster you control; treat it as a Tuner until the end of this turn, also banish this card. You can only use this effect of “Moa, Bird Rahi” once per turn.
—————————————-
[ Monster Effect ]
If this card is sent to the GY: You can banish 1 Beast or Winged Beast “Rahi” monster from your Deck. If this card is banished: You can target 1 of your banished “Rahi” cards, except “Moa, Bird Rahi”; place it on the bottom of your Deck. You can only use 1 “Moa, Bird Rahi” effect per turn, and only once that turn.

Bionicle: Challenge of the Rahi (v4.7.3)

The Moa is kind of scraping the bottom of the barrel in terms of relevance, having appeared exclusively in Quest for the Toa back in early ’01. But apparently it has a little story bit there where one kept by a Po-Matoran as a pet gets stuck behind some boulders, which is what inspired the Pendulum Effect that makes it disappear while turning any monster (such as Po-Koro ‘s Rock-Type Sculpture Tokens) into a Tuner.

More often, what you’ll be using this for in-archetype are situations where you’re able to send a monster to the GY, but what you actually need is the banish trigger of one of your Rahi – sending the Moa will let you smoothly bridge from one into the other. Putting a banished card back when it itself gets banished may also come up once in a while, but like the Mahi’s similar effect, it’s mostly a grind game bonus.

Kewa

Kewa, Vulture Rahi

Pendulum Effect MonsterLevel 4 | Scale 2/2 | WIND Winged Beast | ATK 1400 / DEF 400

[ Pendulum Effect ]
You can target 1 Spell/Trap on the field; send 1 Beast or Winged Beast “Rahi” monster from your hand or face-up Extra Deck to the GY, and if you do, destroy that target. You can only use this effect of “Kewa, Vulture Rahi” once per turn.
—————————————-
[ Monster Effect ]
If this card is sent to the GY: You can Special Summon 1 other Level 4 or lower WIND monster from your GY, but negate its effects. If this card is banished: You can add 1 Beast or Winged Beast “Rahi” monster from your GY or face-up Extra Deck to your hand, except “Kewa, Vulture Rahi”. You can only use 1 “Kewa, Vulture Rahi” effect per turn, and only once that turn.

Bionicle: Challenge of the Rahi (v4.7.3)

Wait a second, this one’s Level 4? Indeed it is, due to a historic mixup between the sizes of the Taku (listed below with the Level 4s) and Kewa. Swapping only the Levels to correct that might actually be useful, because it means that the increments in which you get stars on the field are a bit less strictly tied to the categories of effects you’re using in your combo, thus opening up more freedom for Synchro plays. Or something like that.

Anyway, the Kewa is pretty much the aerial variant of the Ussal when it comes to domestication, so it has the same GY effect just swapped to WIND. Its general usage is also similar, either giving you an additional body in a combo that gets WINDs into the GY or filling up your hand in one that doesn’t. The Pendulum Effect is nice anti-floodgate utility that once again provides a way to send Pendulums to the GY, and you can even use it for that purpose alone going first since it is able to pop itself.

Brakas

Brakas, Monkey Rahi

Pendulum Effect MonsterLevel 3 | Scale 2/2 | EARTH Beast | ATK 1200 / DEF 700

[ Pendulum Effect ]
If your Beast or Winged Beast “Rahi” monster battles an opponent’s monster, before damage calculation: You can destroy this card, and if you do, make that opponent’s monster’s ATK 0, until the end of this turn.
—————————————-
[ Monster Effect ]
If this card is sent to the GY: You can send 1 Beast or Winged Beast “Rahi” monster from your hand to the GY, and if you do, draw 1 card. If this card is banished: You can Special Summon 1 Level 4 or lower “Rahi” monster from your hand. You can only use 1 “Brakas, Monkey Rahi” effect per turn, and only once that turn.

Bionicle: Challenge of the Rahi (v4.7.3)

As the blurry image suggests, this one’s also from Quest for the Toa, but has a slightly bigger claim to relevance solely on account of the fact that Matau ‘s staff is formally named after the “kau kau” sound they make. And since Matau’s thing is Special Summoning from hand, both the GY and banishment effects on this one interact with the hand – it’s a bit like a hand version of the Ussal, now that I think about it, and used in a similar way in those situations where the stuff you need is stuck up there instead of the GY.

The Pendulum Effect setting a monster’s ATK to 0 is also a Matau reference, and can be handy to OTK once you get your board built up.

Infernavika

Infernavika, Lava Bird Rahi

Pendulum Effect MonsterLevel 3 | Scale 2/2 | FIRE Winged Beast | ATK 1100 / DEF 800

[ Pendulum Effect ]
Once per turn, at the end of the Damage Step, if your Beast or Winged Beast “Rahi” monster battled: You can inflict 600 damage to your opponent. Each time your opponent activates a card or effect that targets a Beast or Winged Beast “Rahi” monster you control, inflict 200 damage to them immediately after it resolves.
—————————————-
[ Monster Effect ]
If this card is sent to the GY: You can target 1 “Rahi” monster you control and 1 card your opponent controls; destroy them. If this card is banished: You can banish the top card of your Deck; add 1 of your banished Beast or Winged Beast “Rahi” Pendulum Monsters to your Extra Deck face-up. You can only use 1 “Infernavika, Lava Bird Rahi” effect per turn, and only once that turn.

Bionicle: Beware the Swarm (v4.7.3)

This one comes from the second support wave in BBTS, and other than expanding the Attribute wheel as a FIRE Winged Beast (at the cost of Kewa/Ussal synergy), it brings to the mix an offensive type of GY effect and a more direct way to recycle banished stuff – with a bit of a gamble included. Its lore of being protected by the unbearable heat of the lava streams among which it lives is entirely represented by the Pendulum Effect, burning the opponent whenever they attempt to touch your (Winged) Beasts.

Hapaka

Hapaka, Shepherd Rahi

Pendulum Effect MonsterLevel 3 | Scale 2/2 | WATER Beast | ATK 1200 / DEF 1400

[ Pendulum Effect ]
You can target 1 Level 4 or lower Beast or Winged Beast “Rahi” monster you control; return both it and this card to the hand, then Special Summon 1 Level 4 or lower “Rahi” monster from your hand in Defense Position. You can only use this effect of “Hapaka, Shepherd Rahi” once per turn.
—————————————-
[ Monster Effect ]
If a Beast or Winged Beast “Rahi” monster(s) you control would be destroyed by battle or card effect, you can banish this card from your hand, Monster Zone, or GY instead. If this card is banished: You can return 1 of your banished “Rahi” monsters to your GY, except “Hapaka, Shepherd Rahi”. You can only use each effect of “Hapaka, Shepherd Rahi” once per turn.

Bionicle: Beware the Swarm (v4.7.3)

The second BBTS support card introduces WATER to the lineup of small Beast Rahi, and also works slightly differently in terms of its effects. The “GY effect” is actually a passive destruction replacement (that also works in hand and field), in the sense of guarding its fellow Rahi. And if it’s banished – including by that replacement effect – it offers another form of banishment recycling by returning a banished monster to the GY, in the sense of returning it to the herd.

Its Pendulum Effect is kind of a fancy hybrid between Special Summoning from hand, Special Summoning itself, or re-summoning something you already control because it got negated or whatever. It’s pretty flexible, which is always fun.

In general, these are cards with many different types of generally single-action utility that you can access by finding a way to get them into the GY and/or banished – not all that trivial when they’re Pendulums. One major limiting factor is the shared HOPT that makes it so you can’t just send, then banish and get both effects, so you have to make the decision which mode matters more to your current line of play. You can, however, use the Pendulum Effects and one of the triggers in the same turn, so those are additional pieces of (fairly minor) utility that can come up once in a while.

Now before we proceed to larger Beasts, we take a slight step off-Type to look at the Rank 3 Dragon Rahi that serves as one pretty good means of making these Pendulum Monsters actually hit the grave.

Hikaki, Dragon Rahi

Xyz Effect MonsterRank 3 | FIRE Dragon | ATK 1900 / DEF 700

2+ Level 3 monsters
If this card is Xyz Summoned: You can detach 1 material from this card; add 1 “Rahi” monster from your Deck to your hand. If a “Rahi” monster(s) is sent to your GY (except during the Damage Step): You can detach 1 material from this card, then target 1 face-up card on the field; destroy it. You can only use each effect of “Hikaki, Dragon Rahi” once per turn.

Bionicle: Challenge of the Rahi (v4.7.3)

The Hikaki is support for all kinds of Rahi decks and tends to act as an Extra Deck starter accessible via generic R3 engines, but in the Beast strategy that brings plenty of its own Level 3s, it can actually provide additional services. If you overlay 2 of the above small Pendulums into this, not only do you get the search, but detaching for it also triggers their “sent to GY” effects. Simultaneously, since a “Rahi” monster(s) was sent to the GY, the Hikaki’s own second effect will trigger here, letting you detach again to destroy a card – great going second, but even going first you can just have it pop itself since its job is done. So in total, if you go e.g. Mahi + Ussal into Hikaki, you can detach the Mahi and then the Ussal to get an additional search and bring the Mahi back to the field. And there are many more possibilities when using other combinations of materials.

And for our next category, we have the Level 4s, who have two separate gimmicks: If used as Synchro Material, they grant an effect to the monster that used them, and also to any further Rahi Synchro made by using that monster (but this only goes one layer deep). And most of them have a way to Special Summon themselves from the Pendulum Zone to the field, thus making it easier to use them as material in the first place.

Fusa

Fusa, Kangaroo Rahi

Pendulum Effect MonsterLevel 4 | Scale 5/5 | EARTH Beast | ATK 1600 / DEF 1300

[ Pendulum Effect ]
During your Main Phase: You can destroy 1 other Beast or Winged Beast “Rahi” Monster Card in your hand or face-up field, and if you do, Special Summon this card. You can only use this effect of “Fusa, Kangaroo Rahi” once per turn.
—————————————-
[ Monster Effect ]
A Synchro Monster Summoned using this card as material gains these effects.
● Once per turn, at the end of the Damage Step, if this card attacked an opponent’s monster: You can activate this effect; this card can attack again in a row.
● A “Rahi” Synchro Monster Summoned using this card as material gains the above effect.

Bionicle: Challenge of the Rahi (v4.7.3)

This ‘roo among Rahi makes the jump from back to front row by kicking the shit out of another Rahi monster in your hand or field – including the Spell & Trap Zones. But the most interesting is actually the hand option, since that lets you destroy the Level 3 Pendulums in a way that makes them go to the GY, thereby giving you a trigger on top of the Fusa’s own summon.

A Synchro monster that uses it as material inherits its combatative nature, gaining the ability to hit again after it battles a monster (much like a baby Fusa jumping out of its mother’s pouch to join the fight, if we ignore the absence of biological reproduction for a moment). So this is something that helps you clear boards and maybe secure lethal damage on turn 2 and beyond.

Husi

Husi, Ostrich Rahi

Pendulum Effect MonsterLevel 4 | Scale 5/5 | EARTH Winged Beast | ATK 1700 / DEF 1100

[ Pendulum Effect ]
If a “Rahi” card is activated in your other Pendulum Zone: You can target 1 Beast or Winged Beast “Rahi” Pendulum Monster in your GY or banishment; add this card to your Extra Deck face-up, then place the targeted monster in your Pendulum Zone. You can only use this effect of “Husi, Ostrich Rahi” once per turn.
—————————————-
[ Monster Effect ]
A Synchro Monster Summoned using this card as material gains these effects.
● If it is Synchro Summoned: You can place 1 “Rahi” Pendulum Monster from your GY or face-up Extra Deck in your Pendulum Zone.
● A “Rahi” Synchro Monster Summoned using this card as material gains the above effect.

Bionicle: Challenge of the Rahi (v4.7.3)

Second tab and we’re already abandoning the premise of self-summoning from the Pendulum Zone. Instead, the Husi swaps itself out for a different scale when another Rahi appears, which is actually based on a tiny lore tidbit about them being placed in Metru Nui’s archives for protection from Muaka. In terms of utility, it’s kinda just a nice-to-have recycling option.

The granted effect is similarly unusual in that it triggers on Summon, and also consist of placing a scale. Since this isn’t once per turn, you can in fact use the two-stage inheritance to set up both of your Pendulum Zones over the course of a Synchro climb!

Taku

Taku, Duck Rahi

Pendulum Effect MonsterLevel 3 | Scale 5/5 | WIND Winged Beast | ATK 1400 / DEF 1700

[ Pendulum Effect ]
If you control no monsters: You can Special Summon this card, and if you do, add 1 Beast or Winged Beast “Rahi” Pendulum Monster from your Deck to your Extra Deck face-up, except “Taku, Duck Rahi”. You can only use this effect of “Taku, Duck Rahi” once per turn.
—————————————-
[ Monster Effect ]
A Synchro Monster Summoned using this card as material gains these effects.
● Once per turn, when a card or effect is activated (Quick Effect): You can shuffle 1 face-up “Rahi” Pendulum Monster from your Extra Deck into the Deck; negate the activation.
● A “Rahi” Synchro Monster Summoned using this card as material gains the above effect.

Bionicle: Challenge of the Rahi (v4.7.3)

The Taku is the Kewa’s partner in Level mixup, delivering you the Level 4 effect lineup on a Level 3 body, and its particular take on these effects makes it one of the more essential combo pieces in the deck. The Summon has a somewhat limiting requirement of needing to control no monsters, so you’ll only be using that part if you actually get to it early, but if that does happen, it even gives you some Extra Deck setup for your trouble.

However, you generally should be trying to get this card on the field at some point of the combo even if you don’t manage to start with it, because the effect it grants to Synchros is just a negate. A non-destroying one with an archetypal cost attached, but still a negate. Like all these bonus effects, you can also stack it to get multiple activations, so I really might have gone a bit to far with this one – could see it getting something like a limitation to your own turn in a future update.

Vako

Vako, Rhino Rahi

Pendulum Effect MonsterLevel 4 | Scale 5/5 | EARTH Beast | ATK 1900 / DEF 700

[ Pendulum Effect ]
During your Main Phase: You can destroy 1 “Rahi” monster you control, and if you do, Special Summon this card. You can only use this effect of “Vako, Rhino Rahi” once per turn.
—————————————-
[ Monster Effect ]
If this card is Normal or Special Summoned: You can send 1 Beast or Winged Beast “Rahi” monster from your Deck or face-up Extra Deck to the GY. You can only use this effect of “Vako, Rhino Rahi” once per turn. A Synchro Monster Summoned using this card as material gains these effects.
● If it battles, your opponent cannot activate cards or effects until the end of the Damage Step.
● A “Rahi” Synchro Monster Summoned using this card as material gains the above effect.

Bionicle: Challenge of the Rahi (v4.7.3)

The Vako is comparatively expensive to Special Summon since it needs to destroy a monster already on the field (it violently charges forward from the backrow since it’s a rhino, that’s the joke here). To compensate for that, it actually does something when Summoned by dumping a Rahi in your GY, giving you yet another way to access those elusive Pendulum GY effects. And since this also triggers on Normal Summon, it doubles as a regular old starter that gets things rolling without prior setup.

As a material, its bonus is a fairly simple lock on the opponent’s effects during the Damage Step, to avoid any nasty surprises when going for game. It’s not much, but given the presence of an on-Summon effect, it also doesn’t really need to be much, right?

The second bullet point on all of these monsters implies the existence of “Rahi” Synchro Monsters, and indeed quite a few of them belong to the Beast and Winged Beast Types. Those, along with more generic options, are the main things our combo lines go through and into.

Dikapi

Dikapi, Ostrich Rahi

Synchro Tuner Effect MonsterLevel 5 | EARTH Winged Beast | ATK 1000 / DEF 1650

1 Tuner + 1+ non-Tuner monsters
If this Synchro Summoned card would be used as Synchro Material for a “Rahi” monster, 1 face-up Beast or Winged Beast Pendulum Monster in your Extra Deck (and no other monsters) can be used as the other material. If you do this, you can treat this card as any Level from 1 to 5 for that Synchro Summon. If you control no monsters and this card is in your GY: You can target 1 of your banished monsters; shuffle it into the Deck, and if you do, Special Summon this card. You can only Special Summon “Dikapi, Ostrich Rahi(s)” once per turn.

Bionicle: Challenge of the Rahi (v4.7.3)

The Dikapi is firmly in the “through” camp in that regard. Running through the desert with incredible endurance, this speedy birb is also used as a mount by the scouts of Po-Koro’s guard unit, which means it’s another example of a domesticated Rahi. On Synchro Monsters, that translates to a simple special trait: Generic materials, allowing it to also be used in a regular old Po-Koro deck!

But how is it used in its own native strategy? Well, you make it usually as your first Synchro Summon to serve one or more of a few different purposes. One is that it lets you efficiently climb to higher-Level Synchros by reusing the Pendulum Monster that went to the Extra Deck as material. Another that it smoothens out mismatched Levels by letting you ignore any number of its stars when using it that way. Yet another is “passively” sending a Pendulum Monster from the Extra Deck to the GY by using it as material, letting you trigger a GY effect. And finally, it secures you some followup for later, since it can leverage its great endurance to return to the field as long as you have some banished monsters.

Gukko-Kahu

Gukko-Kahu, Hawk Rahi

Synchro Effect MonsterLevel 6 | WIND Winged Beast | ATK 2500 / DEF 1000

1 Tuner + 1+ non-Tuner monsters
If this card is Special Summoned: You can send 1 Beast or Winged Beast “Rahi” monster from your Deck to the GY. If this Synchro Summoned card is sent from the field to the GY: You can target 1 Level 4 or lower “Rahi” monster in your GY; Special Summon it. You can only use each effect of “Gukko-Kahu, Hawk Rahi” once per turn.

Bionicle: Challenge of the Rahi (v4.7.3)

The Gukko-Kahu is the largest of the birds used by Le-Koro’s aerial forces, hence its generic materials. It functions as a combo extender based in the Extra Deck by milling a Beast or Winged Beast Rahi of your choice and then reviving it – or more generally low-Level Rahi of any Type – when you further use it as material. This one is actually kind of legitimately worth using in Le-Koro since it can both send and revive the Kewa , which in turn will also bring back something like a Le-Matoran.

Mata Nui Cow

Mata Nui Cow, Bovine Rahi

Synchro Effect MonsterLevel 6 | EARTH Beast | ATK 1800 / DEF 2400

1 “Rahi” Tuner + 1+ non-Tuner monsters
Once per turn, if a monster(s) is Special Summoned to your opponent’s field (except during the Damage Step): You can target 1 of those monsters; either destroy it or negate its effects. Once per turn, during the End Phase, if this card is in the GY because this Synchro Summoned card was sent there from the field this turn: You can add 1 Beast or Winged Beast “Rahi” monster from your GY or face-up Extra Deck to your hand.

Bionicle: Challenge of the Rahi (v4.7.3)

The artist formerly known as Mukau (I will never forgive Greg Bob) functions as a mid-Level defensive boss monster for our strategy, providing a reactive negation or destruction option for the endboard. Generally the main in-archetype thing you try to make going first is this with a Taku Inside™, ideally even in multiples since everything involved is soft once per turn. A herd of cows, how quaint!

Kuma-Nui

Kuma-Nui, Rat Rahi

Synchro Effect MonsterLevel 8 | EARTH Beast | ATK 3000 / DEF 2500

1 “Rahi” Tuner + 1+ non-Tuner monsters
Gains 300 ATK for each other “Rahi” card you control. If this card battles an opponent’s monster, at the start of the Damage Step: You can activate this effect; change that opponent’s monster to Attack Position, also negate its effects until the end of this turn.

Bionicle: Challenge of the Rahi (v4.7.3)

For now the biggest thing in our arsenal, the Kuma-Nui acts as a board breaker and OTK enabler, with a fairly simple effect focused on disabling all defenses to deal solid damage – you can pretty much imagine it as the big rat thing grabbing the opponent’s monsters with its claws and forcing it to Attack Position before biting its head off.

It’s also meant to specifically synergize with the two battle-focused effects that are granted by the Level 4s: Make this with both Fusa and Vako , and you get a 3k+ beater with multiple attacks guaranteed to hit into Attack Position monsters, while your opponent can’t even attempt to activate anything during the Damage Step. It’s not exactly mahjong, but when it works it works.

Those of you who are One With The Speed and well-versed in the arts of Synchro Summoning may already have noticed there’s something crucial missing from this whole equation: Where the hell are the Tuners? Specifically, the “Rahi” Tuners that some of these monsters require? Well, as far as the initial BCOR wave is concerned they’re … not in the Beast or Winged Beast Types, and instead you’d be forced to substitute them with generic Insect Rahi, such as the Fikou.

Fikou, Spider Rahi

Tuner Effect MonsterLevel 1 | EARTH Insect | ATK 600 / DEF 400

If this card is in your hand or GY: You can target 1 Level 2 or higher “Rahi” monster you control; reduce that target’s Level by 1, and if you do, banish this card, then Special Summon 1 “Fikou, Spider Rahi” from your hand or Deck. You can only use this effect of “Fikou, Spider Rahi” once per turn.

Bionicle: Challenge of the Rahi (v4.7.3)

The major downside here is obviously that this means the Tuners you need to obtain any Synchro access can’t be found by most of your searchers, and you need to rely on more limited options like the Hikaki to get that whole part of the Deck going. Conveniently, both BBTS and BPEV resolve this issue by suppyling proper Beast and Winged Beast Tuners as legacy support.

Pokawi

Pokawi, Flightless Bird Rahi

Tuner Effect MonsterLevel 2 | EARTH Winged Beast | ATK 300 / DEF 600

If a Beast or Winged Beast “Rahi” monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand, then, immediately after this effect resolves, Synchro Summon 1 “Rahi” Synchro Monster using monsters you control. You can only use this effect of “Pokawi, Flightless Bird Rahi” once per turn. During the Battle Phase (Quick Effect): You can banish this card from your GY; all monsters your opponent currently controls lose 500 ATK for each of your banished “Rahi” monsters, until the end of this turn.

Bionicle: Beware the Swarm (v4.7.3)

This cute little thing was actually created for the nefarious purpose of playing under Nibiru, as Special Summoning it and then immediately going into a Synchro on the same chain link gets you a Taku negate precisely at 5 summons in some of the lines I wrote out in planning. Apart from that, it’s a Tuner you can easily search and bring out, with some bonus battle utility based on the small birds’ strategy of scattering to confuse the enemy – a lot of potential in this small package.

Mata Nui Fishing Bird

Mata Nui Fishing Bird, Swooping Rahi

Tuner Effect MonsterLevel 2 | WIND Winged Beast | ATK 500 / DEF 400

If this card is Normal or Special Summoned: You can target 1 Level 4 or lower Beast or Winged Beast “Rahi” monster in your GY; Special Summon it, but negate its effects, also if your opponent controls a monster with 2000 or more ATK, you can banish 1 card from either GY. You can only use this effect of “Mata Nui Fishing Bird, Swooping Rahi” once per turn.

Bionicle: Beware the Swarm (v4.7.3)

The Mata Nui Fishing Bird goes a different route from Tuners like the Insects that Special Summon themselves, instead demanding that you find a way to Summon it* and then bringing back another monster to provide material. As it’s known to harass large predators with its swooping strikes, this also comes with bonus GY banish if your opponent has something big on the field.

* For example, it’s a pretty good thing to search with Muaka and then Special Summon with Kane-Ra .

Lava Rat

Lava Rat, Blazing Rahi

Tuner Effect MonsterLevel 2 | FIRE Beast | ATK 400 / DEF 200

Once per turn (Quick Effect): You can reduce the Levels of all other monsters currently on the field by 1, also they lose 500 ATK. At the start of the Damage Step, if your “Rahi” monster battles an opponent’s monster: You can banish this card from the GY; destroy that opponent’s monster. You can only use this effect of “Lava Rat, Blazing Rahi” once per turn.

Bionicle: Protodermic Evolution (v4.7.3)

The latest addition to the Tuner lineup is the first ever Beast to be included. The Lava Rat’s lore relevance is limited to appearances in the realm of metaphor, and similarly you might not necessarily put it in the Deck because it crucially lacks a way to Special Summon itself or something else. What it does do is turn up the heat on the field so all the Levels and stats go down, which can be used either to modulate for your Synchro Summons or to get in your opponent’s way, since it’s a Quick Effect. Or in the GY, it can grant another monster its defensive ability of self-immolation, destroying whatever tries to battle it. And it is technically a Rekindling target. So you know, some of that might be useful.

Effects aside, I’d also like to say something about the art: It depicts the tale of the Takea and the Lava Rat, where one of these little critters rides a shark across a river and everyone has a bad time. No Lava Rat set or combiner was ever released, so the build you see here is an original by yours truly. I enjoy how it looks a bit like a nerd.

And that concludes our bestiary. For further strategic considerations, let’s look at a …

Sample Deck

The simple philosophy behind this one is “we’re testing the Rahi Beasts, so better throw all of them in”. With the exception of the trifecta of fetching stuff from the Deck in various ways – the Muaka , the Vako , and the Taku – everything is represented by only a single copy, to be accessed as required through our searchers. The Terrortop engine enables the Hikaki line for another search opportunity, and since the Speedroids are WIND, they can also be convenient targets for the Kewa revive. For Tuners, the three native ones are actually among the one-copy squad due to their searchability, while a trio of Fikou hopes to let us randomly draw into that extra bit of extension and Level modulation.

Aside from the Synchros covered above, the Extra Deck also contains I:P/S:P and Beyond/Exceed lines on the Link side, as well as a Naturia Beast that can be made by tuning any of our numerous EARTH Rahi with Fikou or Pokawi as appropriate (careful: the latter only makes Rahi when you use its effect to Synchro!). Another interesting inclusion is the small package of Subterranean Worm and Rahi Nui , which is a way to cheat out any of the boss monsters in case we’re sitting on a bunch of material but the Levels won’t line up.

Finally, for this build’s side deck I tried playing all the different Level 1 Insect Tuners (that also act as handtraps), to swap in for e.g. the Fikou depending on the matchup. I’m sure there’s better things you could do, though.

A sample video from one of the earliest test sessions (and thus an older version) may help illustrate the playstyle.

Conclusion

The Rahi variant consisting of Beasts and Winged Beasts is one of the largest and most combo-oriented, aiming to make a board of disruptions and beaters while cycling through a variety of utility effects they can access thanks to numerous searchers. They lean very heavily into the Rahi gimmick of moving cards around all locations from back row to front row to Extra Deck to GY to banishment, and also have a bit of a build-your-own boss thing going with their Level 4 Pendulums that grant Synchros additional effects. A lot happening in here, but that’s to be expected when there are so many monsters.