It is always nice to see the content I upload getting some comments. It’s not so nice to see that literally 100% of them (at least on this site) have been obvious spam, now clocking in at another nice round mark of 30. Maybe I should do something about that after all. Anyway, for now, let’s take another fun trip into The Spam Zone.
(General Disclaimer: Don’t go to any links you see in the following images, they’re probably evil scam pages that will mine Bitcoins in your browser and eat your cat)
First up we have a very subtle advertisement of a certain type of content (with wrong tags, once again), and an equally subtle call for help.
If these short and to-the-point comments aren’t enough entertainment for you, then no need to worry, for two members of the Scato collective have once more shown themselves to ramble about …something.
Somehow only Vanessa can into URLs.
Other highlights include this person(?) who just went “hey, oil” without any fanfare:
This one who knows how to get rich (obviously legit):
And this one who thinks I already am rich enough to be interested in renting a private jet:
Finally, we have a special feature of this particular spam gallery, and that is that there’s actual a common source to a large part of it. All comments from there are compiled in the gallery below, so we don’t have to make this post even more longer than it deserves to be.
And that’s all for Vol II of the spam gallery! I honestly don’t really want to make another one of these, so for now I’ve enabled the Friendly Captcha plugin, because it’s the one Captcha I could find that doesn’t need cookies (and thus I don’t even technically need to bother with a cookie notice). If it works as intended, you shouldn’t notice it’s there unless you’re a spambot, so please do consider leaving a legitimate comment somewhere! One of the reasons I even bother publishing my stuff is so I can get feedback and criticism from the public, but somehow the public seems hesitant to provide that. Odd.
Back to our regularly scheduled trip around the island of Mata Nui, we now arrive in the snowy realm of Ko-Wahi and enter the Village of Ice. However, unlike the previous updates of this sort, this is a BYE release rather than a BCOT release, which means all the Rahi and Bohrok cards are in the package as well! (I didn’t change them since the previous version, but they’re there)
As for what I did change with this version, well first of all you can just check the overview right above. For more detailed information and design notes on the new Ko-Koro cards, I refer you to the Theme Guide, and the other update I’ll go over briefly right here.
C.C. Matoran Maku got the change I talked about a few months ago, with her handtrap effect to make a monster unaffected by effects for the duration of a Chain getting moved to the field so it aligns better with observed Warrior design conventions. In exchange, it’s a bit easier to get her on the field now, since she can be Special Summoned from the hand as well if your opponent activates an effect in the wrong column.
That concludes the summary for this release, thanks for reading! If you have anything to say about these updates, simply leave a comment below.
When I set out to make Ko-Koro, there were already a few specific goals I was aiming for with the design: It should reflect the principle of Peace that MNOG2 assigned to the village, the playstyle it facilitates should be clearly distinct from the other Koros, and it should especially be incompatible with the Ga-Koro strategy with which it shares the focus on the WATER Attribute. Given these requirements, the following part of the quote at the top of the BS01 “Peace” article stood out to me:
On Mount Ihu, nothing grows and nothing changes. The mountain is perfectly at Peace.
In other words, “Peace” as a concept is (semi-)canonically equated to a lack of change, and in card game terms that comes out to a type of strategy that is as unique as it is controversial – stall. By preventing your opponent from making progress towards victory, you buy yourself the time to achieve some win condition that would normally be too slow to work. And this inherent slowness gives us a nice big point of distinction from Ga-Koro, which is all about quick effects and playing on both your and your opponent’s turn.
With that settled as the direction I wanted to go in, I sketched up the Ko-Koro field spell with three effects that limit your opponent on the condition that you also limit yourself in a similar way (much like a peace treaty), all under the shared condition that your monsters are all WATER to establish that Attribute focus. While the basic outline of this idea survived testing pretty much unchanged, the details of the effects underwent a lot of changes, so let’s just look at them point by point:
If you did not attack during your last turn, your opponent’s monsters cannot attack on the turn they are Summoned. This effect started life as a total attack lock with the same condition and I honestly think that might have been fine in a realistic environment, but apparently the EDOPro AI is completely unable to deal with this type of restriction and it leads to the overly long stall games everybody hates, so I had to tone it down a bit. If the strategy works as intended, this honestly barely makes a difference, for reasons I’ll get into in a bit.
If you did not banish/destroy any of your opponent’s cards since your last Standby Phase, your monsters get targeting and destruction protection. This one is super significant since the blanket protection makes it very hard for your opponent to break through even otherwise unimpressive opening boards, enabling you to build on them in consecutive turns until you reach something actually game-winning. On the other hand, the condition attached to it requires you to opt out of the vast majority of removal, massively influencing deckbuilding and the design of other cards related to Ko-Koro. Initially, the restrictions were even harsher as you were not allowed to make your opponent’s cards leave the field with your effects in any way whatsoever, but after one particularly atrocious test duel I realized this just forces you into situations where you cannot possibly clear the way to deal damage and are stuck passing back and forth for like 40 turns. Speaking of damage, I briefly had an extra stipulation that did not allow you to deal effect damage if you wanted this protection (because burn of all things as a win condition for an ice deck is kinda stupid), but then I remembered Wave-Motion Cannon exists and enables burn wins without ever needing to deal damage while you are stalling. So I gave up on that restriction – I will be judging you if you play Ko-Koro Burn, but you are free to do so.
During turns in which you did not activate any monster effects, your opponent is pretty much under Lose 1 Turn (sans position changing). The main purpose of this one is to prevent most decks from comboing into big bosses that just win them the game even under Ko-Koro’s restrictions, while also ruining any possible Ga-Koro synergy with its condition. It actually didn’t change much from its very first draft, unlike the other two. I honestly think “no monster effects for you” is generally a cool drawback on a big floodgate, as it pretty much prevents it from being used in tandem with an oppressive board of negating and disrupting Extra Deck monsters.
Overall, the payoffs for these effects make it so that your opponent has a very hard time doing anything to your monsters unless they get an extra turn of setup, while the restrictions greatly limit your ways to counteract that setup. The game you play under Ko-Koro essentially consists of using your limited options to keep your opponent off anything that could break them out of this stall situation, while gradually building momentum turn by turn until you reach a point where you are ahead far enough to safely break the peace and go on the offensive.
But if we want to avoid destruction, banishment, and battle, how are we actually supposed to get the opponent’s monsters off the field before they stop being affected by Ko-Koro? Some existing cards can do that of course, but the answer that exists natively within this village’s support is Turaga Nuju.
Being concerned with the future as he is, the first thing Nuju will do upon entering the field is protect a face-up Spell/Trap from destruction for a short while, and he himself doesn’t need to stay around for this – you just need any WATER monster. Now, the idea here is obviously to target Ko-Koro, hopefully leading to a situation where your opponent cannot get rid of your monsters because of the Field Spell, but also cannot get rid of the Field Spell before dealing with your monsters. Other applications are quite limited, and while this one important use case is kinda enough, I am strongly considering also allowing face-down targets for just a bit of extra utility.
But the main point of the card lies in the second effect, representing the most notable trait of the Turaga of Ko-Koro: He communicates almost exclusively in bird language. And thus, he has a removal effect that is tailored for the strategy and designed in the “language” of birds, specifically those of the frosty variety, by which I mean exactly Penguins. By flipping one of your monsters face-down, he returns a card your opponent controls to the hand, resetting any progress made towards escaping the Ko-Koro lock. Get it, because there are Penguins in the game that bounce stuff when they flip, haha
Meanwhile, the Kanohi Matatu is a non-targeting “telekinetic” battle position changer, and one neat way to use it is to flip the monster you used for Nuju’s effect back up and trigger some effect that way. Yes, the mental focus required for that on the noble version means you don’t get to attack with the equipped monster the same turn, but being able to reuse a Penguin Soldier seems well worth that.
If bouncy birds are not your speed, maybe I can interest you in Kopeke, the resident Chronicler’s Company member and designated WATER Warrior material for the Turaga. When Normal Summoned or flipped, he gets another Level 2 Warrior from Deck or GY, so using this effect repeatedly helps gather the resources you need for the winning push. You’re also able to place the monster you get on the top of the Deck or flip Kopeke face-down to save another C.C. Matoran from destruction, but neither really matters in the context of Ko-Koro.
By the way, the original idea for the first effect in this new version was adding a Level 2 Warrior to the hand and then placing a card from the hand on the top of the deck, “shaping” the hand as a reference to delicate ice carving. But as I found out after making the script, adding a card from the Deck causes an automatic shuffle after the effect resolves, which then removes the card from the top again (and it needs to be there for an interaction I have not yet revealed). Later I also noticed that there are already cards in the game that do similar things and so it is very much an established fact that you’d just shuffle right after searching in this case, but at that point I had already redesigned the effect to avoid any weird issues – first with a discard to keep it neutral since Level 2 Warriors is a pretty generic pool, then I took that out as well because it turns out the pool actually doesn’t have much good stuff anyway.
Finally, Kopaka is one of the major ways you can actively put pressure on your opponent amidst this stall-focused playstyle, and that is despite him technically being a mostly defensive card. The key point is that he can, to a degree, let you ignore Ko-Koro’s restriction on attacking, as he will change himself to defense at the end of the Battle Phase and proceed to redirect any attacks from your opponent’s side into his hefty 2500 DEF butt (incidentally, this marks the first actual stat change I’ve made in the BCOT overhaul – 2000/2150 was just a bit underwhelming). He also kind of indirectly protects your other cards (such as Ko-Koro itself) from removal effects by punishing any harm to those on his side with a non-targeting banish – this would turn off Ko-Koro’s protection and negation effects, but in the case where that’s the card that got removed, it doesn’t matter, right?
Protecting Ko-Koro is also the intent of the Kanohi Akaku, which uses its power of X-Ray vision to peek behind cards your opponent draws, keeping Spells and Traps pinned in the hand by its user’s icy gaze for a turn. Since Spells in particular represent the most common form of generic S/T removal next to Extra Deck monsters that are neutered by Ko-Koro itself, this potentially takes those threats to your attempted lockdown out of the equation. That said, in testing the few times I managed to set the Akaku up it never ended up mattering at all, so I might still need to refine this idea a bit in upcoming versions.
Ko-Koro forces you to forgo monster-based disruption if you want to use it as a proper floodgate, so in order to not get completely wrecked every time an opponent does manage to play through the village’s passive restrictions (or we just don’t draw it), the logical move seemed to be using lots of Traps to fill this hole. And when WATER and Traps are in the requirements, the answer probably lies in Paleozoics with a decent helping of Frogs.
Starting from the boring parts, we have the classic Frog engine of Dupe Frog, Ronintoadin, and Swap Frog plus Paleozoics Canadia and Olenoides to get lots of Aqua Level 2s. Why only two Olenoides in the Main Deck and no Dinomischus? Because we don’t want to destroy or banish anything if we can help it, but also can’t justify skipping out on Spell/Trap removal entirely. Finally, Penguin Soldier is also a Level 2 Aqua, but mainly in here for the previously described synergy with Nuju because that’s just so funny.
But if we want to make Nuju, we’re going to need WATER Warriors, which here mainly means Kopeke, with one copy each of Taipu and Maku included as search targets. Yes, Taipu is not WATER, but having him in here means Kopeke always makes Nuju – Normal Summon Kopeke, add Taipu to hand, Special Summon Taipu, and there are your materials. The downside of essentially not being able to attack that turn conveniently doesn’t matter too much in a Ko-Koro deck.
On the custom side, the last part of the monster lineup are Kopaka (of course) and a Suva as free Tribute fodder that helps access Kanohi. On the non-custom side, I also included the very recently released King of the Sky Prison because that thing is just crazy in anything backrow heavy. The only reason I didn’t run 3 is that it’s the wrong Attribute.
The Spells are merely Ko-Koro itself, the Kanohi, and basic consistency stuff, so not much to say there. For non-Paleo Traps, I included Ice Dragon’s Prison as nontargeting removal (clashes with Ko-Koro, but sometimes you can’t avoid that – at least it’s an ice card) and Infinite Impermanence as just about the only major handtrap we can use without disabling the floodgate.
The Extra Deck is a mix of Links and Rank 2 Xyzs, most importantly Nuju and Toadally Awesome. Another inclusion to deal with untargetable stuff is Sky Cavalry Centaurea, and amusingly enough, using that sets you up perfectly for Zeus. Of course, neither of those are WATER, so once you do that you’re at least temporarily abandoning the usual Ko-Koro strategy. But hey, gotta have a Plan Z.
This deck performed quite interestingly in testing. Not only did it have the highest winrate out of everything I’ve put through the structured test circuit so far (mostly because the AI is unable to play under Ko-Koro), its good and bad matchups were also quite different from usual. In particular, this was the only deck so far that won its match against the Dragoon AI (by simply never letting the boy come out), and also the only deck that lost the match against the Chain Burn AI (turns out going slow and protecting your field is a bad strategy against heaps of effect damage, and Ojama Tokens screw me over to a hilarious degree).
The central strategy of Ko-Koro is restricting yourself in order to slow down your opponent as well, and then using the fact that you’re better adapted to playing under these limitations to gradully approach a game-winning position. This is a very unusual playstyle with a lot of weaknesses, such as Ko-Koro doing almost nothing against already established boards, but between the additional support offered by powerful Traps and the AI’s sheer inability to counteract what you’re doing, it worked so well in testing that I kind of had a hard time justifying any buffs. As a result, the cards this time may be a bit undertuned if you wanted to use them against a human opponent with brain cells and all that, but that may not matter much when the main use case for EDOPro custom cards is just the AI.
As a final note, despite my doubts about the powerlevel, I must say I’m very happy with some other aspects of the design, in particular how “icy” it ended up being:
It accomodates some ice-related cards like the Penguins, Ice Dragon’s Prison, and Ice Barrier really well.
The strategy of going first and preventing battle stands in perfect contrast to Ta-Koro, were you want to go second and battle as much as possible.
The crucial need to accurately judge when you can start pushing for victory and turn off Ko-Koro without screwing yourself mirrors the Ko-Matoran’s focus on knowledge and foresight.
The deck melts against burn like an ice cube in the sun.
The first three expansions I made as part of this project (Coming of the Toa, Challenge of the Rahi, and Beware the Swarm) were developed for YGOPro Percy, which means the old releases have some compatibility issues with the current EDOPro. For BCOT, I’m currently in the process of resolving this by doing a complete overhaul that also fixes the glaring design flaws in there, and fixing the rest was kind of put off until after that. But then, I figured some basic compatibility updates couldn’t take that long, and here we are: The first complete release of the Bionicle YGOPro Expansion for EDOPro!
Since overarching lore connections already resulted in some dependencies between different expansions “packs”, I’ve been meaning for a while to move from the single-pack release mode to one where all of them are treated as an unified whole, so this is a very good step in the right direction. On that note, it’s worth pointing out that this is essentially only a new release mode, not a new version – only scripts were updated and no card designs were changed from the latest v3.15.5, so that number remains in effect for all the cards found here.
In the future, all updates will come as this kind of full package, even if all cards changed are from one single expansion pack. This will simplify future cross-expansion updates, such as redesigning the Rahi archetype which has members in both BCOR and BBTS, as it allows smoothly doing those whenever I feel like it without needing to touch the rest of the respective expansions.
Anyway, for a quick look at the updated scripts and some of the cards that are now available for play, look no further than the video below.
As you can see, there’s a lot to try out, so if you haven’t already, I recommend you click the download link near the start of the post and have some fun! As always, feedback is greatly appreciated.
No, not talking about Miserix, we still have quite a few years to go before getting to that guy. The Makuta in question here is the one and only who was released as a Ritual Monster in BCOR:
Now this particular form of the master of shadows is certainly a bit too small to qualify for the “Kaiju” title, but of course that term here refers to the actual archetype. Those are high-level monsters summoned to your opponent’s field by tributing one of their monsters, and if you add to that Makuta’s ability to return high-level monster to the hand when he is summoned, the bit of synergy that prompted this deck idea should be quite apparent.
(The above deck is also included in the new BYE release for EDOPro as BYE_Makuta)
Basically, you want to use Makuta to clear the field of monsters, and to do that you have to make sure as many of your opponent’s monsters as possible fulfill the condition of being at least Level/Rank 5.
Back in ze day, the trick to doing that was the Mangaia Field Spell, which can increase Levels and Ranks by up to 4 by self-milling. It also serves as a searcher for Makuta or his Ritual Spell and protects them from negation, so using this was usually enough to get pretty much anything off the field. Until Link Monsters came along, because those have neither Levels nor Ranks to be increased and so literally do not care about any of this. They can, however, still be tributed for Kaijus, so that’s a convenient way to fill that gap.
Once you have successfully summoned and resolved Makuta, he can tribute himself to summon a Rahi from anywhere, ideally going into some big Synchro for a quick win. Failing that, his Ritual Spell does allow summoning him once more from the GY, so that can still give you a second chance (remember, any Kaijus you used before will also be back in your hand ready to go again!).
Some additional interesting inclusions in this deck are the Ritual Djinns, which can be used as material for a Ritual Summon while in the GY and thus go well with Mangaia’s milling effect. Cherubini can send not only those directly to the GY, but also any of the Level 3 Rahi to trigger their effects, and Cross-Sheep gives you one of its better effects for summoning a Ritual Monster, which the Makuta Ritual Spell conveniently does twice. Finally, if you’re wondering why the deck uses specifically Gadarla as part of its Kaiju lineup, that’s because some genius thought it made sense to let the Kewa search every single WIND monster. Very balanced.
I’ve probably mentioned this before, but the Rahi archetype from BCOR is in a bit of a weird spot design-wise, since I never really got it into a state I’m totally happy with. It’s therefore pretty high on the list of things that might need an overhaul in the future. But until that happens, they’re pretty much a hodgepodge of not entirely thought-out themes and mechanics, and right now I’d like to point out something interesting that emerged from that without much planning on my part.
Pictured above are examples of the three most commonplace variations Rahi come in: Level 4 Pendulum Monsters who can Special Summon themselves from the Pendulum Zone and give effects when used as Synchro Material, Level 3 Pendulum Monsters with effects that trigger when going to the GY or getting banished, and Level 2 Tuners with handtrap effects that require banishing themselves plus a Rahi in the GY. The bottom line here is: Their gameplan involves them appearing in and moving between just about every location the game has (except non-Pendulum S/T Zones).
Why do I feel the need to highlight this? Because, if you think about it, it matches up perfectly with the way all the various non-civilized creatures known as “Rahi” inhabit every nook and cranny of the Matoran Universe. So I’m seriously considering keeping it around as a central point when the eventual redesign happens, even though Pendulum Monsters and GY effects in particular sounds like a somewhat moronic combination. With a bit of streamlining and proper balance considerations, I imagine this gimmick could be a lot of fun.
I may have mentioned this before, but one of the main reasons I publicly upload the stuff I make for this fun little project is to get feedback and criticism that helps me catch mistakes I wouldn’t otherwise (with questionable success). So one of my priorities when making this site was including an easy way to leave this kind of feedback, which is of course the comment section at the bottom of each post. And since I personally much, much prefer staying anonymous (as opposed to pseudonymous) when talking about stuff on the internet, I decided to make the name and email fields optional.
Pretty much every WordPress tutorial blog out there will tell you this is a bad idea and invites spam, especially when used without protective measures like Captcha. Incidentally, as you may have noticed, I don’t have any Captcha here, because all those nice quick plugins would technically require me to put up some privacy notices and I’ve already put a nonzero amount of effort specifically into not needing those. So, a few months after launch, I’m happy to report that I haven’t been spammed to any unmanageable degree despite this setup. Maybe just because I haven’t been advertising this page like you would an actual business site that needs to make money and shit, but anyway.
We have in fact reached the magical mark of 10 spam comments, so I figured why not derive some entertainment from them by putting together a little showcase. There’s some funny stuff in there, after all.
(General Disclaimer: Don’t go to any links you see in the following images, they’re probably evil scam pages that will mine Bitcoins in your browser and eat your cat)
The first comment on display arrived only a few days after I launched the site, on the post about the Nokama’s Secret Village deck, which was the most recent at the time. From the moment I read “The pattern time I byword”, my attention was captured, because I’m pretty fucking sure that isn’t a correct arrangement of words in the English language.
Being young and naïve, I did actually for a moment believe this was a genuine comment because I misread “Gail” as “Gali” at first glance, but closer inspection reveals it’s just some kind of word salad about porn, complete with links to matching sites. And Terry screwed up the URL code at the bottom there, how dare he.
Much easier to identify as spam were the following short low-effort comments that rolled in at various points, all clearly trying to advertise a questionable link of some sort and not really contributing anything else.
On the other end of the length spectrum, we have Eric, who sent in entire newsletters trying to sell me his product.
Wow, capturing the name, email, AND phone number of any visitor who even so much as looks at the site, so I can send them unsolicited offers at any time? That sounds great, certainly not terrifying and dystopian at all! I sure would love if a website did that to me!
Sarcasm aside: Eric, my dude, did you seriously think someone who went out of his way to provide an anonymous comment form would be interested in this kind of data gathering bullshit? I mean, this probably isn’t a legit company seeing how the URLs in the body text randomly changed between comments, but still. Eric might actually be a real person based on the fact that the Jahnok post wasn’t even at the top when he commented, which would be kind of sad.
After that, there were some more brief comments trying to push links, this time using only the URL field for spam and instead filling the text with nice, empty words.
Thanks I guess, but you’re still getting deleted. Try to do the same thing with constructive criticism and maybe I’ll let you stay.
After these last incidents, I finally realized I should just disable the URL field, because there’s no legitimate reason to use that anyway. Once I did that, the spam died down, at least until this morning, when I was greeted by this beautiful message.
What the shit, Davvid.
And that’s all for today. By the way, in the few months it took for these 10 spam comments to come in, I received exactly 0 legitimate ones. So if you’re reading this and have something actually on-topic to say about any of the posts here, feel free to skew that ratio away from the spam a bit. Commenting is free, and you don’t even have to leave behind any of your data!
For a detailed introduction to the new cards, best check out the Theme Guide all about them. There, you can also find a sample decklist and Best of Test demo video, so really no reason to repeat any of that stuff here.
Aside from that, the one update of the release is C.C. Matoran Taipu, whose non-OPT ATK boosting effect was adjusted so it can only be used on monsters with less than 2000 ATK. While stats barely matter, the ability to make arbitrary monsters arbitrarily big if you can just repeatedly send this one card from field to GY seemed a bit abusable, so now it’s more limited to its intended purpose. But you can still cheat by using multiple in the same chain 😉
And finally, just one more thing:
A card I did not update, but identified as possibly needing changes, is C.C. Matoran Maku. What I noticed is that the Warrior type does not really have any hand traps with significant effects outside battle, which might be a legitimate Konami design rule due to how searchable Warriors are. Maku’s ability to protect a target from pretty much any one effect stands out as uncharacteristically useful in this light, so I might need to get rid of that ability.
However, I already have the whole lore mapping for making cards unaffected worked out and don’t really want to move away from the idea. So my solution would be to let Maku continue doing that, but from the field rather than the hand, and expanding her self-summoning effect to also work from the hand. That way, you can’t respond quite as immediately and the utility is a lot lower, but the basic concept stays intact.
I have not done anything to implement this yet because it would affect Ga-Koro as a whole enough to make at least a partial rerun of the test circuit necessary, but once I find a good time for that I might just try and see how this change works out. In the meantime, if anyone has a different opinion on this issue, I’d be very happy to hear it – not sure yet if the way I’ve interpreted things is actually the correct one.
Among the villages on Mata Nui, I’d say Po-Koro is pretty high up there in terms of memorable traits. There’s the sculptures made by the resident carvers, the busy trading going on at the bazaar, the entire sport of Koli, and of course that little plague it suffered under in MNOG. For my particular depiction of the Village of Stone, I chose to focus on the first two of these: Trading and carving. (Koli is something I plan to study in more detail when it transforms into Kolhii later down the line, since it gets much more focus in the story then, and the plague is a topic for BCOR.)
Let’s begin dissecting from the second effect, since that will usually be the first you use. This one represents carving, and what it does is, like most Koro stuff, mainly inspired by the corresponding MNOG2 principle. In Po-Koro’s case, that means “Creation”. My first association with this in game terms has alway been the various Extra Deck summons (literally putting your monsters together to CREATE a new one), but upon further reflection I realized that there is one mechanic that creates stuff more literally than any other, and that is Tokens – those straight up don’t exist in any form until an effect says they do. So by combining those two ideas, I ended up with an effect that summons Tokens whenever you Special Summon from the Extra Deck.
“But isn’t that basically just Linkross for every summoning method?”, you might ask, and you wouldn’t be exactly wrong. However, there are some extra hoops to jump through here that hopefully fix the glaring balance issues with the concept. Most trivially, this card is in the Main and not the Extra Deck, so it’s already less consistently accessible by default. Then there are also two points that prevent using it too generically: You need to banish an EARTH Warrior (the “sculptor”) from the GY as cost, and you only get Tokens (the “sculptures”) up to the number of EARTH materials (the “raw materials”) in the summon. Note especially the banishing, which is meant to directly discourage mixing the Po-Koro strategy with Onu-Koro (where the resource loop relies on not getting your monsters banished). They both revolve around the EARTH attribute since Stone doesn’t exist separately in Yugioh, so I made sure to strongly distinguish them by playstyles instead. The final restriction meant to prevent Linkross-tier combos even in those decks that can make Po-Koro work is that whichever summoning method you use to trigger it becomes entirely locked for the rest of the turn (as opposed to just restricting how the Tokens are used). So the moment you make your Tokens, you need to be ready to pivot to something else. In MNOG2 terms, this sensitive issue of timing matches up quite well to the Kolhii skill of Strategy that is derived from Creation. I was quite cautious making this effect since it’s so close to a recently banned card, and initially it was even more restricted, but test runs suggest the current level of power should be fine without causing any notable problems. As usual, feel free to prove me wrong.
The secondary effect (which is listed first because that seems to be the convention for continuous vs activated effects) allows you to save your monsters from destruction by “trading” fancy Rocks, as they do on the Po-Koro bazaar. This is possibly not the best trade since you have to go as far as banishing a monster to protect another, but the Tokens made by the other effect are conveniently Rocks and in their case banishing is no different from destroying, so the idea is to mainly use those. One pesky detail I only noticed after implementing the effect is that it does not protect from full boardwipes because you can’t banish a card already marked for destruction as replacement, but it’s still fairly handy regardless.
If you compare to the other Koro field spells, you might notice that this one is much less xenophobic: You need to play EARTH monsters, including at least one EARTH Warrior, to make it work, but it doesn’t punish you for playing anything else. This is because, in the name of creation and creativity, I wanted to leave it possible to put whatever you want into the Extra Deck, as long as you’re using at least two different summoning methods.
Those were some long-ass design notes, but to summarize and boil the strategy down to its essence: The idea of a Po-Koro deck is simply to spam as much as possible from the Extra Deck, building a board while combining at least two different summoning methods, and any Tokens left at the end of that can act as additional protection.
As usual, the village itself is only part of the equation here, so on to the rest. For example, what could you summon from the Extra Deck to make especially good use of Po-Koro’s effect?
Turaga Onewa is meant to be one answer to this question. On having an EARTH monster summoned next to his arrow, he will immediately bring back a banished EARTH Warrior, which transforms the cost to summon Tokens into one more monster on the field. Of course, the summoning restriction means you can’t use all this field presence to just continue Link Summoning, so you’ll need to make sure you have a Tuner or something to really benefit here. One thing I considered doing for a bit was letting Onewa turn the monster he brings back into a Tuner, but what bothered me there was that it would potentially allow you to just use the same Gouki-based deck I had for Onu-Koro and still reliably fulfill the requirement of two Extra Deck summoning methods. Kind of runs counter to the separation I’m trying to achieve, although it would technically be a distinct strategy even if it uses the same cards as its vehicle.
Since you can’t always expect to draw Po-Koro and do the setup that way, Onewa’s first effect provides another way to banish stuff, and comes with a lore gimmick to its math representing his famous ability to resolve disputes fairly. On top of the perfectly neutral action of putting a monster from the GY back into the hand and banishing a card from the hand, it gives a draw to only the player who is currently behind in advantage, so it works out to +1 if that’s you and -1 if it’s your opponent (and neutral in every other case). Fair.
The Kanohi Komau has mind control as its power, and with the original version back in 2014, I was quick to make the obvious association and write an effect that takes control of an opponent’s monster. In hindsight, that’s a bit above the intended powerlevel of Noble Kanohi, so the redesign instead turns it into a passive effect of using mind control to “stun” the weakest enemy (in terms of ATK, because unfortunately there isn’t a willpower stat that could be used for perfect accuracy). This fits well with the Huna and Rau as an effect that just inconveniences the opponent a bit and forces them to play around it, and for Po-Koro’s particular strategy of building a board with Extra Deck monsters, it makes a reasonable addition to the usual negates and disruptions you want to set up. Tributing a Sculpture Token to revive Onewa together with the Komau is something that happened semi-frequently during testing.
One noteworthy aspect of the way Onewa brings back banished monsters is that they are free to use their effects, so we can gain further advantage by using targets with beneficial effects on Special Summon. This is the niche our first Po-Matoran plays into.
Both of Hafu’s effects are essentially retained from his original incarnation, with a bit of adjustment. Being the master carver, he’s fully meant to facilitate more Extra Deck summoning and brings back another Level 2 Warrior (could be another Matoran, or a generic Tuner like Junk Anchor to enable Synchros) when Special Summoned. His other ability is crafting “Hafu originals” in his own likeness, meaning whatever uses him as material inherits his name. This mainly has applications in a dedicated “C.C. Matoran” strategy, where members of the archetype get a range of neat benefits. Here, it’s really just a cute gimmick that barely comes up.
I did consider a few additional tweaks for the Special Summon effect during testing, such as making it trigger on Normal Summon as well or expanding its target range to Level 4 or lower Warriors, but since the deck I ended up building seems to be able to utilize him just fine as is, it appears no such buffs are necessary.
If you’re familiar with the structure of these Koro strategies, you already know that the last piece of the puzzle is the village’s Toa, but in the case of such an Extra Deck focused theme, a Main Deck boss is a bit of an odd fit. Still, I feel like I managed to give him an effect that provides a fair level of utility.
What Pohatu brings to the table is Spell/Trap removal, and to match Po-Koro, he does it whenever monsters are Special Summoned from the Extra Deck. Furthermore, since we don’t want him to be useless after you have already built your board, he has a secondary trigger off the effect activations of Extra Deck monsters. Do note, however, that this is a trigger effect and not a quick effect, meaning it will activate on a separate chain only after the triggering effect has resolved.
The mental image behind this S/T destruction is destroying stuff by kicking a rock at it, and so it’s fitting to have a bonus effect if you actually happen to have a Rock monster (e.g. a Sculpture Token or a Suva). I went with the ricochet idea here, which means you get an additional (non-targeting) S/T destruction in that case. Seeing how the law of creative heroic thinking permits using the environment to harm enemies indirectly, letting the second destruction affect monsters as well may be a viable option, though in that case it would probably be fair to also destroy your Rock monster as a downside.
Finally, the Kanohi Kakama, Great Mask of Speed, lets the equipped monster move fast enough to attack everything in a single Battle Phase, essentially letting you use Pohatu to clear out all the monsters after using his effect to clear up to 2 backrow. This is a scenario that occured exactly 0 times during the test circuit, but hey, theoretically it sounds useful.
I couldn’t think of any existing EARTH Warrior archetype that focuses mainly on Extra Deck spam while also adhering to the rule of using 2+ summoning methods, so I had to get a bit more creative than usual to fill the holes left by the not yet created Po-Matoran. Therefore, I’m including a section to explain the deck I built to test Po-Koro this time. As with everything else, feedback and criticism on this part is absolutely welcome.
The route I took to fulfill the 2 summoning method requirement was Link + Synchro, since they’re much easier to pull off than Fusion and immediately put banishable monsters into the GY unlike Xyz. In order to get access to the necessary Tuners, I picked Junk monsters as the EARTH Warrior core: Forward as a free Special Summon to start making Onewa, Anchor as a Tuner that also happens to be a Level 2 Warrior for Hafu, Converter as another Level 2 Warrior who does both searching and setup for Synchron (who is unfortunately not EARTH, but still good), and Servant as a free Special Summon whenever I have any of the others out. For the actual Matoran, we have just one Hafu (he only triggers on Special Summon, so having him in the hand isn’t the greatest) and three Taipu because free Special Summon going first. The latter isn’t a Po-Matoran, but since the Chronicler’s Company are meant to work together, I figured there was no way to avoid synergy through the shared attribute in this case. Thanks to Taipu’s presence, Hafu’s name change actually matters occasionally, by still letting you attack with some of your monsters from the Extra Deck after you summoned Taipu. The remaining EARTH Warriors are one Super Agent as an unreliable Special Summon and potential Spell/Trap remover, and Pohatu as your main Spell/Trap remover, Kakama search target, and Suva enabler.
The second major group of monsters, providing a fitting distinction between Earth and Stone, are Rocks. We have Adamancipator Researcher as a Tuner whose Special Summon from the hand is enabled by Po-Koro’s Tokens, Nemeses Keystone as another Special Summon that can trigger Onewa while recycling other banished stuff and to banish for Po-Koro’s protection so it comes back to hand at the end of the turn, and Nibiru to initiate extinction events. The Suva is also technically a Rock, and its purpose is of course being Tributed for Pohatu and then coming back every turn, which can actually trigger Onewa if you have Po-Koro up because the Suva counts as all non-DARK Attributes in that case.
The Spells can be quickly summarized as Kanohi, searchers, and ways to Special Summon to Onewa’s zone (most interestingly Word Legacy Succession, which does exactly that). And of course, we have the Dragoon package I put in to celebrate the complete freedom of Extra Deck choices and then proceeded to regret immensely because it’s so powerful and easy to make that it ends up distracting from the actual point of the Deck. Which is why I ended up intentionally siding it out for the rest of the match every time I won a duel during testing, even when I didn’t actually use it.
The Extra Deck could probably be filled a million different ways, but what I settled on after trying a lot of variations is:
Double Onewa to get free monsters.
Isolde to trigger the Kakama’s search and to get Hafu or Junk Anchor (either as followup to Onewa or as an alternative if you don’t have the setup to trigger him).
Halquifibrax because it has just as much synergy with Po-Koro as it did with Linkross.
Desert Locusts to summon via Halq for a discard while potentially triggering Onewa.
Linkuriboh because it can be made with a single Sculpture Token.
Avramax as a big dude you can make e.g. with Onewa and Isolde.
Quandax to make Dragite while getting a WATER into the GY so the negate is turned on.
Verte Anaconda plus Dragoon in case you mess up the actual combo but feel like winning anyway.
Finally, the side deck is just a pile of EARTH staples and cards that are really good in some situations, plus a few options to fill the Extra Deck slots left open when removing the Dragoon stuff (Accesscode and Apollousa as alternate bosses, Reprodocus and Geonator Transverser as alternate Links you can make with random monsters).
To see all this in action, continue right on.
Best of Test
Po-Koro decks encourage Special Summoning from the Extra Deck and excel at providing a bunch of material to do so. However, lacking dedicated boss monsters of its own and having some tricky requirements and restrictions on the Field Spell, the success of the strategy is very much dependent on what other cards you combine it with, perhaps more so than any of the other villages. Also, the need to have cards to both make Onewa in the Extra Monster Zone and trigger him with an additional Special Summon can be quite the hurdle to consistency.
For this version, we take a little break from the grand tales of adventure taking place on the island of Mata Nui, told in the ancient days of 2001, and instead focus on the more recent reimagining of the story released in 2015. The original Bionicle was famously filled to the brim with fancy names and deepest lore, but for this short-lived G2 Lego decided all of that was way too complicated for a franchise aimed at kids, so they did their best to simplify the new version. In the words of fans less happy with this decision, they dumbed it down. And in a convenient coincidence, much the same words have been used to describe a certain new duel format Konami introduced for Yu-Gi-Oh a short while ago, which is why it seemed natural to combine the two. That’s right, fellas: It’s time to rush rush go rush.
The stars of the G2 story are the six Toa, though they were mainly marketed under the name “Master” in keeping with the simplification efforts. As archetypes are not (yet) a thing in Rush Duels, there’s no problem with using this term for the card names as well, but not having archetypes also raises the question of how our heroes’ effects can be made to work together like a proper team. My solution was to use Level 6 Warriors as a pseudo-archetype, since Rush Duels only have a few of those right now. With that as a general theme, the individual effects are then simply based off each Toa’s characteristics as described in bios and seen in the story.
Tahu is the leader, so he has the ability to boost everyone’s ATK. And he’s described as being both lucky and forgetful, so the whole thing is based on a gambling condition where forgetting what’s in your Deck can get you in trouble. Gali can be “as fierce as the raging ocean”, and since I figure battle Traps aren’t going to do much against the raging ocean, she’s able to block those. Onua doesn’t say much, but what he says is usually important – so his effect has the most difficult condition paired with a really powerful and versatile payoff. The condition itself involves controlling 2 or more Toa (more accurately, Level 6 Warriors) to go with Onua being the big unity advocate of the team. Pohatu is the fearless vanguard who leads the way into danger, but on the other hand he is afraid of doesn’t like the dark. These two traits mesh together surprisingly well into an effect that powers him up with piercing and an ATK boost to eradicate face-down (“dark”) cards. An unintended consequence is that he is the only Toa whose effect does not explicitly interact with other Level 6 Warriors, but that actually fits how he was portrayed as kind of a loner in G2 specifically. Kopaka didn’t slip, he just changed to Defense to recycle a monster from the GY. Due to infinite Normal Summons and global soft OPT, you can make an infinite loop if you use this on another Kopaka, but since it’s one with no net change it didn’t seem worth preventing with an extra clause. Lewa carelessly rushes into battle at the expense of his teammates, but in doing so finds solutions others would overlook. I imagine being able to simply attack directly while ignoring any strong monsters on the field is a decent solution to some situations the others might have trouble dealing with.
This is probably the right point to briefly mention two interesting aspects of Rush Duel card design that immediately stood out when implementing these six. One is the significantly lower stat threshold for each monster level – Tahu here at 1800 is seriously the highest a non-Legend Level 6 Effect Monster can go at this point. Tahu specifically had his ATK chosen so his own 700 boost would bring him to the 2500 ATK I gave his G1 counterpart, but the rest just ended up with general semi-appropriate values. The other thing is that Rush Duel cards are strictly limited to having a single effect, which almost automatically makes things stay very simple. Self-synergy as a concept is barely applicable here.
Anyway, on to the Spell and Trap.
First is Okoto as the Field Spell for the Toa (Level 6 Warriors). Rush Duel Field Spells pretty much just grant continuous buffs, so that’s what this one does too. Just a plain old stat boost that ramps up as you gather more of the team.
And finally, Skull Spider Ambush is kind of a standalone thing exploring a little design space niche I found interesting. Rush Duels do not (yet) have any handtraps, they have no Main Phase 2, and you draw to 5 cards every single turn. Therefore, discarding a card during the Battle Phase is actually mostly beneficial, but you also generally want to get everything out of your hand before battling so you draw more. So an extremely powerful battle Trap that the opponent can negate with a discard could be really good, or really useless. Which one do you think it is?
And that’s it for this release. I tried to keep the power level in line with the currently existing Rush Duel stuff, but I feel like it still ended up a bit ahead of the curve. Definitely had a lot of fun playing around with this alternate format for once, though. Hope you enjoyed it too, happy April Fools’ Day, and we’ll be back to Mata Nui for the next update (probably Po-Koro).