Release: Dumbed Down Edition

Introducing version … i.1.4??? … of the Bionicle YGOPro Expansion! I’m not sure how I feel about this being the first ever official release post on the new website, but well, here we go.

Download for EDOPro

Release summary

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).

Deck Idea: Nokama’s Secret Village

Once upon a time (last week or so), in the middle of building this website and uploading cards, my mind wandered to Secret Village of the Spellcasters. And in that moment, it hit me. “Wait a minute”, I thought. “I made Nokama a Spellcaster!”

And thus was the birth of Nokama’s Secret Village.

You see, Turaga Nokama has the effect to make herself and the monsters she points to completely unaffected by two out of the three card types, depending on what you banish from the GY as cost. Secret Village prevents your opponent from activating Spell Cards as long as you control a Spellcaster and they don’t. Therefore, with Secret Village active, Nokama could make herself and one other monster you control unaffected by every single effect your opponent can legally use.

Add to that the other two benefits she gets from pointing to a monster – being indestructible by battle and recycling a WATER monster from GY or banished during each of your opponent’s End Phases – and you end up with a fun little challenge to the opponent. Can they use their restricted options to break through your protection, or will you get to recover your resources for a followup push in the next turn?

This by itself is certainly not an unbeatable challenge. Even assuming just running over the monster next to Nokama’s arrow isn’t feasible (due to protection or beefy stats), it’s still possible to use single cards like Kaijus or Evenly Matched that don’t care about “unaffected by effects”, or just use monster-based removal to get rid of Secret Village before exploiting the Spell-shaped hole in Nokama’s defenses. Since Nokama needs to activate an effect to turn on her protection, a negation or removal in response to that will also really screw up the plan. And if your opponent manages to get at least 9200 damage on board, they can just disregard the challenge entirely and beat you to death straight through your feeble little Turaga.

So to make this idea reasonably effective, we still need to combine it with additional threats and/or disruption. I tried to achieve this by tweaking the Mermail/Atlantean-based build I originally came up with for Ga-Koro a bit, here’s how it turned out.

Theory

Most of this is just standard Mermail/Atlantean stuff and you can probably find much better descriptions of that elsewhere than I’m able to write, so I’ll just explain the other additions that specifically help this deck idea.

Crusadia Arboria, being a WATER Warrior, serves as the honorary Ga-Matoran that allows reliably making Nokama. She can either be Special Summoned directly from the deck by Crystron Halqifibrax, or searched out by ROTA or Mermail Abysspike and then Special Summoned to your zone a Link Monster points to (which is why playing Salamangreat Almiraj can really unbrick certain hands). Instant Fusion and Elemental Hero Steam Healer are also a possible route to Nokama.

In addition to Secret Village itself, we play the extra field searchers Metaverse (because getting to the Village anytime before your opponent’s Main Phase is good enough) and Set Rotation (because giving your opponent Ga-Koro probably isn’t going to hurt much, also they can’t activate it anyway with Secret Village up).

For the Abyss-scales that go on Abyssmegalo or Abyssgaios, I included both Cetus and Mizuchi – the former actually gives some additional benefit (such as negating Evenly Matched) when we’ve already locked the opponent out of Spell Cards, while the latter is much better in cases where we can’t get to Secret Village. And the combined ATK boost from having both equipped makes it a whole lot harder to solve the challenge via battle.

A last-minute addition to the side deck that unfortunately never came up in my brief tests is Ice Dragon’s Prison, which in theory should have a bunch of utility in this deck. You can use it to fill Nokama’s zone during your opponent’s turn in case whatever was there originally gets removed, and chances are you’ll actually get the banish for free since your monster will be unaffected by Traps. Honestly might be main deck worthy, but I’d have to test more to be sure.

Random sample hands:

Again, most of this is standard Mermail/Atlantean stuff that probably could be done better, the interesting part is just how Nokama is worked into this.

Practice

I ran about half the usual AI testing circuit with this deck and got some, well, mixed results. The basic strategy of sitting on an invincible pair of Nokama + big body and recycling monsters every turn does often work, but the fact that it only slightly disrupts the opponent’s plays with maybe an Atlantean discard here and a negation there does give them a lot of room to break through the small gaps that do exist. And if they do, it’s going to be pretty hard to turn the tables back because setting up the initial board eats up a lot of resources. Similarly, if they just don’t bother with Nokama and instead build up an annoying board of their own, the one monster you get back in the End Phase might not be enough to mount the kind of offense you need at that point. These issues could potentially be fixed by moving away from pure WATER monsters a bit and including more cards that hinder your opponent with relatively low investment, but that would take some additional effort to figure out and feels a bit less interesting to me since it’s off-theme.

Also, another source of problems was that I’m straight up not smart enough to play Nokama competently. The fact that she immunizes monsters on both sides of the field against a specific, variable subset of cards has been the source of many fuckups leading to probably avoidable losses. The existence of this effect irrefutably proves that I know much more about making Yugioh cards than about playing them.

Anyway, despite the problems found in testing, there were definitely times when things did go as envisioned and I was able to enjoy being on the dispensing end of a soft lockdown facilitated by a 28-piece Lego set from 2001. For an example, check out the video below.

Designer’s Quip: Elementals

A card from BCOR that actually never came up in the Theme Guides is the Vatuka. This living pile of dirt is quite unusual among the biomechanical creatures of the Bionicle universe, but not actually unique. Other examples include the Avohkah who once lived in Karda Nui, the Fire Entity that Vakama fought at one point in the books, or on the less canon side the Snowbird from Quest for the Toa and the various bosses from Legend of Mata Nui.

The idea I came up with is to implement these types of creatures as Trap Monsters that support a certain Attribute, with the added gimmick that they can be activated/summoned from the hand while you control a Field Spell, because they are born from natural elemental forces (or something like that). So far the Vatuka is the only one, but if/when I get to any of the others, I plan to use the same style.

Interestingly, The Island’s Dark Tyrant also has the clause where you can activate it from your hand if you control a Field Spell. This is because the card shows Makuta controlling the aforementioned “natural elemental forces”, so it’s basically a pseudo-elemental. But only pseudo, because rather than a Trap Monster it only summons a Token. And because it’s a Makuta card, it also works from the GY.

The Element Lords from Spherus Magna are also technically elementals, though of a significantly different nature. Maybe I’ll work them into this concept somehow.

Designer’s Quip: The Thin Line Between Victory and Defeat

Notice the similarity between these cards? That’s right, both are Quick-Play Spells that let you activate one of two effects if you control a specific category of monsters. Even more, in both cases the first effect has lower requirements and provides some simple utility, while the second needs more setup but deals a potentially game-ending blow.

This is, of course, no coincidence. As It Was in the Before-Time shows the scenario in which the Bohrok swarms successfully eliminate everything else that dwells on the surface, and The End of the Swarm shows the scenario of their defeat that eventually came to pass in the 2002 storyline. They are victory and defeat, so they naturally form a pair – though which one is which obviously depends on what deck you are playing.

No, I am still not going to explain what’s going on with the Level 8+ monsters and Continuous Spells. Try to figure it out on your own if you really want to know already, or just wait patiently 😉

Designer’s Quip: The Unintended Jahnok Combo

Splashability is when a card or group of cards can be used outside their own deck/archetype to achieve benefits in combination with entirely unrelated cards. Taking this into account when making custom cards adds a lot of depth and therefore fun to the process while also achieving more balanced results, but for a long time I didn’t really do that. So once in a while I have the funny experience of looking back at older designs and realizing they do something generically useful I wasn’t actually going for. Here’s one such example.

Bohrok Tahnok can shuffle itself into the Deck to destroy a face-up monster, and this is a Quick Effect. Already seems quite useful, but between having to return to the Deck, the limitation of the targets to only face-up monsters, the fact that it targets at all, and the lack of a built-in way to easily bring it out, it probably wouldn’t be that good to just splash it into random stuff.

In comes the second card of this package, the Krana Ja. By discarding it from your hand while you control a Bohrok, you can scout ahead and render everything that is already visible on your opponent’s field ineffective during the following turn, and like many other Krana it can return from the field to your hand during Main Phase 1 to bring out a Bohrok from the Deck at the cost of immediately ending the turn.

The bottom line is that by just getting a Krana Ja on the field somehow in your Main Phase 1 (e.g. with One for One or simply a spare Normal Summon), you can easily out any single monster that can have its effects negated. Return the Ja to your hand to Special Summon a Tahnok from your Deck, activate the Ja from your hand during the immediately ensuing End Phase (since you do have a Bohrok now), then in the following turn activate the Tahnok’s Quick Effect to target and destroy whatever you like. At this point all protection and/or negation on your opponent’s field will be negated by the Ja, so you don’t have to worry about that stuff at all.

Now, this does ultimately cost you your Battle Phase and only takes care of a single monster, so it probably isn’t really that impactful in the grand scheme of things. But I found it pretty funny that these two cards on their own could pull this off even though neither of their designs was in any way geared towards it. The Tahnok just has a Quick Effect because it’s fast, and the Krana Ja does what it does because it’s literally a Scout.

Theme Guide: (Exo-)Toa (BBTS)

After collecting all types of Krana and descending into the depths of the Bohrok Nest to stop the swarms for good, the Toa Mata came across a new power to aid them in this quest, sealed deep beneath the earth. Suits of armor equipped with powerful weaponry, at the cost of inhibiting their innate elemental powers.

The Exo-Toa, like the Boxor used by the Matoran, is represented by a Union Monster, but like the Toa, it’s Level 6, so getting it on the field where it can do all the Union stuff is the first challenge. The built-in solution is being able to Special Summon itself if all monsters you control are Normal Summoned Toa, though in hindsight it probably wouldn’t be broken to drop the “all monsters” part. Anyway, equipping it gives an enormous boost of 2000 ATK, but comes with two downsides. First, it negates the monster’s effects (i.e., the “elemental powers”), and second, it robs the Toa of their individuality by replacing their name with “Exo-Toa”. Which, due to the little clause at the start of the card text that I’m pretty sure has never actually been used in history (because why would it?), means the are not technically “Toa” monsters anymore and thus lose access to archetypal support cards. This, unfortunately, includes the Kanohi (even in their most recent and well thought out form as of the time of this writing), which canonically shouldn’t be affected by the armor. Might have to come up with something to fix that.

As if this wall of text wasn’t enough, the Exo-Toa has a final consistency-boosting effect to make sure it’s capable of carrying the frankly kind of useless original Toa Mata designs to playability: After going to the GY, it Sets Exo Armaments from the Deck during the End Phase. And once the next turn starts, you can immediately use this Trap Card to bring out a Toa Mata from your hand and equip it with an Exo-Toa from Deck or GY, completing the package in one shot. This also conveniently makes it so the effect negation is actually relevant on the old versions of the Toa Mata who only had on-summon effects, since this way the negation is already active when that effect tries to resolve.

Once in the GY, the Trap turns into what it really takes its inspiration from, namely the array of equipment found on an Exo-Toa. The “boxing claw” works similar to the Boxor (just because of the name) and prevents your opponent from using effects while an Exo-Toa (which could be the Union Monster itself or a Toa that has been equipped and renamed) battles. The armor simply grants protection as you would expect it to. And the electro rocket flies in a straight line to destroy something in the same column as an Exo-Toa, which can be two columns with one copy if you set up the zones correctly when equipping (one from the equip card, one from the equipped monster). Do note that all of these are Quick Effects due to this being a Trap Card.

So the Exo-Toa has many powerful features, but in the story, they were not enough to overcome the combined power of the Bahrag. And I did indeed design the cards specifically so nothing they do can actually out the Bahrag when paired up with both their protection effects online. Because that requires an ability that can only be used when the Toa shed the armor and return to their own elemental powers.

The Toa Seal is the ultimate finishing move achieved when six Toa of different elements combine their powers, imprisoning whatever is unfortunate enough to be in the middle in an inescapable mass of crystalline Protodermis. Accordingly, this card requires six Toa to activate, but due to Yugioh’s Attribute lineup not quite containing the boatload of elements Bionicle has, we will settle for different names. And since getting 6 monsters on the field is only technically possible, you may also pick from those in your hand and GY, though those will be banished on resolution. The result is a non-targeting mass banishing of up to 6 cards, which easily gets past the mutual protection of the Bahrag queens and wipes out pretty much everything else while it’s at it. The number of cards banished from the hand is limited by the number of Normal Summoned Toa participating in the seal, because just banishing 6 from the hand specifically sounded a bit too broken even with these difficult requirements.

The final new card on the Toa’s side is The End of the Swarm, and it’s a … kinda weird one. Assuming you have a Toa, it grants you the choice between two effects relating to Level 8 or higher monsters (?). One temporarily banishes (??) one of those to recover a Continuous Spell (???) from the GY. The other locks a number of your opponent’s monsters depending on your Level 8+ count into face-down Defense Position and basically makes your monsters go UCT on them, except continuous.

Now I can reveal that the second of these effects represents the deactivation and subsequent cleanup of the Bohrok, referenced in the name of the card. Face-down is their sleeping state, so they get switched into that, and the rest is mostly to bypass their Flip effects because this would be kind of self-defeating otherwise. As for what is going on with these Level 8 or higher monsters, Continuous Spells, and the entire first effect, I will remain quiet. Just enjoy the foreshadowing and wait for the answer to your questions to one day rock your universe (okay, that might be overstating it a bit).

Conclusion

While the Toa Mata are currently undergoing a total redesign in order to make them playable on their own, this was actually one of my first attempts to fix those old designs by introducing a small, consistent combo that they could use in the likely event that Plan A (just somehow summoning a lot of Toa) didn’t work out. It provides a 4k+ ATK beater who, with the Exo Armaments correctly set up in the GY, has access to either an effect lockdown during battle, protection against both destruction and targeting, and a limited Quick Effect destruction. Nothing crazy, but at least good enough to actually start getting somewhere in most games.

Once the BCOT overhaul is done and the Toa Mata are fully updated with a more competent strategy, these cards may have to be adjusted for that. But in the meantime, you can find a sample deck using both them and the old Toa in the BBTS release.

Theme Guide: Matoran (Boxor) (BBTS)

In chronicling the struggle between Matoran and Bohrok, the BBTS expansion obviously also needs to show some stuff on the Matoran side. That mainly means their famous anti-Bohrok invention, but let’s first look at some new cards unrelated to that.

Kotu, serving as the left hand of Turaga Nokama and a Rahi Tender, gets her only real notable bit of screentime in this part of the story, so I took the opportunity to include her. She has the skills to calm aggressive beasts, lowering their ATK, and on Normal Summon can return a monster to the hand in such a way that it’s mainly beneficial in the specific case where your opponent stole one of yours (or you’re just playing Kaijus).

The Chronicler’s Courage depicts Chronicler Takua’s heroic last stand against the swarms invading Ga-Koro, which really just stalled them for that brief moment before the Toa defated the Bahrag. Accordingly, this card simply stalls against battle by bringing out small Warriors to guard against attacks and granting them some protection. Hey, it could potentially buy you a turn.

And now for the main event.

In the village of Onu-Koro lives Nuparu, a Matoran with a passion for machinery. Though this sometimes leads him to neglecting other work such as digging (or attacking, to explain one of the card’s effects already), his time to shine comes when he is trapped in a cave after the Gahlok invade Onu-Koro. There, he and his fellow Matoran discover an Empty Bohrok Shell, the mechanical hull of one of the attackers that has lost its Krana. Nuparu begins tinkering, and soon the machine is remodeled into a new weapon that would shift the power balance between Matoran and Bohrok: The Boxor.

Playing these cards, you too can recreate this grand tale. The Empty Bohrok Shell places itself directly into your GY in order to search any EARTH Matoran, which includes of course Nuparu, but also the Boxor due to its full name. Then, with Nuparu on the field and a Boxor in your hand, you can activate Nuparu’s effect, banish the Shell from the GY, bring out the Boxor, and use its Union ability to equip to a Matoran of your choice. And now you are ready to overcome any Bohrok in battle and even halt the march of the swarms by denying them their monster effects that would call more of them from the Deck. As a bonus, banishing the Shell can unleash some vestiges of the Bohrok’s destructive power (though not during the same turn you used it for searching), and if the Boxor-equipped Matoran is not Nuparu himself, Nuparu can grant that 2000 ATK beater a second attack at the low cost of not attacking with his own measly 600 (though not during the turn he summoned the Boxor).

Demo

Sample duel ft. Bohrok AI from development version (some cards outdated)

Conclusion

These cards still predate the dedicated Koro playstyle just like the ones in BCOR, but in this case that doesn’t matter as much because at least the Boxor series forms its own little combo independent from other strategies. Adding them to a Matoran deck of any kind will significantly increase its power in the Battle Phase, which is a pretty good niche to cover for an archetype of Level 2 monsters with (almost) only three-digit ATK values.

The BBTS release includes a sample Boxor deck, which uses Matoran from BCOR (also included in the link) together with the new cards.

Theme Guide: Rahi (BBTS)

The Bohrok invasion also introduced some new Rahi into the story, because the designers came up with a bunch of combiners and had nothing better to do with them. This means the Rahi archetype experiences a bit of growth in this expansion.

For the Level 4 group (Remember: Special Summon themselves from the Pendulum Zone, grant effects when used as Synchro Material), there are two new additions.

The Waikiru is a creature with two sides in multiple ways: Slow on land but quick in the water, and docile at rest but aggressive when threatened. It changes much like monsters change their battle positions, so that’s the theme for this Rahi’s effects. A Synchro monster summoned with it gains a position-changing Quick Effect, and in the Pendulum Zone it grants appropriate buffs to your monsters when their battle position changes.

The Ghekula, natural enemy of the Bog Snake, is entirely built to be a counter to that exact Rahi from BCOR (which had effect damage as its gimmick), granting a Synchro Monster the ability to effectively redirect effect damage you take to your opponent. And if you don’t want to wait for your opponent to damage you, the Pendulum Effect provides a good source of damage as well.

A battle between Ghekula and Bog Snake, captured in the wild (little known fact: swamps have wooden floors)

The Level 3s with the banish/GY triggers get 3 new members.

The Infernavika is a small bird that protects itself from predators by hiding among streams of lava, and thus has a Pendulum Effect that can cause battles to take place in an environment hostile to all but FIRE monsters. The attribute theming continues with its effect when sent to the GY, which complements the Daikau, Ussal, and Kewa from BCOR by reviving a FIRE monster, and when banished, it can deftly escape to the Extra Deck while banishing the top card of your Deck in its place.

Serving as a steed to Matoran in the battle against the Bohrok swarms, the Keras helps out your small monsters with both its Pendulum Effect (aiding them in battle for an ATK boost) and its GY effect (carrying them across difficult terrain to protect against effects). The remaining effect that triggers when banished is anti-Bohrok rather than pro-Matoran, but still derives from the same idea.

Perhaps the most notable addition is the Hapaka, a Rahi used to safeguard flocks of other Rahi. Accordingly, its Pendulum Effect boosts the DEF of Rahi and prevents their destruction, but the more interesting part is the GY effect, or lack thereof. Instead, it has a Special Summoning procedure from hand or GY by “guarding” another small Rahi. And when banished, including as a result of its own summoning condition, it will return “stray” (banished) Rahi to the “herd” (GY).

Finally, there are two new Level 2 Tuners, both of them coincidentally birds.

The Pokawi disorient enemies by moving quickly in great numbers, so its effect weakens your opponent’s monsters in proportion to how many Rahi you have gathered up in the banished “zone”. Mata Nui Fishing Birds have a habit of swooping in to annoy larger predators and then escaping again, which I translated into a “swoopy” (if that makes sense) temporary banishment effect that includes an extra reward if used against large monsters.

Conclusion

These new cards mostly focus on fitting the available tidbits of lore on these Rahi into the established frameworks of the archetype from BCOR, so while they do introduce some new gimmicks and options, I’m pretty sure there isn’t any real change in terms of the overall playstyle. The possible exception is the Hapaka, which actually does break with the framework a bit and introduces an entirely new way to get a Level 3 Rahi on the field. But given the myriad of unpredictable deckbuilding options Rahi have in their current wonky state of design, it probably isn’t even feasible for me to conduct enough tests to confidently confirm or deny this assessment.

Anyway, the BBTS release includes not only a sample deck featuring all of the new Rahi, but also decks built entirely around the Waikiru’s and Ghekula’s respective gimmicks. They also require cards from BCOR, so be sure to use the complete version linked above rather than just the standalone BBTS expansion.

Theme Guide: Bahrag (BBTS)

At the top of the Bohrok swarms stand the Bahrag, ancient twin queens utterly dedicated to carrying out their one and only mission. As the final bosses of the 2002 storyline, it is only appropriate that they are also the ultimate boss monsters of the Bohrok archetype.

Since I like to make pairs into Pendulum Monsters, that’s what they are, and also Synchros to complement the Fusion Bohrok Kaita and the Xyz [REDACTED]. Their Pendulum Effects attempt to alter the way Bohrok function in order to let them take better advantage of Pendulum Summons: Cahdok lets you put a Bohrok into face-down Defense Position when it’s Summoned face-up, with added protection to make sure you’ll get to the Flip effect. Gahdok replicates the recursion ability of Pendulum Monsters by returning a Bohrok that gets sent from the field to the GY to your hand.

In the Monster Zone, their shared gimmick is that they gain and grant each other protection if you control the other Bahrag anywhere on the field (including as a Pendulum Scale!), with Cahdok protecting from effects and Gahdok protecting from battle. Both of them also place themselves in the Pendulum Zone if they are face-up during your Standby Phase – their shadowy presence behind the Bohrok swarms cannot be easily eliminated, and if you successfully summon them once you will have access to them for the rest of the Duel.

Finally, each queen has the ability to Special Summon certain members of the swarm (the Level 2 Bohrok Va for Cahdok, the Level 4 Bohrok for Gahdok) from the GY if it is the only face-up monster you control. This has a lot of situational utility since there are no restrictions on attacks or effects for the Summoned monster, but the main intent actually is simply to help assemble the materials for the other Bahrag (usually you need 1 Bohrok Va + 2 Bohrok).

A potentially simpler, if temporary, way to get to the Bahrag is Queens’ Illusion, a Trap Card based on, well, the queens’ ability to generate illusions. By shuffling the materials from hand, field, or GY into the Deck, it places an “illusory” Bahrag in the Pendulum Zone and imposes attack restrictions based on its stats. The illusion ends after a turn, but while it is active you can freely use the Pendulum Effect and potentially enable another Bahrag’s protection with the added name.

And once you do get the Bahrag out, is there anything you can do other than sitting on them and throwing Bohrok at your opponent? Well yes, there’s a card specificall to ensure that all shall be …

Representing the final goal of the Bahrag and their Bohrok swarms, As It Was in the Before-Time is the ultimate payoff to assembling the pair. By activating this Quick-Play Spell and returning both of the Bahrag (either as monsters or as Pendulum Scales) to the Extra Deck, you can send everything on the field except the swarms themselves to the GY, completing the great mission of cleaning it all. Somehow I feel like that sounded more impressive before Konami made Zeus, but whatever. To make the card not completely useless outside the absolute best case scenario, it can also be used as a draw spell at the cost of destroying a number of Bahrag cards equal to how much you want to draw (again, these can be monsters or just Pendulum Scales). With the Bahrag automatically returning from the Extra Deck each Standby Phase, this is usually a pretty good trade.

Conclusion

Sucessfully setting up the Bahrag provides significant lasting benefits to a Bohrok strategy, and on top of that they simply serve as nice big boss monsters to go into. This makes them into a package that can be included both as just an additional option and as the main win condition.

The BBTS release provides examples of the former approach in any of the multiple Bohrok decks, and of the latter in the Bahrag deck specifically.

Theme Guide: Krana (BBTS)

The eight types of Krana are sentient, organic beings that provide the guiding intelligence as well as a set of special powers to the Bohrok swarms, so the BBTS expansion implements them as monsters that allow Bohrok access to some effects that are generally a bit more clever than what the archetype otherwise does. Each Krana essentially has two effects: One that activates in the hand and is different for each monster while following one of two templates, and another that can only be one of two options, each of which is shared by half the Krana.

Let’s just use those second effects to segment the Krana in the following explanation and cover the rest as we go.

Based off the idea that Bohrok are really just robot suits piloted by the Krana inside them, these monsters have the ability to return themselves from the field to the hand to get any of the Level 4 Bohrok directly from the Deck. This is not something you want to rely on unless you need to since it only works during your Main Phase 1 and then ends the turn, but having the option at least avoids total bricks when playing a lot of Krana.

Regarding the first effect, the Krana Yo and Krana Ca follow the template of equipping themselves to a Level 4 or higher Bohrok from the hand in order to grant some continuous benefit. The Yo, holding the power to let its Bohrok dig through most substances, allows the equipped monster to attack directly. The Ca with its shielding powers protects all of your Bohrok from battle, but only once per turn for each.

Krana Xa and Krana Ja feature the alternative effect template, which means you can activate them by sending them directly from the hand to the GY at a certain timing. With the Xa, which are mainly in charge of formulating the more complex strategies of the plans, you can counteract negations or other responses to your Bohrok effects. It can be activated in any chain that has a Bohrok monster’s effect anywhere but as the last link and will negate the effects of all non-Bohrok cards on the field that appear in this chain. This lasts all the way to the end of the turn, so you might be able to disable something vital using this if you can just bait an activation out of it first. Another mass effect negation option is provided by the Krana Ja, which gives the swarms advance warning of known threats and thus renders everything that is visible on your opponent’s field useless during the following turn. This effect can be activated at any time as long as you control a face-up Bohrok, so you’d probably want to use it during the End Phase for maximum effect.

The other group of Krana are those that can banish themselves from the GY to steal a monster destroyed by a Bohrok from your opponent’s GY, controlling their enemies to make them part of the swarm. The monsters are Special Summoned in face-down Defense Position for thematic reasons and there’s a restriction on it that effectively prevents you from doing it more than once per turn, but even with that it’s obviously a damn strong move.

The equipping Krana among these are the Krana Za and Krana Su. The squad leader-type Za allow Bohrok to communicate and coordinate telepathically, which in this case is used to protect the equipped monster via strategic retreats of your other monsters (including face-down ones) while also keeping up the card supply. The Su is the caveman among the Krana, merely granting a stat boost, but that is very versatile in its simplicity, especially considering the equipping is a Quick Effect.

The pure hand effects here belong to Krana Vu and Krana Bo. The Vu makes Bohrok capable of flight, so it can be used to dodge targeting effects and even goes as far as negating and destroying the card in question to really make your opponents think twice about targeting your Bohrok with anything. The Bo can be triggered in response to your Bohrok cleaning up any card with their removal effects, using its night vision capabilites to track down further copies of the same card hiding in the darkness of your opponent’s hand and get rid of them for good.

On the topic of Krana that can steal your opponent’s monsters, we should take another look at Bohrok Confrontation, which was already covered in the main Bohrok article. What it does is send a Krana from your Deck to the GY to boost a Bohrok’s ATK/DEF, and knowing what we do about Krana now, the idea is obviously to have a Bohrok run over a monster in battle and then immediately steal it with the Krana.

There are other cards that further expand on the idea of Krana mind control. The following four monsters, for which I like to use the umbrella term “Servants of the Swarm”, represent the unwilling victims of this power.

Bohrok Servant is the generic standin for arbitrary beings under the control of a Krana. Its purpose is basically to make immediate use of the face-down monsters you get from the stealing effect, by contact fusing them (remember, that works when face-down) with a Krana from pretty much anywhere, banishing both and giving you a monster that at least copies the stats of whatever you stole.

The remaining Servants of the Swarm are a bit more specific, each of them being based on one particular inhabitant of Le-Koro that was possessed by a Krana during the takeover of that village. They generally work by sending a Krana from the Deck to the GY to neutralize an opponent’s monster and set up a situation where you can easily steal it, though the way in which they do so differs greatly.

Matoran of the Swarm counters Xyz Monsters by attaching to them as a material, which locks their effects and makes their ATK/DEF become 0 during battle with a Bohrok. It can also attach itself from the GY to your Xyz Monsters that are flipped face-up, obviously so a stolen Xyz can actually have material.

Turaga of the Swarm interferes with Synchro Summons in a particularly funny way, inserting itself on the opponent’s field in place of a Tuner and immediately forcing a Synchro Summon. When used as material, it gives you control of the Summoned monster for a turn and permanently makes it so its ATK/DEF become 0 when battling a Bohrok. This approach comes from the fact that Turaga were originally Tuners, so now that the BCOT remake is changing them to Link Monsters this card might be due for a redesign sooner or later as well.

Toa of the Swarm is the simplest of these, since it just Tributes over an opponent’s high-level monster and then surrenders itself willingly by making its ATK/DEF 0 when battling a Bohrok. The Level restriction was already iffy to begin with and is even more so when considering the prevalence of Link Monsters, so I might eventually tweak that to something like “2000 or more ATK”.

Finally ,we have a funny little card that simultaneously supports and counters Bohrok/Krana decks. Krana Pit lets you protect a card from destruction each turn by banishing a Krana monster from the GY instead, but since this works on both GYs you can just as well use it if your opponent is the one playing Krana. Similarly, it allows recovering a banished monster when there are 2 or more Krana banished, without specifying whose Krana they must be.

Conclusion

Krana add quite a few sophisticated effects to the Bohrok toolbox, giving you interesting options to interact with your opponent beyond just razing their field to the ground. The ability to steal a destroyed monster makes the Bohrok’s effects and attacks a bit more threatening than they already were, and with the Servants of the Swarm can itself be made into a central strategic element of your deck.

A selection of Krana can be found sprinkled throughout the sample Bohrok decks in the BBTS release, while the Servants of the Swarm usually appear as Side Deck options.