So, uh, Rahi. There’s a lot of them. I tried putting just the ones from Mata Nui into an archetype back in BCOR, and even after the sheer amount of cards forced me to spread them over several design concepts you can mix and match, it ended up as a bit of a mess. My current plan to (eventually) improve on this involves introducing a clearer division based on Types and maybe Attributes, which would enable more focused deckbuilding and support.
Rahi were pretty much present throughout the entire story taking place in and around the Matoran Universe, so there will frequently be new ones for many expansions to come. That means I need to be careful to not design myself into a corner, especially if the overhaul is going to put the cards into more specific niches. Hence the point of this post: Taking a look at all the Rahi on record and determining which Monster Card properties they should get!
… It may be a bit silly to refer to this one as a “quip”.
The Raw Data
Based on the Rahi page on BS01, I have put together a spreadsheet outlining how I imagine all these critters would work as cards.
https://docs.google.com/spreadsheets/d/1rbmHNEC0MVAyZotXg8HlXebirKiDcIXudsqRERQYHpM/edit?usp=sharing
The Raw sheet lists them in descending order of relevance (ranging from those that got mainline sets or were central to the story all the way down to those Greg Farshtey made up on the spot to describe some noise), while the Stats sheet counts the prevalence of a few different categories.
Since Types and Attributes are often not entirely clear-cut, I’ve left myself the freedom of picking up to three choices per Rahi for these properties, ranked in order of preference.
Observations
Let’s begin by making some broad statements based on aggregate statistics. Of the 166 Rahi considered, 44 have already been implemented in expansions up to and including BBTS. Since anything with a relevance of 2 or below is somewhat unlikely to ever be implemented, we can stick with the 127 above that treshold and say we’re about a third of the way through (though some already implemented Rahi are from the lower relevance levels). Looking at these numbers, a fully realized Rahi archetype would easily be one of the largest in the game, which just reinforces that it’s probably a good idea to split it up a bit.
But how to split it? A look towards the Attribute and Type distributions provides some hints. With regards to the former, we can see that most Rahi are EARTH or WATER, a significantly lower number are FIRE or WIND, and even fewer LIGHT or DARK. However, DARK has an especially large difference between the count of Rahi that could be DARK and the count of Rahi that I would preferrably make DARK – meaning it’s often considered as an alternate option. Given the Rahi’s status as creations of the DARK Makuta, I somewhat like the idea of giving that Attribute a special role in the archetype and have them form their own distinct type of deck together.
For everything else though, my preferred method of organization would be by Types. In a nice parallel to EARTH and WATER, two of the most prevalent Types are Beast and Aqua/Fish/Sea Serpent (they already share so much support, might as well count them together), along with Insect. Reptile and Winged Beast are smaller, but still major groups, and then everything else just contains a few outliers each.
Another division that’s already in use to some extent is the one by Levels, but in the making of this list it became apparent that assigning Rahi a Level based on their size is a pretty approximate affair, and really just about any Level 4 could also convincingly be Level 3, for example. So it might be better to leave the exact decision up to gameplay considerations.
That gives us a few specific groups of Rahi to examine in detail. When I started writing this, the plan was to go over them all right away, but out of consideration for what is left of my and my readers’ sanity, I have now decided to split them up into separate posts.
The links can be found here once they’re done: