Release: Tale of the Toa

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At last, the time has come. BCOT has had its last few cards remade, and is now only one final round of polish away from its complete release that will be followed by the next evolution of BYE. But for this month, the news are just the cards added to the current version and a small adjustment of the roadmap.

Oh, and also adding these last few cards has finally made it possible to write the last two remaining Theme Guides, where you will find detailed information on the strategies mainly affected by this update:

And so, design notes.

New/Reworked Cards

The titular Tale of the Toa is represented by a series of three cards chronicling the Toa Mata’s arrival on the island of Mata Nui.

1.0.0

Call of the Toa Stones

Trap

You take no Battle Damage this turn, also shuffle your entire hand into the Deck and draw the same number of cards, then you can activate any of the following effects in sequence, depending on the number of “Toa” monsters in your hand, and discard 1 card.
●0: Add 1 “Toa” monster from your Deck or Graveyard to your hand.
●1+: Special Summon this card as a Normal Monster (Rock-Type/LIGHT/Level 6/ATK 0/DEF 0). It cannot be destroyed by card effects.
●2+: Special Summon 1 “Toa” monster from your hand.
●3+: Add 1 “Kanohi” Equip Spell Card from your Deck to your hand.

Bionicle: Coming of the Toa (v1.0.0)
3.21.5

Call of the Toa Stones

Spell

Discard 1 card; roll a six-sided die and excavate cards from the top of your Deck equal to the result, and if you do, you can add up to 2 excavated “Toa Mata” monsters with different names to your hand, also shuffle the rest into the Deck. Then, apply this effect, based on the number of cards added to your hand this way. You can only activate 1 “Call of the Toa Stones” per turn.
●0: Set 1 “Coming of the Toa” directly from your Deck. It can be activated this turn.
●1: Add 1 Level 1 Rock monster with 0 ATK/DEF from your Deck to your hand.
●2: Gain 2000 LP.

Bionicle: Coming of the Toa (v3.21.5)

First on the list is Call of the Toa Stones, and I just had to put the comparison between the old and new versions in for this one because holy shit almost everything changed. What was previously a Trap Card meant to keep you alive for a turn after you bricked while also replacing the brick with something more playable is now a Spell that directly searches you the cards you need to play in the most convoluted way possible. The image is now also different. And obviously the effect has been updated into something more functional.

The change of card type is because it occured to me that, in a game where a single undisrupted turn can very well make a setup that locks the other player out of the game, taking that long to repair a terrible opening hand is probably a bad idea even if you’re guaranteed to technically not die. And it also kind of sucks to have one of your main consistency cards be a Trap in an archetype that would otherwise be pretty decent going second. By making it a Spell, we get to do the unbricking quickly and proactively enough to actually be useful, and the part where the card prevents damage is still kind of sneakily represented by the 2000 LP it gains you if you’re really lucky.

As for the different image, I’ll have to honestly admit that I never actually played Quest for the Toa (where both images are from) and just got the artwork from BS01 back in the day. It was only when I watched the game’s ending sequence more recently that I noticed the wiki’s gallery is actually missing a shot, and that particular one happens to be a much better fit for a square canvas while also showing the “Call” itself more clearly. So obviously I had to swap it in, and I think the result is a clear improvement.

Some things I would like to note about the updated effect is that excavating up to 6 cards is a direct reference to Takua, who was of course majorly involved in the depicted event, and that the die roll to decide the number of excavated cards was mostly added because one of the few people who actually comment on my Youtube videos suggested I do some gambling effects. As I always say, I do appreciate any input I can get.

1.0.0

Coming of the Toa

Trap

Target up to 3 Level 4 or lower monsters in your Graveyard that were destroyed this turn; Special Summon 1 “Toa” monster with the same Attribute from your hand or Deck for each of these monsters. Monsters Special Summoned by this effect cannot attack during the turn they are Summoned. If this face-down card is destroyed by your opponent’s card effect and sent to the Graveyard: You can destroy all monsters you control (min. 1); Special Summon 1 “Toa” monster from your hand or Deck. You can only activate 1 “Coming of the Toa” effect per turn, and only once that turn.

Bionicle: Coming of the Toa (v1.0.0)
3.2.15

Coming of the Toa

Trap

Target up to 3 monsters with different names in your GY; Special Summon 1 “Toa Mata” monster from your Deck with the same Attribute as each target, but they cannot attack, also return them to the hand during the End Phase. Then, if all targets are in the GY because they were sent there this turn, you can place 1 “Quest for the Masks” from your Deck face-up in your Spell & Trap Zone. You cannot Special Summon monsters with 2000 or more ATK the turn you activate this card, except “Toa” monsters. You can only activate 1 “Coming of the Toa” per turn.

Bionicle: Coming of the Toa (v3.21.5)

Coming of the Toa changed much less drastically, but since we were already comparing I might as well keep doing that. In both the old and the new version, the idea is to get a bunch of Toa at once to your field after your GY has been filled with monsters of matching Attributes. The old one was much more restrictive about this, letting you only work with monsters that were destroyed the turn you activate it, and thus needed a second effect to still bring out a Toa if it was destroyed before the activation conditions were met. The new one drops both the same-turn requirement and the secondary effect, instead making it a convenient chainable Trap Card at any point after you have set up your GY. It also adds some harsher restrictions to balance out its powerlevel, which the card most likely should have had in the first place anyway.

Special thanks to the card Doll House released in 2021, which provided some nice compact PSCT wording for effects that do something “for each” of a number of targets. The EDOPro script was also a good starting point for setting up the complicated targeting procedure this needed.

1.0.0

Quest for the Masks

Continuous Spell

When a monster your opponent controls is destroyed by battle: You can send 1 “Kanohi” Equip Spell Card from your Deck to your Graveyard. You can send this card from the field to the Graveyard; add 1 “Kanohi” Equip Spell Card from your Graveyard to your hand.

Bionicle: Coming of the Toa (v1.0.0)
3.21.5

Quest for the Masks

Continuous Spell

When a “Toa” monster is Normal Summoned: You can equip 1 “Great Kanohi” or “Noble Kanohi” Equip Spell from your Deck to it. You can send any number of “Kanohi” Equip Spells from your hand to the GY; draw that many cards. You can only use this effect of “Quest for the Masks” once per turn. Once per turn, during the End Phase: You can target 1 of your banished monsters whose Level is less than or equal to the number of “Kanohi” Equip Spells with different names in your GY; Special Summon it, then destroy this card.

Bionicle: Coming of the Toa (v3.21.5)

The changes to Quest for the Masks are also fairly tame and basically amount to a speed and utility boost. The part where the Toa gather their masks now happens by equipping when they are Normal Summoned (which kind of recreates the Normal Summon effect the Toa Mata themselves had back then) rather than by milling on battle destruction, and the reward for quest completion was changed from simple Kanohi recycling to a revival from banished that actually takes into account how many masks you really collected. And as a third (second, in terms of order) effect, you now have a way to trade away bricks in Kanohi-heavy decks, a service previously provided by the Kini-Nui.

1.0.0

Gift of the Shrine

Quick-Play Spell

Target 1 “Toa” monster you control and 1 “Suva” you control or in your Graveyard; Banish the second target, then destroy all Equip Spell Cards equipped to the first target and equip 1 “Kanohi” Equip Spell Card from your hand, Deck or Graveyard to it, also you gain 800 LP for each “Kanohi” card in your Graveyard.

Bionicle: Coming of the Toa (v1.0.0)
3.21.5

Gift of the Shrine

Quick-Play Spell

Target 1 face-up monster you control, then activate 1 of these effects;
●Equip 1 “Kanohi” Equip Spell from your hand or GY to that target.
●Banish 1 Level 1 Rock monster with 0 ATK/DEF you control or in your GY, and if you do, equip 1 “Noble Kanohi” or “Great Kanohi” Equip Spell from your Deck to that target.

Bionicle: Coming of the Toa (v3.21.5)

Gift of the Shrine kind of almost got nerfed, with it no longer restoring a bunch of LP in addition to equipping a Kanohi. But the new version represents a massive convenience gain, since it can now target monsters other than Toa and has a less powerful effect to use if you don’t have a Suva ready to banish.

1.0.0

Golden Great Kanohi

Equip Spell

Must be equipped to a “Toa” monster that has no “Kanohi” card equipped by banishing 6 “Kanohi” Equip Spell Cards with different names that could be equipped to that monster from your Graveyard. This card gains the effects of each card banished by its effect as long as they remain banished. During each of your End Phases: Shuffle 1 of your banished “Kanohi” Equip Spell Cards into the Deck.

Bionicle: Coming of the Toa (v1.0.0)
3.21.5

Great Golden Kanohi

Equip Spell

If another “Kanohi” card is equipped to the equipped monster, destroy this card. While this card is equipped to a “Toa” monster: You can banish 6 “Great Kanohi” Equip Spells with different names from your GY, and if you do, replace this effect with those banished cards’ original effects. If this card is sent to the GY: You can send 1 “Kanohi” Equip Spell from your Deck to the GY; add this card to your hand, then place 1 card from your hand on the bottom of the Deck. You can only use this effect of “Great Golden Kanohi” once per turn.

Bionicle: Coming of the Toa (v3.21.5)

The Great Golden Kanohi underwent a name change to take it out of the “Great Kanohi” sub-archetype. Mechanically, the main adjustments are that copying Kanohi powers now happens as a separate effect while the card is already equipped, that you can only copy Great Kanohi now (to match the lore), and that it actually keeps the copied powers indefinitely. In fact, you could say the effect that returns banished Kanohi was almost reversed into one that helps you set them up in the GY to prepare the Golden Kanohi. I figured something like that was more reasonable to include than a glaring intentional weakness, seeing how banishing your Kanohi stockpile is already such a risky move and the whole thing completely loses to backrow removal.

1.0.0

Copper Kanohi of Victory

Equip Spell

Cannot be destroyed by card effects. You can shuffle this card from your hand into the Deck, and if you do, draw 1 additional card for your next normal draw. If you draw this card during your Draw Phase: Discard it. If this card is banished: Place 1 “Copper Kanohi of Victory” from your Deck on top of your Deck. When this card is sent from the hand or field to the Graveyard, activate 1 of the following effects:
●Send 1 “Kanohi” Equip Spell card from your Deck to the Graveyard, except “Copper Kanohi of Victory”.
●This turn, if a “Toa”, “Matoran”, or “Turaga” monster battles an opponent’s monster, destroy that opponent’s monster before Damage Calculation.
You can only activate 1 effect of “Copper Kanohi of Victory” per turn, and only once that turn.

Bionicle: Coming of the Toa (v1.0.0)
3.21.5

Copper Kanohi of Victory

Equip Spell

If another “Kanohi” card is equipped to the equipped monster, destroy this card. At the start of the Damage Step, if a “Matoran”, “Turaga”, or “Toa” monster equipped with this card battles an opponent’s monster: You can destroy both this card and that opponent’s monster. When a monster declares an attack while this card is in your GY: You can equip this card to the monster you control with the highest ATK, but banish it when it leaves the field. You can only use this effect of “Copper Kanohi of Victory” once per turn.

Bionicle: Coming of the Toa (v3.21.5)

For the Copper Kanohi of Victory, I left behind the admittedly cute and unique mechanics centered around randomly drawing the card and instead made it something more in line with the general pattern used by other Kanohi. That said, “victory” is still the basic idea behind the effects, and the main one on field is pretty much just an adaptation of the most useful thing it did originally.

1.0.0

Makoki Stone

Continuous Trap

When the effect of a “Toa”, “Matoran”, or “Turaga” card is activated: Place 1 counter on this card. During either player’s turn: You can send this card with 6 or more counters to the Graveyard; Add 1 Spell/Trap Card from your Deck to your hand. You can only control 1 face-up “Makoki Stone”.

Bionicle: Coming of the Toa (v1.0.0)
3.21.5

Makoki Stone

Continuous Trap

When this card is activated: Banish 1 card from your Deck, face-down. Each time an effect of a “Matoran”, “Turaga”, or “Toa” card is activated, place 1 Key Counter on this card when that effect resolves (max. 6). You can send this card with 6 Key Counters to the GY; add the card banished by this card’s effect to your hand. You can only control 1 face-up “Makoki Stone”.

Bionicle: Coming of the Toa (v3.21.5)

The Makoki Stone now more accurately reflects the idea of sealing something and then unsealing it when 6 keys are gathered, by simply banishing the card you want to get at activation. To make up for the additional risk taken this way, it can now also search monsters, even if the lore technically has no precedent for sealing a living creature or something like that.

Initially my overhaul also had a condition that prevented using the searched card the same turn you add it to your hand, but between the inherent delay of a Trap card and the need to get 6 effects off for the keys, it was just way too slow to ever work. By the way, the wording may sound like you can also gain counters by activating archetypal Spells and Traps like “Coming of the Toa”, but as I learnt after looking up rulings, this clause does in fact ignore the activations of Spell/Trap Cards (but not their effects when they are already on the field, GY, etc). Might still change this to explicitly say “monsters” to avoid confusion, since there aren’t really any other Matoran/Toa/Turaga cards that qualify currently.

Updated

3.11.0

C.C. Matoran Kapura

Effect MonsterLevel 2 | FIRE Warrior | ATK 600 / DEF 200

If a “C.C. Matoran” monster you control attacks, your opponent’s cards and effects cannot be activated until the end of the Damage Step. At the start of your Battle Phase: You can banish this card from your GY, then target 1 face-up monster you control that was not Summoned this turn; it can make a second attack during this Battle Phase. You can only use this effect of “C.C. Matoran Kapura” once per turn.

Bionicle: Coming of the Toa (v3.0.0)
3.21.5

C.C. Matoran Kapura

Effect MonsterLevel 2 | FIRE Warrior | ATK 600 / DEF 200

If a “C.C. Matoran” monster you control attacks, your opponent’s cards and effects cannot be activated until the end of the Damage Step. At the start of your Battle Phase: You can banish this card from your GY, then target 1 face-up monster you control that was not Summoned this turn; it can make up to 2 attacks on monsters during this Battle Phase. You can only use this effect of “C.C. Matoran Kapura” once per turn.

Bionicle: Coming of the Toa (v3.21.5)

This one has been mentioned before, so no surprises here. Kapura now only grants a second attack on monsters rather than a second attack in general, since the restriction to monsters not Summoned that turn proved too light when cards like Omega can basically fulfill it without risk or effort.

3.20.4

Matoran Musician Makani

Tuner Effect MonsterLevel 2 | WIND Warrior | ATK 500 / DEF 400

If this card is Normal or Special Summoned: You can Special Summon 1 Level 4 or lower “Matoran” monster from your hand. If this card is in your GY, except during the turn it was sent there: You can banish this card, then target 1 WIND Warrior monster in your GY, except “Matoran Musician Makani”; add it to your hand. You can only use each effect of “Matoran Musician Makani” once per turn.

Bionicle: Coming of the Toa (v3.20.4)
3.21.5

Matoran Musician Makani

Tuner Effect MonsterLevel 2 | WIND Warrior | ATK 500 / DEF 400

If this card is Normal or Special Summoned from the hand: You can Special Summon 1 Level 4 or lower “Matoran” monster from your hand. If this card is in your GY, except during the turn it was sent there: You can banish this card, then target 1 WIND Warrior monster in your GY, except “Matoran Musician Makani”; add it to your hand. You can only use each effect of “Matoran Musician Makani” once per turn.

Bionicle: Coming of the Toa (v3.21.5)

Makani‘s overall level of convenience just felt a bit too high despite the individual effects all being fairly tame, so I limited the effect on Summon to trigger only if you are bringing him out from the hand. This stops it from having synergy with Isolde and revival effects, while still working the same as a Normal Summon or when Special Summoned by Matau in a Le-Koro deck.

3.20.4

Turaga Matau

Link Effect MonsterLink-2 [↙ ▶] | WIND Spellcaster | ATK 1400

2 monsters, including a WIND Warrior monster
During your Main Phase: You can Special Summon 1 Level 4 or lower WIND monster from your hand in Attack Position, but its ATK becomes 0. If this card is sent from the field to the GY: You can activate this effect; during the Standby Phase of your next turn, add 1 other WIND monster from your GY to your hand, then, if your opponent controls more monsters than you do, you can make all monsters they currently control lose 700 ATK/DEF until the end of this turn. You can only use each effect of “Turaga Matau” once per turn.

Bionicle: Coming of the Toa (v3.20.4)
3.21.5

Turaga Matau

Link Effect MonsterLink-2 [↙ ▶] | WIND Spellcaster | ATK 1400

2 monsters, including a WIND Warrior monster
During your Main Phase: You can Special Summon 1 Level 4 or lower WIND monster from your hand in Attack Position, but its ATK becomes 0. If this card is sent from the field to the GY: You can activate this effect; during the Standby Phase of your next turn, add 1 WIND monster from your GY to your hand, then, if your opponent controls more monsters than you do, you can make all monsters they currently control lose 700 ATK/DEF until the end of this turn. You can only use each effect of “Turaga Matau” once per turn.

Bionicle: Coming of the Toa (v3.21.5)

That same Turaga Matau also got a change of exactly 1 word in this update, but rather than a balance improvement, this one is just to avoid some annoying edge cases. Previously, his delayed effect that adds a WIND monster from GY to hand during your next Standby Phase after he goes there couldn’t be used to recycle himself, but in theory, “1 other WIND monster” COULD be the same physical copy of Turaga Matau if it somehow leaves the GY and returns there during the delay. That is very stupid, so I just went and dropped the “other” to avoid the problem entirely.

Roadmap Change

Just a slight change of plans: Instead of doing both the final refactoring/release of BCOT and the update to 4.0 with the first BPEV cards in June, I’ve decided to focus on BCOT only that month and push the new cards back by one release cycle, so to August. I fear I’d end up half-assing the important last layer of polish due to lack of time otherwise, and I also might to do some internal updates to my tools and workflow before starting on the next expansion. This unfortunately means we won’t be getting to the Bohrok-Kal this year, unless something else goes faster than expected.

The main roadmap post has already been updated with this information.

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