Release: Time of Troubles

The last few cards of BPEV are here!

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Sample Decks

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

… right?

New Cards (and one update)

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

Exo Autonomy

Spell

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

Bionicle: Protodermic Evolution (v4.8.3)

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the intruding Bohrok-Kal grants me an opportunity to inject new life into the always kinda janky and at this point also outdated design of my Union Monster take on them.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

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

Exo Armaments

Trap

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

Bionicle: Beware the Swarm (v4.8.3)

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

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

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

Bohrok Silver Shield

Quick-Play Spell

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

Bionicle: Protodermic Evolution (v4.8.3)

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

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

Legendary Kanohi Vahi, Mask of Time

Equip Spell

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

Bionicle: Protodermic Evolution (v4.8.3)

Vahi Freeze

Quick-Play Spell

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

Bionicle: Protodermic Evolution (v4.8.3)

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

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

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

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

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

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

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

Nuva Overcharge

Counter Trap

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

Bionicle: Protodermic Evolution (v4.8.3)

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

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

Naming Day

Spell

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

Bionicle: Protodermic Evolution (v4.8.3)

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

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

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

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

New/Changed Sample Decks

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

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

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