Release: Search for the Seventh Toa

Across the land and in the skies, guided by the light.

Install via EDOPro Configuration

Sample Decks

This batch introduces the core of the “Avohkii” archetype, beyond just their barest engine that was included in the earlier preview. Though to be accurate, most of the cards here are actually unrelated by name and connected only through the fact that they mention “Great Kanohi Avohkii” (a card that still does not exist). I promise this makes total sense and there’s a perfectly logical reason behind it, read on to find out.

New Cards

Regular Art

Pewku, Avohkii-Bearing Rahi

Xyz Effect MonsterRank 4 | EARTH Beast | ATK 1500 / DEF 2500

2 Level 4 monsters
You can detach 1 material from this card; Set 1 Spell/Trap from your Deck that mentions “Great Kanohi Avohkii”, except an Equip Spell, also you cannot Special Summon from the Extra Deck for the rest of this turn, except monsters that mention “Great Kanohi Avohkii”. If a Level 4 “Avohkii” monster(s) is Special Summoned to your field, while this card is in the GY (except during the Damage Step): You can target 1 of them; Special Summon this card, and if you do, attach that monster to it as material. You can only use each effect of “Pewku, Avohkii-Bearing Rahi” once per turn.

Bionicle: Mask of Light (v5.1.2)
Movie Style Art

First on the list is Takua’s trusty companion Ussal crab, Pewku. Who does, in fact, have “Avohkii” in the name – because she’s a proper member of the party searching for the Toa of Light, carrying our heroes all over the island wherever the mask may lead them. This is also reflected in the first effect letting you fetch the many Spells and Traps that represent events along the journey, which could act as a gateway into the whole Avohkii package since this is a generic Rank 4. The missing ingredient for that is a target that actually works as a starter, but there might just be one planned, so this search already comes with an Extra Deck lock just to make sure Ryzeal doesn’t actually become the most optimal way to play Avohkii. A lot of time was spent debating myself on whether or not that is really needed, but in the end it stuck mostly because the combo lines you can do to dance around this lock ended up being kind of neat.

One possible enabler for said lines is Pewku’s own second effect, which brings her back from the GY by jumping on top of a Jaller or Takua you just put on the field – so you can get a nearly free Pewku with material after you’ve already done other things, and also easily get yourself even more backrow on the following turns.

Regular Art

Ka, Avohkii-Bearing Rahi

Link Effect MonsterLink-2 [↙ ↘] | WIND Winged Beast | ATK 1900

2 monsters with different Attributes
If this card is Special Summoned: You can reveal 1 “Great Kanohi Avohkii” or 1 Beast or Winged Beast “Rahi” monster in your hand, then activate 1 of these effects;
● Draw 1 card. ● Destroy up to 2 cards on the field, including a card you control.
If this Link Summoned card is destroyed by battle or card effect: You can target up to 2 Level 4 “Avohkii” monsters with different names in your GY; Special Summon them. You can only use each effect of “Ka, Avohkii-Bearing Rahi” once per turn.

Bionicle: Mask of Light (v5.1.2)
Movie Style Ar

Our next, more short-term, party member is the Gukko bird Ka, who is in the movie for exactly 57 seconds to air-fly the guys out of Le-Wahi and then crash in Ko-Wahi. Which isn’t a lot, but does help the Avohkii make meaningful progress towards its destination, so we award it the rank of an actual archetype member. The other archetype it belongs to (as does Pewku) are the Rahi, and since the bird actually does hang out in the jungle with the rest of the wild beasts, its first effect works by revealing either the Avohkii or a (correctly Typed) Rahi monster – either to draw a card (flying high) or to destroy up to 2 cards including one of yours (crashing down).

Rahi, being a Pendulum archetype, of course appreciate having a generic Link-2 with down-pointing arrows that gets them a draw or non-targeting removal, but the full power of this card shines in the Avohkii deck, where its second effect lets it float straight back into Jaller and Takua, making it basically free. In fact, this effect will even let you trigger Pewku in the GY to get that back as well – I think you can see how the interesting combo lines come together here.

Perhaps worth pointing out about that second bullet point: The way it’s worded means you are perfectly allowed to destroy just 1 card on your own field, including Ka itself, so if all else fails you always have that option to trigger the floating effect.

Regular Art

Graalok, Ash Bear Rahi

Effect MonsterLevel 7 | WIND Beast | ATK 2600 / DEF 1800

During the Main Phase, if this card is in your hand or GY (Quick Effect): You can either Tribute 1 Beast or Winged Beast “Rahi” Pendulum Monster from your hand or field, or reveal 1 “Great Kanohi Avohkii” in your hand, then target 1 face-up card on the field; destroy it, and if you do, Special Summon this card to its controller’s field, but if you Special Summoned it from your GY, place it on the bottom of the Deck when it leaves the field. You can only use this effect of “Graalok, Ash Bear Rahi” once per turn. At the end of the Damage Step, if this card battled: Return it to the hand.

Bionicle: Mask of Light (v5.1.2)
Movie Style Art

Thankfully we also have other options, such as Graalok, the Ash Bear that almost mauls Jaller’s and Takua’s masks off on their way through the jungle. This is clearly not party member behavior, but is something that happens to them, making this monster a non-“Avohkii” card that nevertheless mentions “Great Kanohi Avohkii”, searchable by both Jaller and the Sealed Avohkii . By the way, if that “regular art” doesn’t look familiar, that’s because I (digitally) built it to have some non-movie representation of an Ash Bear. Might try to improve the look in future updates if I get my hands on the parts.

What it does is mostly one long effect, but with multiple options and applications. You can activate it from your hand or GY during any Main Phase, so it’s one of them shiny new-fangled turn 0 plays if you can meet the condition of either revealing the Avohkii in your hand or tributing a (properly Typed) Rahi from your hand or field (the latter is more expensive because it’s much easier to draw into in a Rahi deck, and tributing a Rahi from hand so it goes to the GY can actually lead into further plays). That lets you target a face-up card on either field, destroy it, and Special Summon Graalok to that same field. Some examples of how this can be used:

  • Your opponent activates a Continuous Spell on turn 1, you reveal an Avohkii to blow it up and give them Graalok instead, disrupting what they actually wanted to do.
  • Your opponent flips a floodgate, you get rid of it by chaining Graalok so you’re free to play the game.
  • You activate a Normal Spell during your Main Phase, then immediately target it with Graalok to get a free 2600 ATK monster on top of what you were already doing.
  • Mid-Avohkii combo, you use Graalok to blow up Ka, triggering the floating effect and handing you a board of not just two, but even three monsters.

And so on. Additional limitations to keep in mind are that using Graalok from the GY will make it go back to the Deck once it leaves the field, so you can’t keep doing it over and over, and that battling with it makes it return to the hand (or Deck, if that condition is applying).

This card is one case where the ATK/DEF values were actually somewhat carefully considered. 2600 ATK is just big enough to clear the “protagonist stat” of 2500 and matches Lewa Nuva (who comes to the rescue in the movie), while exactly 1800 DEF allows you to attack a Defense Position Graalok on your opponent’s field with Jaller to trigger the bounce and get it back to your hand (also much like what happens in the movie). Incidentally, these numbers on a Level 7 Beast are baboon stats, which is … not the right animal, but we are defending the forest here, so it works if you squint.

A Seventh Star

Continuous Spell

When this card is activated: You can target 1 “Avohkii” card in your GY or banishment; add it to your hand. Each time a monster(s) that mentions “Great Kanohi Avohkii” is Normal or Special Summoned, place counters on this card equal to how many of the following apply to at least 1 of those monsters.
●Warrior ●LIGHT ●Level 7 or higher ●cannot be Normal Summoned/Set
During the End Phase: You can send this card with 7 or more counters to the GY; draw until you have 7 total cards in your hand and field. You can only activate 1 “A Seventh Star” per turn.

Bionicle: Mask of Light (v5.1.2)

Anyway, on to the Spell/Trap lineup, so Pewku actually has some targets. First, here’s A Seventh Star, or as I’ve recently taken to calling it, ASS. This Continuous Spell celestially foretells the coming of the Seventh Toa, first by adding a proper “Avohkii” card back to your hand on activation to either restart or extend your combo, and then by gathering counters as you go through various Avohkii-related monsters. The number of counters gained for each monster (or group of monsters) depends on how close it is to being a Level 7 or higher LIGHT Warrior that cannot be Normal Summoned or Set. What an odd assortment of conditions. I wonder who that’s for.

Anyway, the ultimate payoff for this is that if you get to 7 counters (which is consistently possible through the currently available combo lines), you get to draw to 7 in the End Phase – counting cards on the field as well, so it’s usually not as huge as it may sound. A pure Avohkii combo from a 5-card hand will draw 1-2, and if mixed with other engines that generate advantage, you can very well find yourself in the first-world problem position of ending on too many cards to draw at all. Where this card truly shines is if you have to trade advantage to counter an opponent’s disruption while performing your combo, or if you manage to stick it in a low-resource grind game. In situations like that, I’ve seen it draw up to 4 in testing, which puts you in a position from which it’s pretty hard to lose.

Yes, this card is searchable by Seventh Ascension. It’s probably not the most useful target in the Decks where that is played.

Light of the Mask

Trap

Target 1 face-up card your opponent controls; for the rest of this turn, your opponent cannot activate cards, or the effects of cards, with the same original name as that target, also you can reveal 1 “Great Kanohi Avohkii” in your hand, and if you do, send that opponent’s card to the GY. If this card is in your GY: You can target 1 “Avohkii” card in your GY; shuffle both it and this card into the Deck. You can only use each effect of “Light of the Mask” once per turn.

Bionicle: Mask of Light (v5.1.2)

Our first Trap is Light of the Mask, which lets you shine a guiding light on an opponent’s card to indicate they won’t be using that, or anything with its name, this turn. Oh wait, you shook the Avohkii too hard while revealing it in your hand and it shot out a fricken lazor that sent the target straight to the GY as well. Oops. Well, maybe it can still make use of some kind of GY effect … except it can’t, because it’s locked! Ha!

So basically, this is disruption in the form of floating-proof targeted removal if you have an Avohkii to reveal in hand, and if you draw it without a way into a proper setup (or generically, in any deck) it can still stop some select things your opponent may do, if they require putting a card on the field before activating its effect. In the GY, this card can also recycle itself and another “Avohkii” card (that is, the monsters except Graalok, or the Equip Spell), which keeps your resources in rotation, ensures you always have something to set with a revived Pewku, and can potentially dodge something like Called by the Grave since it’s inherently a Quick Effect due to being on a Trap Card.

Washed and Chilled

Trap

(This card is always treated as a “Nuva” card.)
If you control a face-up monster: Banish all face-up monsters on the field until the End Phase, then you can discard 1 WATER monster or reveal 1 “Great Kanohi Avohkii” in your hand, and if you do, Special Summon 1 of your banished monsters. You can only activate 1 “Washed and Chilled” per turn.

Bionicle: Mask of Light (v5.1.2)

Finally, Washed and Chilled provides a second option for the backrow. It works in a similar way to Light of the Mask, with a generic effect that can be upgraded by revealing the Avohkii during resolution, but aims for a potentially much higher impact by just banishing all face-up monsters on the field at once, for a limited time. The counterbalance to this massive disruption is that it only works if you yourself have face-up monsters to banish, but getting to the bonus part of the effect does at least let you summon 1 of them back right away – which can itself be an advantage by e.g. triggering Ka again. The main idea here is that firing this at a reasonable time will ensure you live to your next turn, where you can then strike back with the strong recovery features of the Avohkii cards.

Two curious points I haven’t touched on: It’s always treated as a “Nuva” card, and you can also get the bonus by discarding a WATER monster. Both of those reflect the fact that this card is based on an attack (and “cool” one-liner) by Kopaka Nuva , so you can integrate it into a Toa Nuva deck as well. It has especially high synergy with Kopaka, because summoning him back to an otherwise empty field will let him use his effect to banish, even a second time on the same turn due to being a soft OPT. I was specifically considering making use of this in the “Kopaka’s Bad Day” deck, but didn’t actually try it since there are more motivating ideas than playing a round of floodgate turbo.

Updated

Matoran Jaller, Avohkii Herald

Effect MonsterLevel 4 | FIRE Warrior | ATK 1800 / DEF 1200

You can Special Summon this card (from your hand) by revealing “Great Kanohi Avohkii” in your hand. You can only Special Summon “Matoran Jaller, Avohkii Herald” once per turn this way. If this card is Normal or Special Summoned: You can add 1 card that mentions “Great Kanohi Avohkii” from your Deck to your hand, except “Matoran Jaller, Avohkii Herald” or an Equip Spell. You can only use this effect of “Matoran Jaller, Avohkii Herald” once per turn.

Bionicle: Mask of Light (v5.1.2)

Just a small one within the archetype: Jaller now Special Summons himself from the hand as a procedure, i.e., without an activated effect. This was the result of various considerations, including balancing out the value provided by starting with Jaller vs starting with Takua, and opening up the theoretical possibility of a combo line that never triggers the K9 cards. The only reason I hadn’t previously done it was because an activated Summon effect can share its HOPT clause with the other effect, saving words, but whatever, Jaller still had enough room left. Truly the text box is a canvas waiting to be filled with legalese.

Strategy & Deck Options

Seeing how this release doesn’t just add some cards, but actually makes Avohkii properly functional as its own archetype, I should probably elaborate a bit on how it’s played. I mentioned above how the deck can consistently obtain a fully stacked ASS to draw some cards in the End Phase, so here’s a DB replay showing how that works (in a scenario where you have only the bare minimum resources for a nearly-1-card combo). It also demonstrates how that might not be the best thing to go for since you might just end up drawing 0 of your many handtraps, so in practice I prefer using more or less the same combo to search for a Trap and just going the ASS route as a bonus if I happen to have it.

In any case, you can tell these basic lines do not set up much of a board, only some points of disruption with Graalok, maybe a Trap, and whatever else you happen to have in your hand. But their strength lies in being very consistent and resilient in getting to some kind of play, and their ability to rebuild and recover very easily thanks to the Sealed Avohkii that stays in your hand. Combined with a good helping of generic power cards and handtraps, it’s actually pretty effective, and the best part is you get to play out all those Mask of Light scenes as seen here:


Alternatively, you could go off script a little and introduce a character who didn’t originally appear in the movie. A handsome individual who, given his LIGHT Attribute and Level of 6 could very well pass for the legendary Toa of Light, were he not so damn Fiendish. One who, while robbed of his most generic enabler, remains available through the Rank 4 plays that the Avohkii cards can so easily do.

That’s right, baby, the Masksmith is back.

By the power of Evilswarm Exciton Knight, the original Fiendsmith build of this deck still lives, and the best part is it’s now capable of pivoting into Fiendsmith AND back again! The trick to this is making Sequence and keeping it on the field after you Fusion Summon, acquiring a second (non-LIGHT!) monster via either ASS or Graalok, and linking the two into Ka. That Ka then explodes (or draws before being exploded by Graalok, if available) and gets back Jaller and Takua, letting you finish the combo on Pewku for your Trap of choice, long after making all the generic plays that the lock would prevent. It’s pretty effective, possibly the optimal form of Avohkii at this stage.


Other builds to consider include:

  • The previously covered Ryzeal-based 4vohkii – it didn’t get a huge buff here since the lock on Pewku makes it hard to use that particular Rank 4 as part of the strategy, but Jaller now being able to search Light of the Mask does give us an extra bit of disruption if we draw the Avohkii cards, and actually makes the recovery aspect work properly even without Gearbreed involved. Theoretically having Ka in the Extra Deck could give you a stealth route into Rank 4 access in some obscure situations, but it’s probably not worth the slot if we’re being honest.
  • Beast/Winged Beast Rahi with Graalok and Ka. Being more optimized for the Avohkii side, they don’t exactly represent a huge shift in how the Rahi deck is played, but they do provide both turn 0 plays and some interesting lines you can do without ever Synchro Summoning, which is nice to have I guess. Only tested this a little bit so far, though.
  • Kopaka’s Bad Day with Washed and Chilled. I may try this at some point when I feel like it – of course, if you feel like it, feel free to do it ahead of me and report results! Maybe it would even make sense to put the card into a regular Toa Nuva deck …

So much for that. Look forward to the next release, where the quest meets some opposition …

Deck Idea: 4vohkii

What’s FIRE, LIGHT, and has 4 stars? That’s right, Ryzeal. And also Jaller and Takua from the new Avohkii archetype. How curious. You could make a deck out of this.

On a more technical Level, the appeal of this combination is in the fact that by using either Takua or the Sealed Avohkii as a starting point, you can make a Rank 4 Xyz without spending your Normal Summon or getting locked into anything. That makes it good for baiting out interactions before you limit your further options, and if undisrupted has potential to go into interesting lines that might be difficult otherwise. As a big bonus, the archetype gimmick of the Sealed Avohkii being back in the hand at the end of the combo also guarantees follow-up, provided you still have search targets in your Deck. See for yourself how it works here:

As with everything, there are of course tradeoffs. While 6 of the 7 (how topical a number) extra cards included get you to the combo as desired, Jaller by himself only does it if you spend your Normal Summon, which gets in the way of the Ryzeal half of the deck. Going first, the Sealed Avohkii will also only work if you can put a monster on the field without it already, so with certain hands the play:brick ratio will feel more like 3:4 than 6:1. The numbers get even less optimal if you play multiple copies of Jaller to enable the Avohkii’s follow-up functionality, though if you’re based like me, you can get around this by instead playing Gearbreed to recycle him for a draw (never mind that Gearbreed is also kind of a brick, it gets away with this due to being based, as previously established). Finally, the lack of restrictions on the whole thing comes at the cost of card economy: Searching with the Sealed Avohkii will force you to lose one of the other cards in your hand (because if you use it to add Jaller, you certainly do not want to discard either of the 2), and if you start with Takua before having any other Avohkii cards ready, he’ll also cost you a card to Special Summon. Can feel pretty bad in a deck like Ryzeal, where your hand tends to be stacked with useful engine cards and handtraps, but well, first-world problem if I’ve ever seen one.

So, all things considered, is Avohkii Ryzeal going to be the next big thing for Rank 4 enthusiasts once I break into the Konami servers and install my expansions into the official card pool? Eh, probably not. The ability to get a “free” Rank 4 without so much as an Xyz lock is certainly enticing, but so far the most special thing I was able to do with it is make Utopic Draco Future as part of the endboard, which is also possible with existing engines like Sharks and takes just enough steps to lose to Nibiru. Assuming there’s nothing else crazy I completely missed, the slight awkwardness of ratios and the discards would probably make this a package that’s just worth considering rather than anything life-changing.

Another perhaps more realistically relevant thing I was trying to test here: Is it a balancing issue to let Takua be Special Summoned unconditionally at a slight cost, thus making the entire setup fairly splashable? The results so far say no, but of course the payoff isn’t yet complete without Jaller having anything to search other than a second Takua. At the very least, I feel confident in saying that the engine’s ability to Special Summon two Level 4 monsters in and of itself is not broken, we’ll see how it looks in general after the next update.

By the way, if it were to turn out we can’t get away with Avohkii plays being quite so free, my go-to solution would be to simply change Takua to “If you control a card(s) that mentions “Great Kanohi Avohkii”, you can Special Summon this card from your hand”. That leaves the Equip Spell, which is slightly conditional by nature, as the only thing that can get you started without the Normal Summon. A convenient side benefit of this change would be that the effect would no longer activate in the hand, making it possible to play around the K9 cards if needed. Come to think of it, Jaller’s SS effect could also perfectly well be a non-activated summoning condition, provided I spend some extra words on the HOPT clause.

Hmmm. Food for thought, for sure.

Release: BMOL First Drafts

The time has come once more: New expansion, new archetypes, and a new chapter of lore to adapt. Grab your popcorn buckets, because we’re going to the movies with Mask of Light! And Mata Nui Online Game II, that’s here too.

Install via EDOPro Configuration

Sample Decks

While Protodermic Evolution consisted mostly of upgrades for Toa and Bohrok, this set builds up some new strategies from the ground up, but will also add a fresh coat of polish to the six -Koro strategies that have been neglected for these last few years. Here’s the details.

New Archetypes/Cards

Avohkii

The Avohkii archetype is the one that tells the story of the movie from the perspective of its protagonists: The two humble Matoran who discover the Mask of Light and embark on a quest to find the seventh Toa destined to wield it. Its basic idea is a simple, consistent setup engine that gets you the Main Characters on the field and the Kanohi Avohkii itself to the hand, as well as access to a variety of searchable cards representing events, characters, and concepts from the movie.

Regular Art

Matoran Jaller, Avohkii Herald

Effect MonsterLevel 4 | FIRE Warrior | ATK 1800 / DEF 1200

You can reveal 1 “Great Kanohi Avohkii” in your hand; Special Summon this card from your hand. If this card is Normal or Special Summoned: You can add 1 card that mentions “Great Kanohi Avohkii” from your Deck to your hand, except “Matoran Jaller, Avohkii Herald” or an Equip Spell. You can only use each effect of “Matoran Jaller, Avohkii Herald” once per turn.

Bionicle: Mask of Light (v5.0.2)
Movie Style Art

The first of these we look at in detail is Jaller, leader of the party and the Avohkii’s chosen herald – or so it seems. Befitting his role, he gets to enter the field for free if you have the shiny mask to show off in your hand, and searches most of the cards related to it on summon. The notable omission from this are Equip Spells, because as we know, it is not Jaller’s role to find the mask itself.

Regular Art

Matoran Takua, Avohkii Chronicler

Effect MonsterLevel 4 | LIGHT Warrior | ATK 1500 / DEF 1500

You can reveal 1 other card in your hand; Special Summon this card from your hand, then send the revealed card to the GY unless you control 2 or more cards that mention “Great Kanohi Avohkii”. During your Main Phase: You can equip 1 “Avohkii” Equip Spell from your hand, Deck, or GY to 1 “Avohkii” monster you control. You can only use each effect of “Matoran Takua, Avohkii Chronicler” once per turn.

Bionicle: Mask of Light (v5.0.2)
Movie Style Art

That honor goes to Takua, tagging along to chronicle the historic events unfolding as a result of his serendipitous discovery (even if he’d rather have nothing to do with it). This is the guy who gets you the Equip Spells missing from Jaller’s portfolio, and as a funny little reference to his attempt to dodge responsibility, he can even equip them to another “Avohkii” monster you control – convenient side effect is not always losing to Ghost Ogre. He also has a way to be Special Summoned from the hand by revealing a card, but since his time to shine is precisely when you don’t have the Avohkii yet, any card whatsoever will do; in exchange, you’ll be losing that card if you do this without having prior Avohkii setup.

Basically, what this somewhat convoluted sequence tries to achieve is letting Takua work both as a search off a Normal Summoned Jaller, in which case you’ll get to bring him out at no cost, or as a separate starter who does not take up the Normal Summon, but will make you lose an additional card from the hand. More importantly, going through this effect step by step matches up with the way he talks while hopping across lava in the movie, which I found very funny and was perhaps 70% of the reason I ended up going this way. Mechanically speaking, it really might be better to make the Special Summon only if you control an “Avohkii” card and require the Normal Summon otherwise, so it might still change to that once I get tired of the joke in a later version.

Regular Art

Avohkii, Sealed Mask of Light

Equip Spell

This card’s name becomes “Great Kanohi Avohkii” while in your hand. While this card is equipped to a monster: You can return this card to the hand; add 1 “Great Kanohi Avohkii” or 1 monster that mentions it from your Deck to your hand, and if you do, send 1 card from your hand to the GY. You can only use this effect of “Avohkii, Sealed Mask of Light” once per turn.

Bionicle: Mask of Light (v5.0.2)
Movie Style Art

Finally, all this talk about using Takua as a starter only makes sense with the context of the one and only Equip Spell he can get at this point in time: Avohkii, Sealed Mask of Light. Or Sealed Avohkii for short.

Revealing the Avohkii in hand is meant to become a recurring element in this theme, so this one takes on that specific name while it is in your hand. That means double the cards you can draw to unlock all those benefits, and at the current preliminary stage it is in fact the only thing you can reveal to satisfy the Special Summon requirement on Jaller. Truly unsealing the Avohkii will take some more time, despite it already being referenced all over the place.

This card is also crucial to the engine’s functioning because, after equipping it, you can return it to your hand to search any Avohkii-related monster, though you’ll have to give up a card in exchange so the advantage math works out right. That bridges Takua to Jaller, or lets you get to either of them if any equip target is present on the field. The fact that it bounces for cost is especially powerful, as that immediately gives you a Kanohi Avohkii to reveal and sets up follow-up for the next turn in the form of another search. It is, however, vulnerable for the small window between equipping it and activating the effect, where a savvy opponent may just chain MST and take that valuable resource away.

The slightly odd search pool of specifically the actual, currently non-existent Avohkii and the monsters (but only the monsters) that mention it came about through the following reasoning: Obviously you need the monsters so the combos work, as explained above. But if you could also search Spells and Traps, you could just play a package of Sealed Avohkii and some convenient backrow cards, many of which are planned to use the hand reveal gimmick and therefore may very well be able to wield their full power in such a scenario. That didn’t seem proper, so those searches have been locked behind Jaller instead, forcing you to play a fuller Avohkii party if you want access to their cards. Finally, searching the real Avohkii itself represents the “unsealing” (for maximum lore accuracy, you should send the Sealed Avohkii to the GY when resolving this effect) – originally it was planned to have this search happen when the Sealed Avohkii is destroyed, but having an effect that only searches a currently non-existent card seemed a bit too weird after all. We’ll see where we end up with that in the long run.


Thusly equipped with three combo pieces that can all get us to the desired setup, we build a first simple deck to make use of it. And where does this repeatable engine that puts two monsters on the field lead us? Into a LIGHT Fiend for Fiendsmith combos, of course.

Other points of note are Rank 4 access through the main combo, the possibility of Chaos Angel with Takua + Engraver, and two neat little packages that further enhance consistency by getting Takua directly from the Deck. One consists of Gen, Ken, and Triple Tactics Thrust to search Naming Day and upgrade the Level 3 LIGHT Warrior you Summoned into the Level 4 LIGHT Warrior you need. The other is Taipu and Prima Light (a card so fresh off the presses I had to use a custom on DB), letting you trade a free EARTH Warrior for a LIGHT Warrior. In a grind game, Gearbreed also shows its worth as a fun tech card, since it lets you recycle Jaller to get value off the Sealed Avohkii in your hand truly forever.

Here’s where I would normally put a sample video, but in this case it’s more a showcase of how the basic combo aligns with what we see in the movie. Worth a watch anyway (he said, unbiasedly).


As you probably noticed above, this is also the first time in this project I’m using alternative artworks – one version coming from the usual set/comic/game sources, and another directly using movie screencaps. Not everyone is a fan of the highly stylized character designs Miramax used (personally I think they’re okay, but easily at their worst in this first movie), so now you get to play whichever you prefer. However, the stone seal on the Avohkii was only ever depicted in movie form, so for that one I had to put my rather limited art skills to work for the first time since Lhii .

Artwork for Sealed Avohkii in full size

Currently the Card Viewer just shows these alt arts as separate cards, as they are in the database. If life stops being so damn busy at some point, I’ll hopefully get a nicer way to include them done.

Future updates for the Avohkii theme will add a variety of searchable Spells and Traps based on scenes from the movie, and a small set of Extra Deck monsters across different summoning types that help you build up advantage while always cycling back into Jaller and Takua. Over the course of a duel, you should (at least theoretically) be able to recreate their journey step by step, from discovering the Mask of Light all the way to finding the seventh Toa.

Kraata

Far away from the light, strange beings crawl through the shadows. They are the Makuta’s own substance, the source of the infected masks that have placed the island’s Rahi under his control, and wielders of many dreadful powers. Introducing the second theme of the set: The Kraata, tiny 0/0 DARK Fiend critters that swarm the field and spread devastation to your opponent’s monsters through the physical contact of battle.

… Yes, I am aware about half of that description overlaps with Yubel, but I swear this concept was in my drafts long before that deck got the modern support wave that made it functional. And taking a closer look at the cards will reveal some major points of distinction in the specifics.

Explosive Kraata Xi

Effect MonsterLevel 1 | DARK Fiend | ATK 0 / DEF 0

If this card is Normal or Special Summoned: You can add 1 “Kraata” monster from your Deck to your hand, except “Explosive Kraata Xi”. You can only use this effect of “Explosive Kraata Xi” once per turn. Cannot be destroyed by battle. At the end of the Damage Step, if this card battled an opponent’s monster with ATK less than or equal to this card’s Level x 600: You can destroy that monster, then destroy all cards your opponent controls in its adjacent Monster Zones or Spell & Trap Zones, also increase this card’s Level by 1.

Bionicle: Mask of Light (v5.0.2)

The best point to start is probably the Kraata Xi, the one that simply searches another monster from its archetype when summoned. That’s already the first obvious difference from Yubel, the fact that these aren’t high-Level bosses, but small combo pieces that try to gather in great numbers. Accordingly, their battle protection does not go as far as keeping battle damage away from your LP, and the offensive effects that represent their unique powers only work on enemies up to a certain ATK stat, determined by the Kraata’s own current Level (or “stage”, as it would correctly be called in lore terms). That means they’re more a bonus rather than your primary win condition, usually.

The Xi’s power is Fragmentation – making stuff explode. When it successfully does so to a monster, the splash damage also catches the surrounding cards, so you can do some real field clearing with this if you’re up against careless use of zones. A successful use of its power raises a Kraata Xi’s Level by 1, and thus the ATK threshold for its next target by 600.

Erosive Kraata Ul

Effect MonsterLevel 1 | DARK Fiend | ATK 0 / DEF 0

If you control no face-up monsters, except DARK Fiend monsters: You can Special Summon this card from your hand, then you can add 1 “Kraata” Spell/Trap from your Deck to your hand, also you cannot Special Summon Effect Monsters for the rest of this turn, except DARK Fiend monsters. You can only use this effect of “Erosive Kraata Ul” once per turn. Cannot be destroyed by battle. Monsters your opponent controls lose ATK/DEF equal to this card’s Level x 600.

Bionicle: Mask of Light (v5.0.2)

To make those thresholds a bit more attainable, you may want to pair your attacker with the support of a Kraata Ul, using its Disintegration ability to passively wear away at the stats of your opponent’s monsters. Here we actually see an anti-synergy with Yubel, which wants the opponent’s monsters as big as possible for the purpose of damage reflection.

This one also contributes to the swarming aspect by being able to Special Summon itself as long as your field is exclusively DARK Fiends (or empty), and on top of that it acts as a Spell/Trap searcher when you do that. Since this is rather powerful, it comes with a lock into the aforementioned Type/Attribute combination, though curiously only for Effect Monsters. I will not elaborate on this beyond pointing out that Energized Protodermis Destiny needs to make a LIGHT Aqua Token so it can Fusion Summon.

Kraata Stasis Breach

Field Spell

Each time you activate a “Kraata” monster effect, increase the Level of all “Kraata” monsters you control by 1 immediately after it resolves. You can only use each of the following effects of “Kraata Stasis Breach” once per turn. If a DARK Fiend monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can add 1 “Kraata” monster from your Deck or GY to your hand, with a different name from the cards you control. If this card is sent to the GY: You can target 1 “Kraata” monster in your GY or banishment; Special Summon it in Attack Position.

Bionicle: Mask of Light (v5.0.2)

The previous card kind of left two questions hanging, namely “what Kraata Spells/Traps” and “how does this gain Levels”. Both are answered by the Field Spell, which is a Spell (duh) and advances all your Kraata by 1 each time one of their effects resolves. That means putting a few of them on the field while this is up can actually get you to a point where the battle effects are a reasonable threat to an established board.

Like any Field Spell you want to be run at 3 copies should do, it also enhances consistency, in this case by translating any DARK Fiend you Summon into a Kraata in your hand. In testing, this turned out to give pretty insane value over time because a lot of DARK Fiend stuff can also Summon on the opponent’s turn, and in light of future plans I’m almost considering making it add only from the Deck and also requiring a name different from the ones in your GY. But with only 2 Kraata in existence right now, I didn’t want to impose that restriction just yet.

And finally, as a Makuta-related Spell/Trap, it does something in the GY, namely reborn a Kraata when sent there. This is kind of a flavor effect to represent the actual “Breach” that happens in the Kraata Cave moments after the card image. Hence why it summons in Attack Position, that Kraata is ready to strike.


By the way, in case the monsters had you wondering if there were really images so directly focusing on the Kraata using their powers, there actually weren’t. In fact, there was basically no usable promotional art of any specific Kraata type, forcing me to break out the literal drawing board for the second and third time in this single release. The shit I put up with, seriously.

Artwork for Kraata Xi in full size
Artwork for Kraata Ul in full size

Looking forward to doing this at least four more times for this archetype, oh joy. Hell, might as well go for the other 36 Kraata types that totally needed to exist while I’m already at it.


In spite of all the differences explained above, you do actually play these with Yubel and the related usual suspects for now. It’s just the most effective combo shell that falls in line with the DARK Fiend lock, other than sometimes not being able to use the red dog. The recent TCG exclusive Fiend Fusion support is also pretty good here, letting you bridge from the more generic combos into Kraata via Aerial Eater.

In fact, the plan for future versions, other than adding the remaining Kraata, calls for Rahkshi in the form of Fusion Monsters, so that’s a very promising direction. Those will also act as proper boss monsters that can deal with stuff too high on the ATK ladder for squishy little Kraata, so I expect the awkward inclusion of Yubel specifically may go away as we approach completion.

See below for some test footage with this deck.

The Final Chronicle

Finally (haha), this set includes a second Matoran-based engine, hailing from Mata Nui Online Game II: The Final Chronicle. Rather than a standalone thing, this is something you can add to any of the established Koro decks, along with other new cards to enhance those strategies.

Matoran Chronicler Hahli

Effect MonsterLevel 4 | WATER Warrior | ATK 1400 / DEF 1400

Gains 300 ATK for each “The Principle” card with a different name in your GY and/or banishment. You can only use each of the following effects of “Matoran Chronicler Hahli” once per turn. If this card is in you hand (Quick Effect): You can target 1 Warrior monster you control, except “Matoran Chronicler Hahli”; return it to the hand/Extra Deck, and if you do, Special Summon this card. If this card is Normal or Special Summoned: You can add 1 “The Principle” card from your Deck to your hand.

Bionicle: Mask of Light (v5.0.2)

The core of it all is Hahli, a Ga-Matoran surprisingly chosen to represent her village in the Kolhii championship. This task has her journeying across Mata Nui, learning the Principles of each village that form the foundation of their Kolhii Skills. Therefore: She searches those Principles and grows stronger the more of them you apply. For smooth integration in the different decks, all it takes to summon her is bouncing a Warrior you control, which doubles as a way to dodge stuff and triples as a reference to her spontaneously replacing Kotu on the team. Poor Kotu, they don’t let her have shit.

The Principle Of Purity

Quick-Play Spell

Target 1 “Matoran”, “Toa”, or “Turaga” monster you control and 1 face-up card your opponent controls; negate their effects until the end of this turn, then, if all monsters in your GY are the same Attribute (min. 1), you can destroy that opponent’s card. At the end of the Damage Step, if your Warrior monster attacked: You can banish this card from your GY; it can make a second attack in a row. You can only use each effect of “The Principle of Purity” once per turn.

Bionicle: Mask of Light (v5.0.2)

And now for the Principles, starting from the first one you encounter in the game: Purity. As I certainly mentioned in some article way back when, the effects of the six Koro Field Spells were actually modeled on these in, uh, principle, so the basic idea for their direct representation in cards is to have them kind of loosely be one-shot versions of whatever the Field Spells do. In the case of Ga-Koro , its focus is protecting your plays from interference as long as you keep your GY “pure”, so the associated Principle of Purity similarly offers negation to protect your plays and adds removal if you happen to have a pure GY.

Other than the fundamental mechanical differences between a static Field Spell and a dynamic Quick-Play Spell, the Principle version adds a requirement of having a Matoran/Toa/Turaga to negate along with the target card, and indeed all of them will be restricted to working with those archetypes. You’ll have to play the villagers if you want to make use of their culture. Meanwhile, there isn’t any explicit Attribute synergy here (as that would make it hard to use Hahli with other villages), but Ga-Matoran do still align especially well with this Principle due to the Quick Effects they tend to have being able to slip past the negation before it applies.

A secondary thing each of these six cards will offer is a GY effect that grants some benefit to Warrior monsters. This is the Kolhii skill derived from the Principle, and for Purity that means Speed, simply allowing an extra attack.


For testing, I integrated the new cards into a Ga-Koro deck that aims to set up the dream team of Nokama and Chengying. Icejade Ran Aegirine helps us do the latter somewhat consistently, while the former can generally be cobbled together from Ga-Matoran. Ice Doll is also convenient for several reasons, one being that it’s an extra body, another that it gets you a card in hand for Nokama’s discard, and another that its Mirror is a somewhat useful Spell/Trap that Nixie can send to the GY if you miss with her effect.

Here, big Hahli (not to be confused with small Level 2 Hahli ) serves her intended purpose of just sneaking into a Ga-Matoran setup whenever you happen to draw her, getting you a copy of Purity to further counter anything that may still threaten your board. The End Phase effect of Nokama can also get her back to the hand, so you can actually repeat that move as often as the Principles in your deck allow (so twice in this case – seems to be enough).

And once again, a testing video. I would like to draw your attention to the faithfully recreated MNOG2 loading screens and UI popups, those were pretty fun to do.


That concludes the preview, thanks for coming. The next update will consist of the first dedicated wave of support to the Avohkii deck, hope to see you again then!

The 2025 Roadmap

Let’s see how well the plan worked out this year, and how it looks for next year.

All releases planned for 2024 were accomplished smoothly, including the gargantuan task of finishing the Rahi Update in one push so the Kal Saga finale could also fit in. Additionally, the EDOPro repository now massively simplifies installation, and this year’s April Fools’ joke established an alternate route to pursue if Yugioh ever becomes unviable. Quite productive.

For next year, the major milestones will be:

  • April 2025: Finalized BPEV release, with all the cards checked and cleaned and all the decks in working order.
  • August 2025: First look at Bionicle: Mask of Light, the 5th expansion pack! This will feature a small sample of each planned archetype.
  • December 2025: “Search for the Seventh Toa”, the first regular BMOL release. It will cover the archetype that centers on the protagonists of the movie, Jaller and Takua, as well as the Kanohi Avohkii whose bearer they are seeking out.

As for the progress report on side quests:

  • EDOPro repository has been implemented, done.
  • mse2cdb Windows build has seen some progress, but no clue when I’ll actually get it to work. Good thing the Linux version is still doing the job perfectly.
  • Dungen Duel Monsters Campaigns: Mika’s DDM presents an interesting new opportunity to do card-based storytelling, and does actually let you make campaigns with customs. Doesn’t seem too complicated either, so that might just happen if there’s a good window of time.

And that’s that. I’m feeling very excited about a lot of the things coming up, and I hope so are you.

Happy new year!