The 2024 Roadmap

Now also available in fancy video form, with visual previews and editing and stuff!

Quick textual summary: The 4 month intervals worked out even with a lot of other stuff going on, so we’re sticking with that. That means the following schedule:

  • April 2024: “Unity Evolved” (Nuva/Kal Kaita)
  • August? 2024: “The Rahi Update” – may be multiple releases in the second half of the year, we’ll see how long it takes
  • After that (maybe still 2024?): “Time of Trouble” (final BPEV lore batch)

As tantalizing as it is to maybe have the BPEV expansion done with the next year, I really can’t allow myself to put the Rahi stuff off any longer. So if that isn’t done within one gigantic release (which I wouldn’t expect unless things go really, really well), that sweet taste of completion will have to wait for a bit.

Also, if you watched the video, you may have seen some “optional side quests” at the end. Those are things that might be happening in the background along the way to improve my and/or the users’ experience. To repeat them here and elaborate a bit:

  • EDOPro repositiories – Apparently those can be used to have custom expansions that automatically update after installing them once, so that would tremendously simplify the releases for everyone.
  • YGO Omega – There’s another popular client flying around, maybe I can get my scripts set up so they work in both (without having to maintain them separately).
  • mse2cdb Windows build – I’m currently running my beautiful tool in the Linux subsystem because I haven’t been able to make a Windows executable for years now. Should probably fix that, but all attempts so far have been foiled by CMake being CMake.
  • Master Duel modding – The holy grail of custom card creation at this time. I’ve seen exactly one video claiming to have pulled this off in any capacity and it was never followed up on, so if it’s possible at all, it might only be in a very limited fashion. But no way to know until I’ve at least given it a try myself.

No guarantee any of these will actually happen, it’s just a general outline of what might come up. And outside of that, there’s also the usual stuff like deck ideas and April Fools’.

Happy new year!

Release: Kalifornication

Watch out for those psychic spies from China who try to … awaken the queens and Clean it All?

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Welcome to the final release of 2023, and the best named one to date (your mileage may vary). In addition to a series of test footage videos uploaded along the way, you can watch the latest additions as part of a (p)review video I put together to welcome the new year. It’s pretty long and contains a bunch of other stuff as well, but please do take a look if you have a few minutes to spare – it took a fair bit of time and effort to get this one out of my head into reality.

And from here, on to the design notes.

New Cards

Bohrok Kalifornication

Continuous Trap

If your opponent controls a face-up card, you can activate this card the turn it was Set, by banishing 2 “Bahrag” monsters with different names from your Extra Deck. During the Main Phase: You can send 1 “Bohrok” or “Krana” card from your hand or face-up field to the GY, then target up to 2 “Bohrok” monsters in your GY; Special Summon 1 “Bohrok” Xyz Monster from your Extra Deck, and if you do, attach the targeted monster(s) to it as material, but return it to the Extra Deck during your opponent’s End Phase. You can only use this effect of “Bohrok Kalifornication” once per turn.

Bionicle: Protodermic Evolution (v4.5.6)

Much like the previous release, this one is also themed around a Trap Card that helps the evolved forms make an appearance. For the Bohrok-Kal, it’s the Continuous Trap Bohrok Kalifornication (“Kalifornication, noun: The process of transforming a Bohrok into a Bohrok-Kal”; it’s right there in the latest version of The Dictionary, maybe they haven’t shipped it in your area yet?).

In theory, it lets you bypass the regular procedure and get an Xyz Monster every turn, though with an expiration date attached. In practice, there are two preconditions: You need an archetypal card to send as cost (including Kalifornication itself, making this the easier condition), and at least one “Bohrok” monster in the GY before paying the cost – which can be surprisingly tricky because Bohrok love going back to the Deck so much. This second condition is partially based on the idea that the Kal are released after the regular swarms have been defeated, as is the fast-track activation condition for going second that banishes Bahrag to set up a situation where they can later be awakened again. Also you can use it to dodge Imperm going first, so that’s funny.


Krana Ca-Kal, Seeker

Link Effect MonsterLink-1 [↙] | DARK Zombie | ATK 0

1 “Bohrok” or “Krana” monster
Cannot be used as Link Material. Once per turn: You can target 1 Level 4 “Bohrok” monster this card points to; Special Summon from your Extra Deck 1 “Bohrok” Xyz Monster using that target as material. (This is treated as an Xyz Summon.) A “Bohrok” Xyz Monster that has this card as material gains these effects depending on the number of your “Bahrag” Monster Cards with different names that are banished or on the field.
●1+: Cannot be destroyed by battle.
●2+: Once per turn: You can draw 1 card, then discard 1 card.

Bionicle: Protodermic Evolution (v4.5.6)

I’ll get straight to the point and reveal that the aforementioned situation where the Bahrag are banished (perhaps due to a Toa Seal ?) is not just lore fluff, but actually serves a gameplay purpose. Some Krana-Kal only show their powers in the presence of sealed Bahrag, such as the Ca-Kal that serves to contact and locate them. If one of the queens has been found, the Seeker on their track can no longer be defeated through simple battle (in reference to the base Krana Ca ), and once in contact with both, it will be able to help you dig into your Deck for resources needed to complete the mission.

Krana Xa-Kal, Liberator

Link Effect MonsterLink-1 [▼] | DARK Zombie | ATK 0

1 “Bohrok” or “Krana” monster
Cannot be used as Link Material. Once per turn: You can target 1 Level 4 “Bohrok” monster this card points to; Special Summon from your Extra Deck 1 “Bohrok” Xyz Monster using that target as material. (This is treated as an Xyz Summon.) A “Bohrok” Xyz Monster that has this card as material gains this effect.
●If this card inflicts battle damage to your opponent: You can place up to 2 of your banished “Bahrag” Pendulum Monsters in your Pendulum Zone(s), then you can add 1 “As It Was in the Before-Time” from your Deck or GY to your hand.

Bionicle: Protodermic Evolution (v4.5.6)

To do that, the Krana Xa-Kal must make contact with the frozen queens, making it the win condition of this particular gimmick. “Contact” is here defined as battle damage, and the “awakening” consists of placing them in the Pendulum Zones (because that works even if Kalifornication banished them directly from the Extra Deck). And to get some immediate benefit, you get to add a little Quick-Play from BBTS that, assuming you properly placed both Bahrag, either draws 2 cards or sends the entire non-Bohrok field to the GY.

As It Was in the Before-Time

Quick-Play Spell

Activate 1 of these effects;
●Target any number of “Bahrag” cards you control; destroy them, then draw 1 card for each card destroyed.
●Shuffle 2 “Bahrag” cards you control with different names into the Extra Deck; send all cards on the field to the GY, except “Bohrok” and “Krana” cards.

Bionicle: Beware the Swarm (v3.15.5)

Both of these Krana-Kal have the Xyz shortcut effect previously seen on the Vu-Kal , because that is in my opinion the strongest of the Krana-Kal utility effects and so balances the granted effects not working without a Bahrag setup. The other two types of utility effects get a new card each, too.

Krana Yo-Kal, Excavator

Link Effect MonsterLink-1 [↖] | DARK Zombie | ATK 0

1 “Bohrok” or “Krana” monster
Cannot be used as Link Material. If an opponent’s monster this card points to battles a “Bohrok” monster, that opponent’s monster’s ATK/DEF become 0 during the Damage Step only. A “Bohrok” Xyz Monster that has this card as material gains this effect.
●This card can attack directly, also if it attacks, your opponent cannot activate cards or effects until the end of the Damage Step.

Bionicle: Protodermic Evolution (v4.5.6)

The Yo-Kal is the brainwashing type, which I consider the weakest because it never helps you combo. Accordingly, as material it gives a very powerful effect that lets an attacking Bohrok-Kal tunnel straight past any monsters or responses your opponent may have. If you ever get to a point where you have two Krana-Kal attached (the lore weeps), this can make for an easy way to trigger the Xa-Kal, but more realistically it’s just solid help in getting in possibly lethal damage.

Krana Bo-Kal, Visionary

Link Effect MonsterLink-1 [▶] | DARK Zombie | ATK 0

1 “Bohrok” or “Krana” monster
Cannot be used as Link Material. You can Tribute this card; Special Summon 1 Level 4 “Bohrok” monster from your hand or GY in face-up or face-down Defense Position, but shuffle it into the Deck if it leaves the field. A “Bohrok” Xyz Monster that has this card as material gains this effect.
●Once per turn: You can look at all Set cards your opponent controls, also look at as many random cards in their hand as possible, up to the number of “Bohrok” monsters you control.

Bionicle: Protodermic Evolution (v4.5.6)

Finally, the Bo-Kal represents the third type previously seen only on the Ja-Kal , trading itself for a Defense Position Bohrok. This is the “mid-tier” effect that has no single massive payoff but broad utility, from flexing a face-up setup into a face-down one to recycling a Bohrok’s removal effect, or just simply getting extra material. When attached itself, it just does its Night Vision and X-Ray combination thingy to look at face-down cards and hand alike. The latter is limited by how many Bohrok are in attendance since hand knowledge is so powerful, but I’ve worded it in a slightly novel way so it automatically looks at the maximum number possible without needing two confirmation prompts on the way. You’re welcome.

Another general thing to say about Krana-Kal is that their Link-1 nature provides a fairly reliable way to set up a Kalifornication summon, since Krana on the field can be used to pay the cost as well. So any Bohrok turning into any Krana-Kal and going to the GY immediately fulfills the preconditions.


Finally, the stars of the show, the remaining three Bohrok-Kal.

Bohrok Pahrak-Kal

Xyz Effect MonsterRank 4 | EARTH Machine | ATK 2400 / DEF 1900

2 Level 4 “Bohrok” monsters
Place materials detached from this card on the bottom of the Deck, instead of sending them to the GY. Once per turn: You can attach 1 “Krana” monster from your hand, field, or GY to this card as material. At the start of the Damage Step, if this card battles: You can detach 1 material from this card, then target 1 monster your opponent controls; banish all cards they control in its column. Then, if this effect banished exactly 1 card, inflict 1200 damage to your opponent. You can only use this effect of “Bohrok Pahrak-Kal” once per turn.

Bionicle: Protodermic Evolution (v4.5.6)

Pahrak-Kal, wielder of plasma, takes until battle to fire its effect, but once it does, there goes an entire column, banished to smithereens. And if that column didn’t have much in it? Then we have enough plasma left to burn the opponent’s LP as well. Advantages on the side are that it only costs one material despite potential multi-removal (because the timing is so inconvenient) and it all happens in the Damage Step, so a wide variety of effects that may stop it simply cannot be chained at that point. None at all, in fact, if you have a Yo-Kal attached – Pahrak-Kal is on that card art for a reason.

Bohrok Kohrak-Kal

Xyz Effect MonsterRank 4 | WATER Machine | ATK 2300 / DEF 2000

2 Level 4 “Bohrok” monsters
Place materials detached from this card on the bottom of the Deck, instead of sending them to the GY. Once per turn: You can attach 1 “Krana” monster from your hand, field, or GY to this card as material. During the Main Phase (Quick Effect): You can detach 2 materials from this card; change all other monsters on the field to Defense Position, also negate their effects until the end of this turn. You can only use this effect of “Bohrok Kohrak-Kal” once per turn.

Bionicle: Protodermic Evolution (v4.5.6)

Kohrak-Kal, certified noise machine, gives you another way to disrupt on the opponent’s turn, by unleashing a blast of sound that forces all other monsters to abandon their effects and go to defense. All monsters including your own, however, so it’s not exactly a team player. This card is actually at its strongest when you manage to make it alone against an established board that has exhausted its relevant disruptions, because then you can detach 2 to shut everything else down, attack over or into something (Defense Position means Kohrak-Kal survives no matter what), and then attach a Krana before stacking up into a Zeus that clears the field. Puts you in a pretty good position as long as you have some kind of followup.

As a brief experiment, I also took the once per turn away from this effect entirely in an intermediate version; the idea being that, should you ever stack up enough materials, being able to negate even through a response seems like a nice ability to have. This was reverted not because it turned out to be broken, but because it never actually came up within the archetype – the only fringe line that ever gets you 4 materials involves Bohrok Counterattack , which already takes care of responses by itself. So the only ones to possibly benefit would have been unrelated Rank-Up strategies or something like that, and I didn’t want to specifically support those.

Bohrok Lehvak-Kal

Xyz Effect MonsterRank 4 | WIND Machine | ATK 1900 / DEF 2400

2 Level 4 “Bohrok” monsters
Place materials detached from this card on the bottom of the Deck, instead of sending them to the GY. (Quick Effect): You can target 1 other card you control or in either GY; attach it to this card as material. If this card has 5 or more materials: You can detach all of this card’s materials, and if you do, destroy up to that many cards your opponent controls, then you can attach 1 of those destroyed cards to this card as material. You can only use each effect of “Bohrok Lehvak-Kal” once per turn.

Bionicle: Protodermic Evolution (v4.5.6)

And finally, Lehvak-Kal … breaks the pattern. Yes, the effect to attach a Krana is here replaced by a more generic vacuum-sucking Quick Effect that works on anything on your field, or in either GY. That can be wielded as disruption against cards that like to be in the GY (and if detached, you don’t even need to put them back), to save your other monsters from targeting effects, or simply to flexibly get something like a Su-Kal in response to a destruction effect. In exchange for such a wide range of applications, the effect that actually does something to the field – the massive vacuum blast blowing away all that stands in its path – is firmly locked behind a minimum of 5 materials. That means in absence of external help, a Lehvak-Kal needs to survive a full turn cycle to actually start destroying cards, but once it does, you get to immediately start the process again by attaching one of those destroyed cards (possibly keeping something like Waking the Dragon from triggering, too).

Updated

Two simple updates on the Bohrok side.

Bohrok-Kal Strategy

Continuous Spell

When this card is activated: You can Special Summon 1 “Bohrok” monster from your hand. If a “Bohrok” monster(s) is Special Summoned to your field (except during the Damage Step): You can activate 1 of these effects, or, if you control a “Bohrok” Xyz Monster, you can activate both, in sequence;
●Target 1 other Spell/Trap on the field; destroy it.
●Add 1 “Bohrok” Spell/Trap from your Deck to your hand, except “Bohrok-Kal Strategy”.
You can only use this effect of “Bohrok-Kal Strategy” once per turn.

Bionicle: Protodermic Evolution (v4.5.6)

Bohrok-Kal Strategy previously was intentionally designed so you could only activate 1 copy per turn, but use the effects of as many as you want once you have them. The addition of an additional good search target that also lets you Xyz Summon on the opponent’s turn made it quite apparent that this has potential to get horrendously out of hand, so now it’s a regular old HOPT. The flipside is that the activation limit has been lifted, so you can get multiple Bohrok out of (your) hand in a turn instead. Solves some specific bricks that can theoretically happen.

Bohrok Gahlok

Flip Effect MonsterLevel 4 | WATER Machine | ATK 1700 / DEF 1600

FLIP: Special Summon 1 Level 4 “Bohrok” monster from your Deck in face-down Defense Position, except “Bohrok Gahlok”.
Once per turn: You can activate the following effect, based on the type of card on top of your opponent’s GY. During the End Phase of the turn you activated this effect, shuffle this face-up card into the Deck.
●Monster: Target 1 card your opponent controls; destroy that target.
●Spell: Negate the effects of 1 face-up monster your opponent controls, until the end of this turn.
●Trap: Banish 1 random card from your opponent’s hand, until the End Phase.

Bionicle: Beware the Swarm (v4.5.6)

The base Gahlok has been a thorn in my eye since I made the first Bohrok-Kal deck and realized the Bohrok with delayed shuffling cost on their effects are really convenient because you can use them as material after firing them. Their weaker removal effects generally balanced this out, except for the Gahlok: Its drawback should be that it only gets to destroy when a monster is on top of the opponent’s GY and does other things otherwise, but those “other things” were so overtuned that it was generally the best Bohrok effect in almost any situation. Now the Spell option only negates a monster’s effects but doesn’t take away its ATK (we have Krana for that anyway), and the Trap option doesn’t permanently handrip (with actual handtraps in the game, it was possible to do this turn 1 and its a soft once per turn, so obviously a big no-no).

I believe with these changes, all the Bohrok are finally properly balanced for their respective type of cost. Even in the material-hungry Kal builds, something like a Lehvak now feels like a justifiable inclusion for the reliable removal it offers, which is about where I want to be.

And for my closing words, I will note that the roadmap for the coming year has been released – mostly covering the same things as the new video (but in much less detail and special effects, seriously, watch it).

Release: Bohrok-Kal Strike

After the Toa, it is now the Bohrok Swarms’ turn to undergo their (non-)Protodermic Evolution. Presenting the first wave of Bohrok-Kal, plus some related support cards.

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New Cards

As a reminder, the Bohrok were introduced in BBTS as an archetype of Flip monsters with massive potential for swarming and removal, mainly shackled by the fact that there’s inherently a turn of delay in starting a Flip-based engine. The Kal extension tries to cover for this weakness by providing an alternative gameplan to establish turn 1 disruption or deal with established boards turn 2, by means of Rank 4 Bohrok-Kal and Link-1 Krana-Kal.

But before we get into the additions to those Extra Deck groups, here are some new Main Deck cards to help as well.

Bohrok-Kal Strategy

Continuous Spell

When this card is activated: You can Special Summon 1 “Bohrok” monster from your hand. Once per turn, if a “Bohrok” monster(s) is Special Summoned to your field (except during the Damage Step): You can activate 1 of these effects, or, if you control a “Bohrok” Xyz Monster, you can activate both, in sequence;
●Target 1 other Spell/Trap on the field; destroy it.
●Add 1 “Bohrok” Spell/Trap from your Deck to your hand, except “Bohrok-Kal Strategy”.
You can only activate 1 “Bohrok-Kal Strategy” per turn.

Bionicle: Protodermic Evolution (v4.3.3)

Bohrok-Kal Strategy is perhaps the key piece for consistent combos on your first turn, bringing out a Bohrok from hand when first activated and then immediately triggering off that Summon to either destroy a Spell/Trap or search an archetypal one – or both if you have a Bohrok-Kal out. The first of these options is purely lore, referencing the Kal’s theft of the Nuva Symbols (which are here Continuous Spells with negative effects when destroyed), while the latter is purely utility, letting you find essential Bohrok support cards without spending too much deck space that they really need for monsters.

One of the best search targets is the newly added Counter Trap, Bohrok Counterattack (yes, the new Battlin’ Boxer card can technically search this too).

Bohrok Counterattack

Counter Trap

When your opponent activates a Spell/Trap Card, or monster effect, while you control a “Bohrok” monster or only face-down monsters (min. 1): Send 1 “Krana” monster from your Deck or Extra Deck to the GY; negate the activation, and if you do, you can attach that card to 1 “Bohrok” Xyz Monster you control as material.

Bionicle: Protodermic Evolution (v4.3.3)

This one represents the most straightforward form of the turn 1 disruption I’m trying to add – just a classic omni-negate that can be used both to protect your dormant Bohrok waiting to flip and to back up the swarms in action. Note that it does not destroy what it negates, so unless you have a Bohrok-Kal to attach to, this will let your opponent keep their monsters and continuous cards. Would be a bit too good otherwise, given its fairly low requirements and lack of HOPT.


Now for the stars of the show: Two more Bohrok-Kal join Gahlok-Kal to complete half of the team already.

Bohrok Tahnok-Kal

Xyz Effect MonsterRank 4 | FIRE Machine | ATK 2100 / DEF 2200

2 Level 4 “Bohrok” monsters
Place materials detached from this card on the bottom of the Deck, instead of sending them to the GY. Once per turn: You can attach 1 “Krana” monster from your hand, field, or GY to this card as material. (Quick Effect): You can detach 1 material from this card, then target 1 face-up monster your opponent controls; it cannot attack or activate its effects this turn, also you can detach 1 more material from this card, and if you do, destroy all monsters your opponent controls with less than 2000 ATK. You can only use this effect of “Bohrok Tahnok-Kal” once per turn.

Bionicle: Protodermic Evolution (v4.3.3)

Tahnok-Kal, just like its base form, offers monster destruction as a Quick Effect, but looking at official media makes it quite clear that its electric powers were actually not really used for destructive purposes as much as to stun its enemies. At the same time, I can’t in good conscience make the Lightning Bohrok-Kal not have some kind of built-in Raigeki, so here’s the compromise I ended up with: Detach 1 to stun a target monster for the turn, and then on resolution, you can detach another to blow up all of your opponent’s monsters below the 2000 ATK “Toa threshold”. This is also an extra balancing factor on this very powerful effect for a Rank 4, since it means removing it from the field before it resolves will stop the destruction.

Bohrok Nuhvok-Kal

Xyz Effect MonsterRank 4 | EARTH Machine | ATK 2000 / DEF 2300

2 Level 4 “Bohrok” monsters
Place materials detached from this card on the bottom of the Deck, instead of sending them to the GY. Once per turn: You can attach 1 “Krana” monster from your hand, field, or GY to this card as material. You can detach 2 or more materials from this card, then choose that many Main Monster Zones and/or Spell & Trap Zones on the field; return as many cards in those zones to the hand as possible, also those unused zones cannot be used until your next Standby Phase. You can only use this effect of “Bohrok Nuhvok-Kal” once per turn.

Bionicle: Protodermic Evolution (v4.3.3)

Nuhvok-Kal, in contrast, is slow, but armed with Gravity powers that are hard to resist and cover a wide range. I thought through a few concepts for this, but the one that won out is just a mass bounce (“floating” cards up off the field) limited only by material count that also locks zones in reference to base Nuhvok (“crushing” the land with supergravity). I kind of wanted to have something with flipping face-down in there as well, but couldn’t quite make it worthwile on a “slow” ignition effect. Fun Fact: This one can be really rude against Pendulum decks in particular.

Test footage of these two new bosses can be found in the below demo videos I posted earlier this month.

Thunderbolt and Lightning
Gravitation

The Krana-Kal have also been brought up to half-completion, but in their case that means 3 rather than 2 new ones, for a total of 4 (out of 8).

Krana Vu-Kal, Transporter

Link Effect MonsterLink-1 [↘] | DARK Zombie | ATK 0

1 “Bohrok” or “Krana” monster
Cannot be used as Link Material. Once per turn: You can target 1 Level 4 “Bohrok” monster this card points to; Special Summon from your Extra Deck 1 “Bohrok” Xyz Monster using that target as material. (This is treated as an Xyz Summon.) A “Bohrok” Xyz Monster that has this card as material gains this effect.
●Once per turn (Quick Effect): You can banish this card until the End Phase, and if you do, you can add 1 “Bohrok” card from your GY to your hand.

Bionicle: Protodermic Evolution (v4.3.3)

The Vu-Kal grants flight like its base version, but also enhanced speed, so rather than “dodge” things with targeting protection, it more literally lets its Bohrok-Kal dodge instantly off the field, optionally recycling a card in the process to live up to its name of “Transporter”. As a downwards-pointing Krana-Kal, its utility effect provides a way to Xyz Summon with only a single Level 4 Bohrok, which can then attach the Link Monster as its second material. This card is part of my current preferred turn 1 play, where I use it to make a Tahnok-Kal that can, on the opponent’s turn, activate the banish effect in chain before its own Quick Effect, letting you detach both materials to blow up the field while still getting a card back with the effect granted by the Vu-Kal.

Krana Su-Kal, Demolisher

Link Effect MonsterLink-1 [▲] | DARK Zombie | ATK 0

1 “Bohrok” or “Krana” monster
Cannot be used as Link Material. If an opponent’s monster this card points to battles a “Bohrok” monster, that opponent’s monster’s ATK/DEF become 0 during the Damage Step only. A “Bohrok” Xyz Monster that has this card as material gains this effect.
●This card gains 800 ATK/DEF and cannot be destroyed by card effects.

Bionicle: Protodermic Evolution (v4.3.3)

The upwards-pointing Krana-Kal, such as the Su-Kal, bring back a possibly familiar effect previously seen on the Servants of the Swarm, some technically-not-Bohrok (and thus kind of unplayable) cards from BBTS. A monster they point to will be brainwashed into voluntarily surrendering to the Bohrok in battle, setting its stats to 0 so it can easily be hit over. All of this is continuous, so it can out a gargantuan range of threats, assuming you can safely get it and a Bohrok to the Battle Phase. The actual power granted to a Bohrok-Kal using this Krana-Kal is as simple as it gets: Super strength (+800 ATK/DEF) and resistance to heat and cold (effect destruction protection).

Krana Za-Kal, Overseer

Link Effect MonsterLink-1 [↗] | DARK Zombie | ATK 0

1 “Bohrok” or “Krana” monster
Cannot be used as Link Material. If an opponent’s monster this card points to battles a “Bohrok” monster, that opponent’s monster’s ATK/DEF become 0 during the Damage Step only. A “Bohrok” Xyz Monster that has this card as material gains this effect.
●Once per turn, when a card or effect is activated that would destroy a “Bohrok” card(s) you control (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy that card.

Bionicle: Protodermic Evolution (v4.3.3)

The Za-Kal has the same on-field utility effect and grants the power of telepathy, which turns Bohrok-Kal into budget Stardust Dragons. Sounds strange, but the background to that is that the original Krana Za allowed you to protect a Bohrok from destruction by shuffling back another monster, to represent the squad coordination it enables. Now plain old protection would have been redundant when the Su-Kal does that and more, so instead it shuts down destructive effects against all your Bohrok by detaching (and thereby shuffling back) an Xyz Material. This is a little less convenient than it sounds because it requires the effect to be one that would destroy a card from the archetype, so you won’t be able to chain it to anything that could theoretically be resolved in such a way that it only destroys unrelated cards (e.g. the average DPE activation).

Updated

The updates this time are simple, just refining the first drafts of the Bohrok support a bit now that I’ve worked my way deeper into it.

4.0.4

Bohrok Gahlok-Kal

Xyz Effect MonsterRank 4 | WATER Machine | ATK 2200 / DEF 2100

2 Level 4 “Bohrok” monsters
Place materials detached from this card on the bottom of the Deck, instead of sending them to the GY. Once per turn: You can attach 1 “Krana” monster from your hand, field, or GY to this card as material. At the start of the Battle Phase: You can detach 1 material from this card, then target 1 face-up monster on the field; that target cannot attack until the end of the next turn, also you can equip 1 other monster on the field to it. You can only use this effect of “Bohrok Gahlok-Kal” once per turn.

Bionicle: Protodermic Evolution (v4.0.4)
4.3.3

Bohrok Gahlok-Kal

Xyz Effect MonsterRank 4 | WATER Machine | ATK 2200 / DEF 2100

2 Level 4 “Bohrok” monsters
Place materials detached from this card on the bottom of the Deck, instead of sending them to the GY. Once per turn: You can attach 1 “Krana” monster from your hand, field, or GY to this card as material. At the start of the Battle Phase: You can detach 1 material from this card, then target 1 face-up monster on the field; that target cannot attack until the end of your turn, also you can equip 1 monster adjacent to it or in its column to it. You can only use this effect of “Bohrok Gahlok-Kal” once per turn.

Bionicle: Protodermic Evolution (v4.3.3)

As I said the moment it was first released, it’s just thematically super neat to have the range of Gahlok-Kal‘s “magnetism” limited to adjacent zones or the same column, so I ended up doing just that. And sure enough, it made zero difference in testing, partially because AI doesn’t understand how to play around things and partially because I can always just put a monster in the column myself. Oh yeah, and the attack restriction now always lasts until your End Phase only, so you can’t block an opponent’s monster by targeting it on your turn. This way it’s more of a downside to targeting something on your own field than additional benefit for an already powerful removal effect.

4.0.4

Krana Ja-Kal, Tracker

Link Effect MonsterLink-1 [◀] | DARK Zombie | ATK 0

1 “Bohrok” or “Krana” monster
Cannot be used as Link Material. You can Tribute this card; Special Summon 1 Level 4 “Bohrok” monster from your hand or GY, but shuffle it into the Deck if it leaves the field. A “Bohrok” Xyz Monster that has this card as material gains this effect.
●Once per turn: You can detach 1 material from this card, then declare 1 card name; your opponent cannot activate cards, or the effects of cards, with that original name, until the end of their turn.

Bionicle: Protodermic Evolution (v4.0.4)
4.3.3

Krana Ja-Kal, Tracker

Link Effect MonsterLink-1 [◀] | DARK Zombie | ATK 0

1 “Bohrok” or “Krana” monster
Cannot be used as Link Material. You can Tribute this card; Special Summon 1 Level 4 “Bohrok” monster from your hand or GY in face-up or face-down Defense Position, but shuffle it into the Deck if it leaves the field. A “Bohrok” Xyz Monster that has this card as material gains this effect.
●Once per turn: You can declare 1 card name; until the end of your opponent’s turn, “Bohrok” cards and Set cards you control are unaffected by the effects of cards with that original name.

Bionicle: Protodermic Evolution (v4.3.3)

For the Ja-Kal, both effects got some significant changes. First, the tag-out was buffed to also allow Special Summoning in face-down Defense Position, so you can use it as a way to prepare the Flip engine without needing to commit an actual Set action to it. This is, for example, relevant when using Bohrok-Kal Strategy, since activating it, Special Summoning a Bohrok, searching a Spell/Trap, and then using Ja-Kal to put that Bohrok face-down leaves you in a significantly better spot than just setting the monster right away.

The effect to block a card by declaring its name did always feel a bit too oppressive, so I ended up nerfing that part by bringing it more in line with the original Krana Ja and just granting your Bohrok (and face-down) cards immunity to the declared name instead. In exchange, it’s now free, so you can keep the materials attached for more important purposes.


A deck update, rather than a card update, was forced from me by Konami’s ruthless (but honestly deserved) banning of Spright Elf, thus rendering the last version’s Toa Nuva deck illegal. Due to the strict collective HOPT on all the Kanohi Nuva, conducting a Fusion Summon on the opponent’s turn is kind of super important if you want to use your resources optimally, so I needed something that could replace Elf’s role in setting that up. A card that can bring back Energized Protodermis Chamber as a Quick Effect, while also being consistently accessible through the basic Isolde combo. And I can proudly report that I have found it.

https://www.duelingbook.com/deck?id=12178919

In fact, it wasn’t very far from the Elf-shaped hole in the decklist at all: Within the same archetype, there’s Spright Double Cross, a Trap with multiple effects including GY revival, searchable by Spright Jet and therefore via Gigantic Spright, which can be made in the standard combo line after the first Toa Nuva by overlaying Isolde with a leftover C.C. Matoran (we play Hafu now to ensure the latter is available). Gigantic Summons Jet and Jet adds Double Cross, and if you further link those two into I:P Masquerena, you even get an additional way to interact for your trouble.

Now of course, with Hafu, Jet and Double Cross, that means three extra bricks we need to run, and after all is said and done this only works once, unlike Elf’s infinite revival forever and ever. The deck’s definitely worse now that it has lost one of its central pieces, but I’m also kind of glad it happened because it reminded me that it probably isn’t a good idea to make all the recursion dependent on some external card. That’s why the next update will contain, in addition to the remaining Toa Nuva, a card that provides this functionality in-archetype. Probably. More or less. We’ll see how it turns out.

Theme Guide: Energized Protodermis (BPEV)

I guess I should get around to this one before it slips my mind again, huh.

Welcome to the very first Theme Guide featuring BPEV cards, specifically the mystery substance that is secretly the root cause of just about the whole Bionicle lore: Energized Protodermis.

This shiny silver liquid had its first appearance at the end of 2002 and immediately exhibited its strange properties by transforming the Toa Mata into the Toa Nuva when they came in contact with it. As the story went on, we also learnt that it will destroy anything that does not have a destiny to transform, that the substance is in fact sapient, and finally that its discovery on the ancient planet Spherus Magna was what ultimately led to the Core War, The Shattering, and the creation of the Matoran Universe as a whole. So yeah, it’s kinda important.

But as we still remain on the island of Mata Nui, what matters for now is its basic ability to transform those who are destined and destroy all others. Hence its current implementation as a small, simple archetype revolving around two key phrases – “Fusion Summon” and “send it to the GY”.

Energized Protodermis Chamber

Effect MonsterLevel 2 | LIGHT Aqua | ATK 0 / DEF 0

If only your opponent controls a monster, you can Special Summon this card (from your hand). If this card is Normal or Special Summoned (except during the Damage Step): You can Fusion Summon 1 Fusion Monster from your Extra Deck using this card and 1 monster in your hand as material. If this card is used as material for a Fusion Summon, except by its own effect: Target 1 Special Summoned monster on the field; send it to the GY. You can only use this effect of “Energized Protodermis Chamber” once per turn.

Bionicle: Protodermic Evolution (v4.1.3)

Both of them can immediately be seen in our sole Main Deck monster, Energized Protodermis Chamber. When Normal or Special Summoned (the latter of which it inherently allows you to do against established boards), it fuses with exactly 1 monster in your hand, and when fused by any effect except that one, it has a mandatory Trigger Effect to send a Special Summoned monster from the field to the GY.

Let’s unpack that bit by bit. The main effect is obviously the one that performs a Fusion Summon, and the idea is to “induce transformations” by Energized Protodermis to turn the monster in your hand into its upgraded form from the Extra Deck. This paradigm is currently implemented on the Toa Nuva, represented below by their glorious leader.

Toa Nuva Tahu

Fusion Effect MonsterLevel 8 | FIRE Warrior | ATK 2900 / DEF 1900

“Toa Mata Tahu” + 1 “Energized Protodermis” monster
If this card is Fusion Summoned: You can add 1 “Nuva” Spell/Trap from your Deck or GY to your hand, then discard 1 card. If your opponent controls a monster (Quick Effect): You can target 1 other face-up Attack Position monster on the field; its ATK becomes 0, and if it does, this card gains ATK equal to that monster’s original ATK, until the end of this turn. You can only use this effect of “Toa Nuva Tahu” once per turn.

Bionicle: Protodermic Evolution (v4.4.4)

That, of course, is an entirely separate archetype that just incorporates Energized Protodermis by design, but what’s relevant for this guide is just the first line with the Fusion Materials: A specifically named Toa Mata, plus any “Energized Protodermis” monster. This is how we represent the destined transformations – if exactly the correct individual comes into contact with Energized Protodermis, a new being will be born. Also keep in mind that Toa Mata are Level 6 monsters, so Chamber taking the other material from the hand specifically saves you a Tribute Summon.

The other half of Energized Protodermis is that it will destroy those not destined to transform by it, and this is represented in a slightly roundabout way by the mandatory effect sending a monster to the GY. The idea is that “forcibly” using it as Fusion Material is a violation of destiny, and so the destruction kicks in, eliminating a Special Summoned monster such as the one you just Fusion Summoned. Or, and this is pure bullshit for gameplay convenience, you can also hit any other Special Summoned monster including your opponent’s, so this drawback can be twisted into a major advantage if you play your cards right. It will just sometimes give you trouble when going first. And even though I say “destruction”, it’s implemented as non-destruction removal because of how almost nothing can resist it in-universe.

Funnily enough, as long as you use Chamber’s own effect to fuse, it has no problem whatsoever with making things that aren’t lore-accurate, destiny-conforming transformations. In fact, any Fusion is fair game as long as this particular Level 2 LIGHT Aqua monster is valid material for it, including quite a few pretty significant boss monsters from existing archetypes. That freedom is the main thing allowing us to mix Energized Protodermis with a lot of things other than just the Toa Mata/Nuva.

An additional option you have, at least under somewhat specific conditions, is the archetype’s own Fusion Monster: Energized Protodermis Flow.

Energized Protodermis Flow

Fusion Effect MonsterLevel 4 | LIGHT Aqua | ATK 0 / DEF 0

2 “Energized Protodermis” monsters
If this Fusion Summoned card is sent to the GY: Look at your opponent’s Extra Deck and send 1 monster from it to the GY. During your Main Phase: You can Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing 2 Fusion Materials mentioned on it from your GY, including this card. You can only use each effect of “Energized Protodermis Flow” once per turn.

Bionicle: Protodermic Evolution (v4.2.5)

While 2 monsters from the archetype is normally a really easy and generic material requirement, that’s not so true when the archetype currently only has a single Main Deck monster. Basically, Chamber + Chamber is your only means to bring this out, which won’t come up outside of very specific situations.

If it does, though, one of the Chambers would be fused away by an external effect, hence triggering its mandatory effect to send a monster on the field to the GY. Ideally this is aimed at your opponent’s side as removal, but Flow is also built to take a little advantage of the cases where no targets other than itself are available, since it will then proceed to relay the archetypal “send to GY” to the opponent’s Extra Deck. Also, it can be used to Fusion Summon from the GY, which technically works even if it wasn’t on the field before (but it’s kind of hard to usefully mill a 0 ATK monster from the Extra Deck).

To walk back that earlier statement a little, there are a few other ways to make this monster. It’s Level 4, so Instant Fusion works, and the effect to send from the opponent’s Extra Deck will then trigger in the End Phase even if you don’t have a way to e.g. Link it off more quickly. Or you could use the final card currently included in the archetype.

Energized Protodermis Destiny

Quick-Play Spell

Target 1 face-up monster you control; Special Summon 1 “Energized Protodermis Token” (Aqua/LIGHT/Level 2/ATK 0/DEF 0), then apply 1 of these effects.
●Send the targeted monster to the GY, and if you do, you can destroy that Token and Special Summon 1 “Energized Protodermis” monster from your Deck.
●Fusion Summon 1 Fusion Monster that mentions an “Energized Protodermis” monster as material from your Extra Deck in Defense Position, using only that Token and the targeted monster as Fusion Material.
You can only activate 1 “Energized Protodermis Destiny” per turn.

Bionicle: Protodermic Evolution (v4.1.3)

Energized Protodermis Destiny is the entire transformation/destruction dynamic on which all the effects are based, encapsulated into one neat little Quick-Play Spell.

When you activate this card, you take the role of a Great Being shortly before everything went to shit and conduct an experiment with a little sample of Energized Protodermis in the form of a Token. If the unwitting guinea pig you targeted at activation has a destiny to transform, you can carry out that transformation with a Fusion Summon, limited to Defense Position because this works in the Battle Phase. Otherwise, your only option is to send the target to the GY, but in order to study the strange substance more closely (and still benefit in some way), you can then trade your Token for an actual Energized Protodermis monster in your Deck. Which, notably, will trigger Chamber, so under the right circumstances both options secretly say “Fusion Summon”.

Sample Decks

Aside from the straightforward Toa Nuva deck that will be covered in its own guide eventually, you have a couple interesting build options that take advantage of Energized Protodermis and its particular characteristics.

One example I’ve worked out in detail and tested is Pure Energized Protodermis Shaddoll Invoked (P.E.P.S.I).

https://www.duelingbook.com/deck?id=12382564

The key synergy lies in El Shaddoll Construct and Invoked Mechaba having a generic LIGHT material that can be covered by an Energized Protodermis monster, so Chamber + a Shaddoll or Aleister is a hand that makes the respective boss monster in basically a single move. This is especially valuable with the Shaddolls, since it gives you an additional way to send them to the GY and trigger their effects, but on the Invoked side too, having an alternative to the classic combo helps you bait out and play through more things. That’s especially true going second, where you’ll usually be able to Special Summon Chamber and then, should it get negated, just follow up with an unhindered Normal Summon of Aleister to make Mechaba anyway.

Another way the archetypes line up is in the Fusion Spells: Shaddoll Fusion can use materials from the Deck under certain conditions, and Invocation from the GY. That gives you two extremely efficient ways of triggering the mandatory effect on Energized Protodermis Chamber in order to poke a hole in a board of Special Summoned monsters. And since the timing at which it triggers is sharead with the Fusion Summon itself, having Magical Meltdown active will render your opponent unable to respond to this threat.

Finally, we also have Energized Protodermis Flow summonable by Chamber + Chamber, Destiny targeting Chamber, or plain old Instant Fusion. You can get this into the GY at your leisure using Gravity Controller, where it can then create the aforementioned Fusions practically ex nihilo … and also Invoked Augoeides, because as it turns out a Fusion in the GY is still a Fusion.

To take proper advantage of both Shaddoll Fusion and Chamber’s S E N D, this deck tries to go second, which also enables the use of powerful board breakers including Forbidden Droplet and Super Polymerization.

If you lean just a little further into the Bionicle aspect and also add just a smidgen of Toa Nuva to this formula, you obtain another similar recipe that is no longer Pure, but rather Protodermically Energized Nuva Invoked Shaddoll. You’re not getting an acronym for this one.

https://www.duelingbook.com/deck?id=12383388

Of course, Tahu and Onua here could be any other pair of Toa, or even just one to leave a little more space. Either way, there really isn’t much difference to the PEPSI deck – in fact a lot of the time you’re just doing Invoked/Shaddoll stuff and that’s enough to last you a whole game. But the occasional chance you get to bring out a Toa Nuva does feel nice, as does sometimes being able to search your Energized Protodermis cards via Nuva Symbols. While it’s nowhere near as good as a proper Nuva deck and fitting in all the necessary cards is a real struggle, it’s another option to play around with for some fun.

I previously compiled some footage of these two builds into the Best of Test: Energized Protodermis video, as seen below.

Best of Test: Energized Protodermis

Beyond that, there’s some more ideas that could be worth exploring in the future. In a similar vein to Shaddoll, Albion is a Fusion with a generic LIGHT material and Branded Fusion a compatible Fusion Spell using materials from the Deck, so some kind of Branded pile going second could make real good use of Chamber.

Or, to go even more modern, you could follow the Type instead of the Attribute and put Chamber to work as the Aqua material of Tearlaments Kitkallos. Probably not particularly optimal in that Deck since it’s a) useless when milled and b) won’t trigger its removal effect if shuffled back into the Deck as material, but perhaps it could to some degree serve as additional copies of Instant Fusion. Maybe even a replacement in a hypothetical future where that card is banned. Sure, it takes another Tearlaments monster to work, but that monster’s effect would then also trigger to Fusion Summon at least Rulkallos, in the process triggering Kitkallos to mill 5,I may have managed to forget how Tear fusion effects work in the span of 2 sentences here and holy hell it’s already sounding insane. Might have to try this after all.

Conclusion

Energized Protodermis a substance whose central property is that, upon contact, it transforms those who are destined and destroys those who are not. Translated to cards, this becomes a small Fusion engine whose main monster is a combination of Fusion Spell and material, meant to be merged with certain specific monsters in order to fulfill their destiny of evolution. Meanwhile, fusing it by external means will cause a violent destructive reaction that sends a Special Summoned monster from the field to the GY – potentially an opponent’s monster, so what is a liability going first can be utilized as a weapon going second.

In addition to the currently intended use case with the Toa Nuva, Energized Protodermis can be splashed into a variety of Fusion decks, the one condition being that some purple card in the Extra Deck can use exactly Energized Protodermis Chamber as material. In such a hybrid, the base strategy is enhanced with not only an additional way to Fusion Summon, but also with the potential of targeting non-destruction removal tied to its own Fusion Spells.

The 2023 Roadmap

The good news: Regular updates will continue in this coming year. The bad news: I’m extending the standard interval from 2 months to 4. While last year’s schedule mostly worked out, it also kept me pretty damn busy, so between IRL commitments and the desire for some general technical updates on stuff like the site or my development tools, I feel a need to dial it back a bit and leave more time for other things.

With that, here’s the plan:

  • April 2023: Bohrok-Kal (1st Wave)
  • August 2023: Toa Nuva (2nd Wave)
  • December 2023: Bohrok-Kal (2nd Wave)

In other words, by the time the year is over, the cast of the Nuva vs Kal conflict should be fully gathered, and all that will be left for 2024 is the fabled Rahi update and the obligatory lore cards.

Happy new year!

Release: Symbols of Power

The Toa Nuva receive their first proper wave of two times three (plus one) cards, and the archetype’s general concept begins to take a more refined form.

Download for EDOPro

I’ll be honest, I totally forgot about the Energized Protodermis guide until I saw it mentioned just now in the previous release post, so that’s gonna take a while longer. What I do have ready is a little introduction to what I believe is currently the most effective way to play Toa Nuva. Worth checking out if you’re planning to try the deck yourself.

If you’d just like to see what’s changed in this update, simply continue below.

New Cards

Gali

Toa Nuva Gali

Fusion Effect MonsterLevel 8 | WATER Warrior | ATK 2700 / DEF 2200

“Toa Mata Gali” + 1 “Energized Protodermis” monster
If this card is Fusion Summoned: You can add 1 “Nuva” Spell/Trap from your Deck or GY to your hand, then discard 1 card. (Quick Effect): You can target 1 other face-up monster on the field; negate its effects until the end of this turn. You can only use each effect of “Toa Nuva Gali” once per turn.

Bionicle: Protodermic Evolution (v4.2.5)

Toa Mata Gali

Effect MonsterLevel 6 | WATER Warrior | ATK 2300 / DEF 1800

To Tribute Summon this card face-up, you can Tribute a WATER or “Toa Mata” monster in your hand, except “Toa Mata Gali”, instead of a monster you control. Once per turn, when the turn player’s opponent activates a monster effect, except “Toa Mata Gali” (Quick Effect): You can target 1 other face-up monster on the field; negate its effects, and if you do, this card gains 400 ATK.

Bionicle: Coming of the Toa (v3.21.6)
Lewa

Toa Nuva Lewa

Fusion Effect MonsterLevel 8 | WIND Warrior | ATK 2600 / DEF 2300

“Toa Mata Lewa” + 1 “Energized Protodermis” monster
If this card is Fusion Summoned: You can add 1 “Nuva” Spell/Trap from your Deck or GY to your hand, then discard 1 card. During the Main Phase (Quick Effect): You can target 1 monster on the field; return it to the hand, then, if it was a monster you controlled, you can return 1 additional monster on the field to the hand. You can only use each effect of “Toa Nuva Lewa” once per turn.

Bionicle: Protodermic Evolution (v4.2.5)

Toa Mata Lewa

Effect MonsterLevel 6 | WIND Warrior | ATK 2200 / DEF 1900

To Tribute Summon this card face-up, you can Tribute a WIND or “Toa Mata” monster in your hand, except “Toa Mata Lewa”, instead of a monster you control. Once per turn, if a monster(s) is Special Summoned from the hand, Main Deck, and/or GY while you control this card: You can target 1 monster on the field; return it to the hand, then, if it was a monster you controlled, you can return 1 additional monster on the field to the hand.

Bionicle: Coming of the Toa (v3.21.6)

The protagonists of the release are the Toa Nuva of Water and Air, Gali and Lewa. I went with these two because their effects as Toa Mata were the ones that worked best for interacting on the opponent’s turn, so adding them to the Nuva roster – where the effects are the same but much more freely usable – would immediately provide some reliable end board options. This panned out as expected, and I can proudly report that pure Toa Nuva decks are now playable in the sense that they consistently put up at least one relevant disruption.

If you make Gali Nuva, you get a targeting monster negate usable whenever you want, though it lacks the stacking ATK boost of her Mata form to make up for the added flexibility. If you make Lewa Nuva, you get a targeting bounce that can be made non-targeting if you’re willing to get rid of one of your own monsters as well, which is exactly what he already did as a Toa Mata (if the trigger condition was met).

You might notice that Lewa is Main Phase only, while Gali has no such limitation. This reflects a newly introduced general rule for adapting Mata Trigger Effects to Nuva Quick Effects: If all the features of the effect are essentially retained, it will be limited to the Main Phase, but cutting out some bonus such as Gali’s ATK gain allows me to lift that restriction. And save some words, which is neat.

Of course, both of the Toa Nuva also have the archetypal ability to search a “Nuva” Spell/Trap when Fusion Summoned, with which we segue straight into Nuva Symbols.

Gali

Nuva Symbol of Flowing Harmony

Continuous Spell

You can shuffle this card you control into the Deck; add 1 “Toa Mata Gali” from your Deck to your hand, or reveal it in your hand and add 1 “Energized Protodermis” card instead. When a card or effect activated by your opponent in response to your “Nuva” Fusion Monster’s effect activation resolves, you can negate that effect, and if you do, destroy that card. You can only use each of the preceding effects of “Nuva Symbol of Flowing Harmony” once per turn. If this card leaves the field: Target 1 “Nuva” Fusion Monster you control; negate its effects. You cannot activate monster effects in response to this effect’s activation.

Bionicle: Protodermic Evolution (v4.2.5)
Lewa

Nuva Symbol of Soaring Vitality

Continuous Spell

You can shuffle this card you control into the Deck; add 1 “Toa Mata Lewa” from your Deck to your hand, or reveal it in your hand and add 1 “Energized Protodermis” card instead. If a face-up “Nuva” Fusion Monster you control leaves the field by card effect (except during the Damage Step): You can target 1 Level 8 or lower monster in your GY; Special Summon it. You can only use each of the preceding effects of “Nuva Symbol of Soaring Vitality” once per turn. If this card leaves the field: Target 1 “Nuva” Fusion Monster you control; negate its effects, and if you do, you cannot Special Summon for the rest of this turn.

Bionicle: Protodermic Evolution (v4.2.5)

Like all Nuva Symbols, Flowing Harmony and Soaring Vitality can go straight back to the Deck to find you a missing fusion material for their respective Toa Nuva, they have on-field effects granting benefits to all the Nuva (but synergyzing especially well with the correct one), and, if removed from the field, activate a mandatory effect of negation and punishment contrasting the benefit.

Gali’s Nuva Symbol of Flowing Harmony protects the Toa Nuva from outside interference by negating and destroying any response to their effects (once per turn, of course). Continuously negating and destroying, which means it works even against things that can’t be responded to otherwise, and even if you were to set up the symbol at Quick Effect speed after your opponent already activated their response. You know, hypothetically. If there was some way to do that. The matching punishment you suffer if the card is destroyed is simply that you cannot activate monster effects in response to the negation of your Toa Nuva, so you miss out on that last chance to fire its effects.

Lewa’s Nuva Symbol of Soaring Vitality acts as an outsourced floating effect, bringing back a Level 8 or lower monster from the GY if a Toa Nuva leaves the field by card effect. Incidentally, Toa Nuva happen to be Level 8, so in some cases you can just revive the exact same monster immediately. Or a Toa Mata. Or an Energized Protodermis Chamber to make a new Toa Nuva. It also triggers off your own card effects, so if Lewa Nuva has to bounce himself to get some non-targeting removal, here’s your replacement. However, if the Symbol itself instead leaves the field, you’ll be locked out of Special Summons for the rest of the turn.

Our other search targets, the Kanohi Nuva, got a significant design overhaul, so let’s talk about those.

Gali

Great Kanohi Kaukau Nuva

Equip Spell

If another “Kanohi” Equip Spell becomes equipped to the equipped monster, destroy this card. If the equipped monster is a “Nuva” Fusion Monster, it is unaffected by your opponent’s card effects, unless they target it. If this card is sent to the GY, and you have not activated any “Kanohi” Equip Spell effects in the GY this turn: You can banish 1 monster from your GY; place 1 “Nuva” Continuous Spell from your Deck face-up in your Spell & Trap Zone, also if you control a “Nuva” Fusion Monster, the face-up monsters you currently control cannot be destroyed by card effects this turn.

Bionicle: Protodermic Evolution (v4.2.5)
Lewa

Great Kanohi Miru Nuva

Equip Spell

If another “Kanohi” Equip Spell becomes equipped to the equipped monster, destroy this card. If the equipped monster is a “Nuva” Fusion Monster, negate any effect activated by your opponent that targeted it. If this card is sent to the GY, and you have not activated any “Kanohi” Equip Spell effects in the GY this turn: You can banish 1 monster from your GY; place 1 “Nuva” Continuous Spell from your Deck face-up in your Spell & Trap Zone, also if you control a “Nuva” Fusion Monster, your opponent cannot target the monsters you currently control with card effects this turn.

Bionicle: Protodermic Evolution (v4.2.5)

Gone are the cumbersome bullet point effects, and instead the ability granted when equipped is now listed just like it was on the original Great Kanohi, but limited to Toa Nuva.

The major changes lie in the GY effects, however. They still generally do the same thing as the Kanohi Nuva seen in previous versions: Banish a monster from the GY, get a Nuva Symbol from Deck. But now the former secondary bullet point effect to temporarily buff or protect your whole field has been merged into this, under the condition that you must control a Toa Nuva (since sharing the power requires having someone who can use it in the first place).

The first part of this shared effect has proven extremely valuable in making all the different components of a full Toa Nuva deck work together smoothly, in more than one way. It boosts consistency by letting you get Toa Mata/Energized Protodermis searches off Isolde or even just by linking off an equipped monster, it offsets the discard included in the Toa’s on-summon effects since you can just discard a Kanohi Nuva to get a Nuva Symbol for free, and it provides you with a way to set up Nuva Symbols on the opponent’s turn as well. But it is also a +1, and when what you’re getting isn’t always just a Level 6 monster in your hand (as it was with the Mata Kanohi), that gets a little out of hand with this many cards able to do it. Adding the shared buffs to these effects obviously doesn’t make them any tamer, either. So how to keep this under control without throwing out all the fantastic utility it offers?

The answer came to me in a literal fever dream: One must simply be limited to only using a single Kanohi Nuva per turn, and then neither the plusses nor the buffs can accumulate to an unreasonable degree! In practice, I achieve this by requiring you to not have previously activated any “Kanohi” effects in the GY the same turn, which means the first one you use locks you out of all the others. It’s a bit of a weird approach and I couldn’t find a clear ruling on how it would work with multiple simultaneous triggers (I imagine you’d still only get one, and coded it as such), but it’s nicely compact in wording and has the added benefit(?) of making it so you can’t chainblock the ashable Mata Kanohi with the non-ashable Nuva Kanohi. Also, notice how we can completely forgo individual HOPT clauses now, because the restriction also keeps other copies of the same card from activating.

And that just leaves one thing to cover, and ideally it should be covered in Nuva Symbols.

Nuva Cube

Continuous Trap

While you control a “Nuva” Continuous Spell, your opponent cannot target this card with card effects. Once per turn: You can target up to 6 “Nuva” Continuous Spells with different names on your field and/or in any GY(s); shuffle them into the Deck, then you can apply any of these effect(s), in sequence, based on the number shuffled.
●1+: Place 1 “Nuva” Continuous Spell from your Deck face-up in your Spell & Trap Zone.
●3+: Negate the effects of 1 other face-up Spell/Trap on the field until the end of this turn.
●6: Special Summon up to 2 of your banished monsters.

Bionicle: Protodermic Evolution (v4.2.5)

The Nuva Cube is the first Toa Nuva search target that doesn’t belong to a series of six and also the first Trap (we have officially outpaced Nekroz). In the story, its role was limited to being the spot where the Bohrok-Kal have to put the stolen Nuva Symbols to undo the seal on the Bahrag, and after that arc it was never seen or heard from again. Seriously, even when the Bahrag later are actually unsealed, the Toa Nuva seemingly do it by just combining their powers without the use of the cube. It’s all a bit strange.

In gameplay, meanwhile, I think I’ve found a decent use for it as insurance against removal targeting your vulnerable Nuva Symbols. First of all, while surrounded by “Nuva” Continuous Spells (i.e. the Symbols), it is safely out of reach of your opponent’s effects. And at Quick Effect speed, because that’s how Traps work, you can shuffle different Nuva Symbols from your field or either GY into the Deck and then proceed to resolve various effects depending on how many Symbols you “placed on the Cube” this way. You’re always given the option to get a single replacement Symbol from your Deck, so even if you’re not dodging removal, you can use this to swap into what you need at a given moment (now where have we heard this before?). If you’ve gathered at least 3 symbols, it also negates another face-up Spell/Trap until the end of the turn, which could even be the Harpie’s Feather Duster your opponent activated to get rid of all your Nuva Symbols. And if you manage all 6 (currently impossible, as only 4 have been created), you get to “unseal the Bahrag”. Which, in more generically useful terms, means you can Special Summon up to 2 of your banished monsters.

This last effect and its lore association is the reason you can shuffle from either GY, by the way. Because then a Bohrok-Kal deck could, if facing a Toa Nuva deck, follow the canon by removing Nuva Symbol after Nuva Symbol, and finally fulfill the mission as planned by returning them all from the opponent’s GY to the Deck in order to Special Summon a pair of banished Bahrag. In this hypothetical lore-accurate duel, those were previously banished by the effect of Toa Seal, of course.

Updated

Updates to the structure of Kanohi Nuva means the old ones are adjusted to match, of course.

4.1.3

Great Kanohi Hau Nuva

Equip Spell

If another “Kanohi” Equip Spell becomes equipped to the equipped monster, destroy this card. If this card is sent to the GY: You can banish 1 monster from your GY; place 1 “Nuva” Continuous Spell from your Deck face-up in your Spell & Trap Zone. You can only use this effect of “Great Kanohi Hau Nuva” once per turn. While equipped to a “Nuva” Fusion Monster, this card gains these effects.
●The equipped monster cannot be destroyed by battle, also you take no battle damage from battles involving it.
●Once per turn: You can discard 1 card; face-up monsters you currently control cannot be destroyed by battle, until the end of your opponent’s turn.

Bionicle: Protodermic Evolution (v4.1.3)
4.2.5

Great Kanohi Hau Nuva

Equip Spell

If another “Kanohi” Equip Spell becomes equipped to the equipped monster, destroy this card. If the equipped monster is a “Nuva” Fusion Monster, it cannot be destroyed by battle, also you take no battle damage from battles involving it. If this card is sent to the GY, and you have not activated any “Kanohi” Equip Spell effects in the GY this turn: You can banish 1 monster from your GY; place 1 “Nuva” Continuous Spell from your Deck face-up in your Spell & Trap Zone, also if you control a “Nuva” Fusion Monster, the face-up monsters you currently control cannot be destroyed by battle this turn.

Bionicle: Protodermic Evolution (v4.2.5)
4.1.3

Great Kanohi Pakari Nuva

Equip Spell

If another “Kanohi” Equip Spell becomes equipped to the equipped monster, destroy this card. If this card is sent to the GY: You can banish 1 monster from your GY; place 1 “Nuva” Continuous Spell from your Deck face-up in your Spell & Trap Zone. You can only use this effect of “Great Kanohi Pakari Nuva” once per turn. While equipped to a “Nuva” Fusion Monster, this card gains these effects.
●The equipped monster gains 1000 ATK, also if it attacks a Defense Position monster, inflict piercing battle damage.
●Once per turn: You can discard 1 card; all monsters you currently control gain 500 ATK, until the end of your opponent’s turn.

Bionicle: Protodermic Evolution (v4.1.3)
4.2.5

Great Kanohi Pakari Nuva

Equip Spell

If another “Kanohi” Equip Spell becomes equipped to the equipped monster, destroy this card. If the equipped monster is a “Nuva” Fusion Monster, it gains 1000 ATK, also if it attacks a Defense Position monster, inflict piercing battle damage If this card is sent to the GY, and you have not activated any “Kanohi” Equip Spell effects in the GY this turn: You can banish 1 monster from your GY: place 1 “Nuva” Continuous Spell from your Deck face-up in your Spell & Trap Zone, also if you control a “Nuva” Fusion Monster, all monsters you currently control gain 600 ATK, until the end of this turn.

Bionicle: Protodermic Evolution (v4.2.5)

Aside from the generic updates to merge the field buffs into the GY effect and the collective OPT, the Pakari Nuva also now gives an extra 100 ATK with its field buff, for a total of 600. This incredibly relevant change serves to mirror the stat boost Normal Summoned Toa Mata get from the Mata Nui Field Spell, and also makes it so the 400 extra on each stat the Nuva have compared to their old forms get rounded up to a nice 1000 while affected by a shared Pakari.

4.1.3

Toa Nuva Tahu

Fusion Effect MonsterLevel 8 | FIRE Warrior | ATK 2900 / DEF 1900

“Toa Mata Tahu” + 1 “Energized Protodermis” monster
If this card is Fusion Summoned: You can add 1 “Nuva” Spell/Trap from your Deck or GY to your hand, then discard 1 card. During the Main Phase (Quick Effect): You can target 1 other face-up Attack Position monster on the field; its ATK becomes 0, and if it does, this card gains ATK equal to that monster’s original ATK, until the end of this turn. You can only use each effect of “Toa Nuva Tahu” once per turn.

Bionicle: Protodermic Evolution (v4.1.3)
4.2.5

Toa Nuva Tahu

Fusion Effect MonsterLevel 8 | FIRE Warrior | ATK 2900 / DEF 1900

“Toa Mata Tahu” + 1 “Energized Protodermis” monster
If this card is Fusion Summoned: You can add 1 “Nuva” Spell/Trap from your Deck or GY to your hand, then discard 1 card. (Quick Effect): You can target 1 other face-up Attack Position monster on the field; its ATK becomes 0, and if it does, this card gains ATK equal to that monster’s original ATK, until the end of this turn. You can only use each effect of “Toa Nuva Tahu” once per turn.

Bionicle: Protodermic Evolution (v4.2.5)

Compared to his Mata form, Tahu Nuva is missing the burn part of the effect and can also only target Attack Position monsters, but he does instead boost his own ATK for a turn and is able to target your own monsters as well. I’ve come to the conclusion that this overall comes out to an effect that lacks features from its original incarnation (mainly that it no longer lets you deal big damage through a defense position wall), and so by the current design philosophy, it should not be limited to the Main Phase. Which means we are now free to Tahu Nuva during the Damage Step, which is kind of nice. I also ended up not including a restriction that prevents draining your own monsters after they already attacked, because

  1. the biggest risk is that you can OTK against an empty field if you manage to put out another monster with >2500 ATK, and that sounds kind of reasonable.
  2. the drain to 0 ATK is permanent, so in cases where you don’t OTK being left with a powerless Attack Position monster is a drawback.
  3. Tahu getting overly “heated” to the detriment of his own allies is actually fairly lore-friendly at this stage of his character.

Still not 100% sure if it was really the right call to lift the Main Phase restriction, but so far it hasn’t felt broken or anything.

4.1.

Energized Protodermis Flow

Fusion Effect MonsterLevel 4 | LIGHT Aqua | ATK 0 / DEF 0

2 “Energized Protodermis” monsters
If this Fusion Summoned card is sent to the GY by a card effect: Look at your opponent’s Extra Deck and send 1 monster from it to the GY. During your Main Phase: You can Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing 2 Fusion Materials mentioned on it from your GY, including this card. You can only use each effect of “Energized Protodermis Flow” once per turn.

Bionicle: Protodermic Evolution (v4.1.3)
4.2.5

Energized Protodermis Flow

Fusion Effect MonsterLevel 4 | LIGHT Aqua | ATK 0 / DEF 0

2 “Energized Protodermis” monsters
If this Fusion Summoned card is sent to the GY: Look at your opponent’s Extra Deck and send 1 monster from it to the GY. During your Main Phase: You can Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing 2 Fusion Materials mentioned on it from your GY, including this card. You can only use each effect of “Energized Protodermis Flow” once per turn.

Bionicle: Protodermic Evolution (v4.2.5)

Energized Protodermis Flow got ever so slightly buffed by also letting you rip something from your opponent’s Extra Deck if sent to the GY by ways other than card effect, which means you can just use it as Link material or something now. The condition of needing to be Fusion Summoned remains, though, so no Dogmatika shenanigans still.

3.20.4

Matoran Guard Captain Jala

Effect MonsterLevel 2 | FIRE Warrior | ATK 800 / DEF 500

While your opponent controls a face-up monster, Level 4 or lower FIRE Warrior monsters you control gain 400 ATK for each “Matoran” monster you control. During your Main Phase, you can Normal Summon 1 “Matoran” or FIRE “Toa” monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn) You can only control 1 face-up “Matoran Guard Captain Jala”.

Bionicle: Challenge of the Rahi (v3.20.4)
4.2.5

Matoran Guard Captain Jala

Effect MonsterLevel 2 | FIRE Warrior | ATK 800 / DEF 500

While your opponent controls a face-up monster, Level 4 or lower FIRE Warrior monsters you control gain 400 ATK for each “Matoran” monster you control. At the start of the Damage Step, if this card attacks, you can: Immediately after this effect resolves, Normal Summon 1 Warrior monster. You can only control 1 face-up “Matoran Guard Captain Jala”.

Bionicle: Challenge of the Rahi (v4.2.5)

Last but not least, Jala got the effect update that’s been listed in Pending Changes for a bit. Instead of an awkwardly targeted continuous extra Normal Summon, you now just get an effect-induced Normal Summon when he attacks (during the Damage Step, nicely safe from interaction), with which you can bring out any Warrior. Maybe a fellow Matoran to boost his own ATK just in time, maybe Tahu Mata to aid an ongoing OTK, or maybe something generic I haven’t found yet. I have tested this a grand total of once and actually beat the Swordsoul AI with Ta-Koro, so I shall firmly conclude that this version of the effect works great and I was justified in thinking myself genius when I came up with it. No further questions.

Release: Energized

Bionicle’s most important liquid gets a batch of new cards – the first of many, assuming I ever reach 2004 and beyond.

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Didn’t have all that much time available this month, so some things here are more preliminary than usual. For the same reason, I didn’t make a Theme Guide for Energized Protodemis yet, but there is a Best of Test showcasing what it does so far.

Best of Test: Energized Protodermis

Now, design notes.

New Cards

Energized Protodermis Destiny

Quick-Play Spell

Target 1 face-up monster you control; Special Summon 1 “Energized Protodermis Token” (Aqua/LIGHT/Level 2/ATK 0/DEF 0), then apply 1 of these effects.
●Send the targeted monster to the GY, and if you do, you can destroy that Token and Special Summon 1 “Energized Protodermis” monster from your Deck.
●Fusion Summon 1 Fusion Monster that mentions an “Energized Protodermis” monster as material from your Extra Deck in Defense Position, using only that Token and the targeted monster as Fusion Material.
You can only activate 1 “Energized Protodermis Destiny” per turn.

Bionicle: Protodermic Evolution (v4.1.3)

The foremost addition to the Energized Protodermis archetype is the Quick-Play Spell Energized Protodermis Destiny, which provides dynamic utility while pretty neatly encapsulating the destruction/transformation dichotomy that lies at the core of the whole substance. Mechanically, the way it does this is a design I’m personally pretty fond of, so allow me to break it down a bit.

The things that always happen when activating Destiny is that you choose one of your face-up monsters as the subject whose “destiny” is to be determined, and an Energized Protodermis Token is created to carry out the test. After that, however, the effect splits into two paths. If you are able to make a Fusion Monster that explicitly mentions Energized Protodermis as material using your target and the new Token, you can Summon that monster, thus completing the destined transformation. But if that is not the case, the only choice you have left to finish resolving the effect is the path of destruction – sending your targeted monster to the GY and leaving behind the Token alone. Well, as a consolation prize, you are allowed to swap it out for any Energized Protodermis monster in your Deck (which means exactly the Chamber, for now), so that also has its uses.

Pretty much the only thing on this one I would consider changing is that it can currently only Fusion Summon in Defense Position. That was initially put in as a standard precaution against squeezing too much damage out of fusing a monster that already attacked during the Battle Phase, but it might be fair to allow that when you can only access a limited pool of Fusions anyway.

Among that limited pool is also Energized Protodermis Flow, the actual in-archetype Fusion Monster.

Energized Protodermis Flow

Fusion Effect MonsterLevel 4 | LIGHT Aqua | ATK 0 / DEF 0

2 “Energized Protodermis” monsters
If this Fusion Summoned card is sent to the GY by a card effect: Look at your opponent’s Extra Deck and send 1 monster from it to the GY. During your Main Phase: You can Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing 2 Fusion Materials mentioned on it from your GY, including this card. You can only use each effect of “Energized Protodermis Flow” once per turn.

Bionicle: Protodermic Evolution (v4.1.3)

Yes, I’m scraping the bottom of the barrel so hard for Energized Protodermis content in this part of the lore that I was forced to make a card out of some vague state of the stuff, represented by some vague AI-generated image.

The purpose of this one is pretty much to provide a productive outlet for Energized Protodermis’s mandatory drawback of sending a monster to the GY when used as material by a different fusion effect. Obviously the best option is (ab)using it to take out an opponent’s monster, but in case that’s not possible you can hit this card to instead go after the Extra Deck. I also considered having it remove a card from the hand instead, but this way is probably more fair and fun, especially when Instant Fusion is able to make and trigger Flow in any deck. On the other hand, -1 Extra Deck is in most situations weak enough that it might actually be fine to lift the need to be sent by a card effect specifically – so you’d also be able to use the effect after linking off.

Anyway, it ultimately doesn’t matter too much what the card does when it goes to the GY, because it definitely provides value once it’s there by acting as a GY-based fusion “spell”. Like Chamber, it is limited to using exactly itself and 1 other monster, but even that allows for some fun plays such as making Augoeides from zero resources in hand or field. And all the Toa Nuva, of course.


And now we enter the more unfinished part of this release. I figured that the two EP cards alone probably wouldn’t be enough to fill the month, and also threw in another Toa Nuva in anticipation of the next release to come. Enter the team’s hotheaded leader, Toa Nuva Tahu.

Toa Nuva Tahu

Fusion Effect MonsterLevel 8 | FIRE Warrior | ATK 2900 / DEF 1900

“Toa Mata Tahu” + 1 “Energized Protodermis” monster
If this card is Fusion Summoned: You can add 1 “Nuva” Spell/Trap from your Deck or GY to your hand, then discard 1 card. During the Main Phase (Quick Effect): You can target 1 other face-up Attack Position monster on the field; its ATK becomes 0, and if it does, this card gains ATK equal to that monster’s original ATK, until the end of this turn. You can only use each effect of “Toa Nuva Tahu” once per turn.

Bionicle: Protodermic Evolution (v4.1.3)

Like Onua previously, the basic design concept is that the trigger effect he had as a Toa Mata (setting a targeted monster’s ATK to 0 after battle and adding burn damage if it’s destroyed) turns into a quick effect that does roughly the same thing in a somewhat streamlined fashion. In this case, that means draining an Attack Position monster to 0 ATK while gaining its original ATK himself, setting up an enormous hit of battle damage.

This effect hasn’t changed yet from its first draft, and probably will get some adjustments for the proper Toa Nuva release, since there’s at least three specific points I’m unsure about:

  • It only works during the Main Phase. This was done to keep consistency with Onua Nuva and is also in line with the restriction Despian Quaeritis has on a similar effect, but it’s kind of a waste to have stat manipulation not be usable during the Damage Step.
  • It only works on Attack Position monsters, which is in line with how I’ve envisioned its use (make big number, hit small number), but also weirdly more restrictive then Tahu Mata’s effect.
  • It can also drain the ATK of your own monsters. That means more flexibility, obviously, but it’s hard to find a good justification of why Tahu would willingly turn his elemental powers on his own allies. Arguably this point is kind of the root of all evil, since one legitimate purpose of the restriction to Main Phase is that it keeps you from attacking with a big monster and then using its ATK again via Tahu Nuva, and the restriction to Attack Position monsters adds a neat risk factor to draining your own monsters.

So the next revision might be to only allow targeting the opponent’s monsters, but regardless of battle position and phase. Might even do something like letting you force the target into attack position for maximum chance of ungabunga, but we’ll see in a while.

Nuva Symbol of Burning Courage

Continuous Spell

You can shuffle this card you control into the Deck; add 1 “Toa Mata Tahu” from your Deck to your hand, or reveal it in your hand and add 1 “Energized Protodermis” card instead. You can only use this effect of “Nuva Symbol of Burning Courage” once per turn. If your “Nuva” Fusion Monster battles, your opponent cannot activate cards or effects until the end of the Damage Step. If this card leaves the field: Target 1 “Nuva” Fusion Monster you control; negate its effects, and if you do, skip the Battle Phase of your next turn.

Bionicle: Protodermic Evolution (v4.1.3)

With Tahu’s Nuva Symbol, we can already see some tweaking has happened to the general layout of the Nuva cards. I did mention last time that having any Energized Protodermis card freely searchable by at least six different cards might not be a good idea, and now that search has been locked behind already needing to have the appropriate Toa Mata in your hand to reveal – otherwise you’re limited to getting exactly that Toa Mata. Still a good way to fetch the materials you need for a Toa Nuva, and nicely inefficient to abuse for any other purpose. A subtler change to this effect is that it now shuffles the card into the Deck rather than placing it on the bottom, because you’d have to shuffle after searching anyway.

Also significant is that the abilities granted by Nuva Symbols are now no longer reliant on having exactly the correct Toa Nuva on your field, and conversely the backlash of losing the Symbol can also hit any Toa Nuva. This little break from lore came about because it turned out Toa/Symbol mismatches are already annoying as hell even when a deck only has Tahu and Onua, so I don’t even want to imagine how it would go with all six.

As for the specific effects of Burning Courage itself, it simply plays into Tahu’s focus on attacking for massive damage by shutting off your opponent’s effects while a Toa Nuva is battling, thus ensuring the attack goes through. Meanwhile, the matching punishment for losing the symbol is that you lose an entire Battle Phase.

Great Kanohi Hau Nuva

Equip Spell

If another “Kanohi” Equip Spell becomes equipped to the equipped monster, destroy this card. If this card is sent to the GY: You can banish 1 monster from your GY; place 1 “Nuva” Continuous Spell from your Deck face-up in your Spell & Trap Zone. You can only use this effect of “Great Kanohi Hau Nuva” once per turn. While equipped to a “Nuva” Fusion Monster, this card gains these effects.
●The equipped monster cannot be destroyed by battle, also you take no battle damage from battles involving it.
●Once per turn: You can discard 1 card; face-up monsters you currently control cannot be destroyed by battle, until the end of your opponent’s turn.

Bionicle: Protodermic Evolution (v4.1.3)

Tahu’s Hau Nuva largely follows the pattern already known from Kanohi Nuva – fetches a Nuva Symbol from Deck when it goes to the GY, grants Toa Nuva the same benefit it had as a Great Kanohi (in this case, battle protection), and has an activated effect while equipped that extends some of that benefit to your whole field. That last one, however, now comes with a discard cost, because activating it every turn for free seemed slightly silly. However, I have no real idea if that’s at all balanced, because these field boosts did not come up a single time in testing after I made the change.

That’s just one of many reasons the Kanohi Nuva are likely to get restructured quite a bit in the upcoming proper Toa Nuva release. Sharing the abilities with others is one of their major distinguishing features in the story, but as it is right now, it barely ever comes up in gameplay because getting a Toa Nuva equipped with a Kanohi Nuva is already such a major feat. Maybe it would be different in a pure Toa Mata/Nuva deck that also has cards like the Suva to aid the equipping process, but further testing is definitely needed once the team is complete. Another issue with the current structure is that I’m always dangerously close to beating the record for most words on a Spell Card, which I’d prefer to avoid. And with the Hau Nuva in particular, the battle protection it inherits from its Great form is actually rendered kind of useless by the fact that Tahu Nuva can drain ATK before battle, rather than needing to battle before he does that. Very much a work in progress.

Updated

4.0.4

Energized Protodermis Chamber

Effect MonsterLevel 2 | LIGHT Aqua | ATK 0 / DEF 0

If only your opponent controls a monster, you can Special Summon this card (from your hand). If this card is Normal or Special Summoned (except during the Damage Step): You can Fusion Summon 1 Fusion Monster from your Extra Deck using this card and 1 monster in your hand as material. If this card is used as material for a Fusion Summon, except by its own effect: Target 1 monster on the field; send it to the GY. You can only use this effect of “Energized Protodermis Chamber” once per turn.

Bionicle: Protodermic Evolution (v4.0.4)
4.1.3

Energized Protodermis Chamber

Effect MonsterLevel 2 | LIGHT Aqua | ATK 0 / DEF 0

If only your opponent controls a monster, you can Special Summon this card (from your hand). If this card is Normal or Special Summoned (except during the Damage Step): You can Fusion Summon 1 Fusion Monster from your Extra Deck using this card and 1 monster in your hand as material. If this card is used as material for a Fusion Summon, except by its own effect: Target 1 Special Summoned monster on the field; send it to the GY. You can only use this effect of “Energized Protodermis Chamber” once per turn.

Bionicle: Protodermic Evolution (v4.1.3)

The main Energized Protodermis monster receives a slight adjustment to its “drawback” when fused away by means other than its own effect, namely that the target you send to the GY must be a Special Summoned monster. In most cases this doesn’t make a difference, but it nicely increases the risk of backfire in various corner cases, which I felt was needed in order to make the mandatory S E N D not feel completely like a convenient weapon (even though it’s very much meant to be used as one).

Other than that, Onua’s Nuva Symbol and Kanohi Nuva have also received the general updates I already talked about.

4.0.4

Great Kanohi Pakari Nuva

Equip Spell

If another “Kanohi” Equip Spell becomes equipped to the equipped monster, destroy this card. If this card is sent to the GY: You can banish 1 monster from your GY; place 1 “Nuva” Continuous Spell from your Deck face-up in your Spell & Trap Zone. You can only use this effect of “Great Kanohi Pakari Nuva” once per turn. While equipped to a “Nuva” Fusion Monster, this card gains these effects.
●The equipped monster gains 1000 ATK, also if it attacks a Defense Position monster, inflict piercing battle damage.
●Once per turn: You can make all monsters you currently control gain 500 ATK, until the end of your opponent’s turn.

Bionicle: Protodermic Evolution (v4.0.4)
4.1.3

Great Kanohi Pakari Nuva

Equip Spell

If another “Kanohi” Equip Spell becomes equipped to the equipped monster, destroy this card. If this card is sent to the GY: You can banish 1 monster from your GY; place 1 “Nuva” Continuous Spell from your Deck face-up in your Spell & Trap Zone. You can only use this effect of “Great Kanohi Pakari Nuva” once per turn. While equipped to a “Nuva” Fusion Monster, this card gains these effects.
●The equipped monster gains 1000 ATK, also if it attacks a Defense Position monster, inflict piercing battle damage.
●Once per turn: You can discard 1 card; all monsters you currently control gain 500 ATK, until the end of your opponent’s turn.

Bionicle: Protodermic Evolution (v4.1.3)
4.0.4

Nuva Symbol of Deep Wisdom

Continuous Spell

You can only control 1 “Nuva Symbol of Deep Wisdom”. You can place this card you control on the bottom of the Deck; add 1 “Energized Protodermis” card or “Toa Mata Onua” from your Deck to your hand. You can only use this effect of “Nuva Symbol of Deep Wisdom” once per turn. Once per turn, if a “Nuva” Fusion Monster you control activates its effect while you control “Toa Nuva Onua”: You can pay 1000 LP; draw 1 card. If this card leaves the field: Target 1 “Toa Nuva Onua” you control; negate its effects, and if you do, banish 1 card from your hand face-down.

Bionicle: Protodermic Evolution (v4.0.4)
4.1.3

Nuva Symbol of Deep Wisdom

Continuous Spell

You can shuffle this card you control into the Deck; add 1 “Toa Mata Onua” from your Deck to your hand, or reveal it in your hand and add 1 “Energized Protodermis” card instead. If a “Nuva” Fusion Monster you control activates its effect: You can pay 1000 LP; draw 1 card. You can only use each of the preceding effects of “Nuva Symbol of Deep Wisdom” once per turn. If this card leaves the field: Target 1 “Nuva” Fusion Monster you control; negate its effects, and if you do, banish 1 card from your hand face-down.

Bionicle: Protodermic Evolution (v4.1.3)

A not-yet mentioned change is that Nuva Symbols are no longer limited to 1 per name on the field and instead Deep Wisdom’s draw effect has become HOPT (by use of the game’s weirdest HOPT clause). There’s no deeper reason to this than the fact that the unique constraint took up text space and made the cards feel more cluttered than they needed to be.

Unfortunately no legacy updates this time, since I barely squeezed this out between other stuff going on. Not sure yet how things will change in the coming months, but there’s a chance I might be forced to make releases less frequent than currently planned, so be ready for that I guess.

Release: BPEV First Drafts

For the first time in the history of this site, we are entering a fresh new expansion, and that means a whole lot of new cards and archetypes to explore! As the first step, here’s a bit of everything, to give you an idea what’s in store.

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Read right ahead for not only design notes on the above cards, but also some more details on what I have planned for the themes they represent.

New Cards

Energized Protodermis Chamber

Effect MonsterLevel 2 | LIGHT Aqua | ATK 0 / DEF 0

If only your opponent controls a monster, you can Special Summon this card (from your hand). If this card is Normal or Special Summoned (except during the Damage Step): You can Fusion Summon 1 Fusion Monster from your Extra Deck using this card and 1 monster in your hand as material. If this card is used as material for a Fusion Summon, except by its own effect: Target 1 monster on the field; send it to the GY. You can only use this effect of “Energized Protodermis Chamber” once per turn.

Bionicle: Protodermic Evolution (v4.0.4)

First off, we have the substance that gives the expansion its name: Energized Protodermis. Contact with this sapient liquid transforms those who are destined to, and destroys those who are not. Similarly, its first representation as a card is a monster that acts as Fusion Spell and material in one, but will exhibit potent destructive properties when used for a Fusion by any other effect. That second part is mandatory and thus cannot be avoided, but since you can choose to aim it at any monster on the field, it might just end up beneficial anyway. On top of all that, you can bring this out without spending your Normal Summon if only your opponent controls a monster, because to be quite honest the playability of the entire Toa Nuva archetype hinges on this card and I really need it to be as convenient as possible.

For the broader Energized Protodermis archetype, which will be the focus of the next release, I have the following things in mind – spread across some number of cards:

  • A search spell (that maybe Special Summons from Deck directly at some significant cost?)
  • A way to fuse with a monster on the field rather than one in hand
  • A way to fuse with monsters in the GY (maybe)
  • A Fusion of 2 “Energized Protodermis” monsters that does something valuable on turn 1 when sent from field to GY, so you have another way to weaponize the drawback in a “pure” Energized Protodermis strategy

Toa Nuva Onua

Fusion Effect MonsterLevel 8 | EARTH Warrior | ATK 2500 / DEF 2500

“Toa Mata Onua” + 1 “Energized Protodermis” monster
If this card is Fusion Summoned: You can add 1 “Nuva” Spell/Trap from your Deck or GY to your hand, then discard 1 card. During the Main Phase (Quick Effect): You can target 1 card in either GY; place it on the top or bottom of the Deck, then gain 1000 LP. You can only use each effect of “Toa Nuva Onua” once per turn.

Bionicle: Protodermic Evolution (v4.0.4)

The primary output of transformations induced by Energized Protodermis are the Toa Nuva, the evolution of the Toa Mata from BCOT. Simply enough, they are Fusions of a specific Toa Mata each and some Energized Protodermis, and their main effects are more or less the same thing they had in their previous forms – for Onua, that means simply returning a card from either GY to the Deck and gaining some LP. However, while the Toa Mata had the intentional inconvenience of only being able to use their effects when specific events happen, the Toa Nuva can do so freely on either player’s turn, allowing you to get a whole lot more value.

Separate from that, they are also planned to all share the effect where they can search a “Nuva” Spell/Trap on Fusion Summon (and then discard a card so you don’t go +1, because even with HOPT there’s going to be six of these available!). This serves to ensure consistent access to some major cards that further power up the Toa from the backrow, first and foremost the Nuva Symbols containing their elemental powers.

Nuva Symbol of Deep Wisdom

Continuous Spell

You can only control 1 “Nuva Symbol of Deep Wisdom”. You can place this card you control on the bottom of the Deck; add 1 “Energized Protodermis” card or “Toa Mata Onua” from your Deck to your hand. You can only use this effect of “Nuva Symbol of Deep Wisdom” once per turn. Once per turn, if a “Nuva” Fusion Monster you control activates its effect while you control “Toa Nuva Onua”: You can pay 1000 LP; draw 1 card. If this card leaves the field: Target 1 “Toa Nuva Onua” you control; negate its effects, and if you do, banish 1 card from your hand face-down.

Bionicle: Protodermic Evolution (v4.0.4)

Each Toa Nuva has one of these, and they all follow a simple structure of three effects:

  1. Return it to the Deck to search one of the corresponding Toa Nuva’s materials, for when you’re still setting up. Once again, there are going to be six of these when all is said and done, so I’m not sure allowing the search targets to freely include any “Energized Protodermis” card is really the best idea – I just haven’t come up with a good limitation that fits inside a reasonable wordcount yet.
  2. Provides some additional benefit to all your Toa Nuva if you control the right one. In this case, controlling Onua Nuva lets you pay LP (the exact amount you get from his own effect, by the way) for a draw, which means putting any card from your GY on top of your Deck becomes adding that card to your hand.
  3. If it leaves the field, the matching Toa Nuva’s powers will also be lost entirely, and if that happens, you suffer a punishment opposite the benefit you gain from the Symbol, in this case losing a card in your hand.

Now #3 has some interesting mechanical details to consider. First of all, the latest ruling is that “leaves the field” effects do not trigger if the card returns to the Deck, which means you could theoretically take advantage of the cost of #1 to remove the Nuva Symbol from the field before it becomes a liability. Also, the effect targets the Toa Nuva whose powers are about to be lost and will only reach the “punishment” part if that exact target actually has its effects negated, so if something were to remove it from the field before resolution, you’d dodge the drawback entirely. Even better if that something would then return the Toa Nuva to the field, and hell, why not add the Nuva Symbol back to your hand as well while we’re at it? Yes, if only something like that existed.

The End of the Swarm

Quick-Play Spell

If you control a “Toa” monster: Activate 1 of these effects;
●Target 1 Level 8 or higher monster you control; banish that target. During the End Phase of this turn, return that banished monster to the field, and if you do, you can add 1 Continuous Spell Card from your GY to your hand.
●Change face-up monsters your opponent controls to face-down Defense Position, up to the number of Level 8 or higher monsters you control. A monster changed to face-down Defense Position by this effect cannot change its battle position, also, if it is attacked, send it to the GY at the start of the Damage Step, then inflict 1000 damage to your opponent.

Bionicle: Beware the Swarm (v3.15.5)

Anyway, having followed up on that bit of foreshadowing from 2.5 years ago, time to move on to the next group of “Nuva” Spell/Traps: The Kanohi Nuva.

Great Kanohi Pakari Nuva

Equip Spell

If another “Kanohi” Equip Spell becomes equipped to the equipped monster, destroy this card. If this card is sent to the GY: You can banish 1 monster from your GY; place 1 “Nuva” Continuous Spell from your Deck face-up in your Spell & Trap Zone. You can only use this effect of “Great Kanohi Pakari Nuva” once per turn. While equipped to a “Nuva” Fusion Monster, this card gains these effects.
●The equipped monster gains 1000 ATK, also if it attacks a Defense Position monster, inflict piercing battle damage.
●Once per turn: You can make all monsters you currently control gain 500 ATK, until the end of your opponent’s turn.

Bionicle: Protodermic Evolution (v4.0.4)

Just like the Toa Mata evolved, so did their masks, and while their powers are now usable only by the Toa Nuva, they also come with the fantastic ability to share those powers with allies, including those that cannot use Kanohi at all. So the Pakari Nuva does what the Pakari did, but on top of that lets you grant a similar buff to your whole field for a limited time. It also retains the part where it can banish a monster from your GY to search something when sent there, but instead of a specific Toa Mata it lets you get a Nuva Symbol … which can then search a specific Toa Mata, so from a consistency perspective the Kanohi Nuva do decently well replacing regular Kanohi in a Toa Mata/Nuva deck. They also fall under the category of “Nuva” Spells/Traps, so if you use a Toa Nuva’s on-summon effect to search a Kanohi Nuva and then discard it, you can get the Nuva Symbol at the cost of your GY instead of your hand.

One aspect I’m a bit unsure about, and this applies to the Nuva Symbols as well, is identifying the Toa Nuva as “Nuva” Fusion Monsters. I kind of want to avoid making “Toa Nuva” a proper archetype because that’s awkward to implement when both “Toa” and “Nuva” are independent archetypes as well, but I foresee the current solution causing some false positives down the line. For one thing, just “Nuva” monsters in general is right out because Takanuva is also around the corner, and despite the name that guy sure shouldn’t be able to use Kanohi Nuva. And even with the extra requirement of being Fusions, there’s still Takutanuva, a result of Energized Protodermis transformation and literal Fusion of two beings that most certainly does have “nuva” in the name despite not being a Toa Nuva. So yeah, this part is probably just going to change to “Toa Nuva” unless I find a more elegant trick to use.

The most interesting application of Energized Protodermis and Toa Nuva (in so far they already exist) I’ve thought up at this point is a little pile deck I have chosen to dub Protodermically Energized Nuva Invoked Shaddoll, for … reasons.

Sample Duel: Protodermically Energized Nuva Invoked Shaddoll

I’ll wait until the Toa Nuva have more than one member to make a full theory post on this one, but the basic idea is that Shaddoll Fusion can potentially use Energized Protodermis Chamber in the Deck as material for El Shaddoll Construct, while Invocation can use it in the GY to make Invoked Mechaba. In both cases, you trigger the effect that sends a monster from the field to the GY while not actually spending much of your own resources, so it’s an extremely strong play going second. Oh, and sometimes you draw Onua and can make Onua Nuva as an alternate form of interaction.


Bohrok Gahlok-Kal

Xyz Effect MonsterRank 4 | WATER Machine | ATK 2200 / DEF 2100

2 Level 4 “Bohrok” monsters
Place materials detached from this card on the bottom of the Deck, instead of sending them to the GY. Once per turn: You can attach 1 “Krana” monster from your hand, field, or GY to this card as material. At the start of the Battle Phase: You can detach 1 material from this card, then target 1 face-up monster on the field; that target cannot attack until the end of the next turn, also you can equip 1 other monster on the field to it. You can only use this effect of “Bohrok Gahlok-Kal” once per turn.

Bionicle: Protodermic Evolution (v4.0.4)

Meanwhile, on the other end of the conflict, the Bohrok swarms send their own evolved forces into the fray, in the form of the six Bohrok-Kal. These elite units introduce Xyz to the colorful Extra Deck options available to the swarms, and befitting their role as a last resort released after the invasion is stopped, their effects are meant to improve the deck’s performance against established boards. A peculiar design element they have in common is that their detached materials return to the Deck, which keeps the infinite recursion of the Bohrok fueled. It also ensures that the second shared effect, using Krana from almost anywhere including the GY as additional materials, does not get too out of hand, since detaching the Krana will take it out of circulation this way.

Their first implemented member, Gahlok-Kal, boasts magnetic powers that can root other beings to the ground or make them stick to each other to take them out of the fight. This translates to an extremely versatile effect that can not only stop a monster from attacking, but also serve as unique and powerful removal by non-targetingly equipping any other monster on the field to its initial target. This is a lot of power to get out of just one material and is therefore limited to the start of the Battle Phase, but I’m also considering making it so you can only equip monsters in the zones adjacent to or in the same column as the target. That would serve as a pretty neat representation of limited magnetism range, encourage clever counterplay through zone management, and wouldn’t actually restrict your removal options all that much since you can always put your own monster in the right column if needed (though it won’t be able to attack, which is a fair tradeoff).

Elite Bohrok require elite Krana, and so we get to the other new Extra Deck lineup, the Krana-Kal.

Krana Ja-Kal, Tracker

Link Effect MonsterLink-1 [◀] | DARK Zombie | ATK 0

1 “Bohrok” or “Krana” monster
Cannot be used as Link Material. You can Tribute this card; Special Summon 1 Level 4 “Bohrok” monster from your hand or GY, but shuffle it into the Deck if it leaves the field. A “Bohrok” Xyz Monster that has this card as material gains this effect.
●Once per turn: You can detach 1 material from this card, then declare 1 card name; your opponent cannot activate cards, or the effects of cards, with that original name, until the end of their turn.

Bionicle: Protodermic Evolution (v4.0.4)

These Link-1 monsters come in the same 8 flavours as the regular Krana and can be made not only with those, but also with any Bohrok monster – though they themselves cannot be Link Material, so no switching from one Krana-Kal into another. Their first effect varies depending on where the arrow is pointing, with the one on the left-pointing Ja-Kal allowing you to tag it out for any Level 4 Bohrok in your hand or GY. This has no once per turn at all, and combined with the non-HOPT removal effects on the Bohrok that also leave them on the field in some cases, it may be very, very abusable. But if it is, I’d really like to see it because it sounds fun, so for now I’ll keep it this way. Making a loop here is at least not entirely trivial, since shuffling the monster back when it leaves the field means the line Ja-Kal -> Bohrok -> Ja-Kal already leaves one less Bohrok in your hand or GY. Maybe the shuffle should even be a banish, since returning Bohrok to Deck does refuel the engine and can be seen as kinda beneficial.

The actual Krana powers are represented by effects granted to Bohrok Xyz Monsters (i.e., Bohrok-Kal) while attached as material. The Ja-Kal offers sensory powers similar to the plain Krana Ja, which had the ability to neutralize visible threats during the turn following its activation. In its enhanced Kal form, it can even “sniff out” threats that are not yet directly visible and shuts them off from the moment it resolves until the end of the next turn, though it’s limited to focusing on a single target since it’s a “Tracker”. Sometimes in testing it does feel like in-archetype Psi-Blocker is a bit broken, but my testing is also against AI that is both predictable and has no concept of playing around locks on specific combo pieces, so I’m guessing it would be fine in a more realistic setting.

Since both new cards for the Bohrok live in the Extra Deck, you can pretty much play them as before, just with some additional options, as seen in the following short video.

Gahlok-Kal demo

Also notable is the use of a Special Summoned Bohrok Va to get a second Level 4 Bohrok via the Krana Ja-Kal, which is how you can make Xyz plays quickly without needing to wait for Flip effects to go off.

Updated

For the updates, I decided to improve the Bohrok’s general playability by fixing two frustrating restrictions found on cards from BBTS.

3.15.5

Krana Ca, Clearance Worker

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

Once per turn (Quick Effect): You can target 1 Level 4 or higher “Bohrok” monster you control; equip this card from your hand to that target. While this card is equipped to a “Bohrok” monster, the first time a “Bohrok” monster you control would be destroyed by battle each turn, it is not destroyed. During your Main Phase 1: You can return this card you control to the hand; Special Summon 1 Level 4 “Bohrok” monster from your Deck in face-up Attack Position, then it becomes the End Phase of this turn.

Bionicle: Beware the Swarm (v3.15.5)
4.0.4

Krana Ca, Clearance Worker

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

Once per turn (Quick Effect): You can target 1 Level 4 or higher “Bohrok” monster you control; equip this card from your hand to that target. While this card is equipped to a “Bohrok” monster, the first time a “Bohrok” monster you control would be destroyed by battle each turn, it is not destroyed. You can return this Normal Summoned/Set card to the hand; Special Summon 1 Level 4 “Bohrok” monster from your Deck in face-up Attack Position, but it cannot attack or activate its effects this turn.

Bionicle: Beware the Swarm (v4.0.4)

First is the shared last effect of the Krana Xa, Yo, Ca, and Ja – here represented by the Ca because it’s probably the simplest. Previously, these cards operated like Cardcar D in that they would replace themselves with a Bohrok from your Deck and then immediately end your turn, ensuring that you could neither use the summon from Deck for any crazy combos nor somehow abuse the lack of OPT to spam infinite Bohrok. The general idea behind the effect was that it should help consistency by giving you access to a Bohrok even if you drew too many Krana, but in practice, doing that and then ending the turn was basically no better than doing nothing at all.

Under the new restrictions, the turn continues, but the Bohrok you bring out is mostly unable to do anything for its duration – except be used as material, which opens up at least some lines of play, especially factoring in the new Krana-Kal and Bohrok-Kal. Additionally, the Krana now cannot access this effect if it was Special Summoned itself, which should quite effectively limit it to something you can do only once or maybe twice per turn, outside scenarios where you can somehow perform an obscene amount of Normal Summons (in which case there’s way more broken stuff you could do anyway).

3.15.5

Premature Bohrok Beacon

Trap

Target 1 face-down Defense Position monster you control; change that target to face-up Attack Position. If there are no face-up monsters on the field, you can activate this card from your hand. During your Main Phase, except the turn this card was sent to the GY: You can Special Summon this card from your GY as an Effect Monster (Machine/DARK/Level 4/ATK 1400/DEF 1400), but banish it when it leaves the field. (This card is NOT treated as a Trap.) If Summoned this way, this card can be used as a substitute for any 1 Fusion Material whose name is specifically listed on a “Bohrok” Fusion Monster, but the other Fusion Material(s) must be correct. You can only use this effect of “Premature Bohrok Beacon” once per turn.

Bionicle: Beware the Swarm (v3.15.5)
4.0.4

Premature Bohrok Beacon

Trap

Target 1 face-down Defense Position monster you control; change that target to face-up Attack Position. If you control no face-up monsters, you can activate this card from your hand. During your Main Phase, except the turn this card was sent to the GY: You can Special Summon this card from your GY as an Effect Monster (Machine/DARK/Level 4/ATK 1400/DEF 1400), but banish it when it leaves the field. (This card is NOT treated as a Trap.) If Summoned this way, this card can be used as a substitute for any 1 Fusion Material whose name is specifically listed on a “Bohrok” Fusion Monster, but the other Fusion Material(s) must be correct. You can only use this effect of “Premature Bohrok Beacon” once per turn.

Bionicle: Beware the Swarm (v4.0.4)

The other change is to Premature Bohrok Beacon, and it’s really quite simple: Instead of being able to activate it from hand “If there are no face-up monsters on the field”, you can now do so “If you control no face-up monsters”. Because being mostly unusable when you go second was a really annoying weakness in an archetype that already struggles in that scenario, being composed of Flip Monsters and all. I originally did it that way because I was worried there might be something broken about just having a fast effect you can activate from hand to flip any face-down monster, not just Bohrok, face-up, but now we have Sol and Luna, which is just that exact effect with upsides specifically when your opponent controls face-up monsters. So clearly there’s no need to hold back after all.

Site Updates

Really minor thing, but we have a Card of the Day visible in the sidebar and on the linked page now. It automatically switches to a different random card each day (using a hash of the date modulo the number of cards, if anyone cares), so now there’s some dynamic content between the occasional updates.

The 2022 Roadmap

Did you know that it’s possible to plan development work ahead of time and then proceed along a fixed schedule, thus spotting potential problems well in advance? Sounds like witchcraft, but let’s try it. Just keep in mind that anything “planned” here is still subject to change for literally any reason whatsoever.

Pushing out an update every two months has proven to be a functional and sustainable pace, so using that as the basis:

  • February 2022: The Matoran Update – Polishing and extending the Koro strategies a bit more by taking another look at the Matoran cards in BCOT, BCOR, and BBTS … plus maybe also adding some new ones?
  • April 2022: Tale of the Toa – Final wave of Toa Mata support, and also final wave of reworked BCOT cards.
  • June 2022: Big refactoring run for BCOT scripts (and maybe the other expansions while I’m at it), first look at the Protodermic Evolution archetypes (Version 4.0 !).
  • August 2022: Energized Protodermis (1st Wave) First look at the Protodermic Evolution archetypes (Version 4.0 !)
  • October 2022: Toa Nuva (1st Wave) Energized Protodermis (1st Wave)
  • December 2022: Bohrok-Kal (1st Wave) Toa Nuva (1st Wave)

June August is an important milestone to watch out for, because the results of testing the first cards of BPEV will influence what their further support is like, which may change how much of it I have to make and in what order. So the plan for the second half of the year is more of an educated guess at this point, and the “(1st Wave)” notes don’t necessarily mean all of these things will get another wave next year.

(Updated 2022-04-28: Version 4.0 pushed back to August, following releases shifted accordingly)