Release: Unity Evolved

Featuring Xyz made from Fusions, Fusions made from Xyz, a Rank-Up (that also goes down?) and … Mata-less Nuva?

In the spirit of evolution, we have also evolved past the need for download links – the expansion is now available as a repository integrated with EDOPro, automatically updating in the background whenever you open the game!

To set that up, all you need is a simple edit to a config file – see here.

The one thing that doesn’t include is decks, which you can instead get from this archive. This update brings a whopping 5 new ones, so we’ll cover that in addition to the usual notes.

New Cards

Let’s start with the odd one out, the one that doesn’t relate to the overall Kaita theme of the release. A new “Nuva” Continuous Spell called Tales of the Nuva.

Tales of the Nuva

Continuous Spell

When this card is activated: You can add 1 “Energized Protodermis” card from your Deck to your hand. If a “Nuva” Spell/Trap(s) is sent from the hand and/or Deck to your GY: You can target 1 of them; Set it to your field. If your opponent activates a monster effect: You can send this card to the GY, then target 1 “Toa Nuva” monster you control or in your GY; shuffle it into the Deck, and if you do, you can Special Summon 1 “Toa Nuva” Fusion Monster with a different name from your Extra Deck. You can only use each effect of “Tales of the Nuva” once per turn.

Bionicle: Protodermic Evolution (v4.6.5)

The name and image on this one borrow from Tales of the Masks, the fourth book in the Bionicle Chronicles series, in which the Turaga tell each other stories of the Toa Nuva’s exploits while dropping Metru Nui foreshadowing left and right because it was already late 2003. We aren’t quite that far yet, however, so rather than foreshadowing, this card is motivated by two other specific aims:

  • Providing a Continuous Spell that isn’t a Nuva Symbol . While I do quite like the shared structure of search + major benefit + punish I put together for those, it’s proven to be a bit of an annoyance in deckbuilding – the search part makes it feel like you’re missing out if you’re not also playing the matching Toa Mata (i.e., a Level 6 Main Deck Brick), while the lore-relevant punish gives your deck a whole new weakness you really might rather avoid. But if you then decide not to play the Nuva Symbols, the half of the Kanohi Nuva that searches Continuous Spells becomes useless, which also doesn’t sit right with me. Thus the conclusion: We need a “Nuva” Continuous Spell that is not a Nuva Symbol, doesn’t require playing a Toa Mata, and doesn’t risk accidentally losing you the game!
  • Dabbling in designing a “custom card”, in the meaning of the term used when talking about actual Konami-published Yugioh product. That is, a support card printed a wave or two after the core of its archetype, featuring a patently ridiculous lineup of effects that resolve a bunch of outstanding issues and make a flawed deck seriously playable overnight. I figured a boost like this might be needed after the Isolde ban kneecapped my previous Toa Mata/Nuva builds (Warriors and Equip Spells!), and thematically it fits this particular card because the book it’s based on was also a late addition to the Toa Nuva vs Bohrok-Kal part of the story.

So what issues does this actually resolve? Well, on activation it searches you an Energized Protodermis card , giving you a bridge from our numerous Nuva Spell/Trap searchers into our fusion enablers – one that doesn’t need a specific Toa Mata in hand to work. While on the field, it lets you Set a Nuva Spell/Trap that was sent from the hand or Deck to the GY, offsetting the discard required by the aforementioned searches in situations where you can’t do so with a Kanohi Nuva. Finally, when your opponent does stuff, it can send itself to the GY to swap a Toa Nuva into a different one, allowing you to make better use of the toolbox offered by their various effects. And because this can also target a monster in the GY, it doubles as a way to recover after the front row of your board is broken.

Overall, the structure here is search + minor benefit + major benefit, so just from that you can tell this card is deliberately set up to be a bit ahead of the curve balance-wise. However, to keep things somewhat fair, it does have a few drawbacks the Nuva Symbols don’t suffer from: The search only works on activation, meaning you can’t get it if it’s placed via a Kanohi Nuva, and it has to remove itself to activate its major benefit, so you can’t use it turn after turn. Remember, the Toa Nuva only search when properly Fusion Summoned, so swapping them in with this won’t help you get to another copy that would let you do it again!

In those decks I tested that played both this and the Nuva Symbols, it definitely did feel like the latter were still more powerful options in many situations, so I do think I managed to hit about the powerlevel I was aiming for. The card is crazy, but not in such an all-encompassing way that it totally eclipses the other members of its design space.

One small thing of note is that the swap actually lets you target any Toa Nuva, not just Fusions. This paves the way for distant-future synergy with Phantoka and Mistika, but more immediately works with our freshly introduced Xyz Monsters: The Toa Nuva Kaita.

Akamai

Akamai, Toa Nuva Kaita of Valor

Xyz Effect MonsterRank 8 | FIRE Warrior | ATK 3400 / DEF 2400

3 Level 8 monsters
After this card was Xyz Summoned during your turn using a “Toa” monster as material, your opponent cannot activate cards or effects for the rest of that turn, except during the Main Phase 2 and End Phase. You can detach 1 material from this card; add 1 “Nuva” Spell/Trap from your Deck or GY to your hand. You can only use this effect of “Akamai, Toa Nuva Kaita of Valor” once per turn.

Bionicle: Protodermic Evolution (v4.6.5)

Great Kanohi Aki Nuva

Equip Spell

If another “Kanohi” Equip Spell becomes equipped to the equipped monster, destroy this card. If the equipped monster is a “Toa Nuva” Xyz Monster, it cannot be destroyed by battle, gains 1000 ATK, and can attack all monsters your opponent controls once each, also if it attacks a Defense Position monster, inflict piercing battle damage. While this card is equipped to a monster: You can reveal 1 “Toa” monster in your Deck or Extra Deck, then target 1 monster you control with a Level; its Level and name become the same as the revealed monster (until the end of this turn), then destroy this card.

Bionicle: Protodermic Evolution (v4.6.5)
Wairuha

Wairuha, Toa Nuva Kaita of Wisdom

Xyz Effect MonsterRank 8 | WIND Warrior | ATK 3000 / DEF 3000

3 Level 8 monsters
When your opponent activates a card or effect while this card has a “Toa” monster as material (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, you can banish both that card and the top card of either player’s Deck. Then, if you banished 2 different card types (Monster, Spell, Trap), draw 1 card. You can detach 1 material from this card; add 1 “Nuva” Spell/Trap from your Deck or GY to your hand. You can only use 1 “Wairuha, Toa Nuva Kaita of Wisdom” effect per turn, and only once that turn.

Bionicle: Protodermic Evolution (v4.6.5)

Great Kanohi Rua Nuva

Equip Spell

If another “Kanohi” Equip Spell becomes equipped to the equipped monster, destroy this card. If the equipped monster is a “Toa Nuva” Xyz Monster, it is unaffected by your opponent’s card effects, also your opponent must keep their hand revealed. While this card is equipped to a monster: You can add 1 “Nuva” Normal or Quick-Play Spell from your Deck to your hand, then destroy this card. You can only use this effect of “Great Kanohi Rua Nuva” once per turn.

Bionicle: Protodermic Evolution (v4.6.5)

Like all the other Toa Nuva, both of these guys share a Nuva Spell/Trap search effect – but through the power of three combined, they can even do it without discarding. Their other effects are more or less direct upgrades from their Mata counterparts, so let’s take them one at a time.

Akamai is still an OTK enabler that locks your opponent out of doing stuff in the Battle Phase, be it responding to attacks or triggering floaters. However, the Nuva incarnation covers its bases even further and applies the lock from the instant of its summon to when you’ve finished your one-sided beatdown. That means there’s no risk of getting outed before going to battle, and you can even safely make additional plays to get enough damage on board. That last part is a bit worrying because you can also do it going first and then still go for a degenerate combo that is now impossible to interrupt, but I did not manage to figure out a restriction that would prevent that without harming the intended use cases and/or being an unreadable word salad. So I’m just banking on there not being a way to make this turn 1 while still retaining resources and without offering ample opportunity for disruption before you get to that point, which seems to be true so far. Do correct me in the comments if you have a different idea, though!

Besides that, Akamai Nuva does … nothing. While his previous form also made sure to negate continuous effects of what he battles and burned upon victory, I ended up cutting these features here to stay at a nice compact 2 effects. Being able to search already offers plenty of OTK help in and of itself, because one of the targets is the Kanohi Aki Nuva, granting exclusively Toa Nuva Xyz Monsters the same benefits its base form gave to the base Kaita – more ATK, more attacks, piercing, and battle protection. And for secondary utility, it lets you disguise a monster as a Toa to help with Xyz plays.

Wairuha , meanwhile, retains his role as an omni-negate for turn 1 setup. Where the original version had its “Wisdom” component implemented as a little guessing game on a separate effect, the Nuva incarnation already gives you (a less versatile form of) the banishing reward for free with the negate, and then also a draw on the same effect if you wisely choose between the players’ decks.

Now the reason I originally split the game from the negate was that the game, by virtue of involving a draw, is vulnerable to Ash Blossom. That isn’t a weakness you typically want on a disruptive effect, but for Wairuha Nuva I found it acceptable because it’s in some way offset by the search effect. If that already eats an Ash, that’s one thing less to worry about with the negate, and if it doesn’t, it just adds the Kanohi Rua Nuva, which makes him immune to all effects including those that would negate the negate. This specific interaction is why I made the effects share a HOPT clause here, because otherwise you either let the search go through and have to deal with an omninegate Towers … or you try to stop the search, get negated, and still have to deal with an omninegate Towers. That felt like an unfun kind of interaction, so I wanted to prevent that. Might still soften that to only forbid using them in the same Chain though, or walk this back entirely – not sure yet if it makes sense to put an Xyz with a Fusion as material under the same scrutiny as famous 1-card Synchro Chixiao.

Anyway, the Rua Nuva also lets you see if anything threatening is in the hand. And for utility, it searches those Nuva cards none of the other Kanohi get and then blows itself up. Can you tell I’ve been playing Infernoble?

In general, despite being two Ranks higher, these cards are not strictly stronger than their predecessors – in fact, they do lack some specific features those had. That is because their most significant upgrade is instead in the materials line, which just says “3 Level 8 monsters” – they’re generic, though with the big caveat that their true boss effects only work with a Toa as material. Putting out 3 Toa Nuva just did not seem realistic, and if you look at actual card releases, almost all Xyz Monsters have been generic for ages. Once in a while there’s a Type restriction, but archetype ones are basically unheard of nowadays.

The implication of this is that something like a Horus deck that can easily make a Rank 8 before breakfast is now able to access the Nuva Spell/Trap lineup, and if you throw some actual Toa Nuva into the mix, even gets a nice big boss monster on top. One of our new decks covered below takes advantage of exactly this.


In those last few paragraphs, several things were casually brought up that do not fully make sense relative to the cards shown so far. Why does Akamai Nuva specify it only locks if Summoned during your turn? What does the Rua Nuva actually search if there aren’t any Nuva Normal/Quick-Play Spells? And why do the Kaita work with any Toa as material even though the Toa Nuva are the only Level 8s?

The answer to all those questions lies in the cover card of this release and the namesake of this part of the expansion: Nuva Rank-Up-Magic Protodermic Evolution.

Nuva Rank-Up-Magic Protodermic Evolution

Quick-Play Spell

During the Main Phase: Target 1 Warrior monster you control with “Toa” in its original name; Special Summon, from your Extra Deck, 1 Warrior Xyz Monster whose Rank is 2 higher than that target’s Rank or 2 lower than that target’s Level, by using it as material, and if you do, you can attach 1 other card from your hand or face-up field to the Summoned monster as material, except this card. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.)

Bionicle: Protodermic Evolution (v4.6.5)

From the very moment I settled on the set name “Protodermic Evolution”, I was thinking “that sounds like a RUM“. And here it is, the so far one and only Nuva Quick-Play Spell, allowing you to flex your Toa into all kinds of Warrior Xyz above their Rank or below their Level. Specific use cases include:

However, with apologies to the Dark Infinity stans in the audience, I may yet end up futureproofing this to only summon up to Rank 8. Just because there isn’t a crazy R10 Warrior yet doesn’t mean there’ll never be, and at that point this would be searchable access in any deck that can make 3 Level 8s.


And let’s not forget about the other side of the conflict. The Bohrok-Kal only have two cards here, but that’s enough to get them all geared up and ready to fight a Kaita battle.

Kaita Za

Bohrok-Kal Kaita Za

Fusion Effect MonsterLevel 9 | LIGHT Machine | ATK 3000 / DEF 0

“Bohrok Tahnok-Kal” + “Bohrok Nuhvok-Kal” + “Bohrok Pahrak-Kal”
Must first be Fusion Summoned, or Special Summoned by Tributing the above cards you control. You can banish up to 3 “Bohrok” cards from your GY; until the end of this turn, this card gains 1000 ATK for each, also it can make up to that many attacks on monsters during each Battle Phase this turn. If this card is sent to the GY: You can target 1 “Bohrok” Xyz Monster in your GY; Special Summon it, and if you do, attach this card to it as material. You can only use each effect of “Bohrok-Kal Kaita Za” once per turn.

Bionicle: Protodermic Evolution (v4.6.5)
Kaita Ja

Bohrok-Kal Kaita Ja

Fusion Effect MonsterLevel 9 | LIGHT Machine | ATK 2500 / DEF 2900

“Bohrok Gahlok-Kal” + “Bohrok Kohrak-Kal” + “Bohrok Lehvak-Kal”
Must first be Fusion Summoned, or Special Summoned by Tributing the above cards you control. (Quick Effect): You can banish up to 3 “Bohrok” cards from your GY, then target 1 monster in either GY, or if you banished 2 or more, you can target 1 monster on the field instead; equip it to this card. If you banished 3 cards to activate this effect, your opponent cannot activate cards or effects in response. If this card is sent to the GY: You can target 1 “Bohrok” Xyz Monster in your GY; Special Summon it, and if you do, attach this card to it as material. You can only use each effect of “Bohrok-Kal Kaita Ja” once per turn.

Bionicle: Protodermic Evolution (v4.6.5)

Like their non-Kal counterparts, these are meant to deal specifically with situations that their components alone cannot handle, and use banishing from the GY as cost to go with the Fusion Spell .

Kal Kaita Za is for when all effect removal fails and you must simply unga the bunga, either to hit over something specific or to deal massive damage. Rising up to 6000 ATK, it gets even bigger than the original Kaita Za, and while it lacks the protection at full tilt, it instead doubles, nay, triples down on offense by also gaining additional attacks. I think this effect remained unchanged from the very first draft, because it arrived fully formed in my head the moment I actually built the combiner. Seriously, what else could fit “Tahnok-Kal with beefy arms” better than dealing three big hits to the face? Except I allowed the extra hits to be on monsters only, because 18k direct damage seemed just a tad too extreme.

Kal Kaita Ja has the, among Kaita, rare privilege of having its effects based on something it actually did in the story: Showing up for a few comic panels so Wairuha Nuva can job hard enough to completely erase the concept of Toa Kaita from all following installments. Accordingly, its effect is basically a combination of Gahlok- , Kohrak- , and Lehvak-Kal tuned to beat specifically Wairuha Nuva, as well as other negates and disruptive monsters. The whole thing is tied into a neat, yet still somehow really wordy modular package that lets you access more of the effect depending on how much you banish for cost. For 1, it’s GY disruption, for 2 it can also be removal, and for 3 your opponent can’t even do anything about it.

A point of distinction from the original Bohrok Kaita is that the costs on these let you banish any Bohrok card, not just monsters. This is partially to expand the recycling capabilities of Bohrok Swarm Fusion , and partially because being forced to banish your own Bohrok-Kal with these would really, really suck. You see, in addition to their situational effects on the field, the Bohrok-Kal Kaita have a floating effect that massively boosts your recursion once you get them into rotation: When sent to the GY, they bring back a Bohrok Xyz from there (not the banishment!) and attach to it as material. Now if that material gets detached, it returns to the Extra Deck, but if the Xyz as a whole leaves the field with it attached, that means the Kaita is sent to the GY and triggers again! If it’s not the same turn, anyway. I did have the presence of mind to put a HOPT on these.

I feel like I also need to say something about the fusion materials, because didn’t I mention before that getting out 3 Toa Nuva was unrealistic? Yet now we are demanding not just 3 Bohrok-Kal, but even specifically named ones? Even with a contact fusion clause, that seems quite hard to achieve, no?

Well yes, kinda. The reason we can’t make these anymore generic is that a) Fusions don’t really do generic materials (for obvious reasons) and b) Bohrok have an in-archetype fusion substitute “monster” , so not having a specific name in the materials would have been anti-synergistic. The most that could be justified is something like “X-Kal”, “Y-Kal”, or “Z-Kal” + 2 “Bohrok” Xyz Monsters, but even that’s extremely questionable.

Also, funnily enough, between contact fusions not working with substitute materials and Bohrok-Kal Strategy providing plenty of searching for the Fusion Spell while you set up your Xyz, it actually seems to be easier to make these by fusing the normal way. A surprise, but a pleasant one, because that means you can also get an extra draw while you’re at it.

Updated

A sweeping change that barely affects anything is that cards which previously said “Nuva” Fusion Monster now say “Toa Nuva” monster so as to also include the Toa Nuva Kaita. That means all the Kanohi Nuva, all the Nuva Symbols, and also Nuva Emergence for consistency (still only lets you Fusion Summon Fusion Monsters though – shocking, I know). I’m only putting up one representative for each category here, surely nobody needs more to get the idea.

Kanohi Nuva

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 “Toa Nuva” 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 “Toa Nuva” monster, all monsters you currently control gain 600 ATK until the end of your opponent’s turn.

Bionicle: Protodermic Evolution (v4.6.5)
Nuva Symbol

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 “Toa Nuva” monster battles, your opponent cannot activate cards or effects until the end of the Damage Step. If this card leaves the field: Target 1 “Toa Nuva” monster you control; negate its effects, and if you do, skip the Battle Phase of your next turn.

Bionicle: Protodermic Evolution (v4.6.5)
Nuva Emergence

Nuva Emergence

Trap

Fusion Summon 1 “Toa Nuva” Fusion Monster from your Extra Deck, by shuffling the Fusion Materials listed on it into the Deck, from among your hand, GY and/or face-up banished cards. If your opponent controls a monster, you can also banish 1 monster from your Deck as Fusion Material. During the Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 “Nuva” Spell/Trap from your Deck or GY to your hand, except “Nuva Emergence”, then discard 1 card. You can only use each effect of “Nuva Emergence” once per turn.

Bionicle: Protodermic Evolution (v4.6.5)

And balanced as all things should be, the Bohrok-Kal also get a little tweak, this one just consisting of me finally finding the right wording for what I wanted the effect to do all along. Bohrok-Kal Strategy now only lets you trigger both effects at once if you do an actual proper Xyz Summon, courtesy of Progression Playoffs staple Dimension Slice.

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 the Summon is an Xyz Summon, 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 (v4.6.5)

Ever since Kalifornication got added, it bothered me a bit that I could just throw out a Bohrok-Kal on both my and the opponent’s turn to simultaneously remove backrow and search cards, even if the monster itself didn’t do anything before going back. Not to mention that Special Summoning even a poopy little Bohrok Va in the presence of a Kal would get the same crazy benefit.

Now, however, all has become as it should be. Cheating with Kalifornication only gets you one of the effects, merely summoning stuff while you have an established Bohrok-Kal only gets you one of the effects. Only good, proper overlaying of two Level 4 monsters as Astral intended gives you access to the glorious “Both” option. Or doing it with a Krana-Kal , we’re not that picky.

Decks

Bohrok-Kal with Kaita

Not much different from previous Kal builds, except you spend two spots in the Extra Deck on the Kaita and one in the Main Deck on Bohrok Swarm Fusion . If you ever find yourself in a spot where you have two appropriate Bohrok-Kal and Strategy on the field, simply bring back a Beacon from your GY to search the Fusion Spell, and you get to enjoy all the benefits of a Kaita. Granted, in those spots you’re already winning anyway most of the time, but might as well be fancy about it.

A detail worth mentioning is that the specially tight ED space forced me to put the two Regulus enablers as well as the King himself into the side deck this time. Going first, you can make room by taking out the Bahrag, since they only serve to accelerate your Kalifornication into established boards.

Also, regarding Kalifornication, I somehow only recently noticed a trick with it that always existed: use the effect to bring out a Bohrok-Kal, have it attach the Krana Vu-Kal , use the gained effect to banish until the End Phase … and just like magic, the part of the effect that would return it to the Extra Deck in your opponent’s End Phase fails to apply. Certainly helps with getting those Kaita materials ready.

Mata-less Nuva

A new possibility that opened up thanks to Tales of the Nuva alleviating the Toa Mata dependency is “Mata-less Nuva” – Toa Nuva builds that use fusion substitute monsters to stand in for all the different named materials you’d normally need. The advantage, other than removing bricky Level 6 monsters from the decklist, is that you can use the same substitute for any of the 6 Toa Nuva, so you have more freedom to choose between the options in your toolbox for a given situation. The downside is that these faux materials don’t work while in the Deck or banished, so Nuva Emergence specifically loses some versatility.

Now obviously, “put in random substitutes and hope you draw them” isn’t exactly a better use of deck space than just playing the Toa Mata, so instead I looked for a strategy that actually makes good use of those monsters already. Which of course brings us straight to notorious meta kingpin Tearlaments, where King of the Swamp has seen play quite unironically as a way to pretend Kitkallos isn’t banned. Other than that, the main synergy points are that the Toa Nuva’s on-summon searches discard as part of the effect so you can trigger Tear cards, and that milling a Kanohi Nuva, or any Nuva Spell/Trap while Tales is active, gets you something for your backrow.

Strategy-wise, the deck primarily aims for the very funny combo line where you overlay Kashtira Fenrir and Tearlaments Kashtira to get Dracossack, link the Tokens it makes into Cherubini to send King of the Swamp, link the Cherubini and something else into Sprind to send Merrli, and Fusion Summon to your heart’s content, usually for a Rulkallos. If the Dracossack stays around, Sprind doubles as an additional disruption, and if anywhere in your opening hand or many, many mills you found an extra King of the Swamp and access to Nuva Emergence, that’s all you need to also have full access to the custom half of the Extra Deck.

Now if Kitkallos actually was still around, the Energized Protodermis cards would go super crazy in here due to being hybrid Fusion Spells and materials that are also Aqua, and fusing them with a Tearlaments monster puts the the latter into the GY where it immediately triggers to fuse again. But sadly LIGHT Aqua + Tearlament does not actually make anything currently legal, and so I appear to have missed that window of opportunity. Unless there’s progress on Master Duel modding …

For a different take on the concept, I remembered that around the time Branded Fusion was first revealed, people quickly came up with the idea of sending the LIGHT and DARK Hex-Sealed Fusions as material for Albion or Lubellion, then proceeding to reuse them with those cards’ own fusion effects to make stuff like Red-Eyes Dark Dragoon. Now there’s an issue here for our purposes: Thanks to fusion substitution not working in the Deck, as well as a Konami-said-so ruling declaring that “Fallen of Albaz” cannot be impersonated when using Branded Fusion, we can’t actually get both substitutes into the GY off a single activation. But doing fancy Dragoon plays obviously removes whichever one we sent from the GY, and then it won’t substitute anymore …

So instead, you either make Mirrorjade and leave the substitute around for later, or spend it on a Granguignol that sends Muddy Mudragon to replace it. Of course, if you factor in the cards in your hand that aren’t Branded Fusion, it’s perfectly possible to also make both of those together, or one of them plus Dragoon, or maybe all three plus Nuva access – it really depends on the materials available in the specific situation.

Ultimately, to make a Toa Nuva you need both a substitute you aren’t using for anything else and some access to either Nuva Emergence or an Energized Protodermis card. Branded Fusion can provide one or the other, but for the second piece of the puzzle you’re just kind of reliant on luck, and without the ability to go through a good chunk of your Deck like the Tear build does, that means you can expect to just be playing plain old Branded a decent chunk of the time. For this reason, I consider this variant the less successful one of the two, but still, when it works it works. Finding a way to play less than 48 cards may help as well, despite what they say about 50-card Branded being “optimal”.

Some test footage of both variants can be seen in this video:

Behold: Mata-less Nuva!

Protodermic Evolution

Now for the big shiny Rank-Up of the release, the first deck I attempted to put together was … this. It’s not very good, sadly. The idea was to just skip out on the Toa Nuva entirely and play classic Toa Mata, leveraging Protodermic Evolution to either access Rank 4s from a single Main Deck Toa, or the Nuva Kaita themselves from a Toa Mata Combination. In the former case, your options would be King Dempsey to get a little Warrior/FIRE Link climb going, or Raider’s Knight for big damage on turn 2 and beyond.

Unfortunately I appear to have underestimated just how little this archetype actually does without “Isolde send 6” holding it together. Or maybe I’m just still too stuck on the plays and combos I remember from back when that was allowed, even though something completely different would be needed in this new era – perhaps a blind second board-breaking approach could work?

Will have to investigate this some more before I decide what, if anything, should be done to fix the issues. In the meantime, if you have an opinion or idea, do speak up – additional viewpoints certainly don’t hurt.

So after mostly giving up on R6->R8, I started looking into the other way to reach the Nuva Kaita: Hard making them with three Level 8s. Conveniently, recent set releases have given us some dudes who easily provide the required bodies: The Horus monsters. Of them, we’re playing just enough names to overlay into what we need, a trio consisting of Imsety (of course), Hapi, and … Gesundheit. Add the King’s Sarcophagus, and surprisingly we find ourselves left with more than enough space to play a fat Nuva package of actual Toa Mata, Nuva Symbols, and even the coveted Cube . Which in turn makes our Kaita quite powerful even when made with only Horus materials, because the search then gives us whatever we were missing to enable Fusion Summons. Even better, Horus combos don’t require the Normal Summon, so if necessary we have the option to spend that on an Energized Protodermis Chamber , or bring out a Toa Mata to fuse away with Destiny .

The Rank-Up still appears in this list, and has some reasonable utility here and there. While you won’t ever Summon two Toa Mata to get into a Rank 6 you can turn into a Rank 8, what you can do is turning a lone Toa Nuva into a Rank 6, either the base Kaita or specifically Toa Mata Combination – Storm , actually still a pretty nice tool to throw a specific Toa Mata on the board in the very instant the condition for its trigger effect would be met. Better yet, the lock preventing those free monsters from being used as material just so happens to omit Fusion Summoning, so an activation of Energized Protodermis Destiny takes you straight into your next Toa Nuva. This is far from your main play, but does come up and feels quite good to pull off.

Overall, I’m super happy with how this one turned out. It lets the Nuva Kaita fully utilize their dual role as Extra Deck search cards that can also on rarer occasions act as crazy boss monsters. Usually your very consistent access to Toa Nuva, which can still very much be considered bosses in their own right, is the foremost way you take control of the game, but every once in a while you can also enjoy Wairuha as a beefy negate or Akamai as an OTK enabler, giving you a nice cherry on top of an already functional strategy.


Speaking of functional, now begins the countdown of a few months until I hope to roll up with properly functional Rahi designs. O joy.

Well, see you then!

Deck Idea(s): Things You Can Do With Toa Nuva

Back when the Toa Mata first (or second, if you want to be technical) assembled in card form, I put together a few different builds to help get a handle on how they could be played and how to approach the remaining support. With the newest release, that time has come for the Toa Nuva.

This can also be considered a follow-up to the deck featuring Isolde and Spright Elf that has been included in recent versions. Or rather, the experimentation documented here started mainly because that particular deck was ruined once Elf got banned, which is why the first ideas still resemble it pretty closely

For a quick overview and duel footage of each deck, you can also check out the video.

Toa Nuva: Beyond the Elf

Spright Cope Nuva

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

This is the same convoluted Elf replacement I came up with in the previous release already, but to briefly reiterate: Isolde plus a Level 2 Warrior summoned with her effect makes Gigantic Spright, which summons Spright Jet, which searches Spright Double Cross, which revives Chamber on the next turn for another Fusion Summon. Unfortunately you need an extra monster to do your first Fusion Summon and set up said Chamber via Energized Protodermis Destiny , so the Warrior you bring out is ideally Hafu while another Level 2 Warrior is already in the GY.

Such conditions as well as the various bricks you need to play make this approach pretty clumsy and you’re probably better off just playing triple Emergence . This particular build is here mostly for historical reasons.

As with most decks of this form, you can pretty much play any assortment of Mata/Nuva you want along with their matching symbols. The Kanohi Nuva are similarly exchangable, but you should make sure to always have a Spell searcher and a Trap searcher (unless you e.g. forgo Nuva Symbols entirely). For a 40 card deck, four Toa seems to be the most that can really be fit in – here Gali, Kopaka, Lewa, Onua, but it could be any other four. I even awkwardly shoved a whole Pohatu package into the side deck to potentially swap if needed.

2 Attributes Nuva

https://www.duelingbook.com/deck?id=13771135

Here’s what it looks like if you just play triple Emergence, with the extra twist that our four Toa Nuva are limited to two Attributes, WATER and EARTH. This doesn’t do anything other than make it marginally more likely you might be able to Tribute Summon a Toa Mata at some point, but it’s a nice way to identify the deck. Irrespective of that, this arrangement of Toa just happens to be pretty decent since it offers monster negation , GY control and recycling , Spell/Trap removal , and monster removal and blanket protection .

The Extra Deck also features some minor, but impactful tweaks compared to older builds, namely double Onua to be extra sure your Toa Nuva stay in rotation and Underworld Goddess to deal with monsters that resist everything else we can do.

60 Cards Nuva

https://www.duelingbook.com/deck?id=12179095

If 40 cards fit four Toa Nuva, then it is only logical that 60 cards would fit all six. And for the rest of the slots, we might as well include a bunch of Toa Mata support since we need to play those anyway. So the basic idea behind this deck that mostly operates along the standard combo lines, but occasionally can also do a whole bunch of other neat things that are best explained via reference to the Toa Mata Theme Guide.

In the spirit of being fancy, I’ve even included Energized Protodermis Flow without so much as an Instant Fusion, so if you ever open with two Chambers you can turn them into an Extra Deck rip and eventually a Fusion from the GY. That’s one less way to brick at least, shouldn’t hurt when the deck is 60 cards thick.

EARTH Pile Nuva

https://www.duelingbook.com/deck?id=13771160

Wait, what’s this? Where are the Isolde combos? Well, dear reader, this is a deck that makes use not of the Warrior type, but of the EARTH Attribute. Vernusylphs let us search and send Ishizu millers and shufflers to promptly fill up and curate the GY, modern Naturias provide a repeatable combo line, and Emergence lets us recycle materials amidst all of that to make Toa Nuva for even more GY control or just to pop some cards. Also Kashtira Fenrir is here.

Aside from the various engines doing their thing, I would like to draw attention to the fact that Energized Protodermis Flow is here with Instant Fusion this time. Since it’s Level 4, we can use it to overlay into Gallant Granite and search Nemeses Keystone, which is an extender if you have a banished monster (shufflers make this easy) and recycles itself if it’s banished e.g. by a Kanohi Nuva. Once you manage to resolve Emergence with this setup, that essentially means a Special Summon of a Rock each turn, which is pretty powerful with Pohatu Nuva and Granite Tenacity . Or you can just put up a Barrier Statue. You know, for those among us who enjoy “”fun””.

Kopaka’s Bad Day

https://www.duelingbook.com/deck?id=13771179

Speaking of “”fun””, this one is what I came up with trying to abuse the fact that controlling exactly a single Kopaka Nuva in Defense Position translates to a monster banish every turn while all your backrow is untargetable.

Foolish Burial Goods, Ice Barrier, and maybe Trap Trick help you set up what you need to make the icy dude, while There Can Be Only One and Summon Limit act as the best floodgates we can hide behind the protection without interfering with it. Ko-Koro complements that as a one-sided effect negate and protection for Kopaka so long as we don’t use his activated banish effect. What’s still missing from the equation is a way to win the game while ideally keeping Kopaka in Defense Position, and there Cauldron of the Old Man and Amano-Iwato come in. The former fits in perfectly as backrow, while the latter can be summoned on your turn after using up the OPT banish, attack for some damage, and go back to the hand in the End Phase so your banish is live once again.

So is it good? Not really, setting up Kopaka Nuva is actually pretty hard when you don’t want there to be any other monsters on the field at the end of it, and even then you instantly lose to standard board wipes like Harpie’s Feather Duster and Lightning Storm unless you lucked into drawing exactly The Huge Revolution Is Over. But this failure in deckbuilding is perhaps indicative of a success in design, since apparently Kopaka’s unrestricted targeting protection isn’t that easily abusable after all. Or maybe I just tried to hard to also make the banish work, and setting up a bunch of toxic monsters alongside him would be the way to go.

Takeaways

Unlike the case of the Toa Mata, this exploration of the deck space was not really meant to inspire the design of future support as much as it was checking how the potential of the current cards can be unleashed. Still, I suppose it might be useful to consolidate the experience into a few useful points.

  • The shared HOPT on all the Kanohi Nuva GY effects is the biggest limiting factor to how much you can pop off, and makes it absolutely crucial to Fusion Summon on as many turns as possible. The newly added Nuva Emergence has proven to be the best and most splashable way to do so.
  • Isolde is a powerful setup tool, but kind of railroads you into playing a lot of Warriors. Other strategies are well worth exploring.
  • I wonder what you’d play in WATER Pile Nuva …

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.

Deck Idea: Toa Nuva ft. Link-2 Enablers

As of version 4.2.5, 4 out of 6 Toa Nuva have been implemented, accompanied by their Nuva Symbols and Kanohi Nuva. That’s not quite enough to make a final Theme Guide just yet, but in testing these cards, I’ve come up with a pretty interesting build that seems to make pretty good use of them.

The core idea of this deck relies on a few convenient properties of the Nuva-related cards: Kanohi Nuva search Nuva Symbols when sent to the GY, Nuva Symbols can search any Energized Protodermis card if you already have the matching Toa in hand, and Energized Protodermis Chamber just so happens to be Level 2.

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 consequence is that any combo that makes Isolde will be able to search you Energized Protodermis Destiny (because she adds a Toa Mata on summon, and the Kanohi Nuva sent to GY as cost for her other effect can get the matching Nuva Symbol), which in turn can send one of your monsters to the GY and get Chamber from the Deck, triggering its effect to fuse with the Toa Mata searched by Isolde. And by linking into Spright Elf (Isolde is valid material for this!), you can bring back the Chamber every Main Phase to make additional Toa Nuva as long as you have a Toa Mata in your hand. Which is usually going to be the case when Toa Nuva search Nuva Symbols on summon, and Nuva Symbols search Toa Mata.

The Deck

… comes in two flavours – a 40 card version optimized for consistency, containing pretty much just the bare minimum to make the combo work, and a more bricky 60 card version that also takes advantage of various Toa Mata support cards.

Compact 40 card version

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

The combo is facilitated either by Neo Space Connector (summoning Aqua Dolphin) or by Kopeke (searching Taipu or Tamaru, potentially also returning a garnet to the deck). As outlined above, you make Isolde one way or another, add a Toa Mata to your hand (usually the one whose Nuva form you want to make), and send some number of Kanohi Nuva to your GY to Special Summon a Warrior monster (my preference is Taipu or Tamaru, depending on what has already been used). One of those Kanohi Nuva will then be able to trigger and place a Nuva Symbol from your Deck in your Spell & Trap Zone, and by getting one that matches a Toa Mata in your hand, you will be able to search Energized Protodermis Destiny.

Next, you use Isolde and the Warrior you summoned as material for Spright Elf and immediately activate it to bring back any Level 2 from your GY. Activate Destiny targeting that Level 2 monster, send it to the GY, Special Summon Energized Protodermis Chamber from your Deck, and Fusion Summon your first Toa Nuva. All of them have the effect to add a “Nuva” Spell/Trap and discard 1 on Fusion Summon, so if you can spare a card from your hand, you can get a Kanohi Nuva, a Nuva Symbol, or the Nuva Cube depending on your needs at that particular moment. And with Spright Elf on the field and Energized Protodermis Chamber in the GY, you are ready to bring out yet another Toa Nuva as soon as your opponent’s Main Phase rolls around. Furthermore, since the collective once per turn clause on the Kanohi Nuva will have reset by that point, the search and discard lets you put another Nuva Symbol on the field immediately, and since you control a Toa Nuva, you even get a nice little buff for your whole field along the way.

All currently implemented Toa Nuva are included in this Deck, but Gali and Lewa are slightly prioritized as our main disruption providers with a monster negate and a bounce, respectively. We run one of each Kanohi Nuva and Nuva Symbol to have a variety of benefits available, but realistically you could easily cut a few Kanohi Nuva – without a Suva, they’re mostly used for searching, and Kopeke putting a card back in the deck means Isolde will be live even if you happen to draw all of them. The Nuva Cube helps you dodge removal on your Nuva Symbols to escape their adverse effects, while granting you benefits including a quick swap to another Symbol and a Spell/Trap negate depending on how many of the Symbols you have gathered.

A great feature of this Deck I would like to point out is how well it lines up for Small World searches. Practically any monster you can draw has a bridge into all the others, be it starters, extenders, or handtraps. This is largely made possible by the fact that we play Neo Space Connector and a single copy of Fire Flint Lady, both of which share exactly the Warrior Type with all of the Matoran and Toa (except the Lady/Tahu pairing). This excellent consistency boost is more or less the only reason Connector is even in the deck over Takua (who wouldn’t need any additional bricks).

The Extra Deck has Xyz lines for Rank 2 (Matoran) and 8 (Toa Nuva) as well as a Zeus, none of which ever came up. Almiraj is a way you can trigger Kanohi searches from awkward positions, letting you still get to Destiny and therefore a Toa Nuva provided you have a Toa Mata in hand already. As for the Side Deck, a pretty funny detail is that Nibiru Tributes by effect and would therefore trigger a Nuva Symbol of Soaring Vitality if you activate it while already having an established board. Again, never came up.

Fancy 60 card version

https://www.duelingbook.com/deck?id=12179095

This version is built on the same core as the other one, but uses the additional 20 cards of space on some fun things. First and foremost, that means redundancy on the remaining Toa Mata and a slew of their classic support cards: Kini-Nui lets you easily access a Rank 6 or Isolde if you draw 2 different Toa Mata, the Suva lets you actually easily equip Kanohi to Mata and Nuva alike, the Suva Kaita can bring back Mata from the GY as well as any Toa that is banished, and Coming of the Toa lets you get up to 3 Toa Mata straight from the Deck. Depending on your luck, Call of the Toa Stones can set all of that up, and Quest for the Masks allows you to get a bit more value out of all those Kanohi.

To keep some amount of consistency, Takua was included as an additional starter. If Normal Summoned, he offers another guaranteed way to get Taipu or Tamaru onto the field, which translates to a full Isolde combo. Still, the overall amount of playable hands you open in 60 cards is obviously going to be less than in 40.

In the Extra Deck, the Xyz package has been replaced by one each of the Toa Mata Combinations, which actually are quite useful if you go through a line with Kini-Nui, Coming of the Toa, and/or Suva Kaita. A spicy detail set up long, long ago is that Storm does not prevent using the monsters it summons from the Deck as fusion material, so Destiny can totally upgrade one of those into a Toa Nuva. The deck also includes Instant Fusion and Energized Protodermis Flow, which gives you the option to make Toa Nuva via the GY and also mess with your opponent’s Extra a little.

Sample Video

Includes a duel in EDOPro, as well as a little walkthrough of the base combo in Duelingbook.

Toa Nuva ft. Link-2 Enablers

Release: Energized

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

Download for EDOPro

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.