Release: Birth of the Rahkshi

Damn, is it that time already?

Install via EDOPro Configuration

Sample Decks

Well, after a busy few months (partially real life obligations, partially getting too ambitious with the April Fools’ joke, you know how it goes), the time has come to properly release those who should never see the light of day. The Rahkshi add a set of boss monsters to the tiny core of the Kraata archetype that was available before, taking it from a Fiendslop engine with a severe lack of damage output to a more elaborate Fusion Fiendslop deck with some decent beaters up its sleeve. See right here how it works:

I was still testing and making changes to these until a few days ago due to the aforementioned business of existence in general, so forgive me if there’s some more poorly considered ideas in here than usual.

New Cards

Toxic Kraata Ye

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

If you control a “Kraata” monster (Quick Effect): You can Special Summon this card from your hand, then you can increase the Levels of all “Kraata” monsters you control by 1. You can only use this effect of “Toxic Kraata Ye” once per turn. Cannot be destroyed by battle. At the start of the Damage Step, if this card battles an opponent’s monster with ATK less than or equal to this card’s Level x 600: You can negate that opponent’s monster’s effects, also it loses 300 ATK/DEF.

Bionicle: Mask of Light (v5.2.4)

Before we get to the bosses, there’s one more Kraata to complete the first group Makuta sent to hunt the Mask of Light: The Kraata Ye with its power of Poison. Being afflicted by it through contact (battle) puts monsters into a persistent state of having their effects negated and losing just a tiny bit of ATK/DEF, leaving them useless and defenseless against other Kraata. Initially I wanted this to be a non-activated negate kind of like Scareclaw Kashtira, but realized after some rulings study that doesn’t really vibe with a permanent negate and functions rather weirdly even for a temporary one. So instead, it’s activated and comes with a -300 mostly so there’s some concept of intensifying the poison through repeated use. In theory, anyway.

Utility-wise, this is just an extra body that, unlike Xi and Ul, doesn’t get you more cards, but can be summoned as a quick effect and provides a Level boost, so it can serve as a decent Battle Phase surprise if you’re doing Kraata things.

As with the previous evil noodles, the lack of cool images for individual Kraata has once again forced me to leave my comfort zone and draw a thing. I stared at MoL scenes way too long trying to discern the color distribution on the poison, so you better appreciate it.

Artwork for Kraata Ye in full size

A different type of artistic (or some word like that) activity was required to procure a visual for what this update allows you to do beyond the so-called Kraata things. By making use of all the gray and silver-ish Rahkshi pieces that thankfully exist, I constructed what I imagine to be the look of an unpopulated Rahkshi Armor awaiting a Kraata to give it life, powers, and more specific features.

Regular Art

Rahkshi Armor

Fusion Effect MonsterLevel 4 | DARK Fiend | ATK 0 / DEF 2100

1 “Energized Protodermis” monster + 1 “Kraata” monster
Must be either Fusion Summoned, or Special Summoned (from your Extra Deck) while you control 2 or more face-up “Kraata” monsters, by Tributing 1 of them. Once per turn (Quick Effect): You can Fusion Summon 1 Fiend Fusion Monster from your Extra Deck, using materials you control, and if you do, it gains ATK equal to the combined Levels the materials used had on the field x 100. If this card was Fusion Summoned this turn, you can also shuffle monsters from your GY and/or banishment into the Deck as material.

Bionicle: Mask of Light (v5.2.4)
Movie Style Art

Canonically, the armor is created by exposing a Kraata to Energized Protodermis, which obligated this to be a Fusion Monster, but the DARK Fiend Kraata don’t exactly have strong LIGHT Aqua synergy (though I did specifically engineer the Kraata Ul lock to let the Token from EP Destiny through!), so it also has a pseudo-Link-1 alternate summoning condition that you simply achieve through the process of spamming Kraata, as they are wont to do. This way, you have consistent access to this card, which simply serves as the “Fusion Spell” that turns your little worms into their more powerful forms – how powerful depends on the Level of the materials, keeping the stage gimmick relevant.

In order to not make the listed fusion materials entirely decorative, I also decided to give its effect a boost if it was actually Fusion Summoned properly. At the very start, this was just using materials from the hand as well, after realizing that doesn’t particularly justify the extra investment (of at least 1 Destiny) it switched to using 1 material from GY/banishment instead, so you can use the same Kraata that became the Armor as Rahkshi material, and in a last-minute change aiming to offer counterplay to removal effects (particularly Nibiru), the number of those materials was uncapped in exchange for only being able to do it on the same turn. If you carefully consider the stated goal of this last adjustment, you may notice it doesn’t actually fucking work, because “this card” no longer refers to a Fusion Summoned monster at resolution if it gets removed!

Bit of a blunder on my part there, but I’m leaving it in for now in case some insightful feedback gives me a great idea how to handle this. So far, the obvious fix seems to be “If you controlled this card Fusion Summoned this turn when this effect was activated”, but that is quite wordy …


Guurahk, Disintegration Rahkshi

Fusion Effect MonsterLevel 8 | DARK Fiend | ATK 2100 / DEF 2100

“Erosive Kraata Ul” + 1 Level 4 or higher DARK Fiend monster
(Quick Effect): You can activate 1 of these effects;
●Have as many face-up monsters your opponent controls as possible lose 1200 ATK/DEF, then send all face-up monsters they control to the GY, except monsters with more than 0 ATK or DEF.
●Negate the effects of all face-up Spells/Traps currently on the field, until the end of this turn.
You can only use this effect of “Guurahk, Disintegration Rahkshi” once per turn.

Bionicle: Mask of Light (v5.2.4)

The boss mode of the Kraata Ul is Guurahk, whose powers of disintegration manifest in two modes: Either by reducing the stats of your opponent’s monsters bit by bit until they hit 0 and fade away, or by withering all face-up Spells/Traps on the field into a non-functional (that is to say negated) state. Both are Quick Effects, which means this is a significant piece of disruption for the upgraded end board. I kind of feel like it should also do something else, but due to the wording for the monster disintegration effect being a bit elaborate (entirely the fault of Link Monsters not having DEF, by the way) and the modularity demanding bullet points, it’s a bit hard to fit in other things.

Panrahk, Fragmentation Rahkshi

Fusion Effect MonsterLevel 8 | DARK Fiend | ATK 2100 / DEF 2100

“Explosive Kraata Xi” + 1 Level 4 or higher DARK Fiend monster
During your Main Phase: You can destroy 1 card your opponent controls, and if it was a monster, inflict damage to your opponent equal to its original ATK. If this card on the field is destroyed by battle or sent to the GY by a card effect: You can Special Summon up to 1 “Kraata” monster each from your hand and/or GY. You can only use each effect of “Panrahk, Fragmentation Rahkshi” once per turn.

Bionicle: Mask of Light (v5.2.4)

Panrahk runs with the Kraata Xi tradition of making things go kaboom, in this case with simple non-targeting destruction accompanied by some burn damage. And if removed (or used as fusion material, for that matter), it floats into “fragments” in the form of individual Kraata – which can make for a decent defense considering they’re all indestructible by battle. Combined, these make it an effective way to threaten boards with a “negate and destroy” effect on them, since even if stopped it will re-establish your own setup to some extent.

Lerahk, Poison Rahkshi

Fusion Effect MonsterLevel 8 | DARK Fiend | ATK 2100 / DEF 2100

“Toxic Kraata Ye” + 1 Level 4 or higher DARK Fiend monster
If this card is Fusion Summoned: You can send 1 “Kraata” card from your hand or Deck to the GY; until the end of the next turn, all monsters your opponent controls lose 600 ATK/DEF. You can only use this effect of “Lerahk, Poison Rahkshi” once per turn. If your DARK Fiend monster battles an opponent’s monster, that opponent’s monster’s effects are negated until the end of this turn.

Bionicle: Mask of Light (v5.2.4)

Finally, the newcomer Kraata Ye turns into Lerahk, a Rahkshi whose poisonous fumes spread a lingering 600 ATK/DEF reduction on Fusion Summon. To do so, it sends a Kraata card from hand or Deck to the GY as cost (such as the Field Spell to revive a monster), which is the primary point of the effect and deliberately structured this way because I wanted at least one thing here that’s “toxic” in that sense. But the incidental debuff also makes for a good combo with your Kraata and sinks the field just that much closer to the threshold for total devastation by Guurahk. As a secondary ability, this one does have the ScareKash style of battle-based negation that I didn’t end up using on the Kraata, so that the strategy has access to the unique advantages of that in some form. Just be wary of its mechanical quirks – the negation actually only lasts while Lerahk stays around and face-up, and while it should technically negate Linkuriboh, the timing doesn’t currently work out right in the EDOPro implementation.

There are some things to note about the design of the Rahkshi in general. Firstly, the fact that they are Fusion Monsters at all (and Level 8) is meant to mirror the Toa Nuva. The choice of the shared second material, “1 Level 4 or higher DARK Fiend monster”, serves a few different use cases:

  • The canon one, where you fuse a Kraata with the Rahkshi Armor, which just so happens to be exactly a Level 4 DARK Fiend.
  • Using a Rahkshi as material for another one; having this option allows effects that fuse by shuffling back materials to work as a fully realized recycling engine, so that’s great.
  • Directly fusing sufficiently Level-boosted Kraata without needing to go through Armor, essentially serving as another payoff for that minor gimmick.
  • Compatibility with a wide variety of Fiendslop, first and foremost Edge Imp Chain, a Level 4 DARK Fiend that can be searched together with Polymerization.

An interesting lore detail is that the stage of the Kraata piloting a Rahkshi does not actually impact the strength of its unique power, instead only boosting its physical abilities. Due to that, the Level-based ATK measuring the Kraata did is completely absent from the Rahkshi, and the only benefit of using a higher-Level Kraata comes from Armor’s Fusion effect specifically giving a buff of 100 ATK per Level of materials used. That means a “Stage 1” Rahkshi made with that method will have 2600 ATK (2100 + 4*100 from Armor + 1*100 from the Kraata), while a “Stage 5” has 3000 – just enough to overpower the Toa Nuva, which is also where a lot of the power descriptions of Stage 5 Kraata place them. Mission successful.


Makuta-Spawned Kraata

Trap

Target 1 face-up monster on the field, then activate the appropriate effect, based on what you targeted;
●Level 2 or higher DARK Fiend monster: Reduce its Level by 1, and if you do, Special Summon 1 “Kraata” monster from your Deck or GY.
●Other: Change its ATK to 0, also increase the Levels of all monsters currently on the field by 1.
If this card is in your GY: You can target 3 DARK Fiend monsters in your GY; shuffle them into the Deck, and if you do, Set this card, but banish it when it leaves the field. You can only use each effect of “Makuta-Spawned Kraata” once per turn.

Bionicle: Mask of Light (v5.2.4)

The last new card for the Kraata is a Trap depicting their origins, ripped directly from the Makuta’s own substance. When activated, Makuta-Spawned Kraata targets a face-up monster and performs some creative “redistribution”. If the target is a DARK Fiend that can spare a Level, it will go down by 1 and spit out a Kraata from your Deck or GY; otherwise, its ATK will go to 0 (removing all resistance to Kraata) and instead everything on the field gets bumped up by 1 Level. Originally I was planning to have the former case work only when targeting “Makuta” monsters, but that would result in it basically being impossible with the current card pool, and even with the Makuta-related plans for BMOL it would end up difficult to use at best.

In addition to the main ability to extend your plays and/or slightly inconvenience your opponent, the card also comes with a GY effect, as all Makuta Spells/Traps are supposed to. Specifically, it represents one of the more obscure Kraata powers: Quick Healing, here restoring your resources in order to set the Trap itself once again. Thematically I would have wanted to include some LP gain too, so you have more room to tank things with your 0/0 Kraata, but the text was already getting a bit too long.


Regular Art

The Fall of Ta-Koro

Field Spell

Once per turn, during your opponent’s End Phase: Return as many LIGHT, EARTH, WATER, FIRE, and/or WIND monsters you control to the hand as possible, then destroy all monsters on the field. At the start of the Damage Step, if 2 monsters battle: You can return them to the hand, also, after that, send 1 card from your hand or field to the GY. If this card is sent from the Field Zone to the GY: You can add 1 non-“-Koro” Field Spell from your Deck or GY to your hand. You can only use this effect of “The Fall of Ta-Koro” once per turn.

Bionicle: Mask of Light (v5.2.4)
Movie Style Art

Not part of the focus archetype, but still sneaking in here to depict the immediate result of their coming: The Fall of Ta-Koro, a Field Spell … technically. The punchline with this one is that it’s engineered to mention every Attribute except DARK, so Mata Nui can search it by revealing almost anything in your hand. Its other effects are somewhat decorative – a very clunky board wipe that takes until your opponent’s End Phase (and requires evacuating your monsters first), a battle-aborting ability structured as “reverse Ta-Koro “, and a Field Spell search representing the eventual move to a new home beyond the villages of Mata Nui.

I haven’t done any serious testing with this so far, as the real use cases for it have yet to be implemented. For now, consider it a small hint of things to come.

Updated

In this section, there’s one “on-topic” change, and a few coming seemingly out of nowhere as a result of other recent activities.

Explosive Kraata Xi

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

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

Bionicle: Mask of Light (v5.2.4)

The former is simply that the Kraata Xi no longer has the clause to Level up itself for each use of its power – while flavorful, it introduced a real headache of that being the only self-inflicted Level increase in the archetype, meaning it and only it goes away when the Kraata’s effect is negated! So a Xi with a +1 from Stasis Breach, a +1 from Ye, and a +1 from itself will, upon negation, go from Level 4 to specifically Level 3, because that’s just how the traditional rulings go. I first tried to work around this by changing the wording to “increase the Level of 1 “Kraata” monster you control”, but the selection process proved to be really annoying in gameplay, so it ended up thrown out altogether.


The other category of updates come from the “little” side project of making a Toa vs Bohrok Dungeon Duel Monsters campaign, which provided a unique opportunity to test putting those two decks together in a relatively isolated environment. That process highlighted certain cards that, be it due to outdated design approaches or just plain flawed balancing from my past self, just never feel good to play even in the most basic of builds.

Gift of the Shrine

Quick-Play Spell

Target 1 face-up monster you control; equip it with 1 “Kanohi” Equip Spell from your hand or GY that can equip to it, or if you have a Level 1 Rock monster with 0 ATK/DEF in your field or GY, you can equip the targeted monster with 1 such Equip Spell from your Deck or banishment instead.

Bionicle: Coming of the Toa (v5.2.4)

On the Toa side, that applies to Gift of the Shrine, a Quick-Play Spell that … equips a Kanohi. Which the Suva , a central piece of your strategy, already does as much as you want without spending a card on it. But wait – if you banish that crucial Suva, you can get one whole Kanohi from your Deck instead!

I believe the idea of this was to be a backup in case the shrine itself is incapacitated, or if you need to equip the same Kanohi twice in a turn, but in practice such niche cases do not justify running an unsearchable card that at best goes neutral in advantage even when it does come up. So I gave it a boost by making the effect to equip from the Deck accessible through the mere presence of a Suva-ish monster in your field or GY, letting you actually gain a resource in the form of a fresh Kanohi without needing to sacrifice anything else. It’s also no longer limited to Great and Noble Kanohi, because now that a Legendary Kanohi actually exists, I have come to the conclusion that letting you get those this way isn’t outrageously broken with how their design concept works.

Even upgraded, it’s still very debatable if this card is worth playing, but at least it doesn’t feel extremely gimped for no reason.


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 each “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 (v5.2.4)

Bohrok Servant

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

1 “Krana” monster + 1 monster owned by your opponent
Must be Special Summoned (from your Extra Deck) by shuffling the above cards from your field, GY, and/or banishment into the Deck/Extra Deck. The original ATK/DEF of this card become equal to the original ATK/DEF of the monster owned by your opponent used for its Special Summon.

Bionicle: Beware the Swarm (v5.2.4)

On the Bohrok side, improvements have been made to the Krana Ca, which now rewards you with an instance of battle protection for each of your Bohrok when you actually manage to get it equipped to something, and to the Bohrok Servant, which now shuffles back its materials even from the banishment and can thus be made with the same Krana that was used to steal an opponent’s monster to begin with. Given that all it does is give you access to the stats of that monster without needing to wait a turn cycle and flip it yourself, this seems more than fair.

Strategy & Deck Options

The core thing the Kraata cards now offer in isolation is a 1-card combo started by Xi that, if undisrupted, makes two Rahkshi – one of them being Lerahk since it’s required for setup, and the other usually Guurahk going first or Panrahk going second.

Assembling more powerful boards requires leaning into outside synergies. And so, the main deck I put together for this release is one that incorporates a bunch of DARK Fiend support, most notably the Mutiny in the Sky package to take advantage of the Fusion aspect introduced by the Rahkshi. It notably does not include Yubel since the way its battle gimmick works is a bit of a nombo with the Kraata (one wants to run into high ATK, the other wants to lower it), but probably could.

As already mentioned, Edge Imp Chain is a neat valid fusion material for Rahkshi since you can add it plus a copy of classic Poly from a single activation of Frightfur Patchwork. Other auxiliary engines we have here are Dark Beckoning Beast/Opening of the Spirit Gates as crazy support for 0/0 Fiends, and a small Unchained package as the best thing Fiends can do with extra bodies (Sharvara isn’t DARK, but can sneak on the field just before the Ul lock applies if you sequence it right!). The whole thing is rounded out by various things that pop up if you filter Level 4+ DARK Fiends, from Diabolica in the Main Deck to Chaos Hunter, Radian, and Skull Meister in the Side Deck. (Honestly one of those should probably trade places with Fuwalos, this isn’t really a deck that can make use of it going first.)

I also managed to squeeze in a single copy of Energized Protodermis Destiny to access that aspect of Rahkshi Armor … but at this concentration you could probably just swap it for Instant Fusion, which I keep forgetting is TCG legal.


A second thing I attempted purely out of curiosity and with some success is slotting a small Kraata package into Labrynth to access it with Makuta-Spawned Kraata, conveniently a Normal Trap. Behold, Labshi:

https://www.duelingbook.com/deck?id=20059251

Bizarrely, this almost completely inverts the Main Deck ratios, with 1 of each Kraata and the Field Spell but 3 of the Trap. Ideally you draw it plus an Arianna you can Normal Summon, search Arias, set Spawned with Arias, drain Arianna to get Xi which gets Ul which gets Stasis which gets Ye, make some Rahkshi, and get the Spawned back with its own effect while recycling Kraata to repeat the process next turn.

It certainly works, and it’s certainly very questionable if it’s the best use of deck space. In this build, the Labrynth furniture was what got the short end of the stick, so Transaction Rollback for example becomes rather awkward with no way to discard it. Further improvements can be made here for sure – maybe around the time the second wave of Rahkshi hits?

Release: BMOL First Drafts

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

Install via EDOPro Configuration

Sample Decks

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

New Archetypes/Cards

Avohkii

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

Regular Art

Matoran Jaller, Avohkii Herald

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

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

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

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

Regular Art

Matoran Takua, Avohkii Chronicler

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

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

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

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

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

Regular Art

Avohkii, Sealed Mask of Light

Equip Spell

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

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

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

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

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

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


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

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

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


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

Artwork for Sealed Avohkii in full size

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

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

Kraata

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

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

Explosive Kraata Xi

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

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

Bionicle: Mask of Light (v5.0.2)

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

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

Erosive Kraata Ul

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

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

Bionicle: Mask of Light (v5.0.2)

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

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

Kraata Stasis Breach

Field Spell

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

Bionicle: Mask of Light (v5.0.2)

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

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

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


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

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

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


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

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

See below for some test footage with this deck.

The Final Chronicle

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

Matoran Chronicler Hahli

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

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

Bionicle: Mask of Light (v5.0.2)

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

The Principle Of Purity

Quick-Play Spell

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

Bionicle: Mask of Light (v5.0.2)

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

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

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


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

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

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


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