Release: Time of Troubles

The last few cards of BPEV are here!

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Sample Decks

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

… right?

New Cards (and one update)

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

Exo Autonomy

Spell

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

Bionicle: Protodermic Evolution (v4.8.3)

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the intruding Bohrok-Kal grants me an opportunity to inject new life into the always kinda janky and at this point also outdated design of my Union Monster take on them.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

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

Exo Armaments

Trap

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

Bionicle: Beware the Swarm (v4.8.3)

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

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

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

Bohrok Silver Shield

Quick-Play Spell

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

Bionicle: Protodermic Evolution (v4.8.3)

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

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

Legendary Kanohi Vahi, Mask of Time

Equip Spell

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

Bionicle: Protodermic Evolution (v4.8.3)

Vahi Freeze

Quick-Play Spell

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

Bionicle: Protodermic Evolution (v4.8.3)

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

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

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

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

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

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

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

Nuva Overcharge

Counter Trap

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

Bionicle: Protodermic Evolution (v4.8.3)

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

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

Naming Day

Spell

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

Bionicle: Protodermic Evolution (v4.8.3)

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

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

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

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

New/Changed Sample Decks

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

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

Release: Bohrok-Kal Strike

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

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New Cards

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

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

Bohrok-Kal Strategy

Continuous Spell

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

Bionicle: Protodermic Evolution (v4.3.3)

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

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

Bohrok Counterattack

Counter Trap

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

Bionicle: Protodermic Evolution (v4.3.3)

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


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

Bohrok Tahnok-Kal

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

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

Bionicle: Protodermic Evolution (v4.3.3)

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

Bohrok Nuhvok-Kal

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

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

Bionicle: Protodermic Evolution (v4.3.3)

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

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

Thunderbolt and Lightning
Gravitation

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

Krana Vu-Kal, Transporter

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

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

Bionicle: Protodermic Evolution (v4.3.3)

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

Krana Su-Kal, Demolisher

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

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

Bionicle: Protodermic Evolution (v4.3.3)

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

Krana Za-Kal, Overseer

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

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

Bionicle: Protodermic Evolution (v4.3.3)

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

Updated

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

4.0.4

Bohrok Gahlok-Kal

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

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

Bionicle: Protodermic Evolution (v4.0.4)
4.3.3

Bohrok Gahlok-Kal

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

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

Bionicle: Protodermic Evolution (v4.3.3)

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

4.0.4

Krana Ja-Kal, Tracker

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

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

Bionicle: Protodermic Evolution (v4.0.4)
4.3.3

Krana Ja-Kal, Tracker

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

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

Bionicle: Protodermic Evolution (v4.3.3)

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

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


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

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

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

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

Designer’s Quip: The Unintended Jahnok Combo

Splashability is when a card or group of cards can be used outside their own deck/archetype to achieve benefits in combination with entirely unrelated cards. Taking this into account when making custom cards adds a lot of depth and therefore fun to the process while also achieving more balanced results, but for a long time I didn’t really do that. So once in a while I have the funny experience of looking back at older designs and realizing they do something generically useful I wasn’t actually going for. Here’s one such example.

Bohrok Tahnok can shuffle itself into the Deck to destroy a face-up monster, and this is a Quick Effect. Already seems quite useful, but between having to return to the Deck, the limitation of the targets to only face-up monsters, the fact that it targets at all, and the lack of a built-in way to easily bring it out, it probably wouldn’t be that good to just splash it into random stuff.

In comes the second card of this package, the Krana Ja. By discarding it from your hand while you control a Bohrok, you can scout ahead and render everything that is already visible on your opponent’s field ineffective during the following turn, and like many other Krana it can return from the field to your hand during Main Phase 1 to bring out a Bohrok from the Deck at the cost of immediately ending the turn.

The bottom line is that by just getting a Krana Ja on the field somehow in your Main Phase 1 (e.g. with One for One or simply a spare Normal Summon), you can easily out any single monster that can have its effects negated. Return the Ja to your hand to Special Summon a Tahnok from your Deck, activate the Ja from your hand during the immediately ensuing End Phase (since you do have a Bohrok now), then in the following turn activate the Tahnok’s Quick Effect to target and destroy whatever you like. At this point all protection and/or negation on your opponent’s field will be negated by the Ja, so you don’t have to worry about that stuff at all.

Now, this does ultimately cost you your Battle Phase and only takes care of a single monster, so it probably isn’t really that impactful in the grand scheme of things. But I found it pretty funny that these two cards on their own could pull this off even though neither of their designs was in any way geared towards it. The Tahnok just has a Quick Effect because it’s fast, and the Krana Ja does what it does because it’s literally a Scout.

Theme Guide: Krana (BBTS)

The eight types of Krana are sentient, organic beings that provide the guiding intelligence as well as a set of special powers to the Bohrok swarms, so the BBTS expansion implements them as monsters that allow Bohrok access to some effects that are generally a bit more clever than what the archetype otherwise does. Each Krana essentially has two effects: One that activates in the hand and is different for each monster while following one of two templates, and another that can only be one of two options, each of which is shared by half the Krana.

Let’s just use those second effects to segment the Krana in the following explanation and cover the rest as we go.

Based off the idea that Bohrok are really just robot suits piloted by the Krana inside them, these monsters have the ability to return themselves from the field to the hand to get any of the Level 4 Bohrok directly from the Deck. This is not something you want to rely on unless you need to since it only works during your Main Phase 1 and then ends the turn, but having the option at least avoids total bricks when playing a lot of Krana.

Regarding the first effect, the Krana Yo and Krana Ca follow the template of equipping themselves to a Level 4 or higher Bohrok from the hand in order to grant some continuous benefit. The Yo, holding the power to let its Bohrok dig through most substances, allows the equipped monster to attack directly. The Ca with its shielding powers protects all of your Bohrok from battle, but only once per turn for each.

Krana Xa and Krana Ja feature the alternative effect template, which means you can activate them by sending them directly from the hand to the GY at a certain timing. With the Xa, which are mainly in charge of formulating the more complex strategies of the plans, you can counteract negations or other responses to your Bohrok effects. It can be activated in any chain that has a Bohrok monster’s effect anywhere but as the last link and will negate the effects of all non-Bohrok cards on the field that appear in this chain. This lasts all the way to the end of the turn, so you might be able to disable something vital using this if you can just bait an activation out of it first. Another mass effect negation option is provided by the Krana Ja, which gives the swarms advance warning of known threats and thus renders everything that is visible on your opponent’s field useless during the following turn. This effect can be activated at any time as long as you control a face-up Bohrok, so you’d probably want to use it during the End Phase for maximum effect.

The other group of Krana are those that can banish themselves from the GY to steal a monster destroyed by a Bohrok from your opponent’s GY, controlling their enemies to make them part of the swarm. The monsters are Special Summoned in face-down Defense Position for thematic reasons and there’s a restriction on it that effectively prevents you from doing it more than once per turn, but even with that it’s obviously a damn strong move.

The equipping Krana among these are the Krana Za and Krana Su. The squad leader-type Za allow Bohrok to communicate and coordinate telepathically, which in this case is used to protect the equipped monster via strategic retreats of your other monsters (including face-down ones) while also keeping up the card supply. The Su is the caveman among the Krana, merely granting a stat boost, but that is very versatile in its simplicity, especially considering the equipping is a Quick Effect.

The pure hand effects here belong to Krana Vu and Krana Bo. The Vu makes Bohrok capable of flight, so it can be used to dodge targeting effects and even goes as far as negating and destroying the card in question to really make your opponents think twice about targeting your Bohrok with anything. The Bo can be triggered in response to your Bohrok cleaning up any card with their removal effects, using its night vision capabilites to track down further copies of the same card hiding in the darkness of your opponent’s hand and get rid of them for good.

On the topic of Krana that can steal your opponent’s monsters, we should take another look at Bohrok Confrontation, which was already covered in the main Bohrok article. What it does is send a Krana from your Deck to the GY to boost a Bohrok’s ATK/DEF, and knowing what we do about Krana now, the idea is obviously to have a Bohrok run over a monster in battle and then immediately steal it with the Krana.

There are other cards that further expand on the idea of Krana mind control. The following four monsters, for which I like to use the umbrella term “Servants of the Swarm”, represent the unwilling victims of this power.

Bohrok Servant is the generic standin for arbitrary beings under the control of a Krana. Its purpose is basically to make immediate use of the face-down monsters you get from the stealing effect, by contact fusing them (remember, that works when face-down) with a Krana from pretty much anywhere, banishing both and giving you a monster that at least copies the stats of whatever you stole.

The remaining Servants of the Swarm are a bit more specific, each of them being based on one particular inhabitant of Le-Koro that was possessed by a Krana during the takeover of that village. They generally work by sending a Krana from the Deck to the GY to neutralize an opponent’s monster and set up a situation where you can easily steal it, though the way in which they do so differs greatly.

Matoran of the Swarm counters Xyz Monsters by attaching to them as a material, which locks their effects and makes their ATK/DEF become 0 during battle with a Bohrok. It can also attach itself from the GY to your Xyz Monsters that are flipped face-up, obviously so a stolen Xyz can actually have material.

Turaga of the Swarm interferes with Synchro Summons in a particularly funny way, inserting itself on the opponent’s field in place of a Tuner and immediately forcing a Synchro Summon. When used as material, it gives you control of the Summoned monster for a turn and permanently makes it so its ATK/DEF become 0 when battling a Bohrok. This approach comes from the fact that Turaga were originally Tuners, so now that the BCOT remake is changing them to Link Monsters this card might be due for a redesign sooner or later as well.

Toa of the Swarm is the simplest of these, since it just Tributes over an opponent’s high-level monster and then surrenders itself willingly by making its ATK/DEF 0 when battling a Bohrok. The Level restriction was already iffy to begin with and is even more so when considering the prevalence of Link Monsters, so I might eventually tweak that to something like “2000 or more ATK”.

Finally ,we have a funny little card that simultaneously supports and counters Bohrok/Krana decks. Krana Pit lets you protect a card from destruction each turn by banishing a Krana monster from the GY instead, but since this works on both GYs you can just as well use it if your opponent is the one playing Krana. Similarly, it allows recovering a banished monster when there are 2 or more Krana banished, without specifying whose Krana they must be.

Conclusion

Krana add quite a few sophisticated effects to the Bohrok toolbox, giving you interesting options to interact with your opponent beyond just razing their field to the ground. The ability to steal a destroyed monster makes the Bohrok’s effects and attacks a bit more threatening than they already were, and with the Servants of the Swarm can itself be made into a central strategic element of your deck.

A selection of Krana can be found sprinkled throughout the sample Bohrok decks in the BBTS release, while the Servants of the Swarm usually appear as Side Deck options.