Theme Guide: Le-Koro (BCOT)

In accordance with the frankly inexplicable ordering of Bionicle’s six main elements I mentally insist on, Le-Koro is the final village to receive its updated strategy. As usual, the guiding principle is that of the village itself, and in this case that means “Faith”.

Le-Koro, Village of Air

Field Spell

Your opponent’s monsters cannot target WIND monsters you control for attacks, except the WIND monster you control with the highest ATK (either, if tied). When you Normal or Special Summon a monster(s) that has a Level: You can target 1 of those monsters; negate its effects (if any) and make its ATK 0, and if you do, add 1 WIND Warrior monster with a different name and an equal or lower Level from your Deck to your hand, also you cannot Special Summon for the rest of this turn, except WIND monsters. You can only use this effect of “Le-Koro, Village of Air” once per turn.

Bionicle: Coming of the Toa (v3.17.4)

Now what does Faith mean here and how does it align with the effects listed above? Well, according to the BS01 page, “Faith is trusting your allies, and trusting that all will end well” – a definition whose actual origin I cannot verify because I never got past that annoying loadscreen bug in MNOG2 myself. Regardless, it’s what I went with, and so we have one effect to allow weaker WIND monsters safe existence on the field by trusting in their more powerful allies, and another to search a WIND Warrior by disabling a monster on summon, in the faithful belief that this newly arrived ally will cause all to end well. The first of these comes up occasionally (especially against AIs who have no idea how to deal with it), while the second forms an essential enabler for like half your plays.

If you have ever filtered the card pool to WIND Warriors specifically (first question: why?), you may now be wondering “what the heck are you even supposed to search with this?”. The obvious answer is “Le-Matoran”, which is the cue to introduce the resident C.C. Matoran as the preferred search target.

C.C. Matoran Tamaru

Effect MonsterLevel 2 | WIND Warrior | ATK 400 / DEF 400

If you control a Warrior monster with 1000 or less ATK: You can discard 1 card; Special Summon this card from your hand or GY, but place it on the bottom of the Deck when it leaves the field. During your Main Phase: You can activate this effect; your “C.C. Matoran” monsters can attack directly this turn, also return this card to the hand. You can only use each effect of “C.C. Matoran Tamaru” once per turn.

Bionicle: Coming of the Toa (v3.17.4)

The mathematically inclined among you may notice that the range of 1000 or less also includes the number 0, which conveniently is the exact ATK value any monster will have after being used to trigger Le-Koro’s search. So Summoning any Warrior under Le-Koro gives you a Tamaru ready to summon himself (which is free from the hand – “from your hand or GY” means he can be used to fulfill his own discard requirement, just like e.g. Machina Fortress). As the bottom-dwelling type of Le-Matoran who is not particularly fond of heights, he will return to the bottom of the Deck after being summoned this way, but Le-Koro can just add him back at the next opportunity anyway. The second effect is more for use with other C.C. Matoran and references his contribution in clearing a path for the company on the road to Kini-Nui. This includes a self-bounce that is a bit oddly phrased with “also” so that the whole effect works even if Tamaru is marked for returning to the Deck.

Rewinding that a bit, I did just establish that searching Tamaru with Le-Koro after Summoning a Warrior gives you Tamaru on the field, and with 2 Warriors on the field we of course make Isolde because that card is cra- wait, what do you mean Le-Koro locks you to WIND? Well, well, good thing we have a Turaga to go into instead.

Turaga Matau

Link Effect MonsterLink-2 [↙ ▶] | WIND Spellcaster | ATK 1400

2 monsters, including a WIND Warrior monster
During your Main Phase: You can Special Summon 1 Level 4 or lower WIND monster from your hand in Attack Position, but its ATK becomes 0. If this card is sent from the field to the GY: You can target 1 other WIND monster in your GY; during the Standby Phase of your next turn, add that target to your hand, then, if your opponent controls more monsters than you do, draw 1 card. You can only use each effect of “Turaga Matau” once per turn.

Bionicle: Coming of the Toa (v3.17.4)

Noble Kanohi Mahiki

Equip Spell

If another “Kanohi” card is equipped to the equipped monster, destroy this card. Once per turn, if the equipped monster is a “Turaga”, “Toa”, or “Makuta” monster and you control no other monsters: You can Special Summon 1 “Illusion Token” (Spellcaster/WIND/Level 3/ATK 0/DEF 0), but destroy it when this card leaves the field. If this card is in your GY: You can Tribute 1 monster, then target 1 “Turaga Matau” in your GY; Special Summon it and equip it with this card. You can only use this effect of “Noble Kanohi Mahiki” once per turn.

Bionicle: Coming of the Toa (v3.17.4)

Matau has a reputation as a jokester, with hilarious jokes such as “summoning a monster in Attack Position but with 0 ATK”. Funny how that just so happens to be a good way of making use of your Le-Koro searches in case they don’t have the ability to Special Summon themselves. Arguably more important, however, is his second effect, representing his other side as a reliable leader in times of crisis: Delayed recycling that comes with a draw if you’re behind.

This is perhaps the single effect that most clearly shows what I’d like Le-Koro as a strategy to be about. While Onu-Koro ensures your ability to recover and make comebacks by refilling your resources in proportion to the work you performed with them, Le-Koro more so aims to achieve the same by giving you access to resources when you need them and allowing you to get the most out of just a few cards.

That second point, and the focus on recovery in general, make the Kanohi Mahiki’s ability to revive Matau a bit more relevant here than it was for the other villages. In particular, there’s a combo where you, starting from an empty field with Matau and Mahiki in GY, just need to Summon any monster, tribute it to get back Matau, summon a Token with the Mahiki, summon a WIND monster with Matau, and you have all the materials for a Link-4 (though one of them being a Token somewhat limits your options). If Matau gave you something back during the Standby Phase, you already have one of the two monsters required for this. If you have Le-Koro, the initial Summon can also be used to ensure you have something to Special Summon with Matau’s effect. If Tamaru is in your GY, you just need a WIND monster and any card, rather than two monsters. Everything has its part to play.

But what about the valiant hero of Le-Koro, the Toa of Air? Well, he doesn’t quite contribute this directly, but can still make for a nice bonus if you have him around.

Toa Mata Lewa

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

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

Bionicle: Coming of the Toa (v3.17.4)

Great Kanohi Miru

Equip Spell

If another “Kanohi” card is equipped to the equipped monster, destroy this card. If the equipped monster is a “Toa” or “Makuta” monster, negate any effect activated by your opponent that targeted it. If this card is sent to the GY: You can banish 1 monster from your GY; add 1 “Toa Mata Lewa” from your Deck to your hand. You can only use this effect of “Great Kanohi Miru” once per turn.

Bionicle: Coming of the Toa (v3.17.4)

With air being the final element in my list, Lewa is also the last member of the Toa Mata to receive his overhaul, so his design is tailored more towards filling gaps in their strategy than towards helping out Le-Koro (partially also because I’ve noticed the Toa have rather limited usefulness in their village’s strategy anyway). Since the Toa Code has made me avoid monster removal so far, that was a pretty obvious gap, and I think bouncing them to the hand – a mechanic already associated with the WIND Attribute anyway – is gentle enough to not count as killing. It can even be non-targeting with the extra investment of also bouncing one of your own monsters, which is a design I’m fairly proud of. As for how this fits into Le-Koro, well, the trigger is Special Summons from just about anywhere other than the Extra Deck, which should be happening a lot with all the revival and re-setup going on. As I said, a nice bonus while you’re doing that.

Finally, the Kanohi Miru protects against targeting effects (“floating” out of their reach), and does it in such a way that equipping it mid-chain (e.g. with a Suva) still stops previously activated effects. No particular relevance to Le-Koro’s strategy here, but cool to have in those occasional instances when you do set up Lewa.

Sample Deck

Since Le-Koro already locks you to WIND, I figured we might as well go for some Speedroids to easily access that Attribute’s Synchro pool, which is probably the most decently equipped Extra Deck toolbox it has to offer. They also happen to be pretty fun, and if I was above playing with toys as a grown man, we wouldn’t be here.

The glaring weakness of the Speedroids is that they aren’t Warriors, and thus neither searchable by Le-Koro, nor qualified as material for Matau, nor able fulfill the conditions for Tamaru to Special Summon himself. The unfortunate reality is that WIND Warriors are almost as poorly represented as WATER Warriors, and after some digging the best I could find to fill this role was Legendary Six Samurai – Kageki combined with the Six Samurai Tuners Fuma and Genba to summon with his effect and help with Synchro plays (Genba is not WIND, but I wanted a Level 2 so I can get Tamaru from Le-Koro and go off from there, which isn’t possible with Fuma). Shien’s Smoke Signal is a searcher for all these monsters that isn’t even once per turn, making them quite consistently accessible. Other than that, Hornet Drones gives us another potential low-ATK Warrior for Tamaru and Ghost Mourner is a bad Effect Veiler with a good Attribute.

The custom cards are in here more or less as you’d expect, but it may seem weird that the titular Le-Koro only appears twice. This is because Mata Nui effectively serves as additional copies, and having multiple copies of a Koro in hand actually seems to negatively impact playability (I suspect this is the exact reason it has increasingly become a convention in the real game to have Field Spells act as archetype searchers). So I did the math and found that 5-6 ways to get your Field Spell in a 40 card deck is the range where there’s a good balance between the chance to open one and the chance to open multiple, which is the number I’m playing if you also count the Terraforming. The other notable unusual choice here is playing two copies of the Mahiki, because as previously stated, its revival effect is actually relevant to this strategy, and making a Token isn’t bad either. However, the reliance on making Matau means it’s more nice-to-have than essential, so two is the highest I’m willing to go.

The Extra Deck consists of Matau, some generic WIND Links (there really aren’t many, sadly), Isolde for when we aren’t locked and want to set up Kanohi for basically free, Unchained Abomination as a Link-4 that can easily be made from a Mahiki-revived Matau, Totem Bird as a Spell/Trap negate that is often accessible through both Kageki and the Speedroids, and WIND Synchros for just about every Level.

Best of Test

Best of Test: Le-Koro

This strategy’s performance in testing was initially quite poor, but eventually improved to more average levels after a lot of fiddling in the deck editor without needing that many signficiant design changes. I think the main problem was just in making this mashup of a subcritical mass of Speedroids sprinkled with just a few Six Samurai monsters work without the two halves tripping each other up, and I’m sure it could be done much better than I have it at this point (e.g. even one Den-Den Daiko Duke would probably help the recovery focus a lot). Also, firing the Le-Koro search at the wrong point so it either negates an important effect or locks you into WIND too early can screw everything up in an instant, and as the supremely intelligent individual I am it took some practice before I finally learned to not do that.


The aim of Le-Koro as a strategy is to make comebacks and rebuild somewhat decent boards from a bare minimum of resources in your hand and field. This is facilitated by a village that will give you access to more or less any of its villagers if you manage to summon anything, a Turaga who will give you back a crucial resource just in time to start rebuilding, and a Matoran who lets you easily make the important jump from one monster on the field to two. A notable omission so far that would really go with the idea well is monsters that generate value from the GY (Tamaru technically does, but due to the way his effect works he’s rarely in the GY to begin with), so that indicates a fairly obvious design direction for future Le-Matoran.