Release: The Chronicler’s Company

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As previously hinted, here’s another update to close out 2021. The previous batch of new cards brought together the Toa Mata that had been coming out one by one into a single strategy, and now it’s time to repeat that for the other archetype I have been dripfeeding across the village releases: The Chronicler’s Company, or C.C. Matoran for short.

For a detailed description of how this new strategy plays, refer to their Theme Guide. Or check out Turaga Nui Turbo for a somewhat less reasonable way to use them in conjunction with some other new cards from this release.

Meanwhile, let’s proceed to individual design notes over here.

New/Reworked Cards

Matoran Chronicler Takua

Effect MonsterLevel 2 | LIGHT Warrior | ATK 350 / DEF 350

If this card is Normal or Special Summoned: You can take 1 of your “C.C. Matoran” monsters from your Deck, GY, or that is banished and place it on top of your Deck, and if you do, this card’s Attribute becomes that monster’s original Attribute. You can discard 1 card; excavate the top 6 cards of your Deck, and if you do, you can Special Summon 1 excavated “C.C. Matoran” monster, also you can add 1 excavated “The Chronicler’s Company” to your hand, also shuffle the rest into your Deck. You can only use this effect of “Matoran Chronicler Takua” once per turn.

Bionicle: Coming of the Toa (v3.19.4)

First and foremost, let’s talk about Takua, the hidden protagonist of the Mata Nui saga and the Chronicler who gathers the Company. True to his role, his effects allow him to “set his sights” on one of his comrades (matching their Attribute in the process, as a reference to his Av-Matoran color changing abilities) and then “travel” through the six villages to pick them up.

This sounded good on paper, but after testing, I’m starting to feel like I messed up here a little. Since Takua will stack one of the very targets he excavates for on top of your Deck every time you Summon him, the excavation is completely meaningless and the effect may as well just be to Special Summon a C.C. Matoran from any location except the hand at the cost of a discard. The reason he does this is because I wanted him to give 1-card access to the Turaga in each Koro deck (instead of having to come up with six different cards to do that), and since you only run one of the C.C. Matoran in each of those, blind excavation wouldn’t have had a sufficient hit rate. To add back a bit of the gambling excitement, I included a secondary payoff where you get to add the archetypal Trap should you come across it, but in the end that still means there are zero surprises in the Summoning part, and having the chance to offset the discard cost like that may even be a bit too convenient.

The better solution is probably to simply have the stacking happen only on Normal Summon, which I may do in a future update after doing some proper testing with Takua in the Koro decks. An unfortunate detail is that the Attribute change and stacking on Special Summon are integral to one of my favorite parts in the Turaga Nui Turbo combo, but I’m willing to sacrifice that since it’s just a gimmicky side strategy. However, I remain not entirely convinced this is the correct fix, so I’d very much appreciate hearing some outside opinions.


3.19.4

The Chronicler’s Company

Continuous Trap

You can only control 1 “The Chronicler’s Company”. This card gains these effects based on the number of “C.C. Matoran” monsters you control.
●1+: Once per turn: You can Special Summon 1 “C.C. Matoran” monster from your hand or GY with a different name from the monsters you control.
●3+: Once per turn: You can target 2 “C.C. Matoran” monsters you control and 1 card your opponent controls; return them to the hand.
●6: You can send this face-up card to the GY; shuffle all cards on the field into the Deck, except “C.C. Matoran” cards. Neither player can activate cards or effects in response to this effect’s activation.

Bionicle: Coming of the Toa (v3.19.4)
1.0.0

The Chronicler’s Company

Continuous Trap

You must control this many face-up “C.C. Matoran” monsters to activate and resolve the following effects:
●1+: Once per turn: You can Special Summon 1 “C.C. Matoran” monster from your hand, Deck or Graveyard.
●2+: Once per turn: “C.C. Matoran” monsters you control cannot be destroyed by card effects.
●3+: If a “C.C Matoran” monster(s) you control is sent to the Graveyard: Draw 1 card.
●4+: Once per turn: You can target 1 “C.C. Matoran” monster you control and 1 card your opponent controls; return both targets to the hand.
●5: You can send this card to the Graveyard; destroy all cards on the field, except “C.C. Matoran” cards. You can only activate this effect of “The Chronicler’s Company” once per turn.

Bionicle: Coming of the Toa (v1.0.0)

Since I mentioned the archetypal Trap up there, I guess I should go over it as well, though there isn’t really much to say. Like its original from back in the day, The Chronicler’s Company accumulates helpful effects as you gather more members of its namesake, but they have been slimmed down to the most significant ones and tweaked a bit. The 1+ tier no longer includes a free Summon from the Deck (since that tends to be a bit broken) and only lets you get those members you don’t have already, the previous 4+ tier is now at 3+ and downgraded to a 2-for-1 trade (it’s still disruption either way), and the previous 5 tier got moved to the more appropriate 6 (thanks, Extra Monster Zone!) and buffed a whole lot because if you ever get there you’ve pretty much won and might as well get to do it in a flashy way.


Diminished Matoran Kaita

Xyz Effect MonsterRank 2 | LIGHT Warrior | ATK 1200 / DEF 1500

3 Level 2 “Matoran” monsters
Cannot be destroyed by battle while it has material. If this card is Xyz Summoned: You can detach up to 3 materials with different Attributes from this card, then apply the following effect(s) depending on their Attributes, in sequence. You can only use this effect of “Diminished Matoran Kaita” once per turn.
•WIND: Add 1 Level 2 “Matoran” monster from your Deck to your hand.
•WATER: This face-up card cannot be destroyed by card effects. •FIRE: This card gains 1200 ATK.
•EARTH: Draw 1 card. •LIGHT/DARK: Special Summon 1 Level 2 “Matoran” monster from your hand or GY.

Bionicle: Coming of the Toa (v3.19.4)

The Diminished Matoran Kaita went through a few design iterations which all focused on the concept of getting different effects based on the Attributes of its materials, and the one I ended up liking best was immediately detaching the Attributes whose effects you want when its Summoned. This means it’s best when summoned with Matoran of different elements, as it should be (disregarding the lack of STONE and ICE Attributes), and you may run into the interesting dynamic of having to choose between detaching the third material for the effect or keeping it for the battle protection.

The effects themselves are mostly just meant to align with the respective village’s playstyle while remaining generically useful, but it’s a bit concerning that a triple detach of WIND + EARTH + LIGHT/DARK works out to a +1 even factoring in the 3 materials that need to go into the Kaita. May still have to tweak at least one of these effects so it doesn’t give immediate advantage.


3.19.4

Circle of Legends, Amaja-Nui

Link Effect MonsterLink-3 [↙ ▼ ▶] | LIGHT Spellcaster | ATK 1900

2+ monsters, including a “Turaga” monster
This card’s Attribute is also treated as the original Attributes of all “Turaga” Link Monsters you control or in your GY. You can only use each of the following effects of “Circle of Legends, Amaja-Nui” once per turn. If this card is Link Summoned: You can send 1 “Turaga” monster from your Deck or Extra Deck to the GY. You can target 1 of your Level 4 or lower “Matoran” monsters with the same Attribute as this card that is banished or in your GY; Special Summon it to your zone this card points to.

Bionicle: Coming of the Toa (v3.19.4)
1.0.0

Circle of Legends, Amaja-Nui

Field Spell

You can target 1 “Turaga” Tuner monster you control; until the End Phase, it is treated as a non-tuner monster. You can target 1 “Turaga” monster you control; increase or decrease its Level by 1. If you control no monsters: You can Special Summon 1 “Turaga” monster from your Graveyard. When this face-up card is desroyed by your opponent’s card effect and sent to the Graveyard: Target 1 “Turaga” Tuner monster and 1 non-Tuner monster in your Graveyard; Special Summon them. Immediately after this effect resolves, Synchro Summon 1 monster using only those targets . You can only use each effect of “Circle of Legends, Amaja-Nui” once per turn.

Bionicle: Coming of the Toa (v1.0.0)

The Turaga get a collective updgraded form in Amaja-Nui, which, curiously enough, used to be a Field Spell in the original version. And that makes sense since it is a location, but in order to avoid adding another name to Mata Nui’s search targets and to give the Turaga an easy Link climbing route (which I often felt was missing when testing the villages), this time I chose to focus on Amaja-Nui’s nature as a gathering of Turaga instead. For some reason group shots are within the design space of Link (and Fusion?) Monsters, so this makes it an entirely valid choice for a Link-3.

The two main effects are pretty simple – take on the Attribute of any Turaga you have around (as it’s the gathering of exactly those) and call previously used Matoran of that Attribute back to the field (since the Turaga have authority over them), which should be decently useful to any of the villages. For the sake of Turaga Nui Turbo specifically, it can also send a Turaga from your Main or Extra Deck to the GY when Link Summoned, which could be either the big boss itself or just an additional name and/or Attribute.


Diminished Matoran Nui

Effect MonsterLevel 6 | LIGHT Warrior | ATK 2100 / DEF 1500

Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. You can discard this card; reveal 3 Level 2 “Matoran” monsters with different Attributes from your Deck, your opponent randomly picks 1 for you to add to your hand, and you send the rest to the GY. You can shuffle 6 Level 2 “Matoran” monsters with different names from your GY into the Deck, then target 1 monster your opponent controls; Special Summon this card from the GY, and if you do, destroy that target. You can only use each effect of “Diminished Matoran Nui” once per turn.

Bionicle: Coming of the Toa (v3.19.4)

Turaga Nui

Effect MonsterLevel 9 | LIGHT Spellcaster | ATK 2000 / DEF 3000

Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. You can send this card from your hand and 1 “Noble Kanohi” Equip Spell from your Deck to the GY; reveal 1 “Turaga” Link monster in your Extra Deck, and if you do, Special Summon 1 Level 4 or lower Warrior monster with the same Attribute from your hand. When your opponent activates a card or effect while there are 6 or more “Turaga” Link Monsters with different names in your GY (Quick Effect): You can Special Summon this card from the GY, and if you do, negate the effects of all face-up cards your opponent currently controls. You can only use each effect of “Turaga Nui” once per turn.

Bionicle: Coming of the Toa (v3.19.4)

The Diminished Matoran Nui and Turaga Nui both are powerful entities formed by combining 6 individuals, and they both reflect this through the same design principles. They provide an effect in the hand that trades them for resources which help their respective components, and an effect in the GY that summons them with great impact once you have gathered all six of those components.

Setting up 6 Level 2 Matoran in the GY is fairly easy, so the payoff there is “only” destroying a single monster and getting a decently big body on the field, and it returns the individual Matoran to the Deck so you can’t repeat it right away. On the other hand, getting 6 Turaga Link Monsters in the GY is a fool’s errand that takes something stupid like Turaga Nui Turbo to accomplish within reasonable time, so the Turaga Nui actually lets you keep that setup and just negates your opponent’s entire field when you do manage to Summon it.

Updates

Time was a bit short since I squeezed this into what was left of the month, so I ended up only implementing one of the changes to existing cards I contemplated here and there. That one is Kopeke, who now has a drawback when searching non-WATER monsters.

3.19.4

C.C. Matoran Kopeke

Effect MonsterLevel 2 | WATER Warrior | ATK 300 / DEF 600

If this card is Normal Summoned or flipped face-up: You can add 1 Level 2 Warrior monster from your Deck or GY to your hand, except “C.C. Matoran Kopeke”, then, if it is not a WATER monster, place 1 card from your hand on top of your Deck. You can only use this effect of “C.C. Matoran Kopeke” once per turn. If another “C.C. Matoran” monster you control would be destroyed, you can change this card to face-down Defense Position instead.

Bionicle: Coming of the Toa (v3.19.4)
3.16.6

C.C. Matoran Kopeke

Effect MonsterLevel 2 | WATER Warrior | ATK 300 / DEF 600

If this card is Normal Summoned or flipped face-up: You can take 1 Level 2 Warrior monster from your Deck or GY, except “C.C. Matoran Kopeke”, and either add it to your hand or place it on top of your Deck. You can only use this effect of “C.C. Matoran Kopeke” once per turn. If another “C.C. Matoran” monster you control would be destroyed, you can change this card to face-down Defense Position instead.

Bionicle: Coming of the Toa (v3.16.6)

This replaces the previous weird option to put the card you search on top of your Deck instead of adding it to your hand, which I can now reveal was meant to synergize with Takua’s excavation effect, since Kopeke is himself a future Chronicler. Just kind of unfortunate that Kopeke takes up the Normal Summon, getting Takua with something like Isolde ends up shuffling the Deck, and even using the Matoran Kaita to Special Summon him from hand or GY requires him as the LIGHT/DARK material to begin with, but eh, there are theoretically possible scenarios where it could work.

Anyway, there are two reasons I really like this change from a design standpoint: One, the idea behind Kopeke being the searcher is that he “shapes the hand” as a skilled ice crafter, and that really fits now that he can also remove unneeded elements from it. Two, his shy personality that was already reflected in his protection effect flipping him face-down is further highlighted by the fact that he becomes less effective when interacting with strangers from outside his village. But due to the limited Attributes available, it turns out he’s still completely fine with the ladies from Ga-Koro. What a chad.

Theme Guide: C.C. Matoran

The Chronicler’s Company was a group of Matoran from all of Mata Nui’s villages gathered by Takua to assist the Toa Mata in their quest. In BYE, they form a sub-archetype of Matoran with the unique property of directly supporting each other across the Attribute boundaries between villages.

Their founder, leader, and curiously not member of the archetype by name is the Chronicler himself, Takua.

Matoran Chronicler Takua

Effect MonsterLevel 2 | LIGHT Warrior | ATK 350 / DEF 350

If this card is Normal Summoned: You can take 1 of your “C.C. Matoran” monsters from your Deck, GY, or that is banished and place it on top of your Deck, and if you do, this card’s Attribute becomes that monster’s original Attribute. During your Main Phase: You can excavate the top 6 cards of your Deck, and if you do, you can Special Summon 1 excavated “C.C. Matoran” monster or add 1 excavated “The Chronicler’s Company” to your hand, also shuffle the rest into your Deck. You can only use this effect of “Matoran Chronicler Takua” once per turn.

Bionicle: Coming of the Toa (v3.20.4)

As in the story, his role is to travel across the six villages, in the process meeting his allies that would later become part of the Company. This is reflected in an excavation effect that digs exactly six cards deep to find and Special Summon a C.C. Matoran, potentially also picking up the card that represents the Chronicler’s Company as a whole while he’s at it. To make sure you don’t discard and excavate only to find nothing, he can set up a C.C. Matoran to find when he’s Summoned, while at the same time changing his own Attribute as a color-changing Av-Matoran. This means using him in a Koro deck to quickly access the sole resident C.C. Matoran, and from there the Turaga, is also a legitimate option.

Now, to understand what the archetype is actually meant to do, let’s look at the aforementioned card that shows them collectively.

The Chronicler’s Company

Continuous Trap

You can only control 1 “The Chronicler’s Company”. This card gains these effects based on the number of “C.C. Matoran” monsters you control.
●1+: Once per turn: You can Special Summon 1 “C.C. Matoran” monster from your hand or GY with a different name from the monsters you control.
●3+: Once per turn: You can target 2 “C.C. Matoran” monsters you control and 1 card your opponent controls; return them to the hand.
●6: You can send this face-up card to the GY; shuffle all cards on the field into the Deck, except “C.C. Matoran” cards. Neither player can activate cards or effects in response to this effect’s activation.

Bionicle: Coming of the Toa (v3.19.4)

Clearly a significant element is swarming the field with C.C. Matoran monsters, since this Trap Card gains better and better effects as you assemble more of them. If you have at least one, you get to bring out a fresh name from your hand or GY, getting you closer to the next tier, setting up combos, and interacting with the overall gimmick in a neat way that will soon become clear. At least three, and you get to bounce 2 members of the Company and any (targetable) card your opponent controls – anything written on a Trap Card is a Quick Effect by default, so this is disruption, hence the uneven trade (also, these Matoran are small, one of them alone won’t get anything off the field). And if you’re enough of a madman to fill every single Monster Zone, Main or Extra, with C.C. Matoran, you can just unrespondably wipe the field of everything else. The insane strength of this last effect reflects how little I expect it to happen.

So if we want to fill everything including the Extra Monster Zone, that means there must be some archetypal Extra Deck Monsters, right? Not quite, the trick instead lies in the next key card to consider.

C.C. Matoran Hafu

Effect MonsterLevel 2 | EARTH Warrior | ATK 700 / DEF 400

If this card is Special Summoned: You can Special Summon 1 Level 2 Warrior monster from your hand or GY, but its effects are negated, also banish it when it leaves the field. You can only use this effect of “C.C. Matoran Hafu” once per turn. A monster Special Summoned from the Extra Deck using this card as material gains this effect.
●While face-up on the field, its name is also treated as “C.C. Matoran Hafu”.

Bionicle: Coming of the Toa (v3.15.5)

In addition to getting another Level 2 Warrior (so any C.C. Matoran, but also Tuners like Junk Anchor for Synchro plays) when Special Summoned, making him usually the best thing to get with Takua, any Extra Deck monster that used Hafu as material will become a “Hafu Original” that bears his very name, C.C. Matoran archetype and all. This is how you make them count for The Chronicler’s Company, and it also renders your boss monsters receptive to our actual gimmick: The fact that most of the same monsters you use to combo also significantly power up other members of the archetype on the field.

C.C. Matoran Kapura

Effect MonsterLevel 2 | FIRE Warrior | ATK 600 / DEF 200

If a “C.C. Matoran” monster you control attacks, your opponent’s cards and effects cannot be activated until the end of the Damage Step. At the start of your Battle Phase: You can banish this card from your GY, then target 1 face-up monster you control that was not Summoned this turn; it can make up to 2 attacks on monsters during this Battle Phase. You can only use this effect of “C.C. Matoran Kapura” once per turn.

Bionicle: Coming of the Toa (v3.21.5)

C.C. Matoran Kopeke

Effect MonsterLevel 2 | WATER Warrior | ATK 300 / DEF 600

If this card is Normal Summoned or flipped face-up: You can add 1 Level 2 Warrior monster from your Deck or GY to your hand, except “C.C. Matoran Kopeke”, then, if it is not a WATER monster, place 1 card from your hand on top of your Deck. You can only use this effect of “C.C. Matoran Kopeke” once per turn. If another “C.C. Matoran” monster you control would be destroyed, you can change this card to face-down Defense Position instead.

Bionicle: Coming of the Toa (v3.19.4)

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 clearest examples of this are Kapura, Kopeke, and Tamaru, who respectively provide unstoppable attacks, destruction protection, and the ability to attack directly. Not exactly impressive when they only affect these absolutely tiny shrimps, but things suddenly look very different when you, for example, make a generic 3000 ATK boss monster with Hafu, bring back Kapura with the Continuous Trap, get Tamaru to the field with his own effect, and throw those 3000 into a direct attack with no responses allowed during the Damage Step.

Slightly different are the boosts provided by Maku and Taipu:

C.C. Matoran Maku

Effect MonsterLevel 2 | WATER Warrior | ATK 500 / DEF 200

When your opponent activates a card or effect on the field (Quick Effect): You can Special Summon this card from your hand or GY to your Main Monster Zone in the same column as that card, and if you do, change 1 face-up monster on the field to Defense Position. (Quick Effect): You can target 1 other face-up card you control; for the rest of this Chain after this effect resolves, or until the end of this turn if it is a “Matoran” monster, it is unaffected by other card effects, except its own. You can only use each effect of “C.C. Matoran Maku” once per turn.

Bionicle: Coming of the Toa (v3.16.6)

C.C. Matoran Taipu

Effect MonsterLevel 2 | EARTH Warrior | ATK 1000 / DEF 500

You can Special Summon this card (from your hand), but you cannot declare an attack for the rest of this turn, except with “C.C. Matoran” monsters. You can only Special Summon “C.C. Matoran Taipu” once per turn this way. If this card is sent from the field to the GY: You can target 1 face-up monster you control with less than 2000 ATK; it gains 1000 ATK/DEF until the end of the next turn.

Bionicle: Coming of the Toa (v3.15.5)

The former can give protection to any face-up card, but it will only last for a single Chain (so basically the one effect you’re responding to) unless that card is a Matoran – not specifically a C.C. Matoran, gotta have that Huki synergy. In Taipu’s case, he doesn’t directly provide a benefit, but instead allows C.C. Matoran to ignore the attack restriction that forms the drawback of his free Special Summon from hand.

Sample Deck

https://www.duelingbook.com/deck?id=9804806

The core of the deck is formed, obviously, by the C.C. Matoran and Takua, with the number of each reflecting how much having them in hand helps getting combo fodder – if we just manage that, everything else can be searched one way or another. The basic line of play first makes Isolde and uses her to get either Takua or Hafu, whose effects in turn provide you with the multiple monsters you need to keep going. Neo Space Connector and Aqua Dolphin are just another way to accomplish that.

In most cases, the payoff from Isolde will be no less than three Level 2 Warriors, which opens up different options depending on what they are. If all of them are Matoran, you can go for the Diminished Matoran Kaita, which can variably be a beater, a wall, and/or an extender. If you have a Tuner in there – such as Junk Anchor or T.G. Striker – you can instead go through a combo that moves through Stupid Bitch Cupid Pitch and ends on a Level 8 Synchro like Borreload Savage Dragon or PSY-Framelord Omega (Road Warrior is also funny for basically Summoning anything from the archetype for free) while searching a Hop Ear Squadron that can be used on your opponent’s turn to upgrade to Satellite Warrior and destroy a bunch of cards. Whichever boss you end on, Hafu will probably be involved, thus letting you utilize The Chronicler’s Company to get some monsters back, maybe have some extra disruption, and maybe maybe finish things with a legendary blowout.

And it’s also nice that all this still leaves a bit of room for handtraps and generic staples in the Main Deck – certainly not something that can be said for every archetype I’ve come up with here.

Best of Test

Best of Test: The Chronicler’s Company

Conclusion

The Chronicler’s Company are an archetype with the dual focus of comboing into generic boss monsters and powering up those same monsters by treating them as part of the archetype so they benefit from the support effects the monsters provide. The ability to search out and Special Summon monsters in various ways usually makes getting the necessary pieces to accomplish all this to the field a fairly simple task, and the Continuous Trap acts as a kind of archetypal boss that can help with setup, disruption, and straight up winning the game depending on how well you are doing.

Deck Idea: Turaga Nui Turbo

Do you enjoy unnecessarily long combo lines? Is linking off your Link Monsters to make more Link Monsters one of your primary sources of endorphins in these trying times? Do you consider the existence of handtraps and disruption a mere myth that can be safely ignored? Are you a truly skilled player with the ability to draw exactly the right combination of three cards every game? Do you respect your elders for their wisdom and ability to utilize Noble Kanohi as well as minor elemental powers? Then boy, do I have the deck for you.

As the name may suggest, the centerpiece of this silly little strategy is Turaga Nui, a card first included in version 3.19.4 of the expansion.

Turaga Nui

Effect MonsterLevel 9 | LIGHT Spellcaster | ATK 2000 / DEF 3000

Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. You can send this card from your hand and 1 “Noble Kanohi” Equip Spell from your Deck to the GY; reveal 1 “Turaga” Link monster in your Extra Deck, and if you do, Special Summon 1 Level 4 or lower Warrior monster with the same Attribute from your hand. When your opponent activates a card or effect while there are 6 or more “Turaga” Link Monsters with different names in your GY (Quick Effect): You can Special Summon this card from the GY, and if you do, negate the effects of all face-up cards your opponent currently controls. You can only use each effect of “Turaga Nui” once per turn.

Bionicle: Coming of the Toa (v3.19.4)

This supremely wise sage is the united form of six different Turaga, and like many combination models from the early years, was never ever formed in canon. Similarly, the card’s summoning condition of having 6 different Turaga Link Monsters in the GY makes it so it will likely never hit the field in a sane player’s hands, considering the Turaga aren’t even meant to be used together in the first place. However, if you do make it happen, it acts as an omninegate that hits your opponent’s entire field at once, so that’s a decent motivation to try anyway.

The Deck

https://www.duelingbook.com/deck?id=9798612

Basically, the idea is to go through an elaborate Link climb that ideally ends up putting 4 Turaga Link Monsters plus Turaga Nui into your GY while establishing a board consisting of (a relatively small) The Arrival Cyberse @Ignister and Knightmare Gryphon, and then completing the setup using the effect of Dogmatika Maximus.

The main engine carrying the Link climb part are the C.C. Matoran (AKA The Chronicler’s Company), a sub-archetype of Matoran across all Attributes that work together to swarm the field with appropriate Turaga materials. Helping them out is the classic combo of Neo Space Connector and Neo-Spacian Aqua Dolphin, which gets to Isolde while potentially taking out a handtrap, thus increasing the chances of actually pulling off the best-case scenario. For the Dogmatika part, we have Maximus as the crucial piece plus six searchers for it in Nadir Servant and Ecclesia, as well as a Dogmatika Punishment to have an alternate search target for Ecclesia in case we draw Maximus.

While the stated goal is to fully set up the Turaga Nui in one turn, accomplishing that is a bit of a pipe dream, since even in the absence of all disruption, you still need to actually find no less than three different pieces to even stand a chance: A Warrior starter to get you to Isolde, some way to access Dogmatika Maximus, and, curiously enough, a C.C. Matoran Tamaru that is not required to make Isolde – more on that in the following section. Failing that, you can usually still get to the Arrival + Gryphon part of the payoff, which may keep you alive for another turn to finish the job.

The Combo

Turaga Nui Turbo

One of the most ideal combo lines I found is showcased in the above video, and starts with the following cards:

Neo Space Connector
Diminished Matoran Nui
Nadir Servant
  1. Activate Matoran Nui and select Tamaru, Taipu, and a third Matoran of your choice – it doesn’t actually matter which one ends up in your hand, but the most efficient case is Tamaru, so let’s assume that (so Taipu + other Matoran go to the GY)
  2. Normal Summon Connector and use its effect to Special Summon Aqua Dolphin
  3. Optional: Use Aqua Dolphin to discard 1 and look at your opponent’s hand – you can only afford this if Tamaru is in your hand!
  4. Connector + Dolphin -> Isolde, search anything that isn’t mentioned in the following steps
  5. Use Isolde to send two Noble Kanohi to the GY and Special Summon Takua
  6. On Summon, use Takua’s effect to stack Hafu on top of the deck and become EARTH
  7. Discard one of your spare cards to activate Takua and Special Summon Hafu, who in turn Summons Taipu from your hand or GY
  8. Isolde + Hafu -> Onewa in the Extra Monster Zone
  9. Takua + Taipu -> Whenua into a zone Onewa points to – the Taipu summoned with Hafu’s effect gets banished when it leaves the field, so Onewa can immediately summon him back and Whenua can search a second copy
  10. Whenua or Onewa + Taipu -> Amaja-Nui (placed so it points to a free zone), on Summon send Turaga Nui to the GY
  11. Use Amaja-Nui to Summon Takua from your GY to the zone it points to, on Summon stack Kapura on top of the Deck so Takua becomes FIRE
  12. Special Summon the second copy of Taipu from your hand
  13. Takua + Taipu -> Vakama
  14. Use Vakama’s effect to Special Summon Kapura to your field and a Vision Token (or some FIRE Warrior they happen to be playing) to your opponent’s
  15. Special Summon the Tamaru in your hand (by discarding itself for cost) or in your GY (by discarding a spare card)
  16. Tamaru + Kapura -> Matau
  17. Onewa + Vakama + Matau -> The Arrival Cyberse @Ignister (in the Main Monster Zone pointed to by Amaja-Nui, so the upwards arrow only points to the Extra Monster Zone at most)
  18. Activate The Arrival to destroy your opponents Vision Token and give yourself an @Ignister Token
  19. Amaja-Nui + @Ignister Token -> Knightmare Gryphon (co-linked with The Arrival, and not pointing to the opponent’s field)
  20. Optional: If you still have a spare card to discard, you can activate Gryphon’s effect on Summon to draw a fresh card and maybe set a useful Spell/Trap from your GY
  21. Activate Nadir Servant, sending one of your remaining Extra Deck monsters to add Ecclesia (sadly no Turaga can be used here due to their ATK being all below 1500)
  22. Special Summon Ecclesia (linked, because Gryphon!), on Summon search Maximus
  23. Banish something that isn’t a Turaga from your GY to Special Summon Maximus (linked, because Gryphon!)
  24. Activate Maximus, send Nokama and Nuju from your Extra Deck to your GY

Final payoff: Full Turaga Nui setup in the GY, 3000 ATK The Arrival and a Knightmare Gryphon on the field

Many hands fall short of fully achieving this combo due to lacking access to either the Dogmatikas or the free Tamaru to make Matau, but even those tend to manage putting up enough material for Arrival, Gryphon, or both. And if you don’t have a complete Turaga Nui setup, you actually don’t need to leave the previously summoned Turaga in the GY and can instead tribute off stuff like a leftover Token or the Dogmatikas for Onewa + Komau (preventing your opponent from activating the effects of their weakest monster while they control multiple) and/or Vakama + Huna (giving you a draw should something else be destroyed by battle, while not being available as an attack target himself).

Theme Guide: Turaga (BCOT)

The six Turaga of Mata Nui function as the leaders of the island’s villages, and much like the villages themselves, the Link-2 monsters representing those wise elders are best talked about within the context of the respective Koro strategy, so check out the Theme Guides linked in each tab for that.

Vakama

Theme Guide: Ta-Koro

Turaga Vakama

Link Effect MonsterLink-2 [◀ ▼] | FIRE Spellcaster | ATK 1400

2 monsters, including a FIRE Warrior monster
You can activate this effect; each player reveals the top card of their Deck, and if it is a FIRE Warrior monster, they Special Summon it. Otherwise, they Special Summon 1 “Vision Token” (Warrior/FIRE/Level 3/ATK 1500/DEF 0) in Attack Position, but it cannot be Tributed or used as material for a Synchro or Link Summon. When a monster is destroyed by battle: Draw 1 card. You can only use each effect of “Turaga Vakama” once per turn.

Bionicle: Coming of the Toa (v3.0.0)
Nokama

Theme Guide: Ga-Koro

Turaga Nokama

Link Effect MonsterLink-2 [▲ ↙] | WATER Spellcaster | ATK 1200

2 monsters, including a WATER Warrior monster
Cannot be destroyed by battle while it points to a monster. (Quick Effect): You can banish 1 card from your GY, then discard 1 card; until the end of this turn, this card and monsters it points to are unaffected by the effects of cards with a different card type (Monster, Spell, or Trap) than the card you banished, except this card’s. During your opponent’s End Phase, if this card points to a monster (Quick Effect): You can target 1 of your WATER monsters that is banished or in your GY; add it to your hand. You can only use each effect of “Turaga Nokama” once per turn.

Bionicle: Coming of the Toa (v3.13.6)
Whenua

Theme Guide: Onu-Koro

Turaga Whenua

Link Effect MonsterLink-2 [▼ ▶] | EARTH Spellcaster | ATK 1450

2 monsters, including an EARTH Warrior monster
Each time an EARTH monster(s) is sent from your hand or field to the GY, gain 400 LP for each. If this card is Link Summoned: You can pay 1000 LP; add 1 Level 4 or lower EARTH Warrior monster from your Deck to your hand with a different name than the monsters in your GY. You can only use this effect of “Turaga Whenua” once per turn.

Bionicle: Coming of the Toa (v3.13.6)
Onewa

Theme Guide: Po-Koro

Turaga Onewa

Link Effect MonsterLink-2 [↙ ↘] | EARTH Spellcaster | ATK 1450

2 monsters, including an EARTH Warrior monster
You can target 1 Level 4 or lower EARTH monster in your GY; the player who has fewer total cards in their hand and field draws 1 card, also add that target to your hand, and if you do, banish 1 card from your hand. If an EARTH monster(s) is Special Summoned to your zone(s) this card points to: You can target 1 of your banished EARTH Warrior monsters; Special Summon it in Defense Position. You can only use each effect of “Turaga Onewa” once per turn.

Bionicle: Coming of the Toa (v3.15.5)
Nuju

Theme Guide: Ko-Koro

Turaga Nuju

Link Effect MonsterLink-2 [◀ ▶] | WATER Spellcaster | ATK 1100

2 monsters, including a WATER Warrior monster
If this card is Special Summoned: You can target 1 face-up Spell/Trap you control; until the end of the next turn, while you control a WATER monster, that target cannot be destroyed by card effects (even if this card leaves the field). Once per turn: You can target any number of cards your opponent controls; change that many monsters you control to face-down Defense Position, and if you do, return the targeted cards to the hand.

Bionicle: Coming of the Toa (v3.18.5)
Matau

Theme Guide: Le-Koro

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 activate this effect; during the Standby Phase of your next turn, add 1 WIND monster from your GY to your hand, then, if your opponent controls more monsters than you do, you can make all monsters they currently control lose 700 ATK/DEF until the end of this turn. You can only use each effect of “Turaga Matau” once per turn.

Bionicle: Coming of the Toa (v3.21.5)

Aside from helping out their village’s gameplan in some specific way, we can make a few general statements about the Turaga’s design: They are Link-2 monsters that require a Warrior with their same Attribute as material, simultaneously referencing their past lives as Toa and making them easy to access via the Matoran in the main deck. They each have a matching Noble Kanohi Equip Spell that provides some relevant effect on the field (again, refer to Koro Theme guides) and can be used from the GY to revive exactly one specific Turaga by Tributing a monster – useful for Link climbing since it can easily gain you Link Rating. And their ATK stats are on the low end below 1500, because I once designed them as Level 3 Tuners that dodge Bottomless Trap Hole they are relatively frail non-combatants.

What they also share is the ability to be material for Amaja-Nui, a Link-3 monster representing a gathering of Turaga at the titular Circle of Legends.

Circle of Legends, Amaja-Nui

Link Effect MonsterLink-3 [↙ ▼ ▶] | LIGHT Spellcaster | ATK 1900

2+ monsters, including a “Turaga” monster
This card’s Attribute is also treated as the original Attributes of all “Turaga” Link Monsters you control or in your GY. You can only use each of the following effects of “Circle of Legends, Amaja-Nui” once per turn. If this card is Link Summoned: You can send 1 “Turaga” monster from your Deck or Extra Deck to the GY. You can target 1 of your Warrior monsters that is banished or in your GY; Special Summon 1 “Legend Stone Token” (Warrior/ATK 0/DEF 0) with the same Level and Attribute to your zone this card points to, then place that target on the top or bottom of the Deck.

Bionicle: Coming of the Toa (v3.20.4)

By taking on the Attribute of every Turaga in attendance and recovering spent Matoran of any matching Attribute, this card can be useful in any of the Koro decks and provides a convenient way to build on top of your Turaga once you no longer need it on the field. When Link Summoned, it can also send a Turaga from the Deck or Extra Deck straight to the GY, potentially giving itself an additional Attribute and setting up …

Turaga Nui

Effect MonsterLevel 9 | LIGHT Spellcaster | ATK 2000 / DEF 3000

Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. You can send this card from your hand and 1 “Noble Kanohi” Equip Spell from your Deck to the GY; reveal 1 “Turaga” Link monster in your Extra Deck, and if you do, Special Summon 1 Level 4 or lower Warrior monster with the same Attribute from your hand. When your opponent activates a card or effect while there are 6 or more “Turaga” Link Monsters with different names in your GY (Quick Effect): You can Special Summon this card from the GY, and if you do, negate the effects of all face-up cards your opponent currently controls. You can only use each effect of “Turaga Nui” once per turn.

Bionicle: Coming of the Toa (v3.19.4)

… the Turaga Nui, a being of ultimate wisdom (allegedly) formed from the combination of six Turaga. Rather than a serious option for Koro decks, this is a silly gimmick that has an entirely separate turbo deck built around it – you put it and all six Turaga into the GY and then wait for the right time to negate your opponent’s whole life. If you happen to draw it, it generously puts itself into the GY along with a Noble Kanohi (so you don’t have to entirely rely on Isolde for that) to Special Summon the Warrior material for a specific Turaga from your hand, which is arguably helpful even if you’re a well-adjusted member of society only using one Turaga, but probably not enough reason to play the card.