Release: Symbols of Power

The Toa Nuva receive their first proper wave of two times three (plus one) cards, and the archetype’s general concept begins to take a more refined form.

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I’ll be honest, I totally forgot about the Energized Protodermis guide until I saw it mentioned just now in the previous release post, so that’s gonna take a while longer. What I do have ready is a little introduction to what I believe is currently the most effective way to play Toa Nuva. Worth checking out if you’re planning to try the deck yourself.

If you’d just like to see what’s changed in this update, simply continue below.

New Cards

Gali

Toa Nuva Gali

Fusion Effect MonsterLevel 8 | WATER Warrior | ATK 2700 / DEF 2200

“Toa Mata Gali” + 1 “Energized Protodermis” monster
If this card is Fusion Summoned: You can add 1 “Nuva” Spell/Trap from your Deck or GY to your hand, then discard 1 card. (Quick Effect): You can target 1 other face-up monster on the field; negate its effects until the end of this turn. You can only use each effect of “Toa Nuva Gali” once per turn.

Bionicle: Protodermic Evolution (v4.2.5)

Toa Mata Gali

Effect MonsterLevel 6 | WATER Warrior | ATK 2300 / DEF 1800

To Tribute Summon this card face-up, you can Tribute a WATER or “Toa Mata” monster in your hand, except “Toa Mata Gali”, instead of a monster you control. Once per turn, when the turn player’s opponent activates a monster effect, except “Toa Mata Gali” (Quick Effect): You can target 1 other face-up monster on the field; negate its effects, and if you do, this card gains 400 ATK.

Bionicle: Coming of the Toa (v3.21.6)
Lewa

Toa Nuva Lewa

Fusion Effect MonsterLevel 8 | WIND Warrior | ATK 2600 / DEF 2300

“Toa Mata Lewa” + 1 “Energized Protodermis” monster
If this card is Fusion Summoned: You can add 1 “Nuva” Spell/Trap from your Deck or GY to your hand, then discard 1 card. During the Main Phase (Quick Effect): You can target 1 monster on the field; return it to the hand, then, if it was a monster you controlled, you can return 1 additional monster on the field to the hand. You can only use each effect of “Toa Nuva Lewa” once per turn.

Bionicle: Protodermic Evolution (v4.2.5)

Toa Mata Lewa

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

To Tribute Summon this card face-up, you can Tribute a WIND or “Toa Mata” monster in your hand, except “Toa Mata Lewa”, instead of a monster you control. Once per turn, if a monster(s) is Special Summoned from the hand, Main Deck, and/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, you can return 1 additional monster on the field to the hand.

Bionicle: Coming of the Toa (v3.21.6)

The protagonists of the release are the Toa Nuva of Water and Air, Gali and Lewa. I went with these two because their effects as Toa Mata were the ones that worked best for interacting on the opponent’s turn, so adding them to the Nuva roster – where the effects are the same but much more freely usable – would immediately provide some reliable end board options. This panned out as expected, and I can proudly report that pure Toa Nuva decks are now playable in the sense that they consistently put up at least one relevant disruption.

If you make Gali Nuva, you get a targeting monster negate usable whenever you want, though it lacks the stacking ATK boost of her Mata form to make up for the added flexibility. If you make Lewa Nuva, you get a targeting bounce that can be made non-targeting if you’re willing to get rid of one of your own monsters as well, which is exactly what he already did as a Toa Mata (if the trigger condition was met).

You might notice that Lewa is Main Phase only, while Gali has no such limitation. This reflects a newly introduced general rule for adapting Mata Trigger Effects to Nuva Quick Effects: If all the features of the effect are essentially retained, it will be limited to the Main Phase, but cutting out some bonus such as Gali’s ATK gain allows me to lift that restriction. And save some words, which is neat.

Of course, both of the Toa Nuva also have the archetypal ability to search a “Nuva” Spell/Trap when Fusion Summoned, with which we segue straight into Nuva Symbols.

Gali

Nuva Symbol of Flowing Harmony

Continuous Spell

You can shuffle this card you control into the Deck; add 1 “Toa Mata Gali” from your Deck to your hand, or reveal it in your hand and add 1 “Energized Protodermis” card instead. When a card or effect activated by your opponent in response to your “Nuva” Fusion Monster’s effect activation resolves, you can negate that effect, and if you do, destroy that card. You can only use each of the preceding effects of “Nuva Symbol of Flowing Harmony” once per turn. If this card leaves the field: Target 1 “Nuva” Fusion Monster you control; negate its effects. You cannot activate monster effects in response to this effect’s activation.

Bionicle: Protodermic Evolution (v4.2.5)
Lewa

Nuva Symbol of Soaring Vitality

Continuous Spell

You can shuffle this card you control into the Deck; add 1 “Toa Mata Lewa” from your Deck to your hand, or reveal it in your hand and add 1 “Energized Protodermis” card instead. If a face-up “Nuva” Fusion Monster you control leaves the field by card effect (except during the Damage Step): You can target 1 Level 8 or lower monster in your GY; Special Summon it. You can only use each of the preceding effects of “Nuva Symbol of Soaring Vitality” once per turn. If this card leaves the field: Target 1 “Nuva” Fusion Monster you control; negate its effects, and if you do, you cannot Special Summon for the rest of this turn.

Bionicle: Protodermic Evolution (v4.2.5)

Like all Nuva Symbols, Flowing Harmony and Soaring Vitality can go straight back to the Deck to find you a missing fusion material for their respective Toa Nuva, they have on-field effects granting benefits to all the Nuva (but synergyzing especially well with the correct one), and, if removed from the field, activate a mandatory effect of negation and punishment contrasting the benefit.

Gali’s Nuva Symbol of Flowing Harmony protects the Toa Nuva from outside interference by negating and destroying any response to their effects (once per turn, of course). Continuously negating and destroying, which means it works even against things that can’t be responded to otherwise, and even if you were to set up the symbol at Quick Effect speed after your opponent already activated their response. You know, hypothetically. If there was some way to do that. The matching punishment you suffer if the card is destroyed is simply that you cannot activate monster effects in response to the negation of your Toa Nuva, so you miss out on that last chance to fire its effects.

Lewa’s Nuva Symbol of Soaring Vitality acts as an outsourced floating effect, bringing back a Level 8 or lower monster from the GY if a Toa Nuva leaves the field by card effect. Incidentally, Toa Nuva happen to be Level 8, so in some cases you can just revive the exact same monster immediately. Or a Toa Mata. Or an Energized Protodermis Chamber to make a new Toa Nuva. It also triggers off your own card effects, so if Lewa Nuva has to bounce himself to get some non-targeting removal, here’s your replacement. However, if the Symbol itself instead leaves the field, you’ll be locked out of Special Summons for the rest of the turn.

Our other search targets, the Kanohi Nuva, got a significant design overhaul, so let’s talk about those.

Gali

Great Kanohi Kaukau Nuva

Equip Spell

If another “Kanohi” Equip Spell becomes equipped to the equipped monster, destroy this card. If the equipped monster is a “Nuva” Fusion Monster, it is unaffected by your opponent’s card effects, unless they target it. If this card is sent to the GY, and you have not activated any “Kanohi” Equip Spell effects in the GY this turn: You can banish 1 monster from your GY; place 1 “Nuva” Continuous Spell from your Deck face-up in your Spell & Trap Zone, also if you control a “Nuva” Fusion Monster, the face-up monsters you currently control cannot be destroyed by card effects this turn.

Bionicle: Protodermic Evolution (v4.2.5)
Lewa

Great Kanohi Miru Nuva

Equip Spell

If another “Kanohi” Equip Spell becomes equipped to the equipped monster, destroy this card. If the equipped monster is a “Nuva” Fusion Monster, negate any effect activated by your opponent that targeted it. If this card is sent to the GY, and you have not activated any “Kanohi” Equip Spell effects in the GY this turn: You can banish 1 monster from your GY; place 1 “Nuva” Continuous Spell from your Deck face-up in your Spell & Trap Zone, also if you control a “Nuva” Fusion Monster, your opponent cannot target the monsters you currently control with card effects this turn.

Bionicle: Protodermic Evolution (v4.2.5)

Gone are the cumbersome bullet point effects, and instead the ability granted when equipped is now listed just like it was on the original Great Kanohi, but limited to Toa Nuva.

The major changes lie in the GY effects, however. They still generally do the same thing as the Kanohi Nuva seen in previous versions: Banish a monster from the GY, get a Nuva Symbol from Deck. But now the former secondary bullet point effect to temporarily buff or protect your whole field has been merged into this, under the condition that you must control a Toa Nuva (since sharing the power requires having someone who can use it in the first place).

The first part of this shared effect has proven extremely valuable in making all the different components of a full Toa Nuva deck work together smoothly, in more than one way. It boosts consistency by letting you get Toa Mata/Energized Protodermis searches off Isolde or even just by linking off an equipped monster, it offsets the discard included in the Toa’s on-summon effects since you can just discard a Kanohi Nuva to get a Nuva Symbol for free, and it provides you with a way to set up Nuva Symbols on the opponent’s turn as well. But it is also a +1, and when what you’re getting isn’t always just a Level 6 monster in your hand (as it was with the Mata Kanohi), that gets a little out of hand with this many cards able to do it. Adding the shared buffs to these effects obviously doesn’t make them any tamer, either. So how to keep this under control without throwing out all the fantastic utility it offers?

The answer came to me in a literal fever dream: One must simply be limited to only using a single Kanohi Nuva per turn, and then neither the plusses nor the buffs can accumulate to an unreasonable degree! In practice, I achieve this by requiring you to not have previously activated any “Kanohi” effects in the GY the same turn, which means the first one you use locks you out of all the others. It’s a bit of a weird approach and I couldn’t find a clear ruling on how it would work with multiple simultaneous triggers (I imagine you’d still only get one, and coded it as such), but it’s nicely compact in wording and has the added benefit(?) of making it so you can’t chainblock the ashable Mata Kanohi with the non-ashable Nuva Kanohi. Also, notice how we can completely forgo individual HOPT clauses now, because the restriction also keeps other copies of the same card from activating.

And that just leaves one thing to cover, and ideally it should be covered in Nuva Symbols.

Nuva Cube

Continuous Trap

While you control a “Nuva” Continuous Spell, your opponent cannot target this card with card effects. Once per turn: You can target up to 6 “Nuva” Continuous Spells with different names on your field and/or in any GY(s); shuffle them into the Deck, then you can apply any of these effect(s), in sequence, based on the number shuffled.
●1+: Place 1 “Nuva” Continuous Spell from your Deck face-up in your Spell & Trap Zone.
●3+: Negate the effects of 1 other face-up Spell/Trap on the field until the end of this turn.
●6: Special Summon up to 2 of your banished monsters.

Bionicle: Protodermic Evolution (v4.2.5)

The Nuva Cube is the first Toa Nuva search target that doesn’t belong to a series of six and also the first Trap (we have officially outpaced Nekroz). In the story, its role was limited to being the spot where the Bohrok-Kal have to put the stolen Nuva Symbols to undo the seal on the Bahrag, and after that arc it was never seen or heard from again. Seriously, even when the Bahrag later are actually unsealed, the Toa Nuva seemingly do it by just combining their powers without the use of the cube. It’s all a bit strange.

In gameplay, meanwhile, I think I’ve found a decent use for it as insurance against removal targeting your vulnerable Nuva Symbols. First of all, while surrounded by “Nuva” Continuous Spells (i.e. the Symbols), it is safely out of reach of your opponent’s effects. And at Quick Effect speed, because that’s how Traps work, you can shuffle different Nuva Symbols from your field or either GY into the Deck and then proceed to resolve various effects depending on how many Symbols you “placed on the Cube” this way. You’re always given the option to get a single replacement Symbol from your Deck, so even if you’re not dodging removal, you can use this to swap into what you need at a given moment (now where have we heard this before?). If you’ve gathered at least 3 symbols, it also negates another face-up Spell/Trap until the end of the turn, which could even be the Harpie’s Feather Duster your opponent activated to get rid of all your Nuva Symbols. And if you manage all 6 (currently impossible, as only 4 have been created), you get to “unseal the Bahrag”. Which, in more generically useful terms, means you can Special Summon up to 2 of your banished monsters.

This last effect and its lore association is the reason you can shuffle from either GY, by the way. Because then a Bohrok-Kal deck could, if facing a Toa Nuva deck, follow the canon by removing Nuva Symbol after Nuva Symbol, and finally fulfill the mission as planned by returning them all from the opponent’s GY to the Deck in order to Special Summon a pair of banished Bahrag. In this hypothetical lore-accurate duel, those were previously banished by the effect of Toa Seal, of course.

Updated

Updates to the structure of Kanohi Nuva means the old ones are adjusted to match, of course.

4.1.3

Great Kanohi Hau Nuva

Equip Spell

If another “Kanohi” Equip Spell becomes equipped to the equipped monster, destroy this card. If this card is sent to the GY: You can banish 1 monster from your GY; place 1 “Nuva” Continuous Spell from your Deck face-up in your Spell & Trap Zone. You can only use this effect of “Great Kanohi Hau Nuva” once per turn. While equipped to a “Nuva” Fusion Monster, this card gains these effects.
●The equipped monster cannot be destroyed by battle, also you take no battle damage from battles involving it.
●Once per turn: You can discard 1 card; face-up monsters you currently control cannot be destroyed by battle, until the end of your opponent’s turn.

Bionicle: Protodermic Evolution (v4.1.3)
4.2.5

Great Kanohi Hau Nuva

Equip Spell

If another “Kanohi” Equip Spell becomes equipped to the equipped monster, destroy this card. If the equipped monster is a “Nuva” Fusion Monster, it cannot be destroyed by battle, also you take no battle damage from battles involving it. If this card is sent to the GY, and you have not activated any “Kanohi” Equip Spell effects in the GY this turn: You can banish 1 monster from your GY; place 1 “Nuva” Continuous Spell from your Deck face-up in your Spell & Trap Zone, also if you control a “Nuva” Fusion Monster, the face-up monsters you currently control cannot be destroyed by battle this turn.

Bionicle: Protodermic Evolution (v4.2.5)
4.1.3

Great Kanohi Pakari Nuva

Equip Spell

If another “Kanohi” Equip Spell becomes equipped to the equipped monster, destroy this card. If this card is sent to the GY: You can banish 1 monster from your GY; place 1 “Nuva” Continuous Spell from your Deck face-up in your Spell & Trap Zone. You can only use this effect of “Great Kanohi Pakari Nuva” once per turn. While equipped to a “Nuva” Fusion Monster, this card gains these effects.
●The equipped monster gains 1000 ATK, also if it attacks a Defense Position monster, inflict piercing battle damage.
●Once per turn: You can discard 1 card; all monsters you currently control gain 500 ATK, until the end of your opponent’s turn.

Bionicle: Protodermic Evolution (v4.1.3)
4.2.5

Great Kanohi Pakari Nuva

Equip Spell

If another “Kanohi” Equip Spell becomes equipped to the equipped monster, destroy this card. If the equipped monster is a “Nuva” Fusion Monster, it gains 1000 ATK, also if it attacks a Defense Position monster, inflict piercing battle damage If this card is sent to the GY, and you have not activated any “Kanohi” Equip Spell effects in the GY this turn: You can banish 1 monster from your GY: place 1 “Nuva” Continuous Spell from your Deck face-up in your Spell & Trap Zone, also if you control a “Nuva” Fusion Monster, all monsters you currently control gain 600 ATK, until the end of this turn.

Bionicle: Protodermic Evolution (v4.2.5)

Aside from the generic updates to merge the field buffs into the GY effect and the collective OPT, the Pakari Nuva also now gives an extra 100 ATK with its field buff, for a total of 600. This incredibly relevant change serves to mirror the stat boost Normal Summoned Toa Mata get from the Mata Nui Field Spell, and also makes it so the 400 extra on each stat the Nuva have compared to their old forms get rounded up to a nice 1000 while affected by a shared Pakari.

4.1.3

Toa Nuva Tahu

Fusion Effect MonsterLevel 8 | FIRE Warrior | ATK 2900 / DEF 1900

“Toa Mata Tahu” + 1 “Energized Protodermis” monster
If this card is Fusion Summoned: You can add 1 “Nuva” Spell/Trap from your Deck or GY to your hand, then discard 1 card. During the Main Phase (Quick Effect): You can target 1 other face-up Attack Position monster on the field; its ATK becomes 0, and if it does, this card gains ATK equal to that monster’s original ATK, until the end of this turn. You can only use each effect of “Toa Nuva Tahu” once per turn.

Bionicle: Protodermic Evolution (v4.1.3)
4.2.5

Toa Nuva Tahu

Fusion Effect MonsterLevel 8 | FIRE Warrior | ATK 2900 / DEF 1900

“Toa Mata Tahu” + 1 “Energized Protodermis” monster
If this card is Fusion Summoned: You can add 1 “Nuva” Spell/Trap from your Deck or GY to your hand, then discard 1 card. (Quick Effect): You can target 1 other face-up Attack Position monster on the field; its ATK becomes 0, and if it does, this card gains ATK equal to that monster’s original ATK, until the end of this turn. You can only use each effect of “Toa Nuva Tahu” once per turn.

Bionicle: Protodermic Evolution (v4.2.5)

Compared to his Mata form, Tahu Nuva is missing the burn part of the effect and can also only target Attack Position monsters, but he does instead boost his own ATK for a turn and is able to target your own monsters as well. I’ve come to the conclusion that this overall comes out to an effect that lacks features from its original incarnation (mainly that it no longer lets you deal big damage through a defense position wall), and so by the current design philosophy, it should not be limited to the Main Phase. Which means we are now free to Tahu Nuva during the Damage Step, which is kind of nice. I also ended up not including a restriction that prevents draining your own monsters after they already attacked, because

  1. the biggest risk is that you can OTK against an empty field if you manage to put out another monster with >2500 ATK, and that sounds kind of reasonable.
  2. the drain to 0 ATK is permanent, so in cases where you don’t OTK being left with a powerless Attack Position monster is a drawback.
  3. Tahu getting overly “heated” to the detriment of his own allies is actually fairly lore-friendly at this stage of his character.

Still not 100% sure if it was really the right call to lift the Main Phase restriction, but so far it hasn’t felt broken or anything.

4.1.

Energized Protodermis Flow

Fusion Effect MonsterLevel 4 | LIGHT Aqua | ATK 0 / DEF 0

2 “Energized Protodermis” monsters
If this Fusion Summoned card is sent to the GY by a card effect: Look at your opponent’s Extra Deck and send 1 monster from it to the GY. During your Main Phase: You can Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing 2 Fusion Materials mentioned on it from your GY, including this card. You can only use each effect of “Energized Protodermis Flow” once per turn.

Bionicle: Protodermic Evolution (v4.1.3)
4.2.5

Energized Protodermis Flow

Fusion Effect MonsterLevel 4 | LIGHT Aqua | ATK 0 / DEF 0

2 “Energized Protodermis” monsters
If this Fusion Summoned card is sent to the GY: Look at your opponent’s Extra Deck and send 1 monster from it to the GY. During your Main Phase: You can Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing 2 Fusion Materials mentioned on it from your GY, including this card. You can only use each effect of “Energized Protodermis Flow” once per turn.

Bionicle: Protodermic Evolution (v4.2.5)

Energized Protodermis Flow got ever so slightly buffed by also letting you rip something from your opponent’s Extra Deck if sent to the GY by ways other than card effect, which means you can just use it as Link material or something now. The condition of needing to be Fusion Summoned remains, though, so no Dogmatika shenanigans still.

3.20.4

Matoran Guard Captain Jala

Effect MonsterLevel 2 | FIRE Warrior | ATK 800 / DEF 500

While your opponent controls a face-up monster, Level 4 or lower FIRE Warrior monsters you control gain 400 ATK for each “Matoran” monster you control. During your Main Phase, you can Normal Summon 1 “Matoran” or FIRE “Toa” monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn) You can only control 1 face-up “Matoran Guard Captain Jala”.

Bionicle: Challenge of the Rahi (v3.20.4)
4.2.5

Matoran Guard Captain Jala

Effect MonsterLevel 2 | FIRE Warrior | ATK 800 / DEF 500

While your opponent controls a face-up monster, Level 4 or lower FIRE Warrior monsters you control gain 400 ATK for each “Matoran” monster you control. At the start of the Damage Step, if this card attacks, you can: Immediately after this effect resolves, Normal Summon 1 Warrior monster. You can only control 1 face-up “Matoran Guard Captain Jala”.

Bionicle: Challenge of the Rahi (v4.2.5)

Last but not least, Jala got the effect update that’s been listed in Pending Changes for a bit. Instead of an awkwardly targeted continuous extra Normal Summon, you now just get an effect-induced Normal Summon when he attacks (during the Damage Step, nicely safe from interaction), with which you can bring out any Warrior. Maybe a fellow Matoran to boost his own ATK just in time, maybe Tahu Mata to aid an ongoing OTK, or maybe something generic I haven’t found yet. I have tested this a grand total of once and actually beat the Swordsoul AI with Ta-Koro, so I shall firmly conclude that this version of the effect works great and I was justified in thinking myself genius when I came up with it. No further questions.

Deck Idea: Toa Nuva ft. Link-2 Enablers

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

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

Energized Protodermis Chamber

Effect MonsterLevel 2 | LIGHT Aqua | ATK 0 / DEF 0

If only your opponent controls a monster, you can Special Summon this card (from your hand). If this card is Normal or Special Summoned (except during the Damage Step): You can Fusion Summon 1 Fusion Monster from your Extra Deck using this card and 1 monster in your hand as material. If this card is used as material for a Fusion Summon, except by its own effect: Target 1 Special Summoned monster on the field; send it to the GY. You can only use this effect of “Energized Protodermis Chamber” once per turn.

Bionicle: Protodermic Evolution (v4.1.3)

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

The Deck

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

Compact 40 card version

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

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

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

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

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

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

Fancy 60 card version

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

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

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

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

Sample Video

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

Toa Nuva ft. Link-2 Enablers