A slightly belated article for a build cooked up throughout the past week and first posted in video form a few days ago. You can find that right here:
So what is the idea? Well, it revolves around Ken the Warrior Dragon and Gen the Diamond Tiger, a pair of TCG-exclusive cards Konami released in the latest set (as of this writing). Their effects essentially let you artificially create a situation where your opponent controls a monster and has activated its effect before even getting a turn, letting you freely use things like Triple Tactics Talent and Thrust when you’re going first. This, combined with additional benefits they provide, enables all manner of bullshit in decks like Mikanko and Dark World, but when I saw them, the pile of goo I call a brain was permeated by but one thought:
“Oh, these are Warriors, now which Koro deck can spare a summon?”
Since the best fit seemed to be Po-Koro with its buttload of extenders, here we are. And then I also made a Chronicler’s Company variant because I was laughing so hard about the thought of these weirdos showing up and thrusting their talents around until they just get shoved into the next best band of zany characters.
Po-Koro
As per usual, this build simply aims to spam lots of monsters with the help of Po-Koro generating Tokens and Onewa bringing back banished EARTH Warriors. Ken & Gen here simply act as options to Normal Summon (or Special Summon off Isolde) that most importantly let Thrust act as a searcher for things like ROTA, Terraforming, or revival cards to help assemble the combo. Also they fulfill Huki ‘s Special Summoning condition when placed correctly, so that’s cool. I went with a ratio of 3 Gen and 1 Ken, since Gen is the one you want to Summon first so that Ken triggers on the opponent’s field to draw you 2 cards, increasing the chance of finding the Triple Tactics Spells that make them go from good to insane.
The combo itself uses another fairly new card in Revolution Synchron, searchable by Junk Converter, which is in turn searchable by Turaga Whenua – and its required discard can be your Isolde search. What this line accomplishes is reliable Tuner access, which is exactly what we need to properly utilize the Po-Koro Tokens despite the fact that making them locks us out of the Summoning mechanic used to do so.
What I consider the best play is to get Junk Converter banished (by Onewa’s effect 0r a Kakama search), Special Summon one of your Level 2 extenders to Onewa’s zone so he triggers and brings back the Converter, and then combine the Revolution Synchron in your hand with those two monsters to make Power Tool Dragon. Then Converter brings back the Synchron, you make a Level 10 with those two EARTH monsters (Chengying, Baronne, whatever you prefer), and Po-Koro makes two Tokens that are free to be linked into I:P. Yes, it needs to be specifically Power Tool because it’s the only EARTH that works with Revolution – our boy is finally relevant.
Beyond that, the deck contains other formidable boss monsters like Borreload Savage, Crystal Wing, Naturia Beast, and Avramax that can be made either on subsequent turns or in case you can’t quite assemble the primary goal.
It’s all quite flexible, but any significant amount of disruption is still going to ruin your day, and the end boards are still fairly breakable. I doubt this is much of a competitively viable strategy, more of an exercise in creativity putting together a reproducible combo with some new cards while working under Po-Koro’s strange requirements and restrictions.
Chronicler’s Company
This one isn’t too different from a regular C.C. deck, with the main Extra Deck payoffs being I:P, Avramax, and/or a Borreload Savage made with Cupid Pitch so you can get your Hop Ear Squadron to upgrade into a Level 10 or the Level 4 Herald of the Arc Light. But the presence of Ken and Gen adds the interesting aspect that sometimes, you just have an additional Level to work with since they’re 3s rather than 2s. And the wacky alternate Synchro boss I found for those cases is Power Tool Braver Dragon, continuing the theme from Po-Koro.
With the help of the Equip Spells you run anyway for Isolde, it can negate a monster or change its battle position, and the latter option is even worth considering when one of your Equips is specifically Life Extreme, which has a destruction effect triggered by just those battle position changes. We still use Cupid Pitch in this line, so Psychic End Punisher also makes the cut as a Level 11 Hop Ear target.
Other than that, it’s worth nothing that you don’t really want Ken or Gen to be your Isolde summon here, since at that point you need to focus on gathering up the Level 2s so the numbers work out optimally. Unlike in Po-Koro, where it was legitimate to bring them out one way or the other, here you’re generally only going to use them if you open Gen as your initial Normal Summon. On the other hand, there is one unique benefit this deck also gets if you do that: Place the monster you give your opponent in an empty column, and the activation of its effect will also allow you to bring out Maku from your hand or GY, who can then protect another card from disruption once while you perform the rest of the combo. Oh, and the battle position change that she does on summon also triggers Life Extreme. Truly the age of Power Tool is upon us.
Those who read the previous release post to the very end already know what should be in this one, and in a miraculous alignment of planning and execution, that also happens to be what is in this one: The remaining Toa Nuva, and a card that provides recursion in order to let you Fusion Summon on your opponent’s turn as well, as Spright Elf once did. Now, let us see what has emerged from the hidden pool of Energized Protodermis.
Some concepts for Toa Nuva decks can be found over here. Release notes below.
New Cards
Nuva Emergence
Trap
Fusion Summon 1 “Nuva” Fusion Monster from your Extra Deck, by shuffling the Fusion Materials listed on it into the Deck, from among your hand, GY and/or face-up banished cards. If your opponent controls a monster, you can also banish 1 monster from your Deck as Fusion Material. During the Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 “Nuva” Spell/Trap from your Deck or GY to your hand, except “Nuva Emergence”, then discard 1 card. You can only use each effect of “Nuva Emergence” once per turn.
Bionicle: Protodermic Evolution (v4.4.4)
Starting off, the title and cover card of this release is precisely the aforementioned upgrade of our fusion capabilities: Nuva Emergence. By default, it lets you fuse by shuffling materials back into the Deck, but if you wait for your opponent to have a monster first, you can also flip the script and banish one of the materials from your Deck – potentially even an Energized Protodermis Chamber that then acts as free removal as well.
The ability to do that is why I initially didn’t want to make this yet another cheap fuse-from-deck card, but the math just didn’t work out that way, so as a compromise it now lets you conditionally get just one of the two materials from there. That means you can recycle the Chamber from the Toa Nuva made turn 1 to make a different one turn 2, or recycle the Toa Mata to make the same one and trigger a fresh Chamber, or get both a different Toa Nuva and a Chamber trigger if you’ve managed to set up an additional Toa Mata as material somehow. Fairly reasonable tradeoffs that give you a surprising amount of flexibility.
Later on, the Nuva Emergence can also be banished from the GY to do the same search-and-discard all the Toa Nuva do on Fusion Summon, and while you can’t directly get another copy, you can do it indirectly via some updated Kanohi Nuva, as we’ll see a bit further down. This way, we have the issue of repeatability somewhat covered as well.
In the meantime, the remaining two Toa Nuva join the team with effects following the usual pattern. Almost.
“Toa Mata Pohatu” + 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 destroy Spells/Traps your opponent controls, up to the number of Rock monsters you control +1. You can only use this effect of “Toa Nuva Pohatu” once per turn.
Bionicle: Protodermic Evolution (v4.4.4)
Pohatu Nuva is just a straightforward upgrade of his Mata form , replacing the Trigger Effect to destroy a Spell/Trap (and another if you control a Rock) with an unconditional Quick Effect to destroy a Spell/Trap (and as many more as you control Rocks). Subtle differences, but they provide powerful advantages.
Nuva Symbol of Granite Tenacity
Continuous Spell
You can shuffle this card you control into the Deck; add 1 “Toa Mata Pohatu” from your Deck to your hand, or reveal it in your hand and add 1 “Energized Protodermis” card instead. If a monster(s) is Special Summoned, and you control a “Nuva” Fusion Monster (except during the Damage Step): You can Special Summon 1 Level 4 or lower monster from your hand or GY. You can only use each of the preceding effects of “Nuva Symbol of Granite Tenacity” once per turn. If this card leaves the field: Target 1 “Nuva” Fusion Monster you control; negate its effects, then Tribute 1 non-Fusion Monster.
Bionicle: Protodermic Evolution (v4.4.4)
The Nuva Symbol of Granite Tenacity provides one way to assemble the Rocks needed to really take this effect over the top, by giving you a Level 4 or lower Special Summon from hand or GY whenever anyone Special Summons (if you have a Toa Nuva). This extends to all monsters in the Level range and doesn’t negate effects or anything, so you can also use it to bring out anything from starters to extenders to a bit of extra battle damage – Pohatu is a sociable guy, after all. However, the loss of elemental power upon removal of the Nuva Symbol will force you to Tribute a monster instead, with Fusions being exempt because lore-wise the Toa Nuva does have to stay around in its negated state.
You might notice the direct synergy between the effects of Pohatu and his Nuva Symbol is relatively thin, and indeed I have been considering an additional portion of Pohatu Nuva’s effect that summons a Rock Token when you e.g. destroy a face-up card. That would not only give you a built-in ramp to reach a higher number of pops, but also provide a trigger for Granite Tenacity to do its thing. But in testing, Pohatu just kind of seemed good enough already that it felt hard to justify the significant amount of extra text a Token would have brought with it, so for now the effect remains short and crispy.
Great Kanohi Kakama 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 can attack all monsters your opponent controls, once each. 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; Set 1 “Nuva” Trap directly from your Deck, also if you control a “Nuva” Fusion Monster, the monsters you currently control can attack directly this turn, but if they do so using this effect, their ATK is halved during damage calculation only.
Bionicle: Protodermic Evolution (v4.4.4)
The Kakama Nuva is our first special case here, because it is one in the lore as well: This Kanohi Nuva alone provides not only a strengthened and shareable form of the power it had before its transformation, but also an entirely new ability of phasing through solid objects. Accordingly, the on-field effect has remained identical to the base Kakama , but the bonus effect it can grant from the GY instead lets your monsters attack directly. The halved ATK when doing so proved absolutely necessary to not make winning way too easy, and implementing it revealed to me that almost all the direct-attack cards in EDOPro are coded wrong since they don’t let you select which of multiple stacked effects of that type to use on a specific attack. At least Cyberdark Edge does it right.
Also don’t overlook that this card’s GY effect Sets a Trap rather than placing a Continuous Spell. That new feature was added to several Kanohi Nuva so that you can easily access and loop Nuva Emergence (or, more rarely, the Nuva Cube ).
“Toa Mata Kopaka” + 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. Once per turn, during the Main Phase, if you control no other monsters (Quick Effect): You can target 1 monster your opponent controls; banish it. While this card is in face-up Defense Position, your opponent’s monsters cannot target other monsters for attacks, also your opponent cannot target other cards you control with card effects.
Bionicle: Protodermic Evolution (v4.4.4)
In the case of Kopaka Nuva, we leave the regular upgrade patterns aside pretty much immediately. Granted, Kopaka Mata had a similarly nonstandard sword-and-shield effect setup going, so obviously translating that requires a different approach.
For the “sword”, we still banish (freeze), but now it can be used freely as long as Kopaka is working alone … and isn’t non-targeting against all cards any more, because that would be a bit broken when it’s so much easier to use.
For the “shield”, the condition is still being in Defense Position, and the effect is still preventing your other monsters from being attacked. Oh, and your other cards from being targeted. One might suggest this could be toxic when combined with various floodgates, and I am not legally required to respond to these allegations. Don’t worry, it’s totally just for the Nuva Symbols.
Notably, the effect to change to Defense Position (and thus make your other cards untargetable) after battle was dropped to save space, as it isn’t really all that necessary on a Fusion Monster that can be summoned in defense to begin with anyway. It does make attacking with Kopaka Nuva a serious investment that leaves you unguarded for a turn, but for how broad the protection is that’s probably fair.
Nuva Symbol of Frigid Serenity
Continuous Spell
You can shuffle this card you control into the Deck; add 1 “Toa Mata Kopaka” from your Deck to your hand, or reveal it in your hand and add 1 “Energized Protodermis” card instead. If a “Nuva” Fusion Monster you control leaves the field because of an opponent’s card: You can banish 1 card from your opponent’s hand (at random) or their field. You can only use each of the preceding effects of “Nuva Symbol of Frigid Serenity” once per turn. If this card leaves the field: Target 1 “Nuva” Fusion Monster you control; negate its effects, and if you do, your opponent can add 1 of their banished cards to their hand.
Bionicle: Protodermic Evolution (v4.4.4)
The Nuva Symbol of Frigid Serenity then answers the remaining question of “but what if they go after Kopaka since they can’t target anything else?”. If that happens, or generally if your opponent dares remove a Toa Nuva, they’ll find themselves on the receiving end of a true non-targeting banish. And this one can even reach the hand, just so it still works if they drop a Kaiju right away. Unfortunately this does not help you recover your lost monster in any way, so it can almost feel a bit underpowered at times. But boy is it fun to swap it in with a Nuva Cube at the right moment.
The punish for letting this symbol get removed is, aside from the usual negate, an opportunity for your opponent to add back a banished card. The impact of which ranges from nothing to devastating depending on whether or not Pot of Desires previously resolved on their side. That’s right, face-down banished cards are also allowed.
Great Kanohi Akaku Nuva
Equip Spell
If another “Kanohi” Equip Spell becomes equipped to the equipped monster, destroy this card. While equipped to a “Nuva” Fusion Monster you control, your opponent must keep their hand revealed. 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; Set 1 “Nuva” Trap directly from your Deck, also if you control a “Nuva” Fusion Monster, look at your opponent’s hand.
Bionicle: Protodermic Evolution (v4.4.4)
Finally, the Akaku Nuva also deviates from the norm in its GY effect, but this time not because of the lore but because I could not come up with any way (that’s not horribly convoluted) to grant your entire field the power of revealing the opponent’s hand. Instead, it’s just a one-and-done hand reveal you get along with your Trap if a Toa Nuva is present. This card is also missing the banishing part of the base Akaku , because a) pretty hard to find the space for that, b) I think we’ve been doing quite enough banishing over here already, and c) just the information by itself is enough to make it worthwhile when every Toa Nuva can trigger it on summon.
Updated
The updates this time are numerous, but easily explained. You know how the Toa Nuva previously all said “You can only use each effect […] once per turn”? That says “this effect” now. That’s it. That’s the update. Check the sweet version selection dropdown I can enable in card blocks now.
“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. If your opponent controls a monster (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 this effect of “Toa Nuva Tahu” once per turn.
“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 this effect of “Toa Nuva Gali” once per turn.
“Toa Mata Onua” + 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 card in either GY; place it on the top or bottom of the Deck, then gain 1000 LP. You can only use this effect of “Toa Nuva Onua” once per turn.
“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 this effect of “Toa Nuva Lewa” once per turn.
Bionicle: Protodermic Evolution (v4.4.4)
Okay but why do we suddenly not want the search effects to be HOPT anymore? Multiple reasons for that, but I’ll be honest, the main one is that Kopaka Nuva already has a lot of words and can get away without a HOPT clause if we do that. I strongly doubt this can enable any serious abuse since you can use this exact same effect on 6 different names anyway (7 if we count Emergence), and the discard means it doesn’t even plus you – unless you weave in a Kanohi Nuva, which are collectively HOPT in their own right.
Oh, and apparently I totally forgot to put a little update Tahu Nuva got into the overview image. His effect to drain ATK now only works if the opponent controls a monster, which is my solution to how easy it was to OTK into an emtpy field by draining your own monster in the middle of the Battle Phase. Tahu may be a hothead at the expense of his own allies sometimes, but probably not so much in cases where there isn’t even an enemy in front of him.
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 your opponent’s turn.
Bionicle: Protodermic Evolution (v4.4.4)
The tweak for the Pakari Nuva is technically a regression to a detail of its AoE ATK boosting effect from several versions ago, namely that it lasts through your opponent’s turn even if it was activated on yours. This is sort of a consequence of the Kanohi Nuva being split into Spell searchers and Trap searches, with one criterion being that the Spell ones ( Hau , Kaukau , Pakari) should have bonus effects more useful on your opponent’s turn and the Trap ones (Kakama, Akaku, Miru ) on yours. But there are other factors such as balancing things between Attributes, and through those the Miru with its targeting protection effect ended up split from Hau and Kaukau with their battle and effect protection. So to counterbalance that little mixup, the Pakari got similarly tweaked so its bonus effect works no matter whose turn you activate it on. Not sure that really makes sense, but it seems to go well in practice.
And with that we’ve also taken care of everything I wanted to say about the Miru Nuva, which only got changed to a Trap searcher and remained the same otherwise. Allow me to close this article with another fancy version-selectable card block.
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; Set 1 “Nuva” Trap directly from your Deck, 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 (v4.4.4)
If you’ve gotten addicted to dropdowns, I can warmly recommend our shiny new card viewer page (that you may already have seen behind the hoverable card links, which are also a thing that exists now). It has EVEN MORE DROPDOWNS!!1!
Back when the Toa Mata first (or second, if you want to be technical) assembled in card form, I put together a few different builds to help get a handle on how they could be played and how to approach the remaining support. With the newest release, that time has come for the Toa Nuva.
This can also be considered a follow-up to the deck featuring Isolde and Spright Elf that has been included in recent versions. Or rather, the experimentation documented here started mainly because that particular deck was ruined once Elf got banned, which is why the first ideas still resemble it pretty closely
For a quick overview and duel footage of each deck, you can also check out the video.
Spright Cope Nuva
This is the same convoluted Elf replacement I came up with in the previous release already, but to briefly reiterate: Isolde plus a Level 2 Warrior summoned with her effect makes Gigantic Spright, which summons Spright Jet, which searches Spright Double Cross, which revives Chamber on the next turn for another Fusion Summon. Unfortunately you need an extra monster to do your first Fusion Summon and set up said Chamber via Energized Protodermis Destiny , so the Warrior you bring out is ideally Hafu while another Level 2 Warrior is already in the GY.
Such conditions as well as the various bricks you need to play make this approach pretty clumsy and you’re probably better off just playing triple Emergence . This particular build is here mostly for historical reasons.
As with most decks of this form, you can pretty much play any assortment of Mata/Nuva you want along with their matching symbols. The Kanohi Nuva are similarly exchangable, but you should make sure to always have a Spell searcher and a Trap searcher (unless you e.g. forgo Nuva Symbols entirely). For a 40 card deck, four Toa seems to be the most that can really be fit in – here Gali, Kopaka, Lewa, Onua, but it could be any other four. I even awkwardly shoved a whole Pohatu package into the side deck to potentially swap if needed.
2 Attributes Nuva
Here’s what it looks like if you just play triple Emergence, with the extra twist that our four Toa Nuva are limited to two Attributes, WATER and EARTH. This doesn’t do anything other than make it marginally more likely you might be able to Tribute Summon a Toa Mata at some point, but it’s a nice way to identify the deck. Irrespective of that, this arrangement of Toa just happens to be pretty decent since it offers monster negation , GY control and recycling , Spell/Trap removal , and monster removal and blanket protection .
The Extra Deck also features some minor, but impactful tweaks compared to older builds, namely double Onua to be extra sure your Toa Nuva stay in rotation and Underworld Goddess to deal with monsters that resist everything else we can do.
60 Cards Nuva
If 40 cards fit four Toa Nuva, then it is only logical that 60 cards would fit all six. And for the rest of the slots, we might as well include a bunch of Toa Mata support since we need to play those anyway. So the basic idea behind this deck that mostly operates along the standard combo lines, but occasionally can also do a whole bunch of other neat things that are best explained via reference to the Toa Mata Theme Guide.
In the spirit of being fancy, I’ve even included Energized Protodermis Flow without so much as an Instant Fusion, so if you ever open with two Chambers you can turn them into an Extra Deck rip and eventually a Fusion from the GY. That’s one less way to brick at least, shouldn’t hurt when the deck is 60 cards thick.
EARTH Pile Nuva
Wait, what’s this? Where are the Isolde combos? Well, dear reader, this is a deck that makes use not of the Warrior type, but of the EARTH Attribute. Vernusylphs let us search and send Ishizu millers and shufflers to promptly fill up and curate the GY, modern Naturias provide a repeatable combo line, and Emergence lets us recycle materials amidst all of that to make Toa Nuva for even more GY control or just to pop some cards. Also Kashtira Fenrir is here.
Aside from the various engines doing their thing, I would like to draw attention to the fact that Energized Protodermis Flow is here with Instant Fusion this time. Since it’s Level 4, we can use it to overlay into Gallant Granite and search Nemeses Keystone, which is an extender if you have a banished monster (shufflers make this easy) and recycles itself if it’s banished e.g. by a Kanohi Nuva. Once you manage to resolve Emergence with this setup, that essentially means a Special Summon of a Rock each turn, which is pretty powerful with Pohatu Nuva and Granite Tenacity . Or you can just put up a Barrier Statue. You know, for those among us who enjoy “”fun””.
Kopaka’s Bad Day
Speaking of “”fun””, this one is what I came up with trying to abuse the fact that controlling exactly a single Kopaka Nuva in Defense Position translates to a monster banish every turn while all your backrow is untargetable.
Foolish Burial Goods, Ice Barrier, and maybe Trap Trick help you set up what you need to make the icy dude, while There Can Be Only One and Summon Limit act as the best floodgates we can hide behind the protection without interfering with it. Ko-Koro complements that as a one-sided effect negate and protection for Kopaka so long as we don’t use his activated banish effect. What’s still missing from the equation is a way to win the game while ideally keeping Kopaka in Defense Position, and there Cauldron of the Old Man and Amano-Iwato come in. The former fits in perfectly as backrow, while the latter can be summoned on your turn after using up the OPT banish, attack for some damage, and go back to the hand in the End Phase so your banish is live once again.
So is it good? Not really, setting up Kopaka Nuva is actually pretty hard when you don’t want there to be any other monsters on the field at the end of it, and even then you instantly lose to standard board wipes like Harpie’s Feather Duster and Lightning Storm unless you lucked into drawing exactly The Huge Revolution Is Over. But this failure in deckbuilding is perhaps indicative of a success in design, since apparently Kopaka’s unrestricted targeting protection isn’t that easily abusable after all. Or maybe I just tried to hard to also make the banish work, and setting up a bunch of toxic monsters alongside him would be the way to go.
Takeaways
Unlike the case of the Toa Mata, this exploration of the deck space was not really meant to inspire the design of future support as much as it was checking how the potential of the current cards can be unleashed. Still, I suppose it might be useful to consolidate the experience into a few useful points.
The shared HOPT on all the Kanohi Nuva GY effects is the biggest limiting factor to how much you can pop off, and makes it absolutely crucial to Fusion Summon on as many turns as possible. The newly added Nuva Emergence has proven to be the best and most splashable way to do so.
Isolde is a powerful setup tool, but kind of railroads you into playing a lot of Warriors. Other strategies are well worth exploring.