In accordance with the frankly inexplicable ordering of Bionicle’s six main elements I mentally insist on, Le-Koro is the final village to receive its updated strategy. As usual, the guiding principle is that of the village itself, and in this case that means “Faith”.
Le-Koro, Village of AirField Spell
Your opponent’s monsters cannot target WIND monsters you control for attacks, except the WIND monster you control with the highest ATK (either, if tied). When you Normal or Special Summon a monster(s) that has a Level: You can target 1 of those monsters; negate its effects (if any) and make its ATK 0, and if you do, add 1 WIND Warrior monster with a different name and an equal or lower Level from your Deck to your hand, also you cannot Special Summon for the rest of this turn, except WIND monsters. You can only use this effect of “Le-Koro, Village of Air” once per turn.
Now what does Faith mean here and how does it align with the effects listed above? Well, according to the BS01 page, “Faith is trusting your allies, and trusting that all will end well” – a definition whose actual origin I cannot verify because I never got past that annoying loadscreen bug in MNOG2 myself. Regardless, it’s what I went with, and so we have one effect to allow weaker WIND monsters safe existence on the field by trusting in their more powerful allies, and another to search a WIND Warrior by disabling a monster on summon, in the faithful belief that this newly arrived ally will cause all to end well. The first of these comes up occasionally (especially against AIs who have no idea how to deal with it), while the second forms an essential enabler for like half your plays.
If you have ever filtered the card pool to WIND Warriors specifically (first question: why?), you may now be wondering “what the heck are you even supposed to search with this?”. The obvious answer is “Le-Matoran”, which is the cue to introduce the resident C.C. Matoran as the preferred search target.
C.C. Matoran TamaruEffect 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.
The mathematically inclined among you may notice that the range of 1000 or less also includes the number 0, which conveniently is the exact ATK value any monster will have after being used to trigger Le-Koro’s search. So Summoning any Warrior under Le-Koro gives you a Tamaru ready to summon himself (which is free from the hand – “from your hand or GY” means he can be used to fulfill his own discard requirement, just like e.g. Machina Fortress). As the bottom-dwelling type of Le-Matoran who is not particularly fond of heights, he will return to the bottom of the Deck after being summoned this way, but Le-Koro can just add him back at the next opportunity anyway. The second effect is more for use with other C.C. Matoran and references his contribution in clearing a path for the company on the road to Kini-Nui. This includes a self-bounce that is a bit oddly phrased with “also” so that the whole effect works even if Tamaru is marked for returning to the Deck.
Another point to consider about Le-Koro is that it doesn’t start negating your monster’s effects until its search has resolved, which means any on-summon effects chained to it will still go through. And that’s exactly what the other Le-Matoran take advantage of.
Matoran Musician MakaniTuner Effect MonsterLevel 2 | WIND Warrior | ATK 500 / DEF 400
If this card is Normal or Special Summoned from the hand: You can Special Summon 1 Level 4 or lower “Matoran” monster from your hand. If this card is in your GY, except during the turn it was sent there: You can banish this card, then target 1 WIND Warrior monster in your GY, except “Matoran Musician Makani”; add it to your hand. You can only use each effect of “Matoran Musician Makani” once per turn.
Matoran Pilot KonguEffect MonsterLevel 2 | WIND Warrior | ATK 800 / DEF 400
If this card is Normal or Special Summoned: You can send 1 Winged Beast “Rahi” monster from your hand or Deck to the GY, and if you do, this card can attack your opponent directly this turn. You can only use this effect of “Matoran Pilot Kongu” once per turn. When this card inflicts battle damage to your opponent: You can banish 1 WIND monster from your GY, then target 1 face-up monster your opponent controls with DEF less than or equal to that banished monster’s ATK; destroy it.
Makani offers a simple yet enticing array of effects. On Normal or Special Summon, he brings out another Matoran (including visitors from other villages, whom he welcomes musically) from the hand, and in subsequent turns you can recycle a WIND Warrior by banishing him from the GY. Oh, and on top of this he’s a Tuner, giving you access to the pretty decent WIND Synchro pool.
Kongu‘s on-summon effect takes him to the skies on the back of a Winged Beast Rahi milled from the Deck, allowing him to attack directly for a turn. This makes it easy for him to inflict battle damage, which then triggers the effect to banish a WIND monster from the GY (potentially the very Rahi he sent there) and get rid of an opponent’s monster with insufficient defense. And the hidden trick to all this is that you can actually use Kongu even on the very first turn to get more monsters on the field. How? With the right bird, of course.
Kewa, Vulture RahiPendulum Effect MonsterLevel 3 | Scale 2/2 | WIND Winged Beast | ATK 1400 / DEF 400
Pendulum Scale = 2
[ Pendulum Effect ]
If you control no other cards: You can add 1 WIND monster from your Deck to your hand, except “Kewa, Vulture Rahi”, and if you do, destroy this card during the End Phase. You can only use this effect of “Kewa, Vulture Rahi” once per turn.
[ Monster Effect ]
If this card is sent to the GY: You can Special Summon 1 Level 4 or lower WIND monster from your GY, except this card. If this card is banished: You can add 1 “Rahi” card from your GY to your hand. You can only use 1 “Kewa, Vulture Rahi” effect per turn, and only once that turn.
The Kewa is a common ride for Le-Matoran pilots, and makes itself attractive for Kongu’s mill effect by bringing back any other low-level WIND monster when sent to the GY. You do have to set up the GY first to do anything with this, but if you have that, it’s just a free monster on the field. It can also recycle a Rahi in your GY when banished, which might have some applications in this deck. I haven’t tried.
So we have seen that basically all our main deck monsters provide some way to potentially get 2 Warriors on the field, and with 2 Warriors on the field we of course make Isolde because that card is cra- wait, what do you mean Le-Koro locks you to WIND? Well, well, good thing we have a Turaga to go into instead.
Turaga MatauLink 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.
Noble Kanohi MahikiEquip Spell
If another “Kanohi” card is equipped to the equipped monster, destroy this card. Once per turn, if the equipped monster is a “Turaga”, “Toa”, or “Makuta” monster and you control no other monsters: You can Special Summon 1 “Illusion Token” (Spellcaster/WIND/Level 3/ATK 0/DEF 0), but destroy it when this card leaves the field. If this card is in your GY: You can Tribute 1 monster, then target 1 “Turaga Matau” in your GY; Special Summon it and equip it with this card. You can only use this effect of “Noble Kanohi Mahiki” once per turn.
Matau has a reputation as a jokester, with hilarious jokes such as “summoning a monster in Attack Position but with 0 ATK”. Funny how that just so happens to be a good way of making use of your Le-Koro searches in case they don’t have the ability to Special Summon themselves. Arguably more important, however, is his second effect, representing his other side as a reliable leader in times of crisis: Delayed recycling that comes with a debuff for your opponent’s field if you’re behind.
This is perhaps the single effect that most clearly shows what I’d like Le-Koro as a strategy to be about. While Onu-Koro ensures your ability to recover and make comebacks by refilling your resources in proportion to the work you performed with them, Le-Koro more so aims to achieve the same by giving you access to resources when you need them and allowing you to get the most out of just a few cards.
That second point, and the focus on recovery in general, make the Kanohi Mahiki’s ability to revive Matau a bit more relevant here than it was for the other villages. In particular, there’s a combo where you, starting from an empty field with Matau and Mahiki in GY, just need to Summon any monster, tribute it to get back Matau, summon a Token with the Mahiki, summon a WIND monster with Matau, and you have all the materials for a Link-4 (though one of them being a Token somewhat limits your options). If Matau gave you something back during the Standby Phase, you already have one of the two monsters required for this. If you have Le-Koro, the initial Summon can also be used to ensure you have something to Special Summon with Matau’s effect. If Tamaru is in your GY, you just need a WIND monster and any card, rather than two monsters. Everything has its part to play.
But what about the valiant hero of Le-Koro, the Toa of Air? Well, he doesn’t quite contribute to this directly, but can still make for a nice bonus if you have him around.
Toa Mata LewaEffect MonsterLevel 6 | WIND Warrior | ATK 2200 / DEF 1900
To Tribute Summon this card face-up, you can Tribute 1 WIND or “Toa Mata” monster in your hand, except “Toa Mata Lewa”. Once per turn, if a monster(s) is Special Summoned from the hand, Main Deck, or GY while you control this card: You can target 1 monster on the field; return it to the hand, then, if it was a monster you controlled while on the field, you can return 1 additional monster on the field to the hand.
Great Kanohi MiruEquip Spell
If another “Kanohi” card is equipped to the equipped monster, destroy this card. If the equipped monster is a “Toa” or “Makuta” monster, negate any effect activated by your opponent that targeted it. If this card is sent to the GY: You can banish 1 monster from your GY; add 1 “Toa Mata Lewa” from your Deck to your hand. You can only use this effect of “Great Kanohi Miru” once per turn.
With air being the final element in my list, Lewa is also the last member of the Toa Mata to receive his overhaul, so his design is tailored more towards filling gaps in their strategy than towards helping out Le-Koro (partially also because I’ve noticed the Toa have rather limited usefulness in their village’s strategy anyway). Since the Toa Code has made me avoid monster removal so far, that was a pretty obvious gap, and I think bouncing them to the hand – a mechanic already associated with the WIND Attribute anyway – is gentle enough to not count as killing. It can even be non-targeting with the extra investment of also bouncing one of your own monsters, which is a design I’m fairly proud of. As for how this fits into Le-Koro, well, the trigger is Special Summons from just about anywhere other than the Extra Deck, which should be happening a lot with all the revival and re-setup going on. As I said, a nice bonus while you’re doing that.
Finally, the Kanohi Miru protects against targeting effects (“floating” out of their reach), and does it in such a way that equipping it mid-chain (e.g. with a Suva) still stops previously activated effects. No particular relevance to Le-Koro’s strategy here, but cool to have in those occasional instances when you do set up Lewa.
Since Le-Koro already locks you to WIND, I figured we might as well go for some Speedroids to easily access that Attribute’s Synchro pool, which is probably the most decently equipped Extra Deck toolbox it has to offer. They also happen to be pretty fun, and if I was above playing with toys as a grown man, we wouldn’t be here.
The glaring weakness of the Speedroids is that they aren’t Warriors, and thus neither searchable by Le-Koro, nor qualified as material for Matau, nor able fulfill the conditions for Tamaru to Special Summon himself. Luckily, at this point the expansion includes enough Le-Matoran to easily fill that gap, with triple Makani and Tamaru for the free summons and double Kongu to do funny things with the Kewa if we already have GY setup. Takua is also playable in this deck since we can sneak him in before any WIND locks go into effect, and with that amount of Matoran in attendance, the Vuata Maca Tree can be a pretty good way to provide us with extra gas.
Other inclusions of note are Ghost Mourner – a bad Effect Veiler with a good Attribute – as well as an unusually high number of two copies of the Noble Kanohi Mahiki. This is because, as previously stated, its revival effect is actually relevant to this strategy, and making a Token isn’t bad either. However, the reliance on making Matau means it’s more nice-to-have than essential, so two is the highest I’m willing to go.
The Extra Deck consists of Matau, some generic WIND Links (there really aren’t many, sadly), Isolde for when we aren’t locked and want to set up Kanohi for basically free, Unchained Abomination as a Link-4 that can easily be made from a Mahiki-revived Matau, and WIND Synchros for just about every Level.
Best of Test
This strategy’s performance in testing was initially quite poor, but eventually improved to more average levels after a lot of fiddling in the deck editor without needing that many signficiant design changes. I think the main problem was just in making what was, at the time of the video, a mashup of a subcritical mass of Speedroids sprinkled with just a few Six Samurai monsters work without the two halves tripping each other up, and I’m sure it could be done much better than I had it at that point (e.g. even one Den-Den Daiko Duke would probably help the recovery focus a lot). Also, firing the Le-Koro search at the wrong point so it either negates an important effect or locks you into WIND too early can screw everything up in an instant, and as the supremely intelligent individual I am it took some practice before I finally learned to not do that.
The aim of Le-Koro as a strategy is to make comebacks and rebuild somewhat decent boards from a bare minimum of resources in your hand and field. This is facilitated by a village that will give you access to more or less any of its villagers if you manage to summon anything, a Turaga who will give you back a crucial resource just in time to start rebuilding, and Matoran who let you easily make the important jump from one monster on the field to two.