Theme Guide: Insect Rahi

They’ve been crawling all over the decklists of the last few articles, so it might be about time to get out our magnifying glass and take a close look at the Insect-Type segment of the Rahi archetype. Actually, forget the magnifying glass, even on the small side these things look pretty large for bugs. Entomophobes beware.

Fikou, Spider Rahi

Tuner Effect MonsterLevel 1 | EARTH Insect | ATK 600 / DEF 400

If this card is in your hand or GY: You can target 1 Level 2 or higher “Rahi” monster you control; reduce that target’s Level by 1, and if you do, banish this card, then Special Summon 1 “Fikou, Spider Rahi” from your hand or Deck. You can only use this effect of “Fikou, Spider Rahi” once per turn.

Bionicle: Challenge of the Rahi (v4.7.3)

And arachnophobes too, because we’re starting with a widely beloved little orange spooder. The Fikou is a prime example of Insects acting as splashable Tuners in other Rahi builds, in this case by costing merely a single Level to bring itself to the field – or rather another copy of itself, if we want to be completely accurate. Needing to run multiples is one deliberate weakness this effect has compared to its much more absurd inspiration Level Eater.

Fikou-Nui, Tarantula Rahi

Link Effect MonsterLink-1 [↗] | EARTH Insect | ATK 1000

1 Level 2 or lower “Rahi” monster
If this card is Link Summoned: You can target 1 “Rahi” monster in your GY or banishment; add it to your hand, then place 1 card from your hand on the bottom of the Deck. You can only use this effect of “Fikou-Nui, Tarantula Rahi” once per turn. You can Tribute this card; Special Summon 1 Level 4 or lower “Rahi” monster from your hand or GY, and if you do, you can increase or decrease its Level by 1.

Bionicle: Challenge of the Rahi (v4.7.3)

Now that cost of 1 Level may sometimes mess with your desired Synchro lines, which is where the Fikou’s larger relative Fikou-Nui comes in to fix things. This somehow-canon miniboss from a cancelled video game isn’t just Level modulation, but also a fairly flexible recycling option on summon, letting you add your spent monsters back to the hand at a cost or back to the Deck for free (returning to the Extra Deck doesn’t cost you a card either thanks to the way it’s worded).

Hoto

Hoto, Firebug Rahi

Tuner Effect MonsterLevel 1 | FIRE Insect | ATK 600 / DEF 300

If this card is in your hand (Quick Effect): You can banish 1 “Rahi” monster from your GY or face-up Extra Deck; Special Summon this card, and if you do, you can destroy 1 Spell/Trap your opponent controls. You can only use this effect of “Hoto, Firebug Rahi” once per turn.

Bionicle: Challenge of the Rahi (v4.7.3)
Cliff Bug

Cliff Bug, Hopper Rahi

Tuner Effect MonsterLevel 1 | WATER Insect | ATK 500 / DEF 500

If this card is in your hand (Quick Effect): You can banish 1 “Rahi” monster from your GY or face-up Extra Deck; Special Summon this card, and if you do, you can make 1 face-up monster you control be unaffected by Spell/Trap effects until the end of this turn. You can only use this effect of “Cliff Bug, Hopper Rahi” once per turn.

Bionicle: Challenge of the Rahi (v4.7.3)
Electric Bug

Electric Bug, Zapping Rahi

Tuner Effect MonsterLevel 1 | LIGHT Insect | ATK 600 / DEF 300

If this card is in your hand (Quick Effect): You can banish 1 “Rahi” monster from your GY or face-up Extra Deck; Special Summon this card, and if you do, you can negate the effects of 1 face-up monster your opponent controls, until the end of this turn. You can only use this effect of “Electric Bug, Zapping Rahi” once per turn.

Bionicle: Challenge of the Rahi (v4.7.3)

The other Level 1 Insect Rahi Tuners you’ll see in a lot of builds cover three more Attributes, leaving only DARK and WIND open when combined with the Fikou … for now. All of them work the same way: Banish the leftovers of another Rahi, Special Summon, apply a bonus effect – all Quick Effects so you can use these bonuses for disruption when appropriate.

The Hoto burns through the opponent’s backrow, the Cliff Bug from Ga-Wahi protects monsters in a way that’s just Nokama if you squint, and the Electric Bug zaps effect negation on monsters. Being optional bonus effects, none of these target, so they can be quite tricky to deal with.

What do you banish to fuel these effects? Well, any Rahi will do, so that’s good for splashability. But for actually Insect-centric decks, there’s one particular option that offers top efficiency.

Kofo-Jaga, Scorpion Rahi

Pendulum Effect MonsterLevel 4 | Scale 6/6 | FIRE Insect | ATK 1200 / DEF 1900

[ Pendulum Effect ]
If your opponent Special Summons a monster(s) (except during the Damage Step): You can destroy this card, and if you do, that monster(s) loses 1200 ATK/DEF, until the end of this turn.
—————————————-
[ Monster Effect ]
If a face-up Spell/Trap is on the field (Quick Effect): You can Tribute this card; add 1 Insect “Rahi” monster from your Deck to your hand, except “Kofo-Jaga, Scorpion Rahi”. If this card is banished while you control a “Rahi” Tuner: You can Special Summon this card, and if you do, increase its Level by 1, also you cannot activate non-Insect monster effects for the rest of this turn. You can only use each effect of “Kofo-Jaga, Scorpion Rahi” once per turn.

Bionicle: Challenge of the Rahi (v4.7.3)

Not only does the heat-loving Kofo-Jaga search you Insect Rahi including all the above Tuners when provided the cozy warmth of a Spell or Trap, it also shies away from the light straight into the face-up Extra Deck, ready to be banished. And once that happens, it’s suddenly right back on the field (and you’re Insect locked). Also it has a stat debuff Pendulum Effect, ya know the drill, beware its stinger tail and all that.

One detail not to be overlooked is the +1 Level gained upon returning, which sets us up for our primary payoff without any cumbersome Fikou-Nui steps in between.

Nui-Kopen, Wasp Rahi

Synchro Effect MonsterLevel 6 | WIND Insect | ATK 2100 / DEF 2000

1 “Rahi” Tuner + 1+ non-Tuner monsters
If this card is Special Summoned: You can take 1 “Rahi” Spell/Trap from your Deck, and either add it to your hand or send it to the GY. During the Main Phase (Quick Effect): You can Tribute 1 monster; Special Summon 1 Level 2 or lower “Rahi” Tuner from your hand or GY, but negate its effects. You can only use each effect of “Nui-Kopen, Wasp Rahi” once per turn.

Bionicle: Challenge of the Rahi (v4.7.3)

That payoff is the Nui-Kopen, an archetypal Spell/Trap search on a Level 6 Synchro, and its targets open up some powerful possibilities. Before looking at the list, let it also be said that its secondary ability to tag out for a Tuner doubles as an Imperm dodge.

Now, Rahi Spells and Traps. These are generally generic support much like the Tuners above, but having an Insect deck whose whole bread and butter is getting them to hand or GY means some options could make the cut that most builds don’t bother using. Here’s a quick rundown.

Rahi Hive Showdown

Rahi Hive Showdown

Spell

If your opponent controls 2 or more monsters with 2000 or more ATK: Take control of the monster your opponent controls with the highest original ATK (your choice, if tied), but it cannot activate its effects while you control it. If you control a “Rahi” Synchro Monster: You can banish this card from your GY, then target 1 monster your opponent controls; take control of it until the End Phase, but it cannot declare an attack. You can only use 1 “Rahi Hive Showdown” effect per turn, and only once that turn.

Bionicle: Challenge of the Rahi (v4.7.3)

Perhaps the most topical of them all is Rahi Hive Showdown, a monster stealing card themed entirely around Lewa’s brief period under the control of an infected mask – an incident that prominently involved a Nui-Kopen. Accordingly, both that monster and this Spell have some deliberate synergies built in beyond the blatantly obvious: The Nui-Kopen can Tribute whatever you steal for its second effect to get some immediate value, and since it is itself a Rahi Synchro, using its effect to dump Showdown will enable the GY effect that tends to be much easier to use than the main one.

Infection of the Rahi

Infection of the Rahi

Continuous Trap

You can only control 1 “Infection of the Rahi”. Each time a monster your opponent controls activates its effect while you control a “Rahi” Monster Card, place 1 Comet Counter on that opponent’s monster (max. 1) after that effect resolves. Monsters with a Comet Counter cannot attack, also each time 1 leaves the field, inflict 400 damage to its owner. During your Battle Phase or your opponent’s Main Phase: You can banish this card from your GY or your face-up Spell & Trap Zone; take control of all monsters your opponent controls with a Comet Counter, until the end of this turn.

Bionicle: Challenge of the Rahi (v4.7.3)

While also based on an Insect-related event, Infection of the Rahi is probably too much of a gimmick to be worthwhile even when you can easily search it. The ability to snatch away any monsters that used their effects previously can serve as some decent disruption, but between the turn of setup needed and the potential of playing around it, this is definitely one of those “you have to want it” cards.

Devastation of the Rahi

Devastation of the Rahi

Spell

Destroy any number of other “Rahi” cards you control, and if you do, send the same number of cards your opponent controls to the GY. You can banish this card and 1 “Rahi” monster from your GY, then target 1 card on the field; destroy it, or if you control a “Rahi” Synchro Monster, you can banish it instead. You can only use 1 “Devastation of the Rahi” effect per turn, and only once that turn.

Bionicle: Challenge of the Rahi (v4.7.3)

Based on the battle that once devastated the Charred Forest, Devastation of the Rahi is a removal option that works from both hand and GY, with different dynamics in each case. If activated from the hand, it will clear as many cards as you’re willing to invest while also bypassing targeting and destruction protections, but overall works out to a -1 in card advantage for you. Using it from the GY is much cheaper, but only goes after a single properly designated target, and only offers plain old destruction – unless you have a Synchro out, then it can also banish. Overall, the big consequence of this card’s existence is that it enables the Nui-Kopen to act as removal in a variety of ways, making it more of a threat against established boards.

The Ussalry Arrives

The Ussalry Arrives

Quick-Play Spell

(This card is always treated as a “Rahi” and “Matoran” card.)
Target 1 face-up monster you control; Special Summon 1 “Rahi” Pendulum Monster Card with the same Type or Attribute from your Pendulum Zone, GY, or face-up Extra Deck, but banish it during the End Phase. During your Main Phase: You can shuffle this card and 1 of your banished “Rahi” cards into the Deck, then draw 1 card. You can only use 1 “The Ussalry Arrives” effect per turn, and only once that turn.

Bionicle: Challenge of the Rahi (v4.7.3)

As hybrid Matoran/Rahi support, The Ussalry Arrives acts as a fairly flexible extender with the rather unique trait of even being able to Summon out of the Pendulum Zone. But the interesting synergy with Insects, particularly the Tuners that banish stuff, lies in its alternate effect to recycle itself from the GY and a banished “Rahi” card for a draw. Note that says card, not monster, so putting your other Spells and Traps back into rotation is also a possibility!

Siege of the Rahi

Siege of the Rahi

Continuous Spell

If a “Rahi” monster(s) is Normal or Special Summoned to your field, except during the Damage Step: You can activate 1 of these effects, based on the Level of that monster(s) on the field;
●4 or lower: Draw 1 card. ●5 or higher: Change 1 face-up monster on the field to face-down Defense Position.
If a Level 5 or higher “Rahi” monster you control would be destroyed by battle or card effect, you can banish this card from your field or GY instead. You can only use each effect of “Siege of the Rahi” once per turn.

Bionicle: Challenge of the Rahi (v4.7.3)

Siege of the Rahi, while depicting the Reptile-Type Tarakava, theoretically has significant applications in Insects as well. Specifically, our key play of Special Summoning a Level 1 Tuner on the opponent’s turn by banishing a Kofo-Jaga that then returns as a Level 5 monster is by itself capable of triggering both of the on-field options, landing you an extra card and your opponent a face-down monster clogging the field. I say “theoretically” because I wasn’t running this in my test Insect deck, but thinking about it in hindsight it would go kinda crazy.

Then there’s some other targets with no particular application to Insect Rahi, such as Encounter in the Drifts or Rahi from the Depths , and one I left out because it’s much more broadly generic and also segues well into our next point: Rahi Swarm . The segue being that it depicts certain large Insect Rahi that make up one half of this Type’s Normal Pendulum pair.

Nui-Rama, Fly Rahi

Normal Pendulum MonsterLevel 5 | Scale 1/1 | WIND Insect | ATK 1800 / DEF 1700

[ Pendulum Effect ]
You can target 1 face-up monster you control; Special Summon 1 Insect “Rahi” monster with a lower or equal Level from your Deck in Defense Position, also you cannot Special Summon monsters for the rest of this turn, except Insect monsters. You can only use this effect of “Nui-Rama, Fly Rahi” once per turn.
—————————————-
[ Flavor Text ]
A harsh buzz fills the air…a rustle of wings…a dark shape flying out of the sun…the warning signs of a Nui-Rama attack.

Bionicle: Challenge of the Rahi (v4.7.3)

Nui-Jaga, Scorpion Rahi

Normal Pendulum MonsterLevel 5 | Scale 8/8 | EARTH Insect | ATK 2300 / DEF 700

[ Pendulum Effect ]
If an Insect “Rahi” monster(s) is Special Summoned to your field (except during the Damage Step): You can target 1 face-up monster on the field; destroy it, and if it was an Insect “Rahi” monster, you can add 1 Insect “Rahi” monster with a different name from your Deck to your hand. You can only use this effect of “Nui-Jaga, Scorpion Rahi” once per turn.
—————————————-
[ Flavor Text ]
Nui-Jaga commonly hunt in packs, which helps to make up for the fact that they are not very fast. One of the creatures will drive prey forward, usually into a canyon, where others wait to strike. Once the target is surrounded, the Nui-Jaga will call to each other. Their cries have been compared to the sound of glass breaking.

Bionicle: Challenge of the Rahi (v4.7.3)

The Nui-Rama lives up to its swarming reputation by reinforcing the monsters already on the field with an Insect straight from the Deck, at the cost of an Insect lock. I made the target required for this completely generic “to synergize with the Nui-Kopen/Showdown combo”, but realistically the Nui-Kopen itself is all you need in that case, so this really is just a bit of an oversight. Oopsie.

The Nui-Jaga is also direct support for the Insect-centric line of play featuring its smaller cousin Kofo-Jaga, sensibly enough. While it doesn’t apply any further locks, its intent is basically to trigger when you bring out the small Tuners, getting you either an extra hit of monster removal or an opportunity to trade the bug you just summoned for another one that can then act as disruption later in the turn. And if you ever find yourself in a mirror match, the value just goes straight through the roof.

Kirikori-Nui, Locust Rahi

Synchro Effect MonsterLevel 3 | WIND Insect | ATK 1400 / DEF 1000

1 “Rahi” Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can send 1 “Rahi” card from your Deck to the GY; this card gains 500 ATK. You can only use this effect of “Kirikori-Nui, Locust Rahi” once per turn. You can banish this card until the Standby Phase of your next turn; destroy 1 card on the field.

Bionicle: Challenge of the Rahi (v4.7.3)

Finally, a bit of an odd one out: A Synchro monster you can barely Summon on account of its low Level. Nibbling off a Level 3 Rahi with a Fikou will get you there, but it’s not really something that comes up. If you were to make the Kirikori-Nui, though, you’d be rewarded with sending a card from Deck to GY as cost, a frankly pretty broken ability that probably only ended up here for lack of better ideas and because it really doesn’t matter when you barely make the thing. The effect with proper lore significance is actually the second one, where this voracious locust ravages the field and vanishes, only to return at some point in the future. That part isn’t once per turn, so you can properly do this with a whole swarm even. Well, a swarm of 3.

Sample Deck

By their nature, Insect Rahi cards appear in all kinds of builds focused on different Types, so for their solo showing I decided to cram them into a good ol’ Insect pile. Which isn’t something I have more than passing familiarity with, so if anything looks off here all I can say is, uh, sorry.

What’s pretty much going on here is that the standard Insect cards – Resonance Insect, Gokipole, Beargram, Samurai Beetle – set up a Link climb into something like Invincible Atlas or even just I:P/S:P stuff, with Picofalena for recycling and plusses along the way. Beetroopers add more extenders and the ability to get Fly & Sting for negation, and finally the Rahi cards supplement all of this with a Synchro Engine as well as the Tuners’ handtrap effects.

Generally, you try to make a Nui-Kopen to get your hand on one of the Rahi Spell cards included. Here, that means the standard option of Rahi Swarm as a searcher and the pair of Rahi Hive Showdown and The Ussalry Arrives for situational utility and flavour. Alternatively, if you procure an additionaly body to fill up the Levels, you can also go into Diabolantis as kind of a bridge into the other Insect stuff. A Kirikori-Nui is here in theory, but looking at this Deck I’m strongly doubting it even has the ability to make that card. You’d have to Fikou-Nui for a Level 3 Kofo-Jaga and then Fikou that further down to 2, I guess? Yeah, probably not happening.

As for stuff that does happen, you can see some of that in the sample video below.

Conclusion

Unlike other Types, most Insect Rahi are explicitly built to be included generically in Rahi deck. In the Main Deck, they offer their services as Tuner/handtrap hybrids. In the Extra Deck, the Nui-Kopen specifically is your Synchro bridge to those Rahi Spells and Traps any of the various builds would love to access. Together, these tools give Insects a place in most any Rahi deck.

Beyond that, however, there are also the Insects who facilitate a more Type-specific playstyle by granting you massive amounts of free material at the cost of an Insect lock. Bug-based disruption and searching Spells/Traps are still the main plays with this approach, but additionally you have ways to easily bring out non-Tuners and refuel the Tuners in your hand. With clever sequencing, it is even possible to use these advantages as a more generic engine, but they’re most at home in something like the Insect pile above that doesn’t care about the locks to begin with.

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