Boo! Tarakava jumpscare!
Now that I have your attention, it’s time to cover yet another way to build Rahi. Today’s Type are the Reptiles, lurking in wait and ambushing unsuspecting travelers. As a concept, this is pretty much entirely based on the very memorable Rahi Beasts quote describing Tarakava – “even if you can’t see them, they’re always there”. So let’s start with those, shall we?
Tarakava, Lizard Rahi
Normal Pendulum MonsterLevel 6 | Scale 1/1 | WATER Reptile | ATK 2600 / DEF 1200[ Pendulum Effect ]
When an attack is declared involving an opponent’s monster: You can target 1 Reptile “Rahi” Monster Card in your Spell & Trap Zone; Special Summon it (but it cannot attack directly this turn), and if you do, destroy that opponent’s monster. You can only use this effect of “Tarakava, Lizard Rahi” once per turn.
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The first thing to remember about Tarakava is that even if you can’t see them, they are always there.
Sand Tarakava, Lizard Rahi
Normal Pendulum MonsterLevel 6 | Scale 8/8 | EARTH Reptile | ATK 2300 / DEF 1800[ Pendulum Effect ]
Reptile “Rahi” monsters in your leftmost or rightmost Main Monster Zone gain this effect.
●Once per turn (Quick Effect): You can place this card face-up in your Spell & Trap Zone as a Continuous Spell, or if it is a Pendulum Monster, you can place it in your Pendulum Zone instead.
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Sand Tarakava are slightly smaller than their Tarakava relatives. Their hunting method is to hide under the sand and wait for unsuspecting prey to come near.
This pair of punchy Pendulums consists of the classic version that appears from beneath the sea, and the less-known recolor that hides under the sands. Which means the former facilitates the “ambush” – where a lurking Reptile jumps forward to eviscerate an opponent’s monster that has carelessly gotten involved in battle – and the latter sets it up by granting your Reptiles the ability to slide into lurking position. In the simplest case, you have these two cards in the Pendulum Zones, battle occurs, the Tarakava jumps out and starts punching, and then it goes back to do the same thing next turn.
As for less simple cases, you may notice these effects also work with non-Pendulums in the regular Spell & Trap Zones. For example, you could put some Synchros there.
Ranama, Lava Lurker Rahi
Synchro Effect MonsterLevel 4 | FIRE Reptile | ATK 2200 / DEF 6001 “Rahi” Tuner + 1+ non-Tuner monsters
When your opponent activates a card or effect (Quick Effect): You can target 2 face-up monsters on the field, including this card; place them face-up in their owners’ Spell & Trap Zones as Continuous Spells. You can only use this effect of “Ranama, Lava Lurker Rahi” once per turn. Once per turn, during the Standby Phase, if this card is a Continuous Spell: You can destroy 1 other Monster Card in a Spell & Trap Zone, and if you do, Special Summon this card.
The Ranama is built for just that purpose. In fact, it dives down in that direction on its own along with its prey when it senses motion (i.e., an effect activation) and also returns on its own once it has finished digesting. Coupled with a Tarakava ready to pounce on anyone foolish enough to attempt the classic out of “just hit over it”, this is sure to be a thorn in an opponent’s side one way or another.
Tarakava-Nui, Lizard King Rahi
Synchro Effect MonsterLevel 7 | WATER Reptile | ATK 2900 / DEF 01 “Rahi” Tuner + 1+ non-Tuner monsters
If this card is Special Summoned: You can target up to 2 cards your opponent controls; this card loses exactly 1000 ATK for each targeted card, and if it does, shuffle them into the Deck. You can only use this effect of “Tarakava-Nui, Lizard King Rahi” once per turn. Loses 1000 ATK during your Main Phase only. While this card is a Continuous Spell, “Rahi” cards you control cannot be destroyed by your opponent’s card effects.
If you’d like some more impact, how about a Tarakava-Nui? It doesn’t have the built-in mobility in either direction, but with help from its smaller (or rather unmutated) relatives, it can easily be put in the backrow as blanket destruction protection and brought forward whenever you need its service of PUNCH THINGS SO HARD THEY GO BACK TO THE DECK. The way this is paid for with ATK creates a slightly fancy dynamic where you get to punch two things if and only if you bring it out outside your own Main Phase as the Reptiles do – a regular old Synchro Summon any Rahi deck can perform will only get you one.
Okay, but how are we making these Synchros? This is the cue to look at the Reptile Rahi Tuners, and as it turns out, there aren’t any. Shit. Guess we’re playing Insects?
While that works to some extent, having an entire substrategy entirely reliant on that shared toolbox doesn’t feel right either. So, with no Reptile Tuners present or forthcoming, we’ll have to snake our way into tunerless Synchro Summons somehow.
Bog Snake, Venomous Rahi
Pendulum Effect MonsterLevel 4 | Scale 5/5 | WATER Reptile | ATK 1500 / DEF 1500[ Pendulum Effect ]
Once per turn: You can destroy up to 2 “Rahi” Monster Cards you control, and if you do, Special Summon 1 Reptile “Rahi” Synchro Monster from your Extra Deck whose Level is less than or equal to their total Levels (this is treated as a Synchro Summon), then place it face-up in your Spell & Trap Zone as a Continuous Spell.
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[ Monster Effect ]
If this card declares an attack: You can inflict 300 damage to your opponent for each Monster Card in your Spell & Trap Zone. If this card is destroyed: You can place 1 Reptile “Rahi” monster from your GY or face-up Extra Deck face-up in your Spell & Trap Zone as a Continuous Spell. You can only use each effect of “Bog Snake, Venomous Rahi” once per turn.
The Bog Snake does just that from the comfort of the Pendulum Zone, acquiring the necessary Levels by destroying your Monster Cards – including those stuck in the backrow such as itself, making this a one-card way to access a Ranama. One card more (with at least Level 3), and you’ll even get a Tarakava-Nui. Of course those monsters themselves then immediately go into hiding (before you get a chance to trigger on-Summon effects, it’s worth noting), but bringing them back out is the whole point of this strategy anyway.
In fact, destroying the Bog Snake with its own effect to make a Ranama will also let you put a Reptile into your backrow – even itself, if necessary. That means your lurking Ranama is already well fed and ready to jump to the Monster Zone in the next Standby Phase … which will trigger the Snake again. See, who needs Tuners anyway?
Also if you get it on the field and attack it burns a little, because venomous.
Sample Deck
Since there aren’t a lot of Reptiles just yet, the deck is built as a hybrid with Insects, using the usually less splashable Kofo-Jaga engine to get easy access to the Nui-Kopen and thereby a variety of Spells and Traps. The trick here is that we actually don’t particularly care about getting locked out of the monster effects of our Reptiles, because several of our major plays – like making a Synchro with the Bog Snake or ambushing with the Tarakava – are performed entirely through effects those monsters have while treated as Spells, bypassing the lock entirely. The Insect+Reptile combination also meshes well with the use of Samurai Beetle as an additional extender, capable of natively going into a Ranama together with any of the Level 1 Tuners.
To take advantage of our nearly free searches, this build also includes some of the more situational Rahi Spells/Traps. Siege because it meshes perfectly with our goal to re-summon monsters of both high and low Levels from the Spell & Trap Zone every turn (and there’s literally a Tarakava on it), Devastation because it allows trading Rahi for removal even if they’re lying in wait in the backrow, Ussalry as a way to recycle banished cards, and Encounter in the Drifts for that ambush flavor.
The Extra Deck contains the Rahi needed for both the Reptile and Insect halves of the deck, as well as some standard generic links including Beyond and Exceed the Pendulum. There’s also a Ragnaraika Mantis Monk so we have a way to trigger the Beetle’s revival effect, and a Dawn Dragster since sometimes we do get to make a Level 7 Synchro turn 1, and this one can deal with the significant threat that certain Spells and Traps pose to our entire on-field setup. As for the side deck, it’s yet another approach to ratios for swapping between the handtrap Insect Rahi plus general good stuff.
In the usual fashion, there’s a sample video showing all this working.
Conclusion
Reptiles are a fairly small group of Rahi, but one with a clear focus: Moving between the Monster Zones and the Spell & Trap Zones, leading to a general style of play where you repeatedly stow away and resummon the same monsters while getting in the way of anything the opponent tries to do on the field. Since not having many cards means you can’t really make a pure deck out of them, the best in-archetype approach available right now is probably a hybrid with Insects – which happens to be a Ragnaraika combination, so that’s convenient.