When Commons unite, they can never be struck down!
ROTA-JP009 Bee Force – Mougeki no Rapier (Battlewasp – Rapier the Furious)
Level 5 WIND Insect Effect Monster
ATK 1900
DEF 0
You can only use the 1st and 2nd effect of this card’s name each once per turn.
(1) If you control no face-up monsters other than Insect monsters: You can discard 1 other Insect monster; place 1 “Battlewasp Wind” from your Deck face-up in your Spell & Trap Zone, then Special Summon this card from your hand, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Insect monsters.
(2) You can banish this card from your GY; reduce the Level of 1 Insect monster you control by 1.
ROTA-JP036 Bee Force – Kakumei no Gran Partisan (Battlewasp – Gran Partisan the Revolution)
Level 12 WIND Insect Synchro Effect Monster
ATK 3000
DEF 2000
Materials: 1 Tuner + 1+ non-Tuner monsters
You can only use the (3)rd effect of this card’s name once per turn.
(1) Cannot be destroyed by card effects.
(2) Insect Synchro Monsters you control gain 200 ATK for each of your banished Insect monsters.
(3) If this card becomes banished: You can Special Summon it, then you can destroy cards your opponent controls up to the number of your banished Insect monsters, then inflict 500 damage to your opponent for each card destroyed with this effect.
ROTA-JP037 Bee Force – Shinjikyuu no Sachi (Battlewasp – Sachi the Ritual Bow)
Level 6 WIND Insect Synchro Effect Monster
ATK 2400
DEF 1200
Materials: 1 Insect Tuner + 1+ non-Tuner monsters
You can only use the (3)rd effect of this card’s name once per turn.
(1) If this card is Synchro Summoned: You can treat it as a Tuner.
(2) You can return 1 Continuous Spell you control to the hand; during your Main Phase this turn, you can Normal Summon 1 “Battlewasp” monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
(3) If this card is sent to the GY as Synchro Material: You can inflict 100 damage to your opponent for each of your banished “Battlewasp” monsters.
ROTA-JP051 Busou Houki (Armament Swarm)
Normal Spell Card
You can only activate 1 card with this card’s name per turn.
(1) You cannot Special Summon for the rest of this turn after this card resolves, except Insect monsters, also Special Summon 1 Insect monster with 1000 or less ATK from your hand or Deck, and if you Special Summon it from the Deck, send 1 monster you control to the GY.
(2) If a face-up Insect Synchro Monster(s) you control is destroyed by battle or card effect while this card is in your GY: You can banish this card; add 1 “Summoning Swarm” from your Deck to your hand.
ROTA-JP052 Bee Force Wind (Battlewasp Wind)
Continuous Spell Card
You can only activate 1 card with this card’s name per turn.
(1) Up to twice per turn, if a “Battlewasp” monster(s) is Normal or Special Summoned to your field: You can target 1 of them; add 1 “Battlewasp” monster with lower ATK from your Deck to your hand.
(2) Once per turn: You can target 1 Insect monster you control that has a Level; if you use it as Synchro Material this turn, you can treat it as a Tuner.
Source: OCG Times Stream
28 Comments
5 new cards, I expected more tbh, but I’m happy with what we got here. This will create more buzz for Battlewasps for sure!
Don’t expect more than 5 cards for the tertiary character theme of a set. Sometimes we only get 3 cards for the tertiary character.
I am not surprised considering the raidraptor archetype, received six cards in Phantom of nightmare, but since raidraptors have had incremental support to remove their weaknesses. I hoped they would have introduced at least ten cards to improve the battlewasp archetype. As it is, it cannot be run as a pure deck and will need to be paired with beetroopers and other generic insect decks to function. The battlewasp deck also has problems with its fragility, too few main deck monsters with varying levels with minimal effects often attempt to cause small amounts of burn damage. Even accounting for their previous level 12 synchro the deck’s core themes are (in my opinion) to swarm the field, cause burn damage, reduce attack and defense points of opponent’s monsters and to replace themselves when they are removed from the field. The new level 12 only protects itself from being destroyed by card effects. The level 12’s I believe should have had that unaffected by card effects tagged on from the three raidraptor boss monsters, more spell and trap support and better overall level 4 beaters to give them a chance of seeing play. I hope this deck sees additional support in either a couple of other sets or sidesets.
5 cards is the standard amount for supporting old archetypes in a core set.
5 [support cards] is standard for supporting old archetypes, like Battlewasp. And you can play these cards, even in Bee Troopers.
But, if you aftering the synchro ones, I would say the bigger, lvl 12 one is the one. Even T.G can use it, although at 1. As he is a lvl 12 monster. Easy to bring him out in T.G, who has so many low lvl tuners.
Battlewasps are finally getting their own draw engine
Quality over quantity.― But yeah, 5 is the usual amount, sometimes 6 but not more.
Shinji Weber would disagree as they can be run as a pure deck.
Yeah. That’s your opinion. ⬆️ And I neither agree or disagree with you.
They give Battlewasp their own version of Whirlwind..they are just AU Blackwings!
they always have been!
Black Feathers/Bee Force
Blackwings/Battlewasps
Even Beetroopers loves this news lol
I still hope we get the Blackwing synchros from the Gong duel.
gonna use these to summon powerful endboard pieces locked to the insect type such as
such as
such… as…
such as… Cicada King?
Little Knight and Gran Partisan seems like an insane amount of pressure on the opponent, but how would you even pull that off in Insect piles? Go Little Knight first and then use Rapier as a one-card Level 12 Synchro?
*Grand Partisan
You can’t use rapier’s effect if you control little knight.
Great in Speedroids and T.G lol
Inzektors appreciate Armament Swarm. Won’t take them back to Worlds or anything, but a Dragonfly is a Dragonfly.
FINALLYYYYY
THE BEES
So rapier is our Simoon > Set Wind then summon > Whirlwind adds Pin the Bullseye > Special Pin > Wind adds Dart the Hunter > Pin eff deals 200, Dart eff deals 1900 > Wind turns Pin into a tuner > Sync 6 for Sachi to reset Whirlwind for additional plays after having already burned 2100.
As cool as these cards are, I am surprised by some of the choices involved. The original lineup of Wasps could one card combo into a LV5 Tuner Synchro monster, so I was convinced that we would get a LV7 Synchro at last in order to advance that into the LV12 on the first turn. But instead we got a second LV6 Synchro for some reason. Unlike Azusa, Halberd doesn’t have a way to summon itself back from the GY so I wouldn’t want to waste it Synchro climbing.
Less important, but I think it’s a missed opportunity to not have had one of the new cards preform an Accel Synchro in reference to Shinji defeating Tsukikage by Synchro summoning during the Battle phase.
It looks that way! 🤔😕
More insect extenders…someday insects will get actual payoff
Extension has always been their type gimmick. Much like how Dinosaurs destroy their own monsters or Zombies summon themselves from the GY.
It’s connected to how adaptable they are and how quickly they multiply.
You can gain the first effect of Battlwasp Wind 4 times in a turn, as Rapier doesn’t activate the card, you can place it with Rapier, use the effect twice, return it to the hand with Sachi, then activate it for the first time and gain the effect twice more.
Armament immediately makes Resonant Insect live, as it summons it from deck and sends it to the GY.
Hear me out