Chirrut and Baze

By Hol Coronet, in Star Wars: Destiny

I'm looking to make a Chirrut and Baze deck mainly because I love the theme. I don't see a lot of them either, so it would be something fresh and maybe unexpected.

I'm not sure where to go with it though. Only one of them can be elite, so which one makes the most sense? What other cards compliment them? Just looking for some advice here.

Elite Baze will give you more consistency when it comes to damage faces, and you're pretty much limited to red/ranged upgrades anyway.

I made one a while ago and I decided to go with Baze Elite.

Here's the list. 3P0 with Lightbow is a pretty good combo to consistantly give 3+ damage.


Character: (30/30)
2x Baze Malbus (Spirit of Rebellion)
1x Chirrut Îmwe (Spirit of Rebellion)

Battlefield:
1x Rebel War Room (Awakenings)

Event: (15)
2x Caution (Spirit of Rebellion)
1x Defensive Position (Awakenings)
2x Field Medic (Awakenings)
2x Force Misdirection (Awakenings)
2x Hit and Run (Awakenings)
2x Rebel Assault (Spirit of Rebellion)
2x Willpower (Awakenings)
1x Deflect (Awakenings)
1x Overconfidence (Spirit of Rebellion)

Support: (3)
1x Awakening (Awakenings)
2x C-3PO (Spirit of Rebellion)

Upgrade: (12)
2x DH-17 Blaster Pistol (Awakenings)
2x Handcrafted Light Bow (Spirit of Rebellion)
2x Holdout Blaster (Awakenings)
2x Overkill (Spirit of Rebellion)
1x Promotion (Awakenings)
1x Rocket Launcher (Spirit of Rebellion)
2x Vibroknife (Spirit of Rebellion)

That deck looks like a good starting point. Hopefully Awakenings packs drop soon so I can get some of those cards.

Alright, I've come up with a deck based heavily on Red Castle's with some of my own ideas thrown in.

Battlefield:

Secret Facility

Characters:

2x Baze Malbus

1x Chirrut Imwe

Upgrade:

1x A180 Blaster

2x DH-17 Blaster Pistol

2x Handcrafted Light Bow

1x IQA-11 Blaster Rifle

2x Overkill

2x Vibroknife

Support:

1x Awakening

2x C-3PO

2x Supporting Fire

Events:

2x Caution

1x Defensive Position

2x Deflect

2x Field Medic

2x Guerilla Warfare

2x Hit and Run

2x Rebel Assault

2x Use the Force

Looks really good! My only concern is that Supporting Fire might not be worth it... what about Guard or Destiny for when Chirrut rolls those annoying modified melee sides? Granted you won't get massive plays from either, but they might be nice.

17 minutes ago, Kieransi said:

Looks really good! My only concern is that Supporting Fire might not be worth it... what about Guard or Destiny for when Chirrut rolls those annoying modified melee sides? Granted you won't get massive plays from either, but they might be nice.

I tried both those cards while playing with my deck and decided to remove them. With only 1 Chirrut die, I don't think they are worth it.

I agree that Supporting Fire might not be worth it, especially for 2 ressources.

1 hour ago, Red Castle said:

I tried both those cards while playing with my deck and decided to remove them. With only 1 Chirrut die, I don't think they are worth it.

I agree that Supporting Fire might not be worth it, especially for 2 ressources.

Oh, yeah sorry. My bad. I didn't realize most of the upgrades were red. Those cards are good if you put in some Lightsabers though. The 3-melee/cost-1 side on that dice can be used with both cards for some very nasty effects!

6 hours ago, Hol Coronet said:

Alright, I've come up with a deck based heavily on Red Castle's with some of my own ideas thrown in.

Battlefield:

Secret Facility

Characters:

2x Baze Malbus

1x Chirrut Imwe

Upgrade:

1x A180 Blaster

2x DH-17 Blaster Pistol

2x Handcrafted Light Bow

1x IQA-11 Blaster Rifle

2x Overkill

2x Vibroknife

Support:

1x Awakening

2x C-3PO

2x Supporting Fire

Events:

2x Caution

1x Defensive Position

2x Deflect

2x Field Medic

2x Guerilla Warfare

2x Hit and Run

2x Rebel Assault

2x Use the Force

Supporting Fire is very weak. I'd up to 2x Awakening and get a couple more upgrades in the deck. Holdout Blaster is an easy pick.

I'd also try and fit Rearm into your events package. It's one of red heroes nicest economy boosting cards.

So...

-2 Supporting Fire

-1 Caution

+1 Holdout Blaster

+2 Willpower

Does that work better?

Looks pretty good. I think it might work better to remove Awakening than one of the Cautions. I know it's a one-time event, but using an action and having to pay to play out a support to resolve a +1 Chirrut melee is not as good of a deal as removing that annoying dice and getting three shields on Baze for it. Awakening might be useful, but since you only have one Chirrut dice, you won't be getting unresolveable dice sides than often.

I prefer eChirrut/Baze with 2 awakenings. I disagree with caution because it seems that death comes so quickly to one of the 2. I feel that if you use 2 Baze dice, they will always go for Baze, but with 2 Chirrut dice, they have to make a choice. Also, there are so many modifiers (vibroknife, Overkill [it's ALL modifiers!], Chirrut, DH-17, holdout, IQA-11) that when you do on the off chance roll all ranged damage with 1 melee modifier, or all melee damage with 1 ranged modifier, you still are able to resolve all your damage. The beauty of Awakenings is that it forgives you for having mixed damage.

5 hours ago, Kieransi said:

Looks pretty good. I think it might work better to remove Awakening than one of the Cautions. I know it's a one-time event, but using an action and having to pay to play out a support to resolve a +1 Chirrut melee is not as good of a deal as removing that annoying dice and getting three shields on Baze for it. Awakening might be useful, but since you only have one Chirrut dice, you won't be getting unresolveable dice sides than often.

Awakening is ANY modified dice, not just blue dice or character dice.

So it makes Overkill all base damage, gives Baze a third ranged base side, knives and holdouts get the free 2 side.

It's one of the best supports for the deck, and I think an undervalued card in general.

On 2017-6-21 at 4:20 PM, RJM said:

Awakening is ANY modified dice, not just blue dice or character dice.

So it makes Overkill all base damage, gives Baze a third ranged base side, knives and holdouts get the free 2 side.

It's one of the best supports for the deck, and I think an undervalued card in general.

So the question then becomes: 1 or 2?

Edited by Hol Coronet

2. Each one can be used once per round, and you have a bunch of targets.

I like these two paired together, mostly because they don't need much else to succeed. I think overloading this deck with too many upgrades is a mistake. Place a few really good upgrades (maybe 4 pairs for a total of 8 cards) and let the rest of the deck be used to control the battlefield. With Blue and Red, you'll have plenty of ways to heal, change dice to your favor, and keep your opponent scrambling.

Something like this:

Character: (30/30)
2x Baze Malbus (Spirit of Rebellion)
1x Chirrut Îmwe (Spirit of Rebellion)

Battlefield:
Maz's Castle or Secret Facility


Event: (18)
2x Deflect (Awakenings)
2x Trust Your Instincts (Spirit of Rebellion)
2x Caution (Spirit of Rebellion)
2x Force Misdirection (Awakenings)
2x Guard (Spirit of Rebellion)
2x Field Medic (Awakenings)
2x Hit and Run (Awakenings)
2x Collateral Damage (Spirit of Rebellion)
2x Suppression (Spirit of Rebellion)

Support: (2)
2x Planetary Uprising (Spirit of Rebellion)

Upgrade: (10)
2x Overkill (Spirit of Rebellion)
2x Tactical Aptitude (Spirit of Rebellion)
2x A180 Blaster (Spirit of Rebellion)
2x Handcrafted Light Bow (Spirit of Rebellion)
2x IQA-11 Blaster Rifle (Awakenings)

Ok so here's the latest version, it's a mix of all three lists that have been suggested here. I'm only 2 cheap rares and a common away from having everything here.

Battlefield:

Secret Facility

Characters:

2x Baze Malbus

1x Chirrut Imwe

Upgrade:

2x A180 Blaster

2x Handcrafted Light Bow

2x IQA-11 Blaster Rifle

2x Overkill

2x Tactical Aptitude

Support:

2x Awakening

2x C-3PO

Events:

2x Caution

2x Deflect

2x Field Medic

2x Force Misdirection

2x Guerilla Warfare

2x Hit and Run

2x Rebel Assault

2x Willpower

I thought about putting Awakening in my list, but then removed it. I didn't think it would get enough use. I do like the inclusion of 3PO and as that card almost made the cut I'm my list as well.

Edited by Stone37

That was a great read, thanks! It definitely makes me rethink having 6 expensive guns in the deck especially since there were contol or mitigation cards that were suggested, but left out in favour of those upgrades.

In our group, we play a lot of control cards and try to stay with 12 or less upgrades. It's also important to always keep resource to play control cards over playing an upgrade. I love to start with a cost 1 upgrade and 1-2 control card in my starting hand. This way I can play my upgrade and still have ways to control the opponent. I can't count the number of time I kept my cost 2 resources upgrade in hand just because I wanted to be sure to be able to play my control cards.

I agree that I see a lot of players making the same error: spending all their resources to play an upgrade, only to be at the mercy of my roll and then getting their dice removed. Or taking too many upgrades in their deck and not enough control cards.

But, I still believe that upgrades are important. The more dice you roll, the harder it is for your opponent to control your roll.

Going against and controling Palpatine is easy. Going against Palpatine with Mind Probe, Force Lightning and Force Speed is much harder.