Hearts of Kyber (Post Errata w/ writeup)

Card draw simulator
Odds: 0% – 0% more
Derived from
Hearts of Kyber 2 0 2 1.0
Inspiration for
None yet.

1wtforce 95

Chirrut Îmwe: The strongest stars have hearts of kyber.

--

This deck definitely isn't the most competitive, but I love playing these two together. This was the first deck that I built when I was finally able to get product after SOR dropped, and I played it almost exclusively until EAW hit in September. This is my latest variant, with the new set and rules changes considered.

The key to making these two work well together is to focus on the ranged damage to speed up your turns. Chirrut Îmwe - Blind Warrior's 2 is resolvable by itself, so the only unresolvable side is the +1, which is negligible. The other key is to generate as many resources as you can in order to play strong cards and pay for the plethora of pay sides on the dice in this deck.

B'Omarr Monastery - Teth is great here with the amount of blue die sides. You'll usually want the shields to start, but this is a nice consolation if things don't work out with the roll off, or if your opponent's battlefield is too strong to let them have.

Rocket Launcher, Overkill, and Handcrafted Light Bow should be played on Chirrut Îmwe - Blind Warrior, as your opponent will almost certainly go for Baze Malbus - Crack Shot first. Just make sure they commit to Baze Malbus - Crack Shot before loading up Chirrut Îmwe - Blind Warrior. I really like putting DH-17 Blaster Pistol and Chance Cube on Baze Malbus - Crack Shot early to ensure they go for him first, then pull the chance cube back and replace the DH-17 Blaster Pistol with a Holdout Blaster when he's about to die. By this point, you should have at least one big weapon on Chirrut Îmwe - Blind Warrior, so he'll be loaded up pretty well when the redeploy moves over. DO NOT spend your resources without leaving yourself enough to resolve for the pay sides, and don't forget to reroll your blanks after Chirrut Îmwe - Blind Warrior activates. This is huge with Rocket Launcher, DH-17 Blaster Pistol, Chance Cube and Overkill, as they all have two or more blanks.

Awakening helps resolve blue sides, and is a must-include. Rend is necessary for providing protection from Salvage Stand, as it absolutely destroys decks with lots of pay sides. Hit and Run lets you take an extra action after activating Baze Malbus - Crack Shot, which can be used if you need to get his dice in the pool for Rebel Assault, to resolve his dice before they get mitigated, or to roll in Chirrut Îmwe - Blind Warrior to reroll your blanks and get Force Misdirection ready before your opponent activates, etc... The rest of the deck is just designed to provide as much defense as possible. Lots of mitigation, shields, and heals.

--

Jyn Erso: Who are they?

Captain Cassian Andor: The Guardians of the Whills. Protectors of the Temple of the Kyber. But there's nothing left to protect, so now they're just causing trouble for everybody.

2 comments

Ramin2-D2 550

do you find Rocket Launcher too "greedy" ? and no Overconfidence? I feel that's the best blue removal out there. probably use 2 Force Misdirections instead of just 1.

1wtforce 95

@Ramin-2D2 No, Rocket Launcher is great in this, and you should always have the resources to pay for it with Chance Cube. The key is to budget resources so you always have enough to pay to resolve it once it's in play. Plus it's usually out late game when Baze Malbus - Crack Shot's pay sides are gone. I like Overconfidence (and Honor Guard), but I'd rather play Defensive Position or Deflect for 1. And Force Misdirection is tricky to get off in time when there's only a few blue dice in the deck and Chirrut Îmwe - Blind Warrior activates last. I've just included one since it's so strong when Chirrut Îmwe - Blind Warrior is the only one left.