Icebreath QMC Beats

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icebreath QMC Beats is a Light constructed list published on Game Players Network.

Deck info

  • Player: icebreath
  • Published: 21 July 2003 (Game Players Network)
  • GPN category: Standard
  • Format: Premiere - Original VS3
  • Side: Light
  • Starting Card: Quiet Mining Colony
  • Strategy: Quiet Mining Colony
  • GEMP Importable deck: Download (omits Chewbacca (V) (Virtual Set 3), Han's Heavy Blaster Pistol (V) (Virtual Set 1: Legacy), Sai'torr Kal Fas (V) (Virtual Set 1: Legacy): not in GEMP) (leaves out Cloud City: East Platform (Docking Bay): Dark card in a Light list, as posted)

Introduction

Classic-format QMC Mains & Toys... QMC M&T?! What the hell is QMC M&T?!

Decklist

Objective

Character

Weapon

Starship

Location

Effect

Interrupt

Strategy

Drains/Beats/Retrieval deck with some nasty tracking tech. Standard QMC retrieval and drains (you know it, you love it, you don't need to hear it again). Beats are a new thing for QMC, in my opinion... the mains & toys can either stay at home and help hold the fort vs. an offensively based deck, or roam through your opponent's sites with ease, beating the crap out of stuff left and right. Tracking tech: use Keeping The Empire Out Forever to pull Levitation (V) (aka Tracking For Dummies, light side), use Lev (V) to pull Artoo, use Mirax to drop Artoo to bottom of Used pile. This should all be done as the first few actions of your turn after activating... this helps you bottom-track a couple of destiny 6 cards very easily.

Read the decklist, check out what the cards do, give it a try. It's a simple design with some of the oldest concepts in the book. If you need me to explain in further detail, go to the forums and throw out a question, or give me an email.

      • UPDATE***

Response to reviews: slim1256 - You obviously don't listen well, eh? The deck doesn't revolve around blind destiny draws, but rather my *tracking tech* that I specifically outlined above. Would it help if I pointed out, underlined, and wrote in stand-outish colors that I'm tracking multiple 6's for the majority of the game? I don't want to use KTEOF to pull weapons out. Also, as to the two weapons you mentioned... I'd rather use Chewie to pull Han or a Life Debt, and I'd like to be able to play two characters with weapons in the same turn. I can play Chewie, pull his 'caster with his GT, play Han and pull his blaster, then next turn use Chewie to pull a Life Debt or something. As for the space force... why is it that people always complain about my QMC starfleets? When I go with the Home One/Liberty/Spiral/Tantive/cheap pilots route, people say I need to play matching pilots in starfighters. Now when I play matching pilots in starfighters (note: starfighters THAT CAN GO TO MY SECTOR... thank's for reading the ENTIRE decklist), I'm getting somebody complaining that I'm playing with too many cards. BTW, don't even START with me about the "strong points of QMC". I've used QMC more ways than you can count, and I've made them WORK. People laughed at my QMC Clouds until I announced a total drain of 15 with retrieval of 5 a turn. People smiled and nodded at my QMC Tubes until I brought out that tracked 5 and 6 causing battle overflow. People finally got smart to the fact that I know what I'm talking about when I brought out Gods And Generals, and weren't at all surprised when, guess what, it kicked some BUTT. QMC is a PLATFORM objective. It doesn't have it's strengths, it doesn't have it's weaknesses (well, except for Hunt Down... but that's a different story).

Shewski - Fired up? Me? Never! ^_^

      • END OF UPDATE***

See also

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References