Pointy-eared green dude Is this a tourney-worthy CLASSIC QMC

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pointy-eared green dude Is this a tourney-worthy CLASSIC QMC is a Light constructed list published on Game Players Network.

Deck info

  • Player: pointy-eared green dude
  • Published: 8 October 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 R2-D2 (Artoo-Detoo) (V) (Virtual Set 3), Bo Shek (V) (Virtual Set 1: Legacy), Han's Heavy Blaster Pistol (V) (Virtual Set 1: Legacy), Red 5 (V) (Virtual Set 3), Wokling (V) (Virtual Set 3): not in GEMP)

Introduction

My QMC deck listed here has gone even in tourney play, rounding out at 3-3. I really like it, but I would like some ideas on changes. It's the only light side deck I've played, and so it has gone under changes many times, mostly because of the GPN. Here it is!

The published list has 61 cards.

Decklist

Objective

Character

Weapon

Starship

Location

Effect

Interrupt

Strategy

Now, I know some of this deck looks a bit unorthodox, and maybe it is, but there is some sense behind my madness.

I think Daughter of Skywalker is better than Leia, Rebel Princess because she activates more force, and she can hold her own against the likes of Mara Jade and other Imperial lackeys. She can also pilot if necessary, and she's immune to attrition alone.

General Solo, IMO, is more versatile for land and space than Captain Han Solo ever wished to be. No deployment restrictions, cancels battle destiny, and he even carries a little bit of immunity with him.

I chose LS,JK over Luke Skywalker (v) for the sole purpose that LS,JK is a powerhouse. If played correctly, I can clear a site with just him. High power, high immunity, and a great weapon make this guy a dangerous foe. I like to drop him at the Lower Corridor with an Arcona, his saber, and Lightsaber Proficiency and drain for four a turn. Luke alone there is a power 13! Plus, I pack AJR and FSYH (v) so that I can keep him and his buddies comin' back for more.

I like it that I can take my characters to other battling locations so that I can attempt to counter objectives that draw me to their locations.

With YISYW, I can pull Wokling (v), Launching the Assault, or Squadron Assignments. Each choice presents me with other choices. Wokling (v) allows me to pull Lightsaber Proficiency or CC Celebration. Launching the Assault allows me to pull Home One. Squadron Assignments allows me to pull my ships/pilots a wreak havoc in space and at docking bays.

I have a heavy retrieving mechanism with CC Sabacc (which I usually win), Figrin D'an (which I usually win), and CC Celebration. I have a heavy draining mechanism that, if setup correctly, can drain for near 12 force. OTE is a nice tech to drop after I have secured CC just to prevent further invasion. I have evasion that includes a scouting force of Arconas and Path of Least Resistance. And for safety, the only exterior location I play is the Casino. Don't ask me to drop it, 'cause I ain't gonna do it.  ;)

Other tidbits...I don't play Sai'torr Kel Fas (v) because I usually flip by turn 3 or 4, so I can pull any weapon I want from my force pile. I also don't play destiny adders because of my Lando's Not A System, He's A Man game text. I try to keep plenty of force activated to add to total battle destiny. Oh, and the worst this deck has EVER lost is by 20, and that was against Bryan Battenburg's DS Senate. I'd like to be able to beat Senate...thus the thought of adding Scrambled Transmission (v).

I've thought about adding Wedge, RSL...some Taking The Initiatives (7 scouts in this deck)...and Scrambled Transmission (v). Do you guys have any other suggestions? I hope you do! Thanks for taking time to read this!

See also

Sources


References