YodaKilla Cloud City Revisited (QMC)
YodaKilla Cloud City Revisited (QMC) is a Light constructed list published on Game Players Network.
Deck info
- Player: YodaKilla
- Published: 26 December 2001 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Reflections III
- Side: Light
- Starting Card: Quiet Mining Colony
- Strategy: Quiet Mining Colony
- GEMP Importable deck: Download
Introduction
With Quiet Mining Colony, you're not necessarily playing the game of card efficiency that comes with Watch Your Step. Your main focus should be on setting up situations that you can turn to your advantage. This is a deck that can go as far as your mind will take it.
Decklist
Strategy
This deck combines the elements that have made QMC a popular deck in today's enviroment with some cards that can prove to be gamebreakers. It is my belief that in today's SWCCG enviroment, it is all about the little surprises that you throw in
your deck. Before I go into further detail here, however, I would like to just quickly outline a basic strategy for setting up the game. Start the Guest Quarters as your opening site. Get the sites out of your deck early, look for opportunities to flip rather than removing your opponent from your
sites. After flipping, you can set up a situation to take your opponent out. Work on securing control of Cloud City, and get Celebration out ASAP. If your opponent knocks out Celebration with Endor Occupation, grab the Occupation and retrieve Celebration using an Edge card. If you're really worried about Occupation, play 2 Celebrations. Not too much more to the actual strategy, a lot of it relies on familiarity with the cards in your deck. So,
highlights of this deck include: Senses and Alters: Some people like playing Alters,
but Sense can be just as important. Use your Senses to remove cards like Imperial Command and Overload from ruining your day in space, and in playing cards such as Elis Helrot, battle destiny adders, etc. on the
ground. If they aren't starting There Is No Try &Oppressive; Enforcement, they will be forced to use up shields to stop your Sense/Alter attack. After all, with being able to search for cards in your Force Pile
every turn, those 2 Senses and 2 Alters can go a LONG way.
Artoo, Brave Little Droid: Now here's something I bet you don't see in too many decks at all. The only fault to this bad boy is that 4 deploy, which is no big deal
when compared what he can provide. Just deploying him will add 2 to the power of one of your ships, which certainly never hurts. But when things start to get a
bit hairy at the Bespin system, Artoo can be a lifesaver. He prevents Lateral Damage from being a factor in your defense of Bespin, and his real power lies in his ability to go to the Used Pile to stop a
destiny draw. When combined with I'll Take The Leader, even concentrated forces will find it difficult to penetrate Fortress Bespin.
Alternatives To Fighting: Here's a money card for you. Pay 3 Force to stop a space fight in its tracks. Great way to stop that TIE with a cannon from blowing away your fleet. Respond next turn with a X-Wing with Laser Cannon. While on that subject, a related pointer is to only play the Used text of the All Wings combo to fetch a X-Wing. You will want it to set up a laser
cannon, which can ensure your control of space.
It Can Wait: One of the most deadly forces in the game is the Boba Fett Beatdown, using the R3 Fett with just about any other playable character for a massive attack. This deck can manage with this threat better
than most, as you have the advantage of Path Of Least Resistance to teleport your characters out of the oncoming storm. It Can Wait goes one step further by allowing to reverse your opponent's strike into your
own attack. ICW can also be used to divide a space attack (perhaps send a TIE Laser Cannon or Grand Admiral Thrawn back to the opponent's hand?), or to merely slow down the opponent by a turn.
See also
Sources
- Cloud City Revisited (QMC) (Wayback, 20051102154456)
- GPN Star Wars Decks page 57 (Wayback, 20050430203312)