Deck ID: 18116
Author: Scott "Cheesor" Ritchie
Title: QMC - Dirty Dirty Lift Tubes 2
Side: Light
Date Published: 2001-08-06
Description:
This is a resubmission with a more concise strategy section. A Quiet Mining Colony deck that avoids bad battles while preparing itself to turn the tables.
Rating:
4.5
Cards:
'Starting (7)
Quiet Mining Colony/Independent Operation
Bespin
Cloud City Guest Quarters
Heading For The Medical Frigate
Battle Plan
Do, Or Do Not & Wise Advice
Keeping The Empire Out Forever
Locations (4)
Cloud City Carbonite Chamber
Cloud City Core Tunnel
Cloud City North Corridor
Cloud City Upper Plaza Corridor
Characters (19)
Admiral Ackbar
ASP-707 (Ayesspee) x2
Captain Han Solo
Chewbacca
General Calrissian
General Crix Madine
General Walex Blissex
Lando With Blaster Pistol
Major Haash’n
Obi-Wan Kenobi
Palace Raider x2
Princess Leia x2
Pucumir Thryss x2
Son of Skywalker x2
Vehicles (6)
Lift Tube x6
Starships (4)
Home One
Independence
Liberty
Millennium Falcon
Interrupts (14)
Lift Tube Escape x3
Nar Shadda Wind Chimes & Out Of Somewhere
Narrow Escape x2
Off The Edge x4
Surprise Assault
Transmission Terminated
Balanced Attack x2
Effects (3)
Cloud City Celebration
Your Insight Serves You Well
Menace Fades
Admirals Orders (1)
Capital Support
Weapons (2)
Anakin’s Lightsaber
Leia’s Blaster Rifle '
Strategy: '
Last time I submitted this article I got a total of 4 reviews, one of which did not even read the deck list. I believe people were scared off by the big section of "words" beneath the deck list.
Set up by pulling sites and such. If you have too many cards in hand (because of monnok) deploy excess lift tubes and vehicle droids before you are ready to flip. When searching for your sites, note what is in your force pile, and draw for a starship, pilot, and two ground characters.
Flip, and use KTEOF to find missing elements of your strategy. Use balanced attack to get Ackbar, Obi, Wallex Blissex (a nice low force general), Lando, or Crix to wherever is needed.
If they overpower you on the ground, use lift tube escape and narrow escape to get away safely, then beat them up next turn or drain them. Use the ASP droid to put lift tubes on top of the reserve deck for battle destiny, off the edge, or even Leias Blaster Rifle.
To hold the system, a star cruiser with Hasshn will last almost forever. Use Ackbar or Out of Somewhere to get Hasshn in to cancel Lateral Damage mid battle. Capitol support works beautifully in this deck - ground generals cause direct damage, and the mon cals start to get serious immunity. Controlling the system is not critical to the strategy, occupying is all you need to do.
That is the basic means of the deck. Track revealed destinies, and you will often find yourself retrieving boatloads, even with secret plans on table.
Remember you can always hop away from battles to the north corridor to cancel their drains. They can not cancel your drains with the north corridor, control, or even surprise assault where you have an alien due to the objective.
Also remember that Narrow Escape is not a react, and is also not unique. This should protect you from surprise senses (in addition to DODN/WA).
Old cards I used to play
Honor - Does not do much for this deck, with No Escape being so popular.
OOC/TT - Holotable is popular in my area, as is This is Some Rescue. Normal TT works just as well, and causes loss when holotable dies.
Jedi Luke - Too high deploy, especially with my use of Star Cruisers. Sonny is almost as good anyway.
General Solo - Too high deploy, stupid text.
Rite of Passage - Do not need, with the escape cards.
This deck does well against many decks, including those with heavy space, as I drain for lots on the ground while they spend several turns trying to boot me out of Bespin. On several occasions, I have had Leia and her blaster take a trip to Hoth to cause a Walker to be immediately lost.
Have fun, and please provide at least some helpful reviews. Thanks ) '