DeckTech.net
Home
 Card Games?
About DeckTech
FAQ
DPC
Star Wars CCG
Home
  About the Game
Decks
Tournament Reports
CCGs
MagiNation Duel
Lord of the Rings Card Game
Star Wars Customizable Card Game
Star Wars Trading Card Game
Star Trek Customizable Card Game
 
QMC Clouds

    Deck ID: 23975

    Author: David "Icebreath" Kangas

    Title: QMC Clouds

    Side: Light

    Date Published: 2002-06-16

    Description:
    Get as much as 17 Force damage per turn from drains alone, and massive retrieval

    Rating:
    4.5

    Cards:

    'Starting - 8

    An Unusual Amount Of Fear (w/ shields)

    QMC/Independent Ops

    CC Guest Quarters

    Bespin

    Heading for the Frigate

    Keeping the Empire out Forever

    Sai’tor Kal Fas (V)

    Squadron Assignments


    Locations - 5

    Clouds x3

    Bespin CC

    CC Casino


    Characters - 14

    Luke, JK

    Master Qui-Gon

    Obi-Wan Kenobi

    Leia, Rebel Princess

    Lando Calrissian x2

    Tibanna Gas Miner x2

    Threepio, Naked

    Corran Horn

    Ric Olie’

    Wedge, RSL

    Dash Rendar

    Mirax Terrik


    Weapons - 4

    Obi’s saber (premiere)

    Ani’s Saber

    Luke’s Saber

    Quiggy’s Saber (tat)


    Starships - 11

    Z-95 Bespin Defense Fighter x3

    H, C, and the F

    Pulsar Skate

    Outrider

    Red Squad 1

    Queen’s Royal Starship

    Defiance

    Independence

    Liberty


    Vehicles - 6

    Cloud Car x6


    Admiral’s Orders - 2

    Combined Fleet Action x2


    Effects - 2

    Thrown Back

    CC Celebration


    Interrupts - 8

    CC Sabaac x3

    All Wings & Darklighter Spin

    Sense & Recoil in Fear

    OOC & TT

    Off The Edge x2 '

    Strategy: '

    This deck’s been a pretty good winner for me, and I can usually get a first/second turn flip. Here’s basically how to play it...


    Early game -

    using the objective, pull B CC, next turn pull CC Casino, then (depending on what’s in hand) either go for a quick flip or pull a couple Clouds. If you’ve got a couple characters in hand, along with a starship, go for the flip. Deploy a character to Guest Quarters and a character to Casino, then deploy a starship to the system for the flip, then move the Guest Quarters character to the Casino.


    Mid game -

    Now that the objective’s flipped, it gets a lot more fun Being able to pull a card from your Force pile each turn can be a game winner... but don’t rely on just that to get your cards Here’s a list of searching priorities


    1) Luke, Obi, Quiggy, and/or Leia to hold the sites

    2) the Admiral’s Order (pull the Cloud Cars)

    3) Gas Miners and/or starships

    4) retrieval engines (Lando & Sabaac, Off the Edge, Celebration)


    Threepio, Mirax, and Thrown Back can help track some destinies for OtE or Sabaac. The Gas Miners can add to drains and help with activation. Luke, Leia, Obi and Quiggy (with their sabers) can hold both sites against a small attack here and there, or one site against a dedicated invasion. The cloud cars can hold the sectors.


    Late game -

    By now one or both of the steady retrieval engines should be working. If both, that’s 5 force retrieved every turn Also, at least one gas miner should be out, giving you drains of 2 at each cloud sector. With all 4 sabers out, both sites controlled, and all 4 cloud sectors out, that gives you a total drain of 17 Wowza


    Card choices -


    Z-95s power 5 at Bespin locations, can add an alien pilot aboard, and EXTREMELY cheap. ’nuff said.


    Mon Cal cruisers the AO reduces the power of starships at systems unless both fighters AND capital ships. ’nuff said.


    Sense & Recoil The Sense is nice to cancel the occasional annoying interrupt, and the Recoil is itself annoying. Destiny 3 doesn’t hurt, either.


    OOC & TT TT for Hunt Down/Menace protection, OOC is to get rid of potentially annoying cards.


    Matchups -


    Hunt Down does fairly well. As you can see, I’ve got three Jedi in here, so it’s gonna be a pain for the DS to flip. I’ve also got Corran and the OOC & TT to get rid of Visage.


    ISB Ops in the one game I’ve played against ISB, the whole thing stalled up for both of us. Both deck types offer huge drains, plenty of retrieval, etc. It eventually timed out, and I only won by 1 card.


    Hoth Walkers My deck may be fast, but Walkers is just as fast. A mediocre Walker deck won’t do too well, but a tournament-level one will *usually* rip right through this. I would recommend flipping as fast as possible against one of these, and try to stay at the GQ if possible.


    LSC this does fairly good against saber combat. the new shield keeps their drains down a bit, and the retrieval in this deck can usually make up for it.


    Watto haven’t played it yet, but I think it’d be a toss-up between my drains and Watto’s damage.


    I’ve been playing this deck for a while now, and only lost due to lousy draws, lucky opponents, and the occasional stupid mistake. Overall, though, if you can keep your head, it’s an extremely solid deck If there’s anything you don’t understand about it, please ask me before throwing in a bad rating. Hope you enjoyed



    *** UPDATE ***

    7-19-02

    I just got a great idea from a friend of mine instead of using the cloud cars, use the patrol craft from SE with Palace Raiders as drivers. That’d give each one power 5 and a destiny, and the patrol craft can move as a react, which would help out a LOT with cloud battles. Now I just need to make room for them....... >) '

Terms of Service, TM, and ©2002 www.decktech.net. All Rights Reserved.