Well, everyone seems to be posting their Hilde decks, so I might as well do so.
Hilde* - Fire:
Starting Character:
Hilde* (7 HS 18 Vitality) (Fire, Good, Order)
Actions:
2 Kung-Fu Training (2/5 +1M) (Fire)
4 Dual-Wielding (4/4) (Fire, Good, Order)
Assets:
2 Seal of Cessation (3/3 +2L) (Infinity)
2 Mysterious Stance (3/4 +1M) (Fire, Good)
Attacks:
3 Fire Shadow (3/3 3L3 +0H; Weapon) (Fire, Good, Order)
4 Eagle Talon (4/3 3M4 +2M; Combo) (Fire, Good, Order)
4 Hiogi (4/3 3L3 +3H; Weapon) (Fire, Order)
3 Lynx Tail (4/3 3L4 +2H; Breaker: 1, Kick) (Fire, Good)
Foundations:
4 Hope for One's People (0/5 +3H) (Fire, Good, Order)
4 Empire's Ruin (1/5 +2M) (Fire, Good)
4 Manifest Destiny (1/4 +1L) (Fire)
4 Amy's Assistance (2/4 +1M) (Fire, Good, Order)
4 Stand Off (2/5 +2M) (Fire)
4 Bitter Rivals (3/4 +2M) (Fire)
4 Experienced Combatant (3/5 +2M) (Fire, Order)
Splits:
4 Cobra Blow (4/2 2H2 +1L; Punch | 3/2 +1L) (Fire, Order)
4 Personal Style (1/5 +2M | 3/5 +2M) (Fire, Order)
Possible Fixes (when I get the cards):
+1 Lynx Tail, -1 Fire Shadow
+4 The Tae Kwon Do Zephyr, -4 Hope for One's People
Card Strategy and Breakdown:
Hilde* - Hilde* is pretty cool. Her first E is absolutely monstrous, especially against some packing heavy damage reduction cards as opposed to an actual blocking scheme. Not only that, but you can do it yourself and take your opponent out. Her second E is also pretty good, as it allows this deck to accelerate.
Kung-Fu Training - Hilde* is particularly vulnerable to Tag Along, Rejection (after she plays her E), and other sorts of actions, so Kung-Fu is there as an all-purpose action policeman.
Dual-Wielding - Makes any attack you play deadly, along with Hilde*'s E.
Mysterious Stance - It full-blocks attacks. Nothing more need be said.
Seal of Cessation - Stops just about anything cold. Nice to have if you want to push your damage through.
Fire Shadow - I'm not naïve enough to think I'll be able to one-shot every opponent. Since I know that, I decided to incorporate an alternate victory strategy. Though Fire Shadow is rather vanilla, it sets up Eagle Talon pretty well, and it can serve as a kick-start if I can draw some cards with it.
Eagle Talon - This is the alternate kill strategy: if you play this after Fire Shadow, you're looking at 5M6 before any other buffs. If you play this after Hiogi, you're looking at 5M8 before any other buffs. Good stuff.
Hiogi - Sets up any other attack in the deck (all of them have Order or Void), and is solid overall.
Lynx Tail - Ah, the kill card. Thanks to Hilde*'s E combined with this attack's E, it's pretty easy to reach hilarious amounts of speed and damage with this attack easily. This has been discussed ad nauseam, so I'll leave it at that.
Hope for One's People - Though its F ability is rather useless in the early game, the fact stands that this is a 0/5 foundation that has a killer effect later in the game (when I need it the most).
Empire's Ruin - Speed is nice to have, especially if I can produce it independently from Hilde*.
Manifest Destiny - Since all my attacks (and most of my cards in general) can trigger this card, this is a great tool for muscling my damage through without interference.
Amy's Assistance - Not only does this help me bring the damage on my attacks even lower, thus making them more lethal, it can help me against bothersome assets and my opponent's attacks (which is good, considering Hilde*'s rather squishy 18 vitality).
Stand Off - A beautiful card, this deck can put both E's to use on offense (lowering damage before Hilde*'E, raising it afterwards), and one of them on defense. If the opponent commits foundations, it's also an advantage, as attacks will then face less impediment coming in.
Bitter Rivals - Gets rid of bothersome keyword cards (such as Rejection), and allows the deck to push damage through when the speed is not that high.
Experienced Combatant - Another awesome tech, this card is great to open an opponent up while slowing him down at the same time. 2 cards is a high price to pay, but the effects are usually well worth it.
Cobra Blow - This card's action side can turn an innocuous Lynx Tail into a true instrument of death-dealing. Since this deck gets to pretty extreme speed values easily, this allows you to cash in on your buffing and create an unblockable attack that few, if any, will survive.
Personal Style - A great card if the above strategy fails (all attacks in this deck can benefit from it), this card allows the deck to behave as a more traditional aggro deck would, with escalating damage as the card pool grows larger.
Questions/thoughts/comments are welcome.