I really like the way Ivy plays, but one of her biggest issues is just not having enough oomph to kill people with her attack strings. This was one of my attempts to remedy that situation.
Ivy* (A,L,V) 6 HS, 26 Vit
Actions
3 x 2/5 Kung Fu Training +1M (A,L,V)
4 x 4/4 Switching Weapon Styles (A,L,V)
2 x 2/3 Top Turnbuckle +1M (V) Split Attack
Assets
4 x 2/5 Path of the Master +2M (8)
Attacks
4 x 0/3 0M3 Cross Madness +2H (A,L,V)
4 x 3/3 3M3 Evil Sparrow +2M (A,L,V)
4 x 3/3 2M3 Fei Long’s Forward Kick +2M (A,L)
4 x 3/3 3H3 Howling Spirits +1L (A,L,V) Ranged
2 x 3/3 3L7 Raging Gnome +2M (A,L,V) Ranged
2 x 3/3 3M3 Top Turnbuckle +1M (V) Split Action
Foundations
4 x 2/4 Abelia’s Friendship +0H (A,L,V)
4 x 1/5 Aquakinesis +3H (V)
3 x 3/4 Artificial Soul (A,L,V)
4 x 3/5 Big Dreams +2H (V)
2 x 4/5 Dead for a Thousand Years +3H (V)
4 x 2/5 Genius Alchemist (A,L,V)
3 x 2/4 Researching Anywhere (A,L,V)
4 x 0/4 Saikyu-Ryu +3H (A,V)
4 x 2/4 Shooting Capoera +2M (V)
4 x 3/4 The Gorgeous Team +3H (L)
3 x 3/5 The Ways of Punishment +0H (V)
This Ivy IS a multiple symbol deck, although with a few exceptions you wouldnt really notice this in play as so many of the cards all match the share symbols. It's typical Ivy in most ways...lots of means to draw. Basing it off Void gives you access to Shooting Capoeira, which lets you draw even more with Ivy, or to ready certain other key cards, like Gorgeous Team, Genius Alchemist, or the various forms of Draw. More importantly, it gives you access to Ways of Punishment and Saikyu Ryo. Between the two of them, you should be able to clear the opponents hand once you're done with card draw and only have one more attack to go...because that attack is going to be a doozy.
Between Path of the Master, Big Dreams, and fetched Top Turnbuckles (Be careful of the Fei Long kicks), you should be able to pump up that last attack like you wouldnt believe. Dont be afraid to play additional foundations before that last attack either, so long as you can still play that attack, as those resources will count when you finally use Path. In fact, I consider Path important enough to the deck concept that I'd suggest mulliganing if you dont have it down.
So far the deck's done pretty well in testing, but I'm always in the mood for suggestions and sideboard options. One big one I'm considering it removing the Fei Long's kicks to replace it with something with Void on it, just to make sure there's no chaining issues with Top Turnbuckle.
That said I'm trying to get 2 more Top Turnbuckles to replace Fei Longs, and I'm considering Thunder Clap for added damage boosting for the remaining two slots.