Yet another Hilde deck (tri-symbol)

By Every name is taken, in UFS Deck Building

Characters:

Hilde

Attacks:

4x Lynx Tail
3x Heel Snipe

Actions:

4x Tag Along
4x Cobra Blow

Assets:

4x Cage Arena
2x Seal Of Cessation
1x Assassination Arts
1x Lynette's Shop

Foundations:

3x No Memories
4x Manifest Destiny
3x Evil Plans
4x The Bigger They Are...
4x Experienced Combatant
3x Destiny
2x The Red Lotus Of The Sun
2x Healer
3x The Tae Kwon Do Zephyr
3x Cursed Blood
2x Buddhist Devotion
2x Makai High Noble
3x Amy's Assistance

Through lots of goldfishing, I hit the 2nd turn kill almost every time unless I am forced to use Heel Snipe which sometimes works as a 2nd turn kill but more reliable check-wise on 3rd turn.

Even though it's tri-symbol, I don't really have a problem stringing 4 foundations/assets usually off of Good or Order. The only anomaly is Fire, but even those still chain with various cards. Also worthy of note is that Olcadans, Ira-Sprinta, and Chun-Li are locally banned here, which means BRT reigns supreme.

This deck has a bunch of different win setups dependent on what combinations of Healer/TKDZ/Amy's are on the field and whether or not Cobra Blow is in your hand. Cobra Blow isn't needed at all for a kill if Amy's and Healer/TKDZ are on the field. Buddhist Devotion is the key facilitator of setting up the kill for this deck that I've found, but then again I haven't tried playing it at a tournament yet.

Actually I just realized that this is a slightly outdated version, correct one is as follows since I can't figure out how to edit a post:

Characters:

Hilde

Attacks:

4x Lynx Tail
3x Heel Snipe

Actions:

4x Tag Along
4x Cobra Blow

Assets:

4x Cage Arena
2x Seal Of Cessation
1x Assassination Arts
1x Lynette's Shop

Foundations:

3x No Memories
4x Manifest Destiny
3x Evil Plans
4x The Bigger They Are...
3x Experienced Combatant
3x Destiny
2x The Red Lotus Of The Sun
2x Healer
3x The Tae Kwon Do Zephyr
3x Cursed Blood
4x Buddhist Devotion
2x Makai High Noble
3x Amy's Assistance

Okay so I run hilde and I have a question. what's the point of cage arena? almost every attack I play has more speed then damage; so having one of those out would seem stupid. Unless you can tap down your opponents foundations and I'm just not seeing it.

If you use it first in the Enhance Phase, they can't use it. That's just for the kill turn though, otherwise it's just a really really annoying defense for you.