First things first; I want to thank everybody who put ideas in for me in the thread I made about characters. To be honest, I'd love to make decks for every character mentioned, but I think this one will fit my style the best. So, without further ado, I give you...
Siegfried* - Good
Starting Character )
Siegfried* (6 HS 28 Vitality) (Earth, Good, Life)
Actions (4):
4 Tag Along (5/4) (Air, All, Earth, Good, Order, Water)
Assets (2):
2 Assassination Arts (3/5 +2H; Unique) (Earth, Good, Order)
Attacks (18):
4 Ichi no Tachi (3/3 3M3 +2M; Weapon) (Death, Evil, Good)
3 Sweeping Tail Strike (3/3 2H3 +2M; Combo, Punch) (Air, Fire, Good)
2 Double Grounder Beta (4/2 3L5 +2H; Combo) (Earth, Good, Life)
2 Dragon's Flame (5/3 5M4 +1M; Combo, Ranged) (Air, Fire, Good)
3 Mark of the Beast (5/3 4M4 +2M; Weapon) (Air, Fire, Good)
4 Shadow Blade (5/2 4H5 +2M; Reversal, Stun: 2) (Death, Good, Water)
Foundations (36):
4 Empire's Ruin (1/5 +2M) (Fire, Good, Water)
4 Healer (1/4 +1H) (Air, Fire, Good)
4 Torn Hero (1/5) (Earth, Good, Life)
4 Voice of the Land (1/5) (Good, Life, Water)
4 White Magic (1/5 +3M) (Air, Fire, Good)
4 Amy's Assistance (2/4 +1M) (Earth, Fire, Good, Order)
3 From the Mouse, Humility (2/5 +3L) (Air, Fire, Good)
4 The National Tae Kwon Do Treasure (2/5 +2H) (Chaos, Earth, Good)
3 Darkhunter of the Night (3/5 +3L) (Chaos, Good, Life)
2 Mentally Unstable (3/4) (Air, Chaos, Good)
General Deck Strategy:
This deck works in one of two ways: you can play a go-for-broke rush sort of style, or you can nail your opponent with one of the two Combo attacks initiated from a Mid Weapon attack. Double Grounder Beta sports a sweet Multiple rating (and you can guarantee its relatively easy-to-fulfill condition), and Dragon's Flame can potentially have some pretty crazy damage.
Card-by-Card Breakdown:
Siegfried* - A very solid character in the offense department. The damage-buffing Enhance may be variable, but you can count on it at least being +1 (except against himself or Promo Yi Shan). The First Form ability can essentially mean +1 damage for a whole turn, which is a solid effect to have.
Tag Along - I'm not sure I even need to explain why this card is in a deck, but I will anyway, for the sake of completeness: Condition-free recursion (which can essentially amount to tutoring the card I need in this game), and one of the best ways to bring character shenanigans to a screeching halt in this game.
Assassination Arts - A very strong defensive piece, this chops attacks down to a more manageable size, and can stop my opponent's character in a pinch.
Ichi no Tachi - A great utility piece. It gives Multiples the finger, can commit the piece that I need gone at the moment, and it's a very solid attack. To boot, it can get both of the Combos started.
Sweeping Tail Strike - A beautiful shenanigans piece, it can get your Combos (or any other attack you happen to have in your momentum) into play for FREE, and it can even help finish one of your Combo sequences. Sweet.
Double Grounder Beta - One of the deck's kill shots. A Multiple: 2 with 5 damage that can be played as easily as this can end games quickly, and the condition is laughably easy to fulfill with Siegfried * at the helm.
Dragon's Flame - Speaking of kill shots... This bad boy can turn an otherwise ho-hum offensive turn into "Good game" for your opponent. If you can't pull off the Combo at the moment, it's still a very solid attack (5 diff 5M4 with a possibility of 5M6... not bad).
Mark of the Beast - Another attack that flips Multiples the finger, and can buff itself up to a pretty nasty 8 damage, as well as get the Combo party started.
Shadow Blade - In my opinion, one of the best cards ever to grace the game of UFS. It has Reversal capability, it Stuns for 2 with solid stats for its difficulty, AND it can DESTROY problem foundations as the icing of the cake. A joy to use, to be sure.
Empire's Ruin - A reusable speed boost, which is nice to have.
Healer - Sometimes, attacks get so big, the only solution is to restart the clock. This allows you to do that, and it can protect your own attacks from damage reduction. As a final bonus, it takes advantage of Siegfried* 's relatively short stature (5'6") to make Shadow Blade that much nastier.
Torn Hero - Commiting foundations is risky business for your opponent while this is in your staging area.
Voice of the Land - Fishing for blocks as an E Commit? OK!
White Mag ic - More than one of the tricks this deck pulls requires some momentum around, so this is good to have.
Amy's Assistance - Asset hate? Check. Damage reduction? Also check. No pun intended, by the way.
From the Mouse, Humility - Another double-duty sort of foundation, it controls your opponent's momentum while allowing to fish in your own for another attack.
The National Tae Kwon Do Treasure - It provides a damage bonus, and unlike Fight or Flight , it actually plays nice with Siegfried* 's E (in most cases, the combination of the two equals or exceeds what FoF could do, especially if Siegfried* 's coming in for +3 or +4 damage).
Darkhunter of the Night - And here's the heavy-artillery speed boost, to make SURE it goes in.
Mentally Unstable - Give your Combo another spin if it wasn't enough to bring your opponent down. You have pieces to make up for the lost cards in hand.
So go ahead; tell me what you think.