guitalex2008 0 Posted April 15, 2009 Something I plan on building off of Good: Character: 1 6/6 Hilde +0M Assets (3): 3 3/5 Assassination Arts +2H - Unique Actions (8): 3 4/4 Dual Wielding - Weapon 3 5/4 Tag Along Attacks (12): 4 4/3 3L4 Lynx Tail +2H - Kick - Breaker:1 4 5/3 2M4 Vulcan Punch +2M - Multiple:1 - Punch 4 5/3 3M4 Kim's Neck Crunch Drop +4M - Throw Foundations (40): 4 0/5 Hope for One's People +3H 4 1/4 Healer +1H 4 1/5 White Magic +3M 4 1/5 N-Type Human +1H 3 1/5 Torn Hero 4 2/4 Amy's Assistance +1M 2 2/5 Destiny 3 2/5 Arrogant and Insolent +1M 4 2/5 The National Tae Kwon Do Treasure +2H 4 2/5 More Machine that Woman +1H - 1/5 Action 3 2/5 The Red Lotus of the Sun +3L 3 3/4 Mentally Unstable Total: 64 cards Sideboard = ? -o-o-o-o-o- Many ways to go about this. Reduce your own attack, Healer it, then proceed to eat royal face with Hilde's E. On the next attack, if you have another Healer and more damage reduction, you can use Arrogant and Insolent to continue eating face with Hilde's E. Another way to go about this is to pump your attack, then Healer it. Then Hilde's E. Here are a few odd situations. Lynx Tail + its E for -4 damage + Hilde's E = 15H8 Lynx Tail. Same Situation but with Healer before Hilde's E = 15H12. Kim's Neck Crunch Drop + More Machine Than Woman action + Hilde's E = 9M7 throw With Healer = 9M10 throw With Tae Kwon Do Treasure before More Machine = 15M12 With Tae Kwon Do Treasure before More Machine AND Healer = 15M16 With TKDT before MM, + Dual Wielding for -4 = 23M10 With Healer = 23M24 It hurts my head. edit: Removed 1 copy of Mentally Unstable/Red Lotus/Tag Along to add 3 Torn Hero. Removed 1 Dual Wielding/Arrogant, added 2 Destiny. Quote Share this post Link to post Share on other sites
Shaneth 0 Posted April 15, 2009 This is good stuff. More of a meta choice than anything, but I suggest Destiny; mainboard or sideboard. Whenever I play one of it's three symbols, my meta forces me to maindeck it. Have you thought about Torn Hero? You generate the momentum with White Magic and can seriously discourage some nasty stuff like Program Malfunction, Chinese Boxing, and Experienced Combatant. You can also get the advantage against Revenant's Calling. Quote Share this post Link to post Share on other sites
guitalex2008 0 Posted April 16, 2009 Good calls. I like anti-meta (although to be honest I dislike Destiny a bit). Quote Share this post Link to post Share on other sites
LordAggro 0 Posted April 16, 2009 I am actually running Hilde off Fire, and I have to thank you for making me aware of the fact that Healer is made of win with this. BTW, have you considered the Fire symbol? Sure, you give up defense, but you can potentially drop someone in the 2nd. turn of the game (I've done this ~33% of the games I've played), because of Cobra Blow. Here's my sequence: 1. Play Lynx Tail (3L4) 2. Lynx Tail's E (7L0) 3. Hilde's E (6L-1) 4. Amy's Assistance (6L-6, usually) 5. Hilde's other E (26L14) 6. Cobra Blow (26L37) It gets even worse with Healer (47 damage drops anybody in this game). You can pull off almost all of this pretty easily, but IMHO the Cobra Blow is what makes it run. Quote Share this post Link to post Share on other sites
guitalex2008 0 Posted April 21, 2009 I have considered the Fire symbol, and I'll test them both. Cobra Blow seems like a good way to go. I'm trying at most to pull this off with the most consistency I can, so I'm trying to stray away from 2 checks as much as I can (although admittedly, that one 2-check is well worth it). Other than that, I'm simply using attacks that share two symbols with her (in case I go the dual resource route). Another Idea I've thought of includes using Hope for One's People to commit your opponent's character, so that Assassination Arts can reduce damage to 0 instead of just to printed, giving you in theory an additional damage bonus equal to the attack's printed damage. Lynx Tail + E + Healer + Hilde = 15L12 Hope + Lynx Tail + Healer + Assassination Arts + Hilde = 22L16 The reasoning behind not going the Cobra Blow route, primarily, is that I hope to kill in a couple of relatively large attacks, as opposed to a single one-shot that could be stopped in numerous ways. Arrogant And Insolent, off of Good and Order, can ready her when an attack's damage is reduced, meaning she can be reused in a couple of attacks. It's a lot more consistent that way, since a single Rejection won't stop two attacks (unless they're looping lol). For example, consider the otherwise meh Vulcan Punch. It generates a multiple, which has a tasty printed damage of zero. Healer can do much more on the multiple than on the original attack, but if two Healers are in play (or other damage reduction methods like Assassination Arts are in play), then Vulcan Punch can become a pretty decent attack, even if it is just 8M12 or something that won't kill. Quote Share this post Link to post Share on other sites
Sol Badguy 0 Posted April 21, 2009 Have you considered Heel snipe for Unegatable E:s and commiting something problematic? It has helped my Hilde Build a lot. My deck otherwise looks quite similar. Only card I forgot about completely was arrogant and Insolent. That is so beastly in Hilde. Thanks for that =D Quote Share this post Link to post Share on other sites
trane2 0 Posted April 21, 2009 hilde's other action the +2 speed +4 dmg when it is less than printed dmg is awesome. it helped me reduce sakura to 2 life on turn one with no foundations the other day. hilde's main problem is feline spike. she gets pawned by it. (healer helps) Quote Share this post Link to post Share on other sites
Sol Badguy 0 Posted April 21, 2009 having a couple Healers and amy's out should be enough to deal with spike. A.Arts helps too. Quote Share this post Link to post Share on other sites
guitalex2008 0 Posted April 22, 2009 Wishing I had Heel Snipes. Hmm, considering Spike talk, I believe I could add both Ichi no Tachi and the soon-to-be-reprinted Mark of the Beast to deal. Quote Share this post Link to post Share on other sites
Sol Badguy 0 Posted April 22, 2009 That would be great if those cards stopped spike =( But...they don't. Quote Share this post Link to post Share on other sites
guitalex2008 0 Posted April 23, 2009 Riiiiiiiiight, I forgot about the stupid part of Spike. Oh well, I'll have to deal with Assassination Arts, Amy's, Holding Grounds (OMG must put in deck) and Healers. Which isn't that bad of a thing. Quote Share this post Link to post Share on other sites
trane2 0 Posted April 23, 2009 guitalex2008 said: Riiiiiiiiight, I forgot about the stupid part of Spike. Oh well, I'll have to deal with Assassination Arts, Amy's, Holding Grounds (OMG must put in deck) and Healers. Which isn't that bad of a thing. i played in a tournement on saturday with hilde, and my only loss was to starter sakura. double feline spike t2 and t3. Quote Share this post Link to post Share on other sites
TrueElement 0 Posted April 24, 2009 I would suggest not to add holding grounds, Those bad bad lynettes shops would steal a copy of it and reduce the damage in the damage step and make all that effort useless Quote Share this post Link to post Share on other sites
guitalex2008 0 Posted April 24, 2009 See, if that were the logic I couldn't even do Healer. But I'm already doing Healer, so I'm not very worried. It's also the reason why I put Arrogant and Insolent; so that if I damage reduce my next attack I can ready Hilde again. Quote Share this post Link to post Share on other sites