I'll admit. Mono-Empire doesn't do the trick, especially against Orc/Chaos Aggro and Dwarven Resilience. Here is an Empire list splashed with Dwarf and High Elf that centers around hand control. It's pretty good and in testing has managed to beat Orc Weenie Swarms and Dwarf Defense Decks. Yes, I am revealing my trade secrets! Next deck I'll show will be the Dwarven Defenders or the Chaos/Dark Elf unit control decks.
Empire Units
3x Reiksguard Knights
3x Free Company
2x Pistoliers
2x Sigmar's Blessed
2x Thyrus Gorman
Dwarven Units
3x Dwarf Ranger
2x Zhufbar Engineers
High Elf Units
2x Silver Helm Brigade
2x Archmage of Saphery
2x Tyriel
Empire Tactics/Support
3x Forced March
3x Infiltrate
2x Twin-Tailed Comet
2x Sigmar's Intervention
2x Judgment of Verona
Dwarven Tactics/Support
3x Keystone Forge
High Elf Tactics/Support
2x Blessing of Isha
2x Greater Heal
Neutral Tactics/Support
2x Infiltrate! Quest
2x Empire/High Elf Banner
2x Dwarf/High Elf Banner
2x Pilgrimage
General Deck Play
The deck relies heavily upon the Kingdom and Quest Zones. You want to have a Quest draw of 2 to 3 within the first 3 turns. There are lots of single cost units and support cards that you can get into play without needing any extra resources, The goal of the deck is to get card advantage on the enemy. Using your Scout units, Infiltrate! and Infiltrate, you can really force the enemy into limited options.
Opening Hand
If you are going first, you want to play a non-scout unit (Sigmar's Blessed, Reiksguard Knights, Pistoliers) into the Kingdom Zone or a Support card into the Kingdom Zone (Keystone Forge, Banner). If you have a Free Company in hand, save it for your 2nd turn when you actually have a Battlefield Phase.
If you are going second, you will ALWAYS play a Free Company to the Battlefield Zone if you have one in hand, else follow the standard going first above.
Your 2nd and 3rd turn will be concentrated on putting power into your Quest Zone for card draw.
Offense and the Battlefield
Scout units (Free Company, Dwarf Ranger) always go to your Battlefield Zone. You will use them to attack every turn if possible. Target enemy zones that have no units. You want your Scouts to survive. The point is not to deal damage, but to survive so that the enemy is forced to randomly discard from their hand. By disallowing them cards in hand, you have the advantage.
Your primary offensive will be with Tactics and the Infiltrate! Quest. Use Forced March or Pilgrimage to get enemy units out of the Quest Zone thus reducing their draw abilities. Forced March and Pilgrimage can also help to remove tough units that are causing issues.When enemies are going to draw a bunch of cards, play Infiltrate on them so that they only draw one card. When you have cards you don't need, put them into play as Developments, you never know when you can cast Judgment of Verona. When you play your Infiltrate! Quest, make sure to put a unit that has survivability on it (Reiksguard Knights,Silver Helm Brigade, Tyriel, Pistoliers). With you constantly sending the enemy's top deck into the discard, you limit their options and once again gain card advantage.
Defense Defense Defense
This deck is all about defense and card advantage. You can let your Battlefield burn, because your Quest and Kingdom Zones are most important. Most of your defending units will be going into the Quest and Kingdom Zones. Great defending units include the Counterstrike 2 Reiksguard Knights, the draw when damaged Silver Helm Brigade, and the creature removing effects of Tyriel, Sigmar's Blessed, and Zhufbar Engineers. Your Archmage of Saphery and Greater Heal will help to keep your units alive. Blessing of Isha helps to protect against corruption and provides a High Elf loyalty symbol for cheap. If you can let enemies through to damage your Quest/Kingdom Zones, then you can do so, provided you have Keystone Forges out, but generally, you want to defend, because when you defend, you have nasty effects.
When in question, play Sigmar's Intervention and redirect your attack to the zone with the nastiest unit effects.
Thyrus Gorman
This hero is a resource magnate. Easy to get out, he provides 3 power which is 3 resources or 3 extra cards per turn for 2 turns. With an Archmage of Saphery out, Thyrus can provide his resource/cards for longer than 2 turns.
.
.
.