Dam said:
I'm still having trouble seeing the HElfs deal out damage to burn zones. Their Power to HP ratio seem heavily toward HPs (Dragon Prince at 1/4) and their Attachment in this set gives them even more (+3 HP), but +Power stuff. Empire has its Greatswords and Shrine to Taal to boost even the intially weak Units, but where will the HElfs dig up their heavy hitters? All out defense is nice, but unless you're planning on turtling until your opponent decks out, hitters are needed.
You'd be surprised, a slow grind strategy might sound dull, but it's surprisingly effective in a number of CCG's I've played.
If I can kill off your units though indirect damage from the repeater bolter and other cards like Shadow Warrior I slowly just pick you apart while you ineffectively wail in what is effectively a Soft-Lock. Soft-Lock strategies would require the game to be considerably longer than what we currently experience. My current games only make it to around 5 turns. 6 turns is a long game is a rush dominated environment. A high Elf deck might slowly grind out 10-12 turns for the win.