Sets owned: 1x Core Set, 1x BP#1, #2, #4 and 1x Assault on Ulthuan.
Mono-faction decks, with Neutrals added as needed, so each deck has the same amount of cards. I know there is no requirement for this, but it's the way I make up all my decks for all LCG/CCGs if they don't have one fixed number (Spellfire for example). I feel like especially in games where decking out is a lose-clause, it is important the decks have the same number of cards.
(rantish)
Okay, so it's still very early days, just 3 games in, but so far the High Elves have verified all the fears I had after the Assault on Ulthuan spoilers came out. Namely it is their lack of hitting power that worries me. In the three games they've played, they have burned 0 zones. Been close to burning a zone on couple of occasions, but good effort doesn't count for much, even less when I take into account the amount of work needed to get close to burning just one zone, let alone two to win. Their games have been against the three top factions, Chaos, DElves and Orcs, I'll grant that much, but it still doesn't show any light at the end of the tunnel.
Below are my thoughts on their problems.
Point #1: Lack of power. This is the big one for me. HElves have no units with 3 Power like Chaos, Dwarves and Orcs. Empire only has 1 3P unit in Thyrus, but they at least have the means to pump with Greatswords and Shrine to Taal, HElves have no such options. Only real booster HElves have is Isha's Gaze, except point #2 shows how useful that is. DElves have a couple of 3P units and a quest to pump their units, but so far for them, haven't seen that they have much need for more power, given their manipulation and sniping abilities, 2P is plenty when there is nobody to defend.
HElves have a few 2P units, namely the Swordmasters and High Elf Spearmen, along with their Heroes. Of these, Swordmasters are the main damage-dealers, being right at home in the BZ, where they also work perfectly for defense. Spearmen have so far been the equivalent of Savage Marauders, dropped to KZ hopefully on turn 1 for 5 resources on turn 2. This further reduces the hitting power of HElves. Should the Spearmen go to BZ and attack? Maybe that's a way to go, but then, they only pack 1HP so will go down fast. Then there are units that just baffle me with their lack of power, leading the way is the Dragon Prince. What dragon is this guy riding, Puff??? 1P, 4HP, argh. There is no doubt a personal bias in effect in general, given that the HElves were my first WH race back in the day, so seeing them as so utterly powerless saddens me.
Point #2: Healing. Or as in, how useless it is. Was supposed to be a major strength of theirs. In three games, there has been one occasion where healing has been used. What good are healing abilities when all your units keep hitting the discard pile if they defend? Dead men, err, elves heal nothing. This also ties in with point #1 I think. When you lack power, you can't kill of attackers in numbers, meaning the amount of damage they keep hitting you with drops slower than your output. Vicious cycle where you have to work your butt off to remove one attacker, while 3-4 have entered play in the meantime. And it's not like the Dragon Warriors help a great deal here. Their ability might be nice, but when you're facing 5-7 Power from just 2 units, they do nothing.
Point #3: Reset button. HElves have a resetter. Except all it does it put all units back to hand. BACK TO HAND?! Are you kidding me? Compared to Troll Vomit and JoV, it's pathetic. At least with those two, everything is destroyed, so they have a lot harder time coming back, with HElf card, they'll be back next turn. Okay, so not all will be back in a turn, but even here they lack oomph of the other resetters. Those factions that don't have a resetter (Chaos, DElves, Dwarves), they have other options with which to work around that lack. Chaos packs the most Power with its units (Great Unclean One on turn 3, 4P, 6HP, yes please), DElves snipe and manipulate, Dwarves can combo with Dwarven Ranger (speaking of which, why is that guy direct damage instead of indirect?) and they have nice HPs to go with decent Power. High Elves just seem low-Power, low-HP.
It also seems to spill over to other cards. Banishment? As in a weaker Pilgrimage? Great, just what they need.
I'm not saying HElves are a lost cause, but so far, there has been very little indication that they can muster enough power to win. What to do with them? Go with my utterly least favourite option, give them Infiltrate Quest (one of the few Neutrals that has not been used since the very early days) and play them as decking out deck?
zzzz. Oh, sorry, dozed off just thinking about it. Now, where was I?
Faction-mixing? It shouldn't be needed. If 5 of the 6 factions work as mono-faction, shouldn't the HElves work as one?

! Okay, so they still lost, not even close to burning second zone. Early Swordmasters + one of the 2P Heroes (Tyriel? I think he was) managed to burn the Empire QZ, "defended" by Huntsmen. Empire then used their Shadow Warriors against the HElves, Forced March + Twin-Tailed to swap Swordmasters to KZ, Spearmen to BZ. Start of HElf turn, assign the Shadow Warrior damage to Warrior Priest, redirect to Spearmen. Also, with Gold Wizard Acolyte and/or Surrender, Swordmasters can't even defend, so they lose even that one helpful aspect of their ability.
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