High Elves
3x Alliance Empire High Elf
3x Alliance Dwarf High Elf
3x Warpstone Excavation
3x Contested Village
3x Treasure Vaults
3x Contested Fortress
3x Keystone Forge
3x City Gates
3x Repeater Bolt Thrower
3x Master rune of Valaya
3x Gifts of Aenarion
3x Asuryan's Cleansing
3x Judgement of Verena
3x Demolition!
3x Innovation
3x Flames of the Phoenix
2x Will of the Electors
First of all I'd like to say congratulations to Ben who came eighth with this deck after being given it on the train to the Regional. He was previously playing a unit-heavy version of the deck and to be able to switch to a build that punishes every mistake you make and do reasonably in such a deformed environment is very impressive.
As soon as I started playing Warhammer: Invasion and saw that units were the core card type of the game I knew that a unitless deck would be amazin if it actually worked as you'd dodge all the anti-unit meta. I don't think that the deck is quite there yet, but it's very close. Against anything but blitz you can usually keep the first zone from burning long enough to win comfortably without even having to rely on saving the second. The deck could do with another fog-like effect (attack denial) or board reset. So far the best we can think of is Radiant Gaze, which is weak and triple loyal. One of the difficulties facing the deck is being able to get enough High Elf symbols out early so that you aren't overpaying for tactics in key turns.
here.