High Elf/Empire Deck

By brass2, in Warhammer Invasion Deck Building

I am working on a High Elf/Empire Deck. I have been playing with it and I wanted suggestions/help to make it better. I have one of every expansion except for march of the damned because it isn't out here yet.

Currently (56 Cards)

Units: Total: 28 (23 High Elf, 5 Empire)

Archmage of Saphery (1)

Finreir’s Guard (3)

Initiate of the Saphery (3)

High elf Spearmen (3)

Swordmasters of Hoeth (3)

Caradryan (hero) (1)

Lothern Sea Guard (3)

Illyriel (hero) (1)

Dragonmage (1)

Triel (hero) (1)

Descendant of Indraugnir (3)

Black Knights of Morr (3)

Wilhelm of the Osternacht (hero) (1)

Johannes Broheim (hero) (1)

Tactics: Total: 11 (10 High Elf, 1 Empire)

Scroll of Asur (3)

Gift of Life (2)

Charge of the Silverhelms (3)

Greater Heal (1)

Morvael’s Legacy (epic spell) (1)

Sigmar’s Brilliance (epic spell) (1)

Support: Total: 17 (11 High Elf, 3 Empire, 3 Neutral)

Isha’s Gaze (3)

Dragon Mge Wakening (2)

War Crown of Saphery (1)

The Glittering Tower (2)

Outpost of Tiranoc (3)

Derricksburg Forge (3)

Bottomless Mine (2)

Empire/High Elf Alliance (1)

Considered for addition:

Units:

Flagellants (3)

Warrior Priests (3)

Reiksguard Knights (3)

Nuln Tinkerers (1)

Free Company (2)

Reiksguard Swordsmen (3)

Tactics:

Long Winter (3)

Second Sight (3)

Banish (1)

Radiant Gaze (1)

High Elf’s Disdain (2)

Infiltrate (1)

Forced March (2)

Called Back (3)

Franz’s Decree (1)

Will of the Electors (1)

Demoralize (3)

Surrender! (2)

Support:

Dark Abyss (3)

Temple of Verena (1)

Temple of Shallya (1)

Knight Training (1)

Quest:

Defend the Border (1)

Defend Tor Andris (1)

Protect the Empire (1)

With this deck i have multiple ways to play. I have my descendants and outposts to deal large amounts of indirect damage. I heal my units and do more damage with the towers. sword masters keep my descendants safe by soaking up damage coming in. The black knights stop one unit from defending allowing more combat damage to go through. Overall this is my gameplan:

Deal large amounts of indirect damage

heal my units and cancel as much damage to capital as possible

disable units to deal more combat damage to capital as possible

my tactics get me the cards i want and keep them in play

I am considering the cards because i would like to be able to move more enemy units to open up the battlefield and kingdom so i can attack them. I would move the units to the quest zone to make them draw out in the case that i don't kill them outright.

I also want the quests so i can use the counterstrike of the reiksguard swordsmen to defend any zone and to cancel the first damage done to my capital.

I don't know if i am trying to do too much. The considered cards are just that, considered. I would like to add the quests, the RS and RK plus tactics that move enemy units but i don't know if that would water my deck down too much.