This is still a work in progress but so far it seems to work well. Slow but effective.
Dark Elf Kingdom
Units 26
Walking Sacrifice x3
Mortella x2
Hellbanes Raiders x2
Wight Lord x2
Countess Iseara x2
Mountain Brigands x3
Dwarf Slaves x2
Nagaroth Spearmen x2
Shades x3
Crypt Ghouls x2
Vanguard of Woe x2
Sorceress of Ghrond x2
Supports 10
Withering Hex x2
Witch Hag's Curse x2
Word of Pain x2
Slave Pen x3
Contested Village x1
Tactics 14
Burn It Down x3
Hate x3
Whip The Slaves x2
Innovation x2
Chill Wind x2
Raise Dead x2
The concept is to maintain control of your opponent's hand, resource, and draw in order to build up a cycle of bring units back from the dead and using your opponents own tactics that you forced discarded to hurt him. Commonly opponents play their expensive cards from hand as developements thus keeping you from tossing one of their cards into the discard. The win condition is 2 burned zones unlike my earlier dark elf mill deck. It has similar elements to said deck and uses them to buy time and strengthen the grip of it's control. If you can reliably get them down to four or less resources and one card draw a turn then this deck is doing everything right. It's only a matter of time before you can get some heavy hitters on the table or use their own tactics to reset them into oblivion.
I see it as weak vs weeny decks full of 3 or less cost cards. Rush is also a pain in the butt to deal with.