It's me again. Played a little bit of WH:I and figured I'd post the current decks I have (except the Empire one, since that's property of Vitamin T).
Dwarf Midrange
Standard test deck. Dwarves are probably the strongest faction right now and if you can beat this consistently you are doing well. There are a lot of different ways to build Dwarf since they have a pretty deep card pool - this is kind of the most obvious one.
3 Innovation
3 Demolition!
2 Master Rune of Spite
3 Stand Your Ground
3 Reclaiming the Fallen
-- 15
3 Slayers of Karak Kadrin
3 Grudgebearer
3 Dwarf Cannon Crew
3 Dwarf Ranger
3 Longbeards
2 Duregrim Thorgrimson
-- 17
3 Warpstone Excavation
3 Contested Village
3 Mining Tunnels
3 Ancestral Tomb
2 Grudge Thrower
1 Great Book of Grudges
3 Treasure Vaults
-- 18
Dark Elf Modern Skaven
Playing Skaven right now has 2 big problems. (1) Master Rune of Spite couldn't suck more, so rushing tends to lose to that and (2) killing all their guys means you lose to Reclaiming the Fallen.
This list is a lot more experimental than the Dwarves - I only really got it working at all today, so YMMV. The idea is more of a tempo-based approach with Seeking New Slaves and Soul Stealer aiming to keep Dwarves out of the discard. Also, less Skaven that die to Master Rune of Spite (no Clan Rats! ). You also have enough offensive punch to hit hard in the mid-late game and Caught the Scent to defend somewhat against Judgement combo and Reclaiming the Fallen. Wight Lord, Soul Stealer, Deathmaster and Corsairs provide tempo plays and Slave Pen/Treasure Vaults are your resource engines.
3 Warpstone Excavation
3 Contested Village
3 Har Ganeth
3 Slave Pen
3 Treasure Vaults
-- 15
3 Walking Sacrifice
3 Dwarf Slaves
3 Clan Moulder's Elite
1 Greyseer Thanquol
3 Jezzail Team
2 Deathmaster Sniktch
3 Seasoned Corsair
1 Rat Ogres
3 Wight Lord
-- 22
3 Innovation
3 Call the Blood
2 Seeking New Slaves
2 Caught the Scent
3 Soul Stealer
-- 13