First of all I would like to thank to Torsten for writing this article. It's always nice to read more and more about our game, right? But there's something that concerns about this deck. Actually there are a lot of things ;-)
I would like to know to whom this article is adressed, lets face the truth, it's not a good tournament deck because a lot of reasons (which I will point out later), but on the other hand newcommers will probably be lost while playing it and will not learn much while loosing games one by one. So here are my thoughts about this deck:
1. Amount of cards: It's obvious we are aiming to have as less cards in deck as possible, because there's a bigger chance to draw a card we need. Luckly WH:I is different than other "famous" card game and we draw more than one each turn, still 55 cards is a bit too much, moreover we doesnt need some of them in this deck :-)
2. Race: Empire in my opinion is the worst option from Order factions. Why? It's main adventage: Church o Sigmar and Iron Discypline, which are essential for this deck, can be easily put in other races without problems with loyality. If you lose Lore Seeker's it will take ages to discard out enemy. Dwarfs and High Elves got abilities to return dead unit back to game and continiue producing resource tokens.
3. Economy: We're really lacking cards, which will help us in first turns. The easiest way to check it a deck has a good economy is to make it, and draw 7 cards, see if it's a good starting hand, put those cards on other pile, draw again 7 cards etc. and see how many "good hands" we had. Huntsmen, Contested Village, Sons of Coin, Dark Abys isnt much. There are few more options while we have a huntsmen on our hand, still it's not enough. This deck can be easily stoppped at the begining and lose really fast. Moreover we got amazing amout of 17 tactics! which will be also a problem on starting hand. In my opinion 12-15 tactics is enough for a stable deck.
4. Restricted card: Empire while getting more and more cards restricted got a big problem while choosing one. I have nothing against Wilhlem (especially in this deck), but lets be honest, with such a economy we need Derricksburg Forge.
5 Useless cards, missing cards: It's first time I see rocket battery in a deck! :-) I do belive it would maybe even work if we would have a great economy, but for this we need cards which are missing here: Imperial Zoo, Recruiting for War which allows us to focus on expanding kingdom zone. Also a peasant militia is missing and it gives us free loyality in first turn so we can put more cards. An idea with Runesmith is kinda funny, but is it really worth it? First of all we need tons cash, which wont be easy to get so fast, second thing enemy needs a unit in his quest zone. Other factions got a lot of cards which make this strategy invalid (like sacrificing)
Well I dont want to be accused for whining only so I will post later my proposal for HE discarding deck