What the eldar don't have a thread yet, for shame people.
Thanks to whoever wrote the Octgn platform for Conquest, I've gotten in a good number of games with Mr. Starbane. Some good, some bad. I'm in a good mood today, so let's start with the bad.
The eldar as a rule don't hit very hard. Most hit for 1, a couple for two and a few for 3 or more. If you can get someone's big unit exhausted the signature squad can hit them for an impressive 6. No AOE attacks makes hordes a problem. Otherwise you are just pinging them slowly. The eldar also die fairly easily. This means that in a fair fight, they are probably going to lose, and if the opponent has a Dreadnought, watch out.
However do have some good things as well. Namely they don't fight fair. That dreadnought is going to be exhausted round 1 thanks to the warlord. Mobile (and mobility) allow your key units to avoid the enemy warlord (or join yours). Their warlord gets to be two places at once and they have enough command icons to ensure they have plenty of resources (hopefully). Cards like biel-tan guardians and eldar survivalists combined with mobile untis to keep the pressure on planets 4 and 5 are great. The warlord can go to a planet, exhaust the opponent breaking a tie and foresight over to planet 1 or where he wants to fight, claiming that planet as well. But if you fall behind on the command battle you will struggle, the only race that I've found that can really compete at this are space marines.
Rather than a decklist, here are few cards that I consider core (and why)
Warlord and signature squad (obviously)- The key cards here are mobility and foresight. The council is great as it give you some hitting power and the support allows you to work nicely out of HQ for all important 1st round of combat. Foresight is huge and would 3 of if allowed as in most cases you are going to want him at planet 1, but you may need him somewhere else to win a command struggle first by exhausting the opposition. Or you are setting up a doom so you want your HQ units on planet two but still want him at one. Or maybe you want your forces at 1 but want a combat somewhere else to make future command struggles easier. Lots of options for creating an unfair fight.
Biel-tan Guardians and Survivialists- Great command control but little else, still 3 of all the time
Falcons and windriders- Both are nice. I tend to go with the cheaper falcon but the windriders have a better stat line and unless you are playing vs. a twisted lab, a better ability.
Rangers- a 2,2,2, for 3 with ranged, I'll take it. Especially if you ally in Tau. Not as good with dark eldar allies
Wraithguard give some nice hitting power but are fragile.
Swordwind farseer gives a great search effect, no limits, no reveal. Just a great card
Spiritseer is solid but out of the uniques one of the weaker ones as most things get one shotted in the game (unless playing vs. eldar) He does power nullify however which is a great card.
Superiority: Seems like it should be solid but I tend to use it more for the shield than the actions, not sure why.
Doom: One of the best, if not the, best resets in the game. This is how you get rid of those pesky dreads.
Nullify: It is usually worth losing your warlord for a round to cancel something, just choose wisely.
Some cards I tend to avoid:
Wraithfighter: too expensive. If paying 6 for something it needs to hit for more than 3
Craftworld Gate: Can be very good but a little too much of a corner case to make most decks I think. Really only combines with doom or to piss off space marines.
Finally allies: Both Tau and Dark Eldar bring some firepower to the table. Tau do it with ion guns and units like carnivore pack and swarms, and command options like the trailblazers. Dark Eldar primarily help with their events to rout key units (ideally to be doomed later) and possibly the Colosseum fighters to recur the events. The dark eldar lack of command icons hurts the inclusion of their units. Lately I've been more a fan of the Tau allies (primarily for their gun) as attack 7 armourbane wraithguard or rangers or stringwings at attack 5 or 6 with ranged will scare off most enemy warlords
Banshee Sword: +1 attack isn't worth it, nor is discarding cards. If you could do this as a reaction to shields being used, great but having to do it before, not so much.