A couple useful sources of decklists:
The Frost Ring Arena is no longer the number one gold farming spot, but it's still the source of a bunch of PvE cards and equipment and you'll still rack up plenty of gold in the process.
Here's a few decks I particularly recommend:
This deck is crazy fast and consistent and can win against virtually any encounter in the Arena. The Ethereal Healers and their boots are vital - with the boots they interact to semi-regularly enter play before the match even starts and their lifedrain can then proc the others into play. Over and over, if necessary. Combine that with the Skittering Skarns providing +1 attack and speed to random troops and I've seen starting turns with 5/3 Speed Healers. Real nice. The Kindling Skarns and Quash Ridge Tuskers that are the biggest expenses in the deck are handy and can provide explosive growth but aren't absolutely required for the engine to work - there's a budget build that swaps in Savage Raiders and Gem Snatchers and is reputed to be comparable (I have the cards for the non-budget version, so I've never tried the budget build).
Unskilled's Dwarf/Robot ship deck:
For the shipboard section of the Alachian Sea. You want to allocate ship talents to the crew section until it's full, then whatever you like subsequently. These talents combine to create a deck where almost everything is free, you probably don't even need resource draws, and you can play most of your hand turn 1 and have at least one 6/6 and possibly a heck of a lot more by turn 2. The Dread Technomancer and Technical Genius are absolutely required for the combo (the crew talents fish them into play at start of game). The Dreadling generation combos extremely well with things like War Machinist and equipped Warpsteel Widget, and make Assault cost lowering on Tanker Trunk and Siege Engine Gemini extremely fast. All of the rares in this deck except the Limestone are low value for Constructed play and so pretty cheap, but you don't absolutely have to have the Siege Engine (I only had one going in) and since it's a mono-color deck with extremely low resource needs you can easily substitute Ruby Shards for Limestones. (They just let you summon a Worker Bot if you already have the one ruby threshold you need.) This deck can defeat almost every encounter in the Sea although the Storm King can be an issue (very doable with a bit of luck, though) and The Old Man of the Sea is probably a no go.
Tarquin's Count Davian deck:
This is a mercenary deck for the Count Davian vampire mercenary. He pretty much destroys most AZ1 encounters (there are a few that can stall him and he doesn't stall well - like the hag and the human blockade) and seems notably useful into AZ2. Ethereal Healers and Hunger of the Mountain God are established power cards, but the rest of the list is substantially about being able to trade well: Death Cap can kill 2+ enemy blockers on its own, Minion and Disciple of Yazukan can come back from the grave, Sepulchra Maggot is lethal (with equip) and clones itself based on other deaths on the turn it's played, Tezozo pops back into your deck and kills enemies when redrawn, the Poltergeist kills enemies from the beyond, and the Scroll of Yazukan generates beefy friends based on deaths. Why is this important? Two reasons: Count Davian's charge power is to force one of his troops to battle a random enemy troop. Secondly, whenever an enemy troop dies against Davian, he has a 50% shot at turning them into a 2/2 Vampire (w/ lifedrain and flight), or, when upgraded, a Vampire Princess. Otherwise, he voids them and gets health. This is extremely powerful, if you can leverage it. The downside, of course, is that he loses 2 health a turn. So if you can't keep him topped up with lifedrain or troop deaths, you're hosed. But you almost always can! Rares in this deck aren't too bad either, but there's a budget version in the first link if you'd rather.
These have all worked wonders for me and been hilarious to play, so I thought I'd share.