Just to clarify a few things for people (I am a new TK player, and put my lizzies on the backburner for awhile).
The casket is a LD test and you ADD all three dice together, you do NOT drop one (I know this will likely be argued, but it hasn't been FAQ'd yet against lizzies. The spell does specifically say "add the result"). This is what makes the casket so good. Also, 6 dice can be thrown at it with no downside to a miscast.
His TK/TP will likely have the 2+ ward vs flaming attacks, so don't go out of your way to nuke them unless you know that they don't have it.
Skinks, skinks, skinks. I can't stress this enough. They will tear up just about everything. Yes, they will get shot to hell from his archers, but if you can take down a sphynx, they paid for themselves.
The screaming skull catapult WILL wreck your sallies and skinks if it is not dealt with fast enough. Especially if he takes two.
TK/TP confer their WS to the unit they are in. This makes the skelly blocks VERY tough (but not against poisoned shots or sallies!)
Typically the heirophant is stuck in with the archers. Again, skinks become useful here.
Do NOT let his chariots charge you. They WILL do some serious hurt. They are easy to kill however.
Always remember that he cannot march. If he has a big expensive block of TG, deny him the use of it by out manuevering him. Hop around him with skinks and whittle the block down.
Lore of light really isn't even fair against them, so take it. lol (shem's gaze + banishment will likely lend you at least handful of wounds on a sphynx.)
IF he takes necro knights, you need to hit them with everything you have. They will wreck your saurus blocks, especially if he is taking more than 3 in a single unit. OR, alternatively, you can just run circles around them and keep them out of combat all game, though that is easier said than done.