I run most of the Beasts with a single team (swapping to a 3 moth team for No-no), normally beating them on the end-of-round activity between round 5 and 6:
The strat is simple. Start out with the Valk. Turn 1, cast Curse of Doom. Turn 2, cast Unholy Ascension for 25% dmg boost. Turn 3 (undead rez turn), cast a Shadow Slash or Spike for a little damage. Valk dies.
Swap in Chrominius. Turn 4 cast Howl for 100% dmg boost, Turn 5 cast Surge of Power. This should knock somewhere between 50-80% off their HP, and Curse of Doom hits at the end of the same round, normally finishing them off. If the opponent survives, then Chrominius is probably killed before the recovery on Surge of Power is off, but if you're lucky you can get another Bite or Howl before he dies, then...
Swap in Darkmoon Tonk. Cast Shock and Awe, then Ion Cannon. I've not seen a single beast of fable survive this long.
If you're struggling to find the Valk, you can always swap in a Lost of Lordaeron instead. They don't have Unholy Ascension, so you'll have to be modify the timing of abilities so Curse of Doom hits when Chrominius uses Surge of Power, and you might need the Tonk a little more to help finish off the pets. It's a trickier way of doing things, but still workable.
Likewise, you can swap out the Tonk for a Menagerie Custodian if you've not got the tickets for a Tonk yet.
The reason for not using this on No-no is simple - his Dam and Dive abilities are too annoying to allow such a nuke-heavy strat to work!
I've also tried a life-exchange strat, but the Nether Faerie Dragon seems a little too fragile to work this reliably.