Alright. Unlike my previous decks, I won't be including a decklist perse. I will include cards that will go well into this deck, but not provide any actual numbers. Due to the nature of Dwarven Development type decks, your total deck card count can exceed 50, in fact, I recommend doing so just in case you encounter a hand destruction/mill deck.
Dwarf Units
- Dwarf Masons: This unit is perfect for speeding up your deck. It drops a development into the zone it comes into play!
- Dwarf Cannon Crew: This unit is a great starter. You can drop him on your first turn for 3 resources and have a chance to put into play a free support card. You just have to make sure that you are running enough Base 2 cost supporters.
- Ironbreakers of Ankhor: Great unit. Infinite toughness. 2 Power is very handy. He is great to put into your Quest or Kingdom Zones.
- King Kazador: Expensive, but well worth keeping in your deck. Toughness 2 and the ability to be untargettable unless opponent pays 3 extra is amazing. 3 Power, 6 Health. He's a tank.
Empire Units
- Nuln Tinkerers: Great unit to get your supporters in more quickly due to its cost reduction effect.
- Johannes Broheim: Expensive hero unit, but he can move between zones. This movement is key to any Dwarven Development deck.
- Pistoloers: A cheaper version of Johannes, non-hero that can bounce around zones at the cost of 1 resource. The movement, as I stated before, is key to this deck.
- Bright Wizard Apprentice: 2 resources to cancel an action is great. This help protects against everything but Grimgor. Only problem is this unit only has 1 HP and is easily sniped by units like Vile Sorceress.
- Greatswords: High defense. With Pistoliers and alot of resources, you can bring this power up very high, when you have nothing to spend resources on.
Dwarf Tactics/Support
- Wake the Mountain: Your staple card. Gets 3 Developments into play at the cost of 3. Combine with Innovation for great effect.
- Keystone Forge: A staple in any Order deck. Healing is always nice.
- Demolition!: Destroying support can be good. When you don't need it, put it into play as a Development, you can always get it back later.
- Stand Your Ground: This card is extremely versatile. If your Dwarf unit is killed from play, pop him back in. If you get scouted or milled and lose a Dwarf Unit, pop it into play.
- Master Rune of Valaya: Cancel all battle damage for 2 cost? Yes please.
- Rune of Dismay: Expensive, but provides 2 power and increases enemy unit costs. If you can't play it, use it as a Development.
Empire Tactics/Support
- Shrine of Taal: This is your key support card. Not only can you get it in for free via Dwarf Cannon Crew, but it increases power based on Developments.
- City Gates: Another great support card (can be played by Cannon Crew) to fuel your Developments. I recommend not playing this until you get an Abandoned Mine into play.
- Church of Sigmar: Cheap cost (can be played by Cannon Crew). Provides a power. Increases unit durability.
- Temple of Shallya: Expensive, but provides unit movement before your Kingdom Phase. Which means, you can Shrine of Taal, then move to Battlefield Zone.
- Forced March: Another way to take advantage of unit zone movement.
Neutral Cards
- Abandoned Mine: The staple of any Development Deck. This lets you fish for cards that are in play as Developments. This infinitely expands your hand. A little practice is need to use it effectively as timing is very important.
- Contested Stronghold: Another staple of any Development Deck. Power gain for the number of Developments in the zone? Yes please.
- Innovation: Gains resources based on the number of Developments in your Kingdom Zone. Makes that turn extra special.
- Alliance Banner (Dwarf/Empire): 2 cost, 'nuff said.
- Armoury/Contested Village/Forgotten Cemetary: 2 cost or less neutrals which provide power and can be put into play by Cannon Crew or used as Developments.
How the Deck Works
This deck is a defensive deck that concentrates on the Kingdom Zone. After the deck gets going, it brings massive power to bear in the Battlefield Zone.
Every turn, you want to play a Development into the Kingdom Zone or Quest Zone. Basically, you are playing to get massive resources and being able to play cards in a flurry.
Resources
Kingdom Zone! Kingdom Zone! Kingdom Zone! Play those Developments and units to the Kingdom Zone. By turn 3 or 4 you should already be making 8 resources a turn. If you had a lucky draw, you can be in the double digits. Dwarf Cannon Crew should always be played in the Kingdom or Quest Zones (Kingdom taking preference). Your Dwarf Masons can be played the same way as well. Getting out Shrine of Taal or Contested Stronghold into your Kingdom Zone quickly is the key to victory!
Card Draw
With the advent of Abandoned Mine, your hand has become nearly obsolete. This deck is fairly immune to hand destruction once you get an Abandoned Mine into play. Before your Kingdom Phase, you can fish out cards from your Developments to your hand. Make sure to take only what you can pay for and remember that removing Developments from your Kingdom Zone will cause your power there to drop.
The deadly combo is Shrine of Taal with a zone movement. Power up a unit in your Kingdom Zone with the Shrine of Taal, get the resources, then move that unit to the Quest Zone before the Quest Phase begins. You will fill up your hand quickily. You probably only ever need to do this once, as you must be careful not to over draw and deck yourself.
Offensive!
Shrine of Taal in Kingdom Zone + Mobile Zone Unit = Win. If you can get the combo set up, a single unit can be doing 8+ damage all by itself. If you cannot get the combo set up, you always have the resources to put King Kazador or other beefy units into your Battlefield Zone to dole out the pain!
Deck Weakness
#1 Deck Killer = Orc hero named Grimgor. When he gets played to the Kingdom Zone, your hard work is destroyed. He cannot be countered either. Fortunately, most Orc decks are blitzers and won't be able to get Grimgor out in time for your combos to already have started changing the game.
#2 Deck Killer = Blitzers. Sadly, if you can't survive the Blitz, you can't get your steamroller going. Thankfully, with the rate at which you pump out Developments, your Zones will have much higher burn capacity. If you can get Ironbreakers out early, you are in the clear! Don't hesitate to defend with units if it means you can kill enemy 1 HP units.
The God Hand
Yes, this deck has many good hands and a few God Hands. However, this does not equate instant win in 3 turns for this type of deck, but it means turn 2 or 3 getting 10 resources.
Sample Great Hand: 1x Innovation, 1x Abandoned Mine --> Lay down a Development in Kingdom Zone, play Innovation, play Abandoned Mine. Great opener.
Sample God Hand: 2x Innovation, 1x Contested Stronghold, 1x Wake the Mountain, 1x Abandoned Mine --> Lay down a Development in Kingdom Zone, play Innovation, then play Wake the Mountain. Play Innovation again, then Contested Stronghold. Next turn, gain 8 resources, play Abandoned Mine and whatever cards you have in hand. 3rd turn, your Developments are now your hand.