I'm new to WH:I so I'm looking for deck lists to jump start my playing. I keep searching this forum but I can't find a good Dwarfs deck list. Or -any- Dwarfs only list for that matter. Found a couple Dwarf / Empire but that's not really what I'm wanting. Can some post a solid Dwarf deck list or perhaps mention the key cards I should build around? I'm not the best at seeing the combos so I'll certainly appreciate your expert advice 
Searching for a Dwarf deck
Here is mine. The webpage is in French, but the cardnames are in English : warhammerinvasionjce.forumactif.com/les-nains-f13/deck-ordre-dwarf-rangers-t45.htm
Concept is pretty simple : Dwarf Ranger + Grudge Thrower for the win.
Hmmm, not quite as many replies as I was hoping for but thank you Martin_fr! 
Here's what i'm running as my Dwarf deck. I have 2 core + 2 of each BP (Tooth & Claw to be added this week
). Nothing too special really:
QTY - Desc. (zone I try to prioritize to play into)
3 - Veteran Sellswords (BZ)
3 - Dwarf Miner (where damaged)
2 - Errant Wolf (QZ)
2 - Dwarf Cannon Crew (KZ)
2 - Zhufbar Engineers (KZ)
3-Gurni's Elite (BZ)
3 - Dwarf Ranger (QZ)
3 - Troll Slayers (BZ)
1 - Durgnar the Bold (BZ -> KZ)
2 - Dwarf Masons (BZ)
2 - Mountain Brigade (KZ)
2 - Ironbreakers of Ankhor (BZ -> KZ)
1 - King Kazador (BZ)
2 - Grudge Thrower (BZ)
3 - Keystone Forge (KZ)
3 - Armoury (KZ)
2 - Rune of Fortitude (KZ -> BZ)
2 - Master Rune of Dismay (KZ)
2 - Burying the Grudge
2 -Stand Your Ground
2 - Surprise Assault
2- Master Rune of Valaya
2 - Grudge Thrower Assault
2- Demolition!
2 - Wake the Mountain
2 - Reap What's Sown (?)
2 - Prepare for War!
55 / 57 Cards
Focus on defending BZ & KZ. 2 Developments into KZ for Armoury, rest into BZ (2 min. for Troll Slayers, aim for higher). Dwarf Masons & Wake the Mtn to get them there faster. Ironbreakers & Surprise Assault to take advantage of BZ developments.
Master Rune of Valaya + Grudge Thrower Assault: cancel all combat damage, then destroy the biggest enemy unit
not req. to play together of course though
Grudge Thrower + Veteran Sellswords / Zhufbar Engineers / Dwarf Miner + Dwarf Ranger: sac a little person, pump your attackers, remove a enemy unit possibly, deal a damage to opp. unit or capital
Burying the Grudge + Stand Your Ground: bring that unit back into play to do again
extra 2 damage healed if Dwarf Miner used, 3 resources TOTAL used if Veteran Sellswords was sacrificed. 2 units removed if Zhufbar Engineer is used.
Prepare for War! + Errant Wolf + Dwarf Ranger: put your puppy to sleep to get key tactics back into deck, get and extra damage in
Not sure if i'll put in Reap What's Sown...would make sense and help to get combo cards...I was tempted to put Burn it Down or Repeater Bolt Thrower in to take advantage of Battlefield zone developments, but think they'd just take up space most of the time .Really hoping there'll be more options coming up soon.
Artemus Maximus said:
Prepare for War! + Errant Wolf + Dwarf Ranger: put your puppy to sleep to get key tactics back into deck, get and extra damage in
I just wat to point out that the Dwarf ranger only works with dwarf units.
Duh of course
back to using Runesmith then. ty
I believe the best dwarf decks revolve around the Dwarf Ranger+Grudge Thrower along with a healthy dose of kingdom restriction ala Burn It Down, Demolition and Master Rune of Dismay. To get the biggest bang for your buck add in Khufbar Engineers and Stand Your Ground. It doesn't take alot of resources to get the lock down. While the Rangers only work with dwarf characters I find that the 0 cost Veteran guys are just as useful being grudge tossed. Good luck!
Here's my mono-Dwarf deck. It sounds similar to clu's. I was running a more defensive Dwarf deck with a few Empire tactics, but decided to go more aggressive.
3x Errant Wolf
2x Hammerer of Karak Azul
3x Dwarf Cannon Crew
3x Dwarf Miner
3x Zhufbar Engineers
3x Dwarf Ranger
3x Troll Slayers
3x Gurni's Elite
3x Durgnar the Bold
3x Mountain Brigade
3x Grudge Thrower
3x Contested Village
3x Keystone Forge
3x Innovation
3x Stand Your Ground
3x Burn it Down
3x Demolition
Sometimes you draw multiple Slayers and Gurni's Elites and just pound, but you also have the Ranger/Thrower combo. And I don't see why anyone would play the King while not playing a full set of Mtn Brigade. His 6 butt is awesome in ANY zone!
f7eleven said:
Kazador has two things over Mtn Brigade:
#1: Toughness 2 vs 0
#2: Extra 3 resource cost to target him (even a 0-cost Seduced by Darkness starts looking to other targets at times)
mountain brigade is less expensive (cost+loyalty),
me, I play the 2
@f7eleven
I don't see the King in your deck. What do the last two sentences mean?...
smalldwarf said:
mountain brigade is less expensive (cost+loyalty),
me, I play the 2
I play mono-decks, so loyalty icons aren't an issue. And I do like to buff up my KZ with almost any race, so cost isn't that big of a deal either. IIRC, you can a Mtn Brigade on turn 2 though, so it has that going for it.
I thought I'd expand a bit on the strategies in this deck. It's really fun to play and is very solid against everything I've gone against.
UNITS:
3x Errant Wolf - This guy will probably end up being a "3-of" in every Order deck. A first turn Wolf in the Quest with no other plays is still a very decent start.
2x Hammerer of Karak Azul - I'd probably rather have a good 2-cost Support card with a power and decent ability, but haven't liked anything Dwarves or Neutral have to offer. This dude will go in the Kingdom or Quest sometimes though, and he's fodder for the Thrower once you get that going later on.
3x Dwarf Cannon Crew - This guy is sick, and the reason the Hammerers will most likely become supports when another decent 2-cost Dwarf/Neutral Support gets printed. Obviously he goes into the Kingdom 9 times out of 10, but he also joins the Battlefield when you're searching for the Thrower.
3x Dwarf Miner - Just a very solid little dude. He gets "thrown", he "Stands his ground" when you need the 2 heal again, and he plays into which ever zone needs him.
3x Zhufbar Engineers - Useful ability in any zone, especially when you can "throw" him. His 3-butt is pretty nice too. One of the worst first turn plays in the deck is Engineers into the Kingdom, but that's usually followed with a second turn Keystone into the Kingdom and a Wolf into the Quest... extremely solid, especially for a slow start.
3x Dwarf Ranger - Combos with the Thrower amazingly! And is your best protection against 1-butt Orcs, or Greyseer. Many games my Quest is a Wolf and two Rangers - you're winning that game if you have a Thrower and good resources
3x Troll Slayers - He swings for three early (2nd turn) if that's the draw you get, but he can also sit in the Kingdom first turn if needed. Often, though, these guys stay in your hand until you've got control of the board and then they all come out to play for the alpha-strike.
3x Gurni's Elite - He's great for the late game alpha-strikes, but he is often used to Develop in the early game.
3x Durgnar the Bold - Also an alpha striker. If you're not pressured to defend your Battlefield too early, he'll often end up in the Kingdom. Later own, throw him and another in the Battlefield for the strike.
3x Mountain Brigade - This guy is STRONG. My m:tg mind over looked him at first (a 2/6 for 4... no thanks!) but he's an all-star! He instantly defends which ever zone is under pressure, and he comes out 2nd turn if needed. I don't care for the King because you can only have one in play, he sometimes costs more than 5, and the toughness doesn't seem to matter in a game where most games are ended with alpha-strikes.
SUPPORT:
3x Grudge Thrower - I over looked this card at first as well, but it's very versatile. It makes the Ranger amazing. With two Quested Rangers the opponent will just often scoop. And it speeds up/insures the alpha-strike.
3x Contested Village - If you're not playing three of these in every deck then something is wrong with you.
3x Keystone Forge - Just plain solid.
TACTICS:
3x Innovation - Usually played as a Lotus Petal, for one extra resource first turn. It's also fun when your opponent attacks into you thinking you have zero resources.... "Oh hey, here's 3-4 resources to play with during your combat phase! I'll demolish that Choppa/Warplightning, Throw this Engineer, and have him Stand His Ground
"
3x Stand Your Ground - Everybody knows this is good. Just remember you can use it for Dwarves discarded by pesky scouts.
3x Burn it Down - It takes out Warpstone Caverns right off the bat, and Contested Villages the turn you draw it, even if you haven't Developed your Battlefield before then. There are some games where you spend the first few turns Burning and Demolishing everything your opponent plays. You may not have ramped up as quickly as normal, but it's kinda like starting the game with 4 or 5 resources and 2 or 3 draws per turn, while they're still stuck on 3 resources. If you draw too many in the mid-game, yeah they end of as Developments - no biggie.
3x Demolition - Same as Burn it Down, but with the added bonus of being able to destroy a Development. This hasn't come up yet in my games, but it's there. And theoretically you could remove the single Development in an opponent's zone in response to their Judgement. That would be fun!
The only thing I'd change/add is to put the Rune of Dismay in there. This piece of cardboard can end games sometimes. Other times it puts such a kink in the opponents plans that it gives you the neccesary turns to set up the combos. Just throw it in there for a couple games. And play it as soon as possible. I promise you will be happy with the results.
Ive just got into the game myself and have been drawn to the Dwarves (no wood elves!?). I like how the Dwarves play with a combination of military might and defence. Toughness seems to be a solid and somewhat annoying ability which has already begun to frustrate my opponents.
My main concern is that Dwarves start quite slowly. Is this the norm? Having been violated by my friends Spider riders on more than one occasion I need to work on my speed. On the same note, it seems that once I have built up a little bit Dwarves are awesome.
Just a few questions,
-Is the Dwarf epic spell worth running?
-There area number of cards that cancel or heal damage to your capital, are they effective or to slow. Im running both of them but its hard to tell how good they are as im a noob.
-A number of cards move damage around and other such funky stuff. When toughness is as common as it is,are they even worth using.
Thanks for the help people.
When you have access to just the core set, then Dwarves are kinda slow, yes. With access to all the BPs and Assault on Ulthuan, I think the 2 best competitive decks run dwarf boards - Dwarves are at the height of their power right now. They do not tend to come out of the gates and do a ton of damage but they can put up some amazing buildings in the first few turns which leads to a crushing advantage in the midgame. So it depends on what cards you have, I'd say. Answering your questions:
- The Dwarf epic is not good and I can't think of any occasion where I would run it.
- Keystone Forge is decent, but Contested Fortress is slow.
- Blessing of Valaya is ok, if that's what you're thinking of.
Most of the strongest Dwarf cards in competitive builds are from BPs and Assault on Ulthuan:
- Master Rune of Spite
- Mining Tunnels
- Ancestral Tomb
- Slayers of Kazak Kadrin
- Longbeards
- Stand Your Ground
From the Core Set, some cards are still good, notably:
- Dwarven Cannon Crew
- Master Rune of Valaya
I have all the battle packs and the Ulthuan expansion with the exception of Tooth and Claw(forgot to buy it!!).
I found that Dwarves have a decent force and reasonable hit points so I built my deck around that. Slow aggression.
It seems to work quite well but as im new to the game its hard to tell how well my deck works against the rest of the field. I like to consider myself a good deck builder so at the very least my theory is there, its just the practise.
Thanks for the advice.
Dwarves do take lots of practice to get going and what you'll need to do is pick a few combos that you like and make a deck around it. Play it a few times then thin it down so that you aren't playing with 3 of everything just because you like the cards. Everytime I play them now I find new tricks to save their beards just in the nick of time.
Currently I running a developement deck with lots of search cards, dwarven rangers, the great book of grudges, lots of runes, and surprise assault. The concept is to get out the gate quickly in order to counter any rush strategy and keep the pressure up on my opponent. Should certain elements be able to lock down my units I switch to picking off my own units while the rangers are out in order to do direct damage to his capital. So far outside of the league I can run a mono dwarf deck with some neutrals like long winter, surprise assault, and innovation.
Cool. Thanks for the advice.
Ill post my deck list later today for you guys to rip apart. Lol.