Dwarf Deck : Kaiu Wall Deck

By Renju, in Warhammer Invasion Deck Building

How to win with a Dwarf deck?

I don't really know how .
but my gess is you must be playing Empire and High Elf cards

3 Dwarf Canon Crew +
3 Dwarf Manson
3 Dwarf Miner+
3 Pistolers+
2 Iron breaker
14
3 Keystone forge +
3 City gate +
3 Shrine to Taal +
3 Contested Forteress +
3 Contested Stronghold
3 Alliance Elf/Empire +
2 Gate of Sigmar
34
3 Master rune of Valaya
3 Wake the Montain
3 Demolition
3 Judgement of Verena
47
3 Innovation
3 Repeater Bolt thrower
52

Any comment, or advice welcome !

this is not a dwarf deck...

We Begin with the Dwarf Board.

And Dwarf is the most represented faction in the Deck

Where are the units? Not nearly enough, you are much too vunerable to corruption snippering cards with such a low unit count, you can try to compinsate by increasing quest, but then you are too slow to build up.

I think the trick to a good pure dwarf deck is more of the cheap guys like grunni's elite or whatever, that guy that gets better with attachments runesmiths and quarelers.

I have to disagree with Dwynarc on this, I've played with 16 unit deck and it was pretty good, it just lacked some more punch, it was running 'round with pistoliers/broheim, the main strategy was to delay the enemy with tactics (which was pretty easy) and then attack with power 'round 10, the only problem was the enemy was concentrating killing them... elseway it went really well.

I'll probably try myself after I get tooth&claw dragon mage - minigun build with few dwarves (dwarf canon crew mainly). But back to the point - this decks need more stalling power in my opinion, master rune of valaya & judgement of verena aren't enough. I would probably throw contested stronghold and fortress away.

// Tactic oriented decks to the win ;D [or we can try!]

You are dissagreeing with on the wrong example Lord!

We are talking about an dwarf deck here. I know there are some deck builds that CAN work with less units, empire jumping jack judgement being the best example.

Some NEED there units, no orc rush deck does well if its less then 1/2 units and it should be more.

Here is the trouble with low unti count with dwarves, to clear, we are talking about pure dwarves, not allaince. You can load up with damage protection, but that only goes so far, if your unit count is too low, for example, a chaod deck corrupts a key deffener, and your zone is open, or you run out of or do not have a Val card, and get burned bya built up waaagh.

I can take a differing opionin, but its only relvant if we are talking about the same thing! yes there are decks that can run cheap on units, this is not one of them.


Again you are talking about highly boostable, highly mobile units in the low count deck, something dwarves can;t do on there own.

I've been testing a deck very simpliar in concept to that. For me Dwarf/Empire seems to have the best switch build in the game right now, with the Rune as a good stall card and the Judgement a great reset-er for the switch to damage.

A few cards which I've managed to get into mine that you may want to consider are:

Surprise Assault: this card synergizes beautifully with the city gates in the deck. It also goes well with the repeat bolt thrower as well. well worth a look.

Will of the Electors: Unfortunately this is an almost needed card in any Judgement deck as skill and the metagame develop. You might surprise an opponent once with a well timed Judgement, but in your second and third games, or in a tournement environment were word quicly speads about what you are playing, people will start to developments. For instance on my 2nd game against an Orc player a few days ago he was dropping developments practically every turn. Will of the Electors is thus needed to make sure the judgements are effective rather than easily stopped.

From looking at your deck your resource and card drawing curve also looks a little top heavy. You may want to consider dropping a could of the higher end cards for 3x Warpstone Excavations which specifically you'll only into the quest zone (and thus avoid their downside), you'll probably find (like I did) that this speeds up the deck on average particularly in turns 1-3 were the deck can really struggle against a Rush deck which gets an average draw.

I'll also say, that while I see the point in the Wake the Mountains & Demolitions in the deck, I think you're diluting the deck quite a bit by having three of each. I have no idea what your local metagame is, and certainly if your local metagame have evolved into something which necessitates three of each, well thats just the way to roll isn't it :-) But certainly in my local metagame I would find those cards as deadweight and mainly being dropped as developments. Given that you're running a very tight 50 card deck to start with I'm sure you could cut these down to 1 or 2 and see little difference in the way the deck plays.

Though I understand that you're trying to play a deck which benefits from cards in all three order army's I would also question the breadth of the deck here. Repeat bolt thrower is one route to victory, but I think if you considered narrowing the deck to just Dwarf/Empire rather than Dwarf/Empire/High Elf, that you'd find the resource curve worked a lot better. The deck, as is, will work fine if you manage somehow to get to turn 10, however certainly I've found that 10 turns in WH: I, especially with the current Meta's prevalance of rush decks, can be unusual in itself. I'm suggest tuneing the idea and the cards until you can get the deck to beat a goldfish test (where you just measure your damage output) by about turn 6 or 7 rather than turn 10.

Looking at other peoples comments I think Dywnar makes some good points. The dwarf deck does damage cancellation and healing well, but you need a firm route to victory as well or else they are going to plow through with sheer weight of numbers (and WAARGHS!) and mince you despite the defences. The best way to resolve this is to try and have the deck as fast as it can be and as tuned as it can be towards getting your hands on the reset button and your route to victory as quicly as possible.