I have read lots of posts on how bad Dwarf Decks are and sure they don’t have all the cool tricks that other decks do, but they are still good if you accept the fact that you don’t have any surprises and what you see on the board is probably all you have. I made this deck to take advantage of the Dwarf Ranger's sniping ability which is triggered when one of your units dies. It is a pretty solid deck that holds its own against most other decks, and stomps the hell out of an orc rush.
Quest (2)
A Glorious Death (2)
– This quest is great, kill 2 attackers for whatever guy I throw on there (usually a Dwarf Miner to heal my capitol). In all honesty, I have never completed this quest, but it is a great distraction. Makes my opponent change strategies just to kill that guy which buys me the time I need to set up everything. Just don’t put a Dwarf Ranger on it since he is already a big target as it is.
Support (14)
– All of my supports (except Master Rune of Dismay) can be pulled out of my deck with Cannon Crew.
Grudge Thrower (3)
– Key support which lets me activate the sniping ability of my Dwarf Rangers whenever I want. Plus, it lets me add a hammer or two when I defend or attack. There are three so if you don’t have one when you need it, the cannon crew could mine for it if you throw them down in your battlefield. Also, since it is a key support, if one gets destroyed or misplaced in your Kingdom, you have a backup and a backup’s backup.
Contested Village (3)
– Low cost, 1 hammer for 1 resource. Warpstone is 0 but I don’t want to corrupt my units since they will probably be defending for the first couple of turns.
Keystone Forge (3)
– Great ability and adds a hammer, I just wish the Dwarves had more supports like this one.
Church of Sigmar (2)
– This one is not great, I will admit. However, this will have to be it until they come out with another Dwarf support that has 2 cost or less (so it is able to be mined with cannon crew). I am up for hearing ideas of what to change this one to but all other supports are either the same price and do less or don’t add a hammer. Just FYI, I don’t plan on playing developments so Armory is out.
Master Rune of Dismay (3)
– Great early one to stall your opponent. Makes him play at least one more card in his kingdom to offset this effect.
Tactics (9)
Stand Your Ground (3
) – Bring your favorite Dwarf unit back, in whatever zone you want.
Demolition! (3)
– Destroy your opponents key supports (it’s your job to figure out what they are though).
Master Rune of Valaya (3)
– Delay’s your opponent an entire turn, also makes him waste some tactics as well if you get lucky.
Units (25)
– You want a lot of units so the Dwarf Rangers can have their ammo.
Defender of the Hold (2)
– Great meat for the Grudge Thrower and for early attacking. Also lets you put something in your battlefield to defend against any 1 hp attackers early on.
Hammerer of Karak Azul (2)
– Solid unit that is cheap.
Dwarf Miner (3)
– Heal 2 damage for 2 resources…Oh, and it’s a unit.
Dwarf Cannon Crew (3)
– One of the greatest cards to get your kingdom off to a running start in turn one.
Zhufbar Engineers (3)
– Sac him with Grudge Thrower make your opponents discard a unit in that zone, plus hit him with Dwarf Rangers. Then, bring him back with Stand Your Ground to do it all over again.
Troll Slayers (2)
– This is either a late game attacker or a mid game defender. I have no problems throwing him in any zone as I don’t usually have developments down making his battlefield power moot. But, if I do use him I will play developments to bring him up to full power for a final strike.
Dwarf Ranger (3)
– KEY TO THIS DECK!!! I would have 10 of these guys if I could. Just make sure to have extra resources if you are playing against Empire so you can target their units (otherwise you have to target your own).
Gurni's Elite (2)
– Once you are ready to go on the offensive, throw him down and get it done.
Mountain Brigade (3)
– One of the most expensive units in this deck (at 4 resources). This heavy hitter will go down wherever I need to defend. He will probably survive until the end unless things go really bad.
King Kazador (2)
– It’s good to be king, or at least have one on your side.
Total (50) – Cannot go above this so you can take full advantage of Cannon Crew. It always sucks to play Cannon Crew and find no supports on your first turn (or even worse, only find the Grudge Thrower and have to play it in your Kingdom).
Overall, I consider this deck to not be excellent at anything but above average at everything (speed, defense, offense, sniping, reacting). I use this as a standard deck which I compare my other decks to. You can definitely go in a completely opposite direction with the Dwarves but that is found in another post. The key to playing this deck is to change your strategy. Here is what I do when my opponents use a certain capitol:
Orc – It’s going to be an orc rush (why else would your opponent choose them?). Try to start off by playing a cannon crew in your kingdom on your first turn then play something in quest on your second. Keystone Forge and Dwarf Miners can repair any damaged sections to delay burning long enough to set up your Grudge Thrower – Dwarf Ranger combo. Once that is in place, just snipe his low hp units and go on the offensive. If you can survive until turn 6, you have him.
Chaos – So many ways these decks can go but there are 3 main ones (rush, snipe, corrupt). If it’s rush, just do the same you would do for orcs. If it is sniping or corrupt then you must be the aggressor and attack him early. Chaos units are expensive in comparison so use your demolition on major support cards in this kingdom.
Dwarf – Kill thy brothers! This deck is faster than any other Dwarf deck I have seen so use that speed to your advantage and hit him early on. Make sure to snipe any Dwarf Rangers, those buggers are annoying.
Empire
– 90% of the Empire decks use Judgement, so this is when I start playing developments. Once the Empire is set up you will have a hard time killing him so go on the offensive (you might want to forget about setting up the Ranger-Thrower combo and just attack full force). Beware of counterstrike. If you do set up the combo, make sure to demolition their Church of Sigmars in order to hit their units without paying a surcharge.
. That's definately a great way to finish up your opponent.