Like any deck posted here, this deck is hardly fail-proof against the dreaded and ubiquitous Orc/Skaven or DE/Skaven builds, but my previous build of it did win 3 out of 8 against a solid Orc/Skaven deck (the one that Clamatius posted here), so it's worked fairly well all things considered. I suspect that had I brought it to the recent LCG tournament, I'd have probably gone much farther. I should have been bolder (sigh). Anyway, I did just recently tweak this deck so I can't totally claim that it'll be AS effective as the last iteration was. Enjoy.
SUPPORT (18):
- 2x Great Book of Grudges
- 2x Keystone Forge
- 1x Mountain Barracks
- 3x Grudge Thrower
- 3x Contested Village
- 3x Warpstone Excavation
- 2x Dragon Mage Awakening (HE)
- 2x Blessing of Isha (HE)
TACTICS (11):
- 1x High Elf's Disdain (HE)
- 3x Master Rune of Valaya
- 3x Demolition!
- 2x Stand Your Ground
- 2x Innovation
UNITS (24):
- 1x Hammerer of Karak Azul
- 1x Dwarf Miner
- 3x Dwarf Cannon Crew
- 3x Slayers of Karak Kadrin
- 3x Shadow Warrior (HE)
- 3x Dwarf Ranger
- 3x Zhufbar Engineers
- 2x Zealot Hunters (N)
- 1x Troll Slayers
- 1x Durgnar the Bold
- 1x Dragonslayer
- 1x Mountain Brigade
- 1x Gurni Thorgrimson
TOTAL DECK SIZE : 53 cards
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The
Slayers of Karak Kadrin
are awesomely great deterrents for Rush attacking decks (or any attack where the opponent has units that they don't want to lose) and matched with the
Dwarf Rangers
, they're even greater bang for the buck. Then toss in a
Stand Your Ground
and they become even more unpleasant for your weasely Rush-using foes.
Same goes for the
Zhufbar Engineers
. You can even use your
Slayers of Karak Kadrin
to kill off one of your own Attackers, preferably a
Zhufbar Engineer
to get your Rangers' effect into play so they're fairly useful in a variety of opportunities.
The Zealot Hunters along with Blessing of Isha (which you can play on an opponent's units) and Dragon Mage Awakening help counter any Deathmasters you might face - plus they're not that expensive to get into play and once you have one of them down, any others are free and provide loyalty for my Shadow Warriors (who add more nightmares to a Rush players deck once they arrive on the scene).
One flaw I discovered with a very early build was a lack of attacking firepower so I've added the one-offs such as
Gurni
(who will benefit from the many attachments in this deck), along with the
Troll Slayers
and
Durgnar the Bold.
The
Dwarf Cannon Crew
is nearly always super effective since there are no Support cards in this deck that cost more than 2 Resources and their presence helps boost the overall speed of this deck, in general (an important consideration when going toe-to-toe with fast-attacking Rush decks). Originally I had my doubts about including the
Warpstone Excavations
, both thematically but more importantly for the nasty Corruption drawbacks but with a couple of
Blessings of Isha
, that effect seems mitigated. Plus I figured that the treasure-digging Dwarves might (on occasion) run into a
Warpstone Excavation
. Yeah, it's a thin connection to using them but it works for me.
Finally, no deck is quite complete without an Innovation or two (for emergencies and to help with the potential for a faster start). I like having a tiny splash of High Elf's Disdain to counter an untimely opponent's Tactic (though I do question the usefulness of having only 1 copy BUT at the same time I dislike having a deck with even a few cards that just sit there waiting to go off based on what my opponent does). The Master Rune of Valayas are there to keep me alive long enough for this deck to actually start firing off on all cylinders and Demolition! always comes in useful (though I could perhaps go with 1 less of these). I'm also considering the addition of adding another Stand Your Ground but in testing, it only seemed functionally useful with 2x copies - once I had 3x of these, it always seemed like I had a wasted card in hand.
Previously this build did not have the 3x Grudge Throwers , so I'm interested to see how those pan out for me. The Keystone Forges also help keep me alive a tiny bit longer (having seen how important even a single point of damage could be in a Rush environment during the recent tournament, these seemed like a very worthwhile addition going forward). Mountain Barracks is only there in minimal amounts (1x copy) but could help stall things out a bit, also. Finally the Great Book of Grudges is...well...great! Nothing is as nasty as facing a Slayer of Karak Kadrin with one of these (or a Zhufbar Engineer ).
I previously toyed with including the excellent 0-cost Neutral Quest, " Prepare for War " (allows the player to recycle discarded cards back into the draw pile) and/or the excellent Dwarf Quest, " Reclaim the Hold " (which recycles any discarded card into its current zone as a Development) but using that particular Dwarf Quest nearly required the addition of a couple of Abandoned Mines (a support card that allows the reclamation of previously placed Developments) and thus pushed out other potentially better cards for this build (imho). I'm still sort of enamored at the idea of using either or both of those cards because mixed with the Slayers of Karak Kadrin or the Zhufbar Engineers and Great Book of Grudges , they make for some nasty recycling.
I look forward to hearing others thoughts on this particular build. I quite enjoy this deck - much more so than my Orc/Skaven or Orc Rush decks.