So with all the new dwarf cards out there now it just felt like the right time to put the bearded ones back at the top. They look like they can be both quick and resilent with a win condition of burning zones. Mechanics to achieve this are several cards which allow searches through the deck for special cards and card developement cards which allow one to draw more cards, gain more resources and do more damage (indirect or combat). It gives the dwarves a kind of tool box to handle many different situations and establish stress on an opponent in order to keep them on the back foot.
Units
Bodyguard of Belegar x2
Durgar the Bold x2
Zhufbar Engineers x2
Slayers of Karak Kadrin x3
Dwarf Cannon Crew x3 (searches for a support card of 2 or less)
Runesmith Apprentence x3 (searches for runes)
Dwarf Ranger x3
Grudgebearer x3
Troll Slayers x3
24 cards
Support (support key word)
Scout Camp x3
Master Rune of Dismay x1 (rune keyword)
Great Book Of Grudges x2
Ancestral Tomb x2
8 cards
Tactics
Wake the Mountain x2
Long Winter x2
Master Rune of Valaya x3 (rune keyword)
Empty the Hold x 2 (searches for a unit 3 or less)
Master Rune of Spite x3 (rune keyword)
Innovation x3
Surprise Assault x3
At this point I'm debating removing the "Empty the Hold" cards and putting in either Dwarven Mine or I don't but empty the hold all ways seems to be better as a developement. It's nice if you find one of the other search card units but other than that it's kind of late to game when I have enough units in play all ready. Overall though the deck really flies and it often seems like the only thing it's lacking is unit control for things like the skaven assassine unit.