Alright kids, now it's time to whack that Dwarf piñata till candy falls out for everyone.
First, a warning. There are a lot of valid ways to build the Dwarf deck, so just because you beat one doesn't mean you beat all of the little buggers.
A decent start on a Dwarf test build would probably be to take Vitamin T's excellent GenCon winning deck and tweak it a little. Something like this:
3 Innovation
3 Demolition!
3 Master Rune of Spite
3 Stand Your Ground
2 Reclaiming the Fallen
-- 14
3 Slayers of Karak Kadrin
3 Dwarf Ranger
3 Grudgebearer
3 Dwarf Cannon Crew
2 Zhufbar Engineers
2 Zealot Hunter
3 Longbeards
-- 19
3 Warpstone Excavation
3 Contested Village
3 Mining Tunnels
3 Ancestral Tomb
2 Grudge Thrower
2 Great Book of Grudges
1 Treasure Vaults
-- 17
For those of you keeping score at home, that was -3 Burn It Down +2 Reclaiming the Fallen +1 Treasure Vaults from the original. There are a lot of different ways to go with this deck, from going back to the Burn It Down plan, adding more Vaults, playing a Lizardmen plan or running Serpent Slayers as a lategame finisher - and that's just for starters.
Alright, so how2beet? That's the million dollar question really. Master Rune of Spite kills off a lot of aggressive decks like the old Orc/Skaven rush. Reclaiming the Fallen means that heavy unit removal probably won't work. Their economy cards are better than everyone else's and the Dwarf opening turns can be pretty ridiculous in terms of the sheer number of hammers they can get onto the board.
There are weak points in there to exploit though. Slayers and Rangers are zone dependent and that's their major unit defense along with Spite. If you can deal with the Rangers then they actually have to attack you with, like, units and stuff, to win.
The first thing that comes to my mind is an aggressive Empire tempo deck. Empire has a decent number of units that don't die to Master Rune of Spite and the Empire guns (like Helblaster Volley Gun) give +damage in combat, not +power. Forced March will let you move Slayers out of the battlefield to clear the way and then the Dwarves have limited options for defense. Similarly, Wilhelm and Forced March can move Rangers out of quest.
Sadly, honestly I am terrible at building Empire decks, it just doesn't seem to work for me. Let's see your best efforts. Unless you have a better idea than Empire, in which case I'd love to see it.