So here is a Chaos deck I’ve been having some success with against the dwarves, based around corrupting their units and not killing them so that they cannot Reclaiming the Fallen. Forces the Dwarves to kill themselves via Master Rune of Spite and Grudge Thrower if they want to Reclaiming the Fallen.
Units
Fledgling Chaos Spawn 3
Festering Nurglings 3
Savage Mauraders 3
Scheming Cultists 3
Chaos Knights 3
Winged Fury 3
Melekh the Changer 2
Bule, Lore of Pus 2
Support
Warpstone Excavation 3
Contested Village 3
Effulgent Boils 3
Daemond Sword 3
Warpstone Meteor 2
Tactics
Innovation 3
Seduced by Darkness 3
Bolt of Change 3
Chillwind 3
Cloying Quagmire 3
Tzeentch's Firestorm 3
Quest
Extending the Waste 3
Total Cards 57
Here are some concepts of the Deck.
Opening Play: You have a couple of great opening plays in this deck. Fledgling Chaos Spawn plus Daemon Sword with a Bolt of Change is great (nets 8 power on turn 2). A Warpstone Excavation into the quest zone adds a cherry on top.
Another option for an opening bid is Festering Nurgling to Kingdom with a Bolt of Change (nets 6 power on turn 2). Again a Warpstone Excavation to quest is nice.
If you get an Innovation you can sub/add a Contested Village for/to the Warpstone Excavation and still have the 1 resource you need for Bolt of Change.
Also you can always Savage Marauders into the Kingdom. An Innovation and Bolt of Change adds the cherry to this option.
Turn Two: If turn 1 is about resources, turn 2 is about card draw. You have a lot of ways to corrupt in this deck but you need to get the cards in your hand. You want to dump a Chaos Knight or Bule if you have them into the quest zone on turn 2 and you should be able to get the resources to drop one of these heavies. Bule has 3 loyalty but between Fledgling Chaos Spawns and Extending the Waste you shouldn’t have a loyalty issue. You also want to get your quests going early to build up quest resources. I often find the Fledgling Chaos Spawns useful for this. They are Spite proof (no power) so unless a Dwarf Ranger snipes it, the Spawn should be good for the game building up the quest.
Strategies: Against dwarves it’s corrupt, corrupt, corrupt. I tend to leave the dwarves corrupted except for the Dwarf Ranger and Slayers of Karak Kadrin who get killed on sight with Cloying Quagmire, Tzeentch's Firestorm or the Scheming Cultists action (Dwarf Rangers technically don’t have to be killed on sight but if there is a change of a Reclaiming the Fallen coming up, kill them. This makes the dwarves choose between Reclaiming the Fallen into the battlefield and attacking or into the quest zone where the rangers will snipe at the end of turn as they sacrifice all the non-ranger units first. If in the battlefield corrupt the hell out of the high power dwarves and try to survive. If the Reclaiming goes to the quest zone, use your damage tactics and actions noted above to take out the Dwarf Rangers before the end of the turn when the sacrifices begin.)
I tend to Effulgent Boils the Longbeards when they come out if I can. If the Daemon Sword wasn’t used in an opening gambit I am a fan of combining its play with Chillwind to make it immediately available for use. Using the quest resources as an extra means of corrupting is not to be overlooked, allowing you to save your key corruption tactics till they are really needed. I have been able to corrupt a significant number of dwarves brought back to the battlefield by a Reclaiming the Fallen (or at least the Long Beards) to keep the damage down using corruption tactics and the quests.
Use Melekh the Changer and Winged Furry to dole out the damage. With all the corruption they should be able to stroll into any zone they want for 4+ damage a turn. Use Bule and Festering Nurglings to corrupt on your turn. Use the your corruption tactics and quests as necessary to keep your opponentcorrupted and maximize your damage output. Use Cloying Quagmire, Tzeentch's Firestorm or the Scheming Cultists to take out worry some units (as noted above.)
Weakness: No support destruction. Tried Embers to Inferno but it’s too little, too late and Burn It Down has no synergy. No easy way to lay out developments making it vulnerable to an Empire “Verena/ Manaan /Will/Long Winter” decks. Could use a little thinning but you do want to draw a lot of cards with this deck (at least 3 to 5 a turn) so a little over 50 isn’t killer. Debating losing an Innovation and a Tzeentch's Firestorm.
All right… tear it up!