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Main Deck - 50 cards, 17 distinct
Columns
Name  Race Type Cost Edition
Unit (24)
3 Doom-Seeker Dwarf Unit 2 + Faith and Steel
3 Dwarf Cannon Crew Dwarf Unit 2 + Core Set
3 Iron Defenders Dwarf Unit 2 + Battle for the Old World
3 Serpent Slayer Dwarf Unit 4 + March of the Damned
3 Slayers of Karak Kadrin Dwarf Unit 2 + Assault on Ulthuan
3 Spirit Slayer Dwarf Unit 2 + Portent of Doom
3 Vengeful Slayer Dwarf Unit 3 + Faith and Steel
3 Veteran Thunderers Dwarf Unit 2 + Days of Blood
Tactic (12)
3 Demolition! Dwarf Tactic 2 + Core Set
3 Fearless in Battle Dwarf Tactic 1 + Faith and Steel
3 My Life For The Hold! Dwarf Tactic 0 + The Fourth Waystone
3 Reclaiming the Fallen Dwarf Tactic 5 + The Silent Forge
Quest (3)
3 New Trade Route Dwarf Quest 0 + Rising Dawn
Support (11)
3 Doors of Karak Hirn Dwarf Support 3 + Days of Blood
3 Karak Hirn Mine Dwarf Support 1 + Glory of Days Past
2 Mountain Barracks Dwarf Support 2 + Assault on Ulthuan
3 Und Dokbar Dwarf Support 2 + Omens of Ruin
Sideboard - 0 cards, 0 distinct
No cards here. :(

Notes
 
You want to attack almost every turn and your units dying is not a big deal (Doomseeker and Slayers of Karak Kadrin, for example) because you have Reclaiming the Fallen. If you want to play Und Dokbar don't forget to dev the zone you are going to play it into. You have no development acceleration, so be careful about losing them.

Play a dev in the battlefield every turn for the Serpent Slayer

A good first turn is to pay 1 for the New Trade Route (because of loyalty), then 2 for the Dwarf Cannon Crew on that quest, then pulling out a 2 cost support, and developing the quest zone.
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