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Main Deck - 50 cards, 19 distinct
Columns
Name  Race Type Cost Edition
Unit (22)
2 Beleaguered Scout Dwarf Unit 3 + Signs in the Stars
3 Dwarf Cannon Crew Dwarf Unit 2 + Core Set
3 Dwarf Ranger Dwarf Unit 3 + Core Set
2 Grombrindal's Elite Dwarf Unit 3 + Redemption of a Mage
1 King Kazador Dwarf Unit 6 + Core Set
2 Mountain Legion Dwarf Unit 1 + The Deathmaster's Dance
3 Slayers of Karak Kadrin Dwarf Unit 2 + Assault on Ulthuan
3 Tunnel Fighter Dwarf Unit 4 + The Eclipse of Hope
3 Veteran Slayer Dwarf Unit 2 + Legends
Tactic (13)
3 Burying the Grudge Dwarf Tactic 0 + Core Set
3 My Life For The Hold! Dwarf Tactic 0 + The Fourth Waystone
1 Pilgrimage Neutral Tactic 4 Core Set
3 Reclaiming the Fallen Dwarf Tactic 5 + The Silent Forge
3 Stand Your Ground Dwarf Tactic 1 + The Skavenblight Threat
Quest (3)
3 Ancient Debts Repaid Dwarf Quest 0 + Bleeding Sun
Support (12)
3 Ancestral Tomb Dwarf Support 2 + The Fall of Karak Grimaz
3 Contested Village Neutral Support 1 Core Set
3 Derricksburg Forge Empire Support 2 + The Burning of Derricksburg
3 Mountain Barracks Dwarf Support 2 + Assault on Ulthuan
Sideboard - 0 cards, 0 distinct
No cards here. :(

Notes
 
This deck is from 2011 Warhammer: Invasion The Card Game European Champion, Jakub Serafin:
http://www.fantasyflightgames.com/edge_news.asp?eidn=2899

From the player’s perspective, your game should be split into two parts. Early on, you should put everything possible into your quest zone (except the Slayers of Karak Kardin that should go to your battle zone to stop rushes or protect you against Van Klumpf's), and develop. You want to draw until you have all the tools in your hand you need to make the “doom turn.” This is your finisher. You gain a pile of resources via Burying the Grudge (Core Set, 19) and Ancient Debts Repaid (Bleeding Sun, 5), and then you use Reclaiming the Fallen (The Silent Forge, 2) and Dwarf Ranger (Core Set, 10) to shoot your opponent down.

Additionally, players should remember a number of things:

This deck has almost no control capabilities, so in 99% cases your opponent will have board control.
Rushes are not that scary due to Slayers of Karak Kadrin (Assault on Ulthuan, 43), Beleaguered Scout (Signs in the Stars, 61), Dwarf Ranger, and My Life For The Hold! (The Fourth Waystone, 82).
It is possible to have five to seven power in your quest zone on turn one, and there are many ways to do this, using a combination of Ancestral Tomb (The Fall of Karak Grimaz, 3), Ancient Debts Repaid, Burying the Grudge, Tunnel Fighter (The Eclipse of Hope, 82) and Stand Your Ground (The Skavenblight Threat, 2).
In environments with more Dark Elves and decks with Offering to Hekarti (The Fourth Waystone, 97) and Mannfred von Carstein (The Inevitable City, 18), you can add more copies of Pilgrimage (Core Set, 117) to your deck.
Even if you think that you have lost, don’t panic! You’re going to draw a lot of cards, and there might still be a chance that you may win in some very strange way.
Patience is key–you can always let one of your zones burn.
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