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Main Deck - 50 cards, 22 distinct
Columns
Name  Race Type Cost Edition
Unit (28)
3 Defender of the Hold Dwarf Unit 1 + Core Set
1 Dwarf Masons Dwarf Unit 3 + Core Set
3 Dwarf Thunderer Dwarf Unit 4 + Legends
3 Hammerer of Karak Azul Dwarf Unit 2 + Core Set
1 Ironbreakers of Ankhor Dwarf Unit 5 + Core Set
3 Long Drong's Pirates Dwarf Unit 3 + March of the Damned
3 Serpent Slayer Dwarf Unit 4 + March of the Damned
2 Slayers of Karak Kadrin Dwarf Unit 2 + Assault on Ulthuan
2 Son of Grungi Dwarf Unit 4 + The Silent Forge
3 Troll Slayers Dwarf Unit 3 + Core Set
3 Veteran Slayer Dwarf Unit 2 + Legends
1 Zhufbar Engineers Dwarf Unit 3 + Core Set
Legend (6)
3 Grombrindal Dwarf Legend 6 + Legends
3 Thorgrim Grudgebearer Dwarf Legend 7 + Legends
Tactic (7)
1 Burn it Down Neutral Tactic 2 Core Set
2 Grudgeborn Fury Dwarf Tactic 4 + Fiery Dawn
3 Reclaiming the Fallen Dwarf Tactic 5 + The Silent Forge
1 Wake the Mountain Dwarf Tactic 3 + Core Set
Support (9)
2 Blood Vengeance Dwarf Support 3 + Fragments of Power
3 Keystone Forge Dwarf Support 2 + Core Set
1 Master Rune of Dismay Dwarf Support 4 + Core Set
3 Rune of Cleaving Dwarf Support 2 + Legends
Sideboard - 0 cards, 0 distinct
No cards here. :(

Notes
 
Strategy here is to get developments in battlefield for Serpent Slayers and Troll Slayers - Long Drong's pirates can benefit being played in this zone b/c of their text effects- or can go in Kingdom along with Veteran Slayers to boost resource intake. Ironbreakers need to go where developments are.
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