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Main Deck - 50 cards, 17 distinct
Columns
Name  Race Type Cost Edition
Unit (21)
3 Ancient Longbeards Dwarf Unit 3 + Omens of Ruin
3 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
3 Serpent Slayer Dwarf Unit 4 + March of the Damned
3 Troll Slayers Dwarf Unit 3 + Core Set
3 Wild Rider Neutral Unit 3 Legends
Tactic (11)
3 Reclaiming the Fallen Dwarf Tactic 5 + The Silent Forge
3 Stand Your Ground Dwarf Tactic 1 + The Skavenblight Threat
2 The Slayer Oath Dwarf Tactic 2 + The Twin Tailed Comet
3 Wake the Mountain Dwarf Tactic 3 + Core Set
Support (18)
3 Ancestral Tomb Dwarf Support 2 + The Fall of Karak Grimaz
3 City Gates Empire Support 2 + Core Set
3 Contested Village Neutral Support 1 Core Set
3 Great Book of Grudges Dwarf Support 2 + Warpstone Chronicles
3 Light of Morrslieb Neutral Support 4 The Twin Tailed Comet
3 Rune of Cleaving Dwarf Support 2 + Legends
Sideboard - 0 cards, 0 distinct
No cards here. :(

Notes
 
The general idea of the deck is to play big units to the battlefield, as well as putting them down as developments. When you are ready, sacrifice all of the developments to the Beleaguered Scout, then use Reclaiming the Fallen and/or Stand Your Ground to get units back into play.

When in doubt, the Beleaguered Scout can attack and deal damage to himself multiple times on the stack, just to get cards into the discard pile.

If it works correctly, the deck should whittle down one zone, and then on the next turn play Reclaiming the Fallen to burn another, or have enough units in the discard pile for a Ranger or two to burn down a zone with Reclaiming the Fallen.
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