Guardians of Khâzad-Dûm

Power Totals

48
Melee
6
Ranged
0
Siege
8
Multiple
62
Total

Deck

-- 3,440

Guardians of Khâzad-Dûm - Details

Hello guys. Due to the sudden popularity of Dwarven decks since the buffs in patch 0.8.25, I decided to make my own dwarven deck to try to win some games. But not surpisingly, most of the oponents were well prepared for this and decided to slaughter my Mahakam DefenderGain Resilience when played and at the start of each round. A Resilient unit stays on the battlefield for the next round.s without any mercy. As you may have noticed, this renders the deck mostly useless. So in turn, I built the deck again from scratch with the idea of not getting wrecked ever again, and it has been such a huge sucess.

Normal Dwarven Decks base themselves on buffing Mahakam DefenderGain Resilience when played and at the start of each round. A Resilient unit stays on the battlefield for the next round.s, as they stay on the board through the game. This deck does the same, but the Defenders are just one big bait for the oponent. Of course, it also includes a countermeasure for this so you can end up winning. The main stars of this deck are, in fact, the Witchers. You can argue they take 3 silver slots, but to be sincere I do not have any other silver cards that synergize with dwarves.

Gain Resilience when played and at the start of each round. A Resilient unit stays on the battlefield for the next round.

ROUND 1: Ideal starting hand would be to have: 2/3 Mahakam DefenderGain Resilience when played and at the start of each round. A Resilient unit stays on the battlefield for the next round.s, 2/3 Mahakam GuardImmune to Weather. Add 3 strength to a non-Gold unit on your side of the battlefield. If it's a Dwarf, add 5 strength instead.s, 1 Witcher or Commander's HornAdd 4 strength to all non-Gold units on a row. (remember you can get any Witcher/Horn with Brouver HoogPlay a Silver card from your deck., so just having one of them on hand is good) and Swallow PotionAdd 8 strength to a non-Gold unit. If it's a Witcher, add 12 strength instead.s/Thunderbolt PotionAdd 4 strength to all instances of a non-Gold unit on its side. If it's a Witcher, add 6 strength instead.s. I have included Hawker HealerAdd 3 strength to all other non-Gold units on the row. to counter possible weather decks, so when Frost is played you can either use First Light or buff the whole row. Toruviel does the same, but you can replace her with Barclay Els if you like (I ditched him seeing as dwarves are not primirdial to the deck). On this first round you want to play your Mahakam Defenders in the next way: First place one single Mahakam Defender. Next, buff it with Mahakam Guard. Only NOW you can place your second Defender, else you are very vulnerable to Manticore VenomRemove 4 strength from all instances of a non-Gold unit on its side.. If you want to place a third Defender, I recomment you buff the previous 2 with a Thunderbolt PotionAdd 4 strength to all instances of a non-Gold unit on its side. If it's a Witcher, add 6 strength instead.. This way, you can shield the other defenders from ScorchDestroy the strongest non-Gold unit(s) on the battlefield., while making sure you will keep at least 1 if he decides to use wounding.

REMEMBER: The aim of this first round is to bait Scorch/Borkh/Manticore/Weather, so do not be dissatisfied if you end up losing all Defenders (tends to happen most of the time). Losing the first round but gaining 1 or 2 card advantage is a superb result too.

 

Play Eskel and Lambert from your deck.

ROUND 2: So whether you won or lost Round 1, the strategy now is very simple. It does not matter much if you have Defenders left, but it sure helps in case you end up losing the Witchers by any chance. So if you are against a non-Weather deck, you start off by playing any of the 3 Witchers in your hand (If you have ToruvielAmbush: When the player on the opposing side passes, add 2 strength to all other non-Gold units on the row., she is also a good card to use now). Then you start by buffing either LambertPlay Eskel and Vesemir from your deck. or EskelPlay Vesemir and Lambert from your deck. with Swallow PotionAdd 8 strength to a non-Gold unit. If it's a Witcher, add 12 strength instead.. If the oponent does not Scorch, use another Swallow PotionAdd 8 strength to a non-Gold unit. If it's a Witcher, add 12 strength instead. on VesemirPlay Eskel and Lambert from your deck. this time (perfect Scorch shield for the other 2). You can now buff the other Witcher with any other potions, or buff the Defenders. Save Hawker Healer if by any chance they get to play Frost. Once your Witchers are buffed, use adrenaline Rush on them (always leaving the one with the highest score, as he is the Scorch target and the chances of him surviving are low). If the oponent does not play some sort of removal/weather/wound, the round is mostly won. Once all your Witchers/Defenders are buffed, you can use Adrenaline RushToggle the Resilience of a non-Gold unit on the battlefield. A Resilient unit stays on the battlefield for the next round. on them and maybe play Commanders Horn to secure the round (or use it earlier to force the oponent to pass).

On the contrary, against a Weather-based deck you must save the potions for last, as they are easily countered. Spam Toruviel/Witchers but do not use Swallow Potions. I repeat, DO NOT BUFF them at the beginning. Instead use something like a Mahakam Guard/Thunderbolt potion to buff Lambert/Eskel and use Adrenaline RushToggle the Resilience of a non-Gold unit on the battlefield. A Resilient unit stays on the battlefield for the next round. on Vesemir (the reason for this is in case he has Alzur's ThunderRemove 7 strength from a non-Gold unit. because he can  smite your 6-strenght Witcher). Use any other Thunderbolt at your disposal. To counter Frost, you can either use First Light or the Hawker Healer (or other cards like Zoltan). Only when your oponent passes you can use 1 or 2 Swallow Potions to buff the Witchers and win the round. But be careful, maybe on the last round he will play weather and utterly destroy your strategy, so save some potions for it.

 

ROUND 3: If the oponent is not weather based, the game is won (except some cases like the oponent playing Phillipa, but that sure is bad luck). With that in mind, you should have in hand 1/2 potions and First Light/Hawker Healer just in case. If you are trully scared of Weather decks you can swap some cards for more First Lights/Hawker Healers.

 

You will quickly see that 90% of the oponents underestimate the power of this deck, and will take for granted that once the Mahakam Defenders are out of the game they can win with ease. Exceptuating some really annoying Monster Weather (specially if they play drowners), Scoia’tael Removal (they kill your units before you can buff them), Skellige Resurrect (Dimeritium bomb, but in most cases your base strength should be enough), and some rare cards (Kambi, Phillipa, etc), you should win against most oponents. I have been winning 7-8 games in a row each day for the last week, a result I had not forecasted at all. Wish you good luck with it too!

 

Note: I have included Nature's GiftSpawn a base copy of the last non-Gold Special Card played, then banish self. in case you want to duplicate Commander's HornAdd 4 strength to all non-Gold units on a row. to get an even higher result, but you can swap it with other silver card if you want (I use Scorch). But as this is a Buff deck, I doubt your oponent will have units that are much bigger than yours  in terms of strength. And this results in Scorch being useless in many games. Decide to include it or not at your own risk, and be sure to tell me if the outcome is positive in the comments below.

Feedback is appreciated. Thanks and see you in the game!

 

[Change Log]

19/12/2016 – Vanilla (patch 0.8.25)

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