Swim’s Tempo Dorfs (Updated)

Deck

-- 6,000
27
Melee
0
Ranged
12
Siege
76
Multiple
115
Total

Hey guys, Swim here back with my new and improved open beta Dorfs list. This list is pushed more towards the dorf archetype, using tribal synergies with Barclay Els and Yarpen Zigrin.  Saskia and Roach are great, as Dorfs are all about winning round 1 and they really help push round 1 with all the value you can get. Ithlinne is super nutty in this deck, as she can be used to put a 24 point buff down on your dorfs with a thunderbolt potion, and you can also use it to clear weather, and then rally. Immune boost is great as an anti-weather and can also protect from lacerate and other sources of damage, although as of the time of writing it’s currently bugged and doesn’t have the spell tag and so can’t be pulled with Ithlinne. Lastly, Dwarven Mercenaries provide decent buff value and can help either move your stuff out of weather, or align your units better for Thunderbolt Potion or Commander’s Horn.  This deck will generally win via 2-rounding the opponent.

Crafting Order: Ida EmeanDeploy: Spawn Impenetrable Fog, Clear Skies or Overdose. -> Yarpen ZigrinWhenever a Dwarf Ally is played, Boost self by 1. Deploy: Gain Resilience. -> CiaranDeploy: Toggle a Unit's Lock and move it to this row on its side. -> Barclay ElsDeploy: Play a random Bronze or Silver Dwarf from your Deck and Strengthen it by 3. -> OlgierdWhen this Unit is Discarded or Destroyed, Weaken it by half (rounding up). At the start of Rounds 2 and 3, Resurrect this Unit if it is in the Graveyard. -> IthlinneDeploy: Play a Bronze Spell, Boon or Hazard card from your Deck, then Spawn a copy of it. Shuffle the others back. -> Zoltan ChivayDeploy: Move 3 Units to this row on their side. Strengthen moved Allies by 2, Damage moved Enemies by 2. -> Ragh Nar RoogApply a Ragh Nar Roog Hazard to all opposing rows. Ragh Nar Roog Hazard: Every turn, at the start of your turn, Damage the Highest Unit on the row by 2. -> SaskiaDeploy: Mulligan up to 2 cards, but choose any Bronze cards from your Deck to replace them. Then shuffle your Deck.

If you have any of the following cards, you can replace any cards you don’t own with:

Gold replacements: DroughtApply a Drought Hazard to all opposing rows. Drought Hazard: Every turn, at the start of your turn, Damage the Lowest Unit on the row by 2., Triss: Butterfly SpellEvery turn, at the start of your turn, Boost all other Lowest Allies by 1. Revenge: Boost all other Lowest Allies by 2.Zoltan: Animal TamerDeploy: Spawn Field Marshal Duda Companion or Field Marshal Duda Agitator.AglaisDeploy: You may Resurrect a Bronze or Silver Special card from your opponent's Graveyard., Geralt: IgniDeploy: Destroy all the Highest Units on the opposite row if that row totals 25 or more Power.
Silver replacements: DecoyReturn a Bronze or Silver Ally to your Hand, Boost it by 3 and play it., CleaverDeploy: Toggle a Unit's Lock., Alzur's Double CrossBoost the Highest Bronze or Silver Unit from your Deck by 2 and play it.White FrostApply a Frost Hazard to 2 adjacent opposing rows. Frost Hazard: Every turn, at the start of your turn, Damage the Lowest Unit on the row by 2., ToruvielAmbush: When your opponent passes, turn this Unit over and Boost 2 Units on each side by 2.

This deck’s BUDGET VERSION is pretty cheap, requiring crafting only Ithlinne, Ragh Nar Roog, Yarpen, Roach, and a few rares.  It plays effectively the same as the full version, using slightly less dwarf tag synergies.  Try to use decoy on Barclay Els, or possibly to reset a locked Mahakam Defender.


Check out my VIDEO GUIDE to watch me play this deck with commentary, or check out my stream to see me create more decks like this, or to ask me any questions.  🙂

Update 1

-Dennis Cranberry, -Roach, +Olgierd, +Ida Emean

Dennis Cranberry was ultimately just a worse Ida in general.  He provided essentially the same thing, which it a bit of value and trying to keep defenders out of kill range.  Ida loses a couple points compared to Cranberry, although quen shields are very useful with the new weathers, and the ability to keep defenders alive is pretty great.  You generally pull her with Brouver, over Yarpen.  Olgierd provides very solid and reliable value, in addition to giving you more buff targets in later rounds, which is generally very useful.

Update 2

-Immune Boost, +Mardroeme

Ultimately as nice as Immune boost was sometimes, its inability to be pulled by Ithlinne is kind of fatal to the card.  When it gets the special tag, it will be good in the list, but until then it’s mildly mediocre.  On the other hand, Mardro is an amazing tech.  Ithlinne incentivizes you to run a couple tech bronzes that you can pull out whenever you want.  If you have Ithlinne in your hand, always mulligan Mardro (in any matchup where mardro is good, you want to double-cast it).  For example, in the dorf mirror, using Ithlinne on mardro is very gamewinning.

Update 3

-Commander’s Horn, +Dennis Cranberry

Ended up missing Dennis, and commander’s horn was proving a bit unreliable.

Card Combos

Bronzes

Mahakam DefenderDeploy: Gain Resilience.: A core part of this deck.  Play these after Yarpen, and start buffing them up with your Defenders, Thunderbolt Potions, and if your opponent threatens that row, Dwarven Mercenaries.  While these cards are a major part of this deck’s strategy, they aren’t actually imperative to your win condition.  The idea of this deck is to basically force the opponent out of round 1 with your mass buffs, and then shut out round 2 with your dwarf carryover, which only requires 1 or 2 dwarves being carried over to do really.  Due to how moving mechanics work with Dwarven Mercenaries, make sure to keep all of these on the very right side of your melee row so that if you pull Yarpen he’ll be aligned with them.

Deploy: Boost an Ally by 4. If it's a Dwarf, Strengthen it by 3 instead.

Mahakam GuardDeploy: Boost an Ally by 4. If it's a Dwarf, Strengthen it by 3 instead.: Decent value card in any dwarf list.  10 value play, while buffing your defenders and providing bodies for thunderbolt potions etc.  Avoid buffing two dwarves to the same strength, to play around scorch effects.  Basically you want to use this on your lowest-strength resilient unit, unless it would set two units to the same strength in scorch/igni range.  Due to this card being pulled randomly from rally and Barclay, you always want to play Yarpen or Defender first.

Thunderbolt PotionAdd 2 Armor to 3 adjacent Units and Boost them by 3.: Huge value card.  A pretty easy 12 point bronze (which is already insane), but beyond that it empowers your carryover with dwarves very majorly, and it can be pulled with ithlinne for a 22 point play, which is nutty.  Due to this card, you always want to put your resilient dwarves next to each other (on the right side of the melee row) so that you can buff them all together.

Dwarven MercenaryDeploy: Move a Unit on another row to this row on its side. If it's an Ally, Boost it by 3.: Solid 8 value with dwarf synergy.  Very useful for pulling your Yarpen to the melee row so that he can get buffed, or for pulling your stuff out of weather.  Keep your Mahakam Defenders on the right side of the melee row, since Dwarven Mercenaries will always put the pulled card on the right end of the row, so you’ll be able to stack buffs.  You can also use this card to dodge Rot Tossers, either by pulling the unit out of the row to safety, or by pulling the cow carcass to an empty row, and then using a 2nd Dwarven Mercenary to pull the first one back to your melee row.

Immune Boost: Actually a very solid addition to this list.  At the time of writing, this card is bugged and not tagged as a spell and thus can’t be pulled by Ithlinne.  I expect it will be fixed within a few days of this post, though.  This card is great; it can block weathers, lacerate, etc, and in scenarios where you need to, you can doublecast it with Ithlinne.  Very solid 1x slot.  Can allow you to ignore Ragh Nar Roog etc sometimes.

Silvers

Yarpen ZigrinWhenever a Dwarf Ally is played, Boost self by 1. Deploy: Gain Resilience.: Great addition to the list.  Play it turn 1 (before Dennis Cranberry) and start growing it by playing Dennis, Defenders, Guards, etc.  I often find myself pulling it to the melee row with a Dwarven Mercenary so that I can buff it alongside my Mahakam Defenders with Thunderbolt Potions and Commander’s Horn.  I’ll pull this with Brouver if I don’t have it in hand.

Deploy: Strengthen all other Dwarves in your Deck, Hand and on your side of the Board by 1.

Dennis CranmerDeploy: Strengthen all other Dwarves in your Deck, Hand and on your side of the Board by 1.: Solid card in a deck that utilizes so many dorfs.  Play it after Yarpen so that it buffs Yarpen twice, and pull it out with Brouver if you have Yarpen in hand and don’t need Ciaran.  Pretty simple card.

CiaranDeploy: Toggle a Unit's Lock and move it to this row on its side.: A very solid lock option, with the versatility to lock opponent units, or sometimes move your own units.  Its high strength make it super reliable, and always having access to it through Brouver is quite nice. One of the best silver faction locks due to its high power and versatility.

Commander's HornBoost 5 adjacent Units by 4.: A great card for any row-stacking and buff deck.  Ability to swing for 20 on a silver is amazing, particularly when paired with potential resilience.  It’s a real shame it can’t be pulled with Brouver anymore though.  Try to use this one kind of early, as it won’t be able to get as much value in round 2-3.

Barclay ElsDeploy: Play a random Bronze or Silver Dwarf from your Deck and Strengthen it by 3.: This card’s pretty great, although actually it has a bit of anti-synergy with dwarves, as you’re going to be pulling out less good cards with him on average if you’re running a lot of bronze dwarves compared to, say, just running Zoltan and Yarpen. That aside, a good addition to this deck, and has a hard time being low-value.  I usually find myself dragging it to the melee row with Mercenaries.  Don’t play this too early though; you want to have a proper Guard target (Defender or Yarpen) first in case you pull one of those, or 3 units on the board in case you pull Zoltan Chivay.

RoachWhenever you play a Gold card from your Hand (note: does not include Leaders), play this Unit from your Deck on a random row before that card resolves.: Honestly this card’s amazing.  A lot of people are saying this card got nerfed and I don’t think that’s even true.  This card’s newfound ability to come out for a whopping 5 strength in round 1 is amazing for decks like this that rely on carryover to win later rounds, and need all the help in round 1 they can get.  Absolutely fantastic here, and it can even possibly provide you with a valuable buff target if you’re against a deck that’s really controlling your options.

Golds

Zoltan ChivayDeploy: Move 3 Units to this row on their side. Strengthen moved Allies by 2, Damage moved Enemies by 2.: This card is nutty. It cant realistically give you less than 14 value, and it can move your units out of weather, away from cow carcasses, or it can split them to be safer against d-bomb, coral, hailstorm, etc, which is something I often do in round 3 as a last play, just in case they’re saving a big swing card as their last card.

Deploy: Play a Bronze Spell, Boon or Hazard card from your Deck, then Spawn a copy of it. Shuffle the others back.

IthlinneDeploy: Play a Bronze Spell, Boon or Hazard card from your Deck, then Spawn a copy of it. Shuffle the others back.: Actually managed to be better than Zoltan Chivay in this deck specifically.  This card is absolutely insane here.  Pulling 2x thunderbolt potions will be your most common choice, as it will swing for 22 points (pulling out roach as well), and will slam an amazing amount of value on your buff targets.  Against weather, call a first light with this card to both clear it and rally a unit out.  In rare situations, you can use this card as a double rally.  Can just carry this deck in some games.

SaskiaDeploy: Mulligan up to 2 cards, but choose any Bronze cards from your Deck to replace them. Then shuffle your Deck.: A great addition to this list for the same reason Roach is; you just want to be able to force the opponent out of round 1, and every opportunity to do that with cards that play themselves from your deck is always great.  Generates free value, and does so in a way that can keep up with tempo plays.

Ragh Nar RoogApply a Ragh Nar Roog Hazard to all opposing rows. Ragh Nar Roog Hazard: Every turn, at the start of your turn, Damage the Highest Unit on the row by 2.: Very powerful card that can never really achieve low value.  DO NOT be too greedy using this card; don’t use it too early into a round.  Use it when the opponent has at LEAST 2 rows occupied, so that if it gets cleared right away it will always at least trade up to your opponent’s bronze by 6 points or to their silver mage by 3.  If it goes uncleared, it wins you the round, or possibly the game.

Unincluded Cards

Hawker HealerDeploy: Boost 2 Allies by 3.: I had this card instead of Dwarven Mercenary in an early version of this list, but the ability to move around units was proving to be a bit useful.  I could see this card finding its way back into this list, though. Close call.

AglaisDeploy: You may Resurrect a Bronze or Silver Special card from your opponent's Graveyard.: This card’s inability to reliably target your own graveyard really ends up hurting it in a major way, and gold slots are super tight right now, with arguably all 4 of the golds in this list being overtuned.  Really hard to fit into scoia’tael lists in the current iteration of the game.

SchirruDeploy: You may transform a card from your Hand into Scorch.: Amazing card right now, but too clunky with buff strats.

MilvaDeploy: If neither player has passed, return the Highest different Bronze or Silver Enemy to your opponent's Hand, then return the Highest different Bronze or Silver Ally to your Hand and Boost it by 3.: Card loses almost all of its value from not being able to generate you card advantage anymore.

YaevinnDoomed. Deploy: Look at the top Unit and top Special card from your Deck. Draw 1 and shuffle the other back.: Card advantage doesn’t end up mattering with this list at all.  You run spy cards like this when you want to be able to slow down the game and put value into future rounds, but this list can always put value into future rounds whenever it wants so it doesn’t need this option.

Sheldon SkaggsDeploy: Move all Units on the row to random rows on the same side and Boost self by 1 for each.: Doesn’t end up doing too much here.  Dwarf Tag only goes so far, and it scatters your units which is generally not what you want.  Silver slots are a bit too competitive for this card to be good beyond budget versions.

ToruvielAmbush: When your opponent passes, turn this Unit over and Boost 2 Units on each side by 2.: This card is actually pretty close to being run here.  It loses a bit of value because it can actually make Commander’s Horn or even Thunderbolt potion a bit clunky to use, and you generally don’t need your silvers to give you more power as your bronzes already do that very well.

Elven MercenaryDeploy: Look at the top 2 Bronze Special cards from your Deck. Play 1 and shuffle the other back.: This card is…in a bit of an awkward place right now.  While it’s true you can get them back to your side with Toruviel, there’s not too much point in committing that unless the choice of special that’s granted to you is particularly useful, and this deck generally doesn’t have very situational specials.

Adrenaline RushToggle a Unit's Resilience.: Honestly a consideration, as there are some situations where you do want to either use it to “unlock” locked defenders, or use it in round 2 to carry over your dudes again to round 3, even possibly as a pick from Ithlinne to do it twice.  The problem is it can shut you out of being able to push round 1 as far as you want to.  Ultimately a bit win-more.

CiriAt the end of the Round, return this Unit to your Hand if you lost. Deploy: Gain 3 Armor.: Card advantage doesn’t matter.

General Guide

Be sure to read the “UPDATE 1” section near the top to see any changes to gameplay strategies.

Mulligan

Start by blacklisting Dwarven Mercenary if you don’t expect weather or Mahakam Guard if you do.  At this point if you have either Roach or Saskia, mulligan it.  If you have the other, mulligan that too, otherwise you can go back and get rid of another Mercenary/Guard/FirstLight depending on whether you expect weather or not.  Be careful however to leave at very least 1 non-roach Silver unit in your deck to be pulled with your Brouver.

Round 1

Open by playing Yarpen Zigrin (via Brouver if needbe), then continue to play Barclay Els and your Defenders, playing the Defenders first if you’re so far ahead of your opponent that they might pass. With this deck, never pass before the opponent unless they’re telegraphing a pass (playing a silver spy when you’re 15+ points ahead already).  If the opponent plays any bronze weather when you have 1 unit on a row, use a Dwarven Mercenary to switch to either Melee or Siege, whichever one is safe.  If they play another, clear it, using Ithlinne if needbe (rally as your 2nd spell).  Continue by playing out Defenders, making sure you keep your defenders on the RIGHTMOST side of the melee row, so that if you pull Yarpen to melee with a Mercenary, they’ll all be buffable together.  When you have 3 buffable resilient units together, or as many as you’re going to be able to have, start putting immune boost, thunderbolt potions, and commander’s horns on them, making sure not to give the opponent too good of an Ingi/scorch if possible, using a Mahakam Guard to that end if necessary.

Again, be sure not to pass even if you’re ahead on points, as your win condition is to win round 1.  You can use Ragh Nar Roog if it will deal immediately at least 6 damage, although I often wait for it to deal at least 9 personally, as if they can’t clear it you force them entirely out of the round regardless of how late you play it.  At any point use Ciaran to lock an enemy if needbe, or possibly to pull one of your guys to safety (although it can’t be done on one of your resilient units without locking it).  If you’re in a situation where you need to try to take the round with a card choice, be very mindful about your hand and that you want to keep a minimum number of units going into round 2.  Typically, given the choice to beat an opponent with a Dwarven Mercenary or a Thunderbolt Potion, I’ll choose the latter, as buff targets are very valuable in later rounds, and Thunderbolt Potion can often buff your carryover units anyway.

Round 2-3

Generally you’ll have been able to win round 1 with this deck, and with a carryover as well.  Your objective here is to basically force out a 2-round scenario, generally.  Find use out of your remaining buffs by buffing your carry-over targets, often after playing 1-2 more units to enable thunderbolt potion to hit for 3.  If you have Zoltan Chivay or a Dwarven Mercenary you can afford to play after your buffs, you can play that as your last card to lessen the effect of D-bomb, Coral, or Merigold’s Hailstorm by splitting your power across 2 rows.

If you lost round 1, you should generally have a carryover and be able to pass immediately here, taking him to round 3.  Depending on your hand you could still be totally fine in this scenario, as you can still get absurd value out of stuff like thunderbolt potion, Zoltan Chivay, and Ithlinne provided you have buff targets available.  Again, make sure you end round 1 with enough buff targets left over to be able to get use out of.

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6 thoughts on “Swim’s Tempo Dorfs (Updated)

  1. Evan Sanderson
    June 2, 2017 at 11:04 pm

    Great deck overall. Manages to outmuscle the opponent in the first round most of the time, but can struggle in rounds 2 and 3 if the defenders were locked or destroyed. I’d add one adrenaline rush, which in some cases can be called on by ithlinne to carry over even more and overwhelm the competition.

    Reply
  2. Alikat
    June 1, 2017 at 7:30 pm

    My favorite deck so far but finding it very vulnerable to anything running locks/resets/igni/scorch. Which seems to be most decks. Dances around weather and rot chuckers though.

    I’d recommend -1 thunderbolt potion and -1 commanders horn. 2 thunderbolt potions, immune boost, and ithline is enough imo. I frequently run into an issue where the opponent passes round 1 while I already have the lead but only 0-1 non locked resilient units still on the board and a hand full of triple buff cards and not enough units for round two.
    Maybe a third first light and anything off the authors silver replacement list instead. Also Sheldon Skaggs isn’t terrible either, his effort seems to trigger more than when he enters the board, I’m not sure if it’s bugged but it might be going off when ever anything on the board changes rows? I’ve had him tick +1 value on subsequent turns a bunch of times but haven’t figured out the how or why.

    Reply
  3. Inpurity
    May 29, 2017 at 4:26 am

    Good deck! Gives weather a hard time

    Reply
  4. PiaFraus
    May 28, 2017 at 9:21 pm

    Swapped one thunderbolt with last wish as too often ended up with 1-2 minion at round 3 and thunderbolt potion in hand after mulligan.

    Reply
  5. Kev
    May 27, 2017 at 6:21 am

    This deck get’s raped pretty hard by Nilfgaard’s Auckles

    Reply
  6. KingOfFakine
    May 26, 2017 at 7:13 pm

    “Dennis Cranberry”
    I applaud you my good sir

    Reply

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