Faction Guide

Dwarves

Stalwart Miners of the Deep

Dwarf decks are the immovable object. Barricade reduces all incoming damage, Fortify grows creatures permanently on entry, and Tunnel bypasses lane blocking entirely. Opponents learn quickly that Dwarves do not move -- they move everyone else.

Playstyle Overview

Dwarves build walls of iron and stone. They absorb punishment, grow stronger over time, and punish aggression with Blast effects that hit entire lanes.

Barricade Walls

Barricade gives Warrant plus -1 damage reduction from all sources. Dwarf defenders are nearly impossible to remove through combat alone.

Fortify Growth

Creatures permanently gain +1 or +2 Defense on entry. The longer Dwarves sit on the board, the harder they are to kill.

Blast Damage

Boulder Bombardier and Blast Crew deal damage to all creatures in a lane when attacking. Entire lanes crumble under Dwarf artillery.

Tunnel Flanking

Tunnel creatures bypass lane blocking entirely. Tunnel Sergeant appears wherever you need a wall, ignoring the usual placement rules.

Signature Keywords

Pairs well with Gnomes for a full artificer/constructs theme, or with Straw Elves for an ultra-defensive late-game wall.

Barricade

Warrant + takes -1 damage from all sources. The signature Dwarf defensive keyword. Turns every creature into a fortress.

Fortify

Permanently gain Defense on entry. Stacks make Dwarf creatures nearly unkillable by turn 6.

Blast

Deal damage to all creatures in a lane when attacking. Dwarves clear entire positions with a single swing.

Tunnel

Summon in any lane regardless of blocking. Bypasses the usual lane restriction rules for surprise positioning.

Overdrive

Spend extra gold on play for massive stat bonuses. Vaultbreaker Voss gets +2/+2 and Double Barrel for 2 gold.

Gold Rush

Ore Baron gains 2 gold on play, funding Overdrive plays and Deputy summons on future turns.

Notable Cards

The standout Dwarves you will see on the Wild Frontier.

Vaultbreaker Voss
Rare Creature
4M / 2G 4 ATK4 DEF

Overdrive: Spend 2 extra gold when playing — this creature gets +2/+2 and Double Barrel. Blast: Deal damage to all creatures in a lane when this attacks.

When he comes through the wall he comes through it twice.

Tunnel Sergeant
Uncommon Creature
3M / 1G 2 ATK4 DEF

Tunnel: Can be summoned in any lane regardless of blocking. Barricade: This creature has Warrant and takes -1 damage from all sources.

Appears wherever needed. Usually in the way.

Ironwall Ingrid
Uncommon Creature
3M / 1G 2 ATK4 DEF

Barricade: This creature has Warrant and takes -1 damage from all sources. Fortify 1: When this creature enters the board gain +1 Defense permanently.

Dents swords. Forgets about it by morning.

Boulder Bombardier
Uncommon Creature
3M / 2G 3 ATK3 DEF

Blast: Deal damage to all creatures in a lane when this attacks. Overshot: Excess damage spills to the next target or player.

Aims for one. Hits the whole outfit.

Ore Baron
Uncommon Creature
3M / 2G 2 ATK4 DEF

Gold Rush: Gain 2 gold when played. Fortify 1: When this creature enters the board gain +1 Defense permanently.

Owns the mountain. Manages the gate.

Blast Crew
Uncommon Creature
3M / 1G 3 ATK3 DEF

Blast: Deal damage to all creatures in a lane when this attacks. Last Stand: When this creature dies deal 2 damage to all creatures in this lane.

Laughs before the boom. Usually after too.

Ironback Ida
Uncommon Creature
4M / 1G 3 ATK5 DEF

Barricade: This creature has Warrant and takes -1 damage from all sources. Ironclad: Cannot be reduced below 1 Defense by spells.

Ain't nothin' harder than a Deepvein Dwarf on a bad day. Ida proves it daily.

Mountainhide Marshal
Uncommon Creature
4M / 1G 3 ATK4 DEF

Barricade: This creature has Warrant and takes -1 damage from all sources. Fortify 2: When this creature enters the board gain +2 Defense permanently.

Law in the mountains is harder than the mountains.

Ready to ride? Check the full card pool or explore the other frontier factions.

Play Free Now