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.
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 gives Warrant plus -1 damage reduction from all sources. Dwarf defenders are nearly impossible to remove through combat alone.
Creatures permanently gain +1 or +2 Defense on entry. The longer Dwarves sit on the board, the harder they are to kill.
Boulder Bombardier and Blast Crew deal damage to all creatures in a lane when attacking. Entire lanes crumble under Dwarf artillery.
Tunnel creatures bypass lane blocking entirely. Tunnel Sergeant appears wherever you need a wall, ignoring the usual placement rules.
Pairs well with Gnomes for a full artificer/constructs theme, or with Straw Elves for an ultra-defensive late-game wall.
Warrant + takes -1 damage from all sources. The signature Dwarf defensive keyword. Turns every creature into a fortress.
Permanently gain Defense on entry. Stacks make Dwarf creatures nearly unkillable by turn 6.
Deal damage to all creatures in a lane when attacking. Dwarves clear entire positions with a single swing.
Summon in any lane regardless of blocking. Bypasses the usual lane restriction rules for surprise positioning.
Spend extra gold on play for massive stat bonuses. Vaultbreaker Voss gets +2/+2 and Double Barrel for 2 gold.
Ore Baron gains 2 gold on play, funding Overdrive plays and Deputy summons on future turns.
The standout Dwarves you will see on the Wild Frontier.
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: 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.
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.
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.
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: 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.
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.
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.