The title is in reference with Mahakam Volunteer's answer for the question "Can Dwarfs fight?". In this season I wanted to try Mahakam Forge and wanted to see if I can reach pro with Dwarfs in this powercrept era, especially because dwarfs had been ignored for such a long time, but mainly because I somehow don't like Spell'etle but want to play ST mainly. The climb from Rank 3 to Rank 2 had been very hard, but somehow Rank 2 to Pro was a smooth ride with over 80% winrate.
This is the deck I climbed with:
Lets Get To Work!
This deck may look outdated and bad, but trust me, it is good enough to at least reach pro rank. I can't promise if you can go over 2450. Also it is a very fun deck to play. I had won many games due to surprise Igni. This may irritate or annoy some people as it can be considered as a clown move, but Dwarfs have absolutely no control and without some tall punish, it would be incredibly hard. I started with Pyrotechnicians and CallOfForest etc. but after a few iterations switched to Royal Decree which is just much better than CoF and swapped a 4P card for Chariot. Also Pyro->Skirmisher significantly helped as it can deny Whisperers.
Despite having a good success, I still want to suggest some buffs to Dwarfs, not because I am greedy, but Dwarfs need more support to be competitive.
Zoltan: Warrior should be 10P. Hear me out. He is currently 10 for 11P with a synergy that, you can play Zontan's Company (a 6 for 6) and then play Brouver to get powerful engine potential. This involves three cards and all are golds. I know he can help in +2 for Barclay and +2 for Guard. But that is all added synergy which doesn't justify a 11P gold to play for 10 points. If the combo is stopped or you didn't draw, he plays for horrible value.
Munro: Should be 10P. Or he should gain a charge on some conditions (like whenever you play Tempering or something). He can play for a max 16 for 12P in the best conditions and can as well play for mere 6 points. It is just a risky card without a secondary ability and 12P for that is already powercrept an year back.
Dennis should be 6P and his ability changed to: Melee: Boost adjacent units by 2. If they are dwarfs, also give 2 armor. Ranged: Boost all units on this row by 1. If the ally is a dwarf, also give 1 armor. Dwarfs want to play on Melee for Xavier and Gabor and Zoltan too. And Dennis plays for an 8 for 8 with no synergy with Dwarf's main thing (armor) is really bad. Unless he at least gest to 6P he wont see any play.
Zoltan's Company should be 5P. A 6 for 6 which needs two legendary cards to be powerful/useful is really bad. Sadly people still use it because the only wincon for Dwarf is Brouver and this can help in that. It is so fragile and weak and needs to be buffed.
Dwarf Berserker should be 4 strength and 4 armor. This can help Munro too. A 7 for 5 in 4 turn was powercrept 1 year ago.
The rest of the dwarf package is really good. Dwarf have solid 4P bronzes. But lackluster Legendaries. Hope to see some love for the dwarfs.
This is the deck I climbed with:
Lets Get To Work!
This deck may look outdated and bad, but trust me, it is good enough to at least reach pro rank. I can't promise if you can go over 2450. Also it is a very fun deck to play. I had won many games due to surprise Igni. This may irritate or annoy some people as it can be considered as a clown move, but Dwarfs have absolutely no control and without some tall punish, it would be incredibly hard. I started with Pyrotechnicians and CallOfForest etc. but after a few iterations switched to Royal Decree which is just much better than CoF and swapped a 4P card for Chariot. Also Pyro->Skirmisher significantly helped as it can deny Whisperers.
Despite having a good success, I still want to suggest some buffs to Dwarfs, not because I am greedy, but Dwarfs need more support to be competitive.
Zoltan: Warrior should be 10P. Hear me out. He is currently 10 for 11P with a synergy that, you can play Zontan's Company (a 6 for 6) and then play Brouver to get powerful engine potential. This involves three cards and all are golds. I know he can help in +2 for Barclay and +2 for Guard. But that is all added synergy which doesn't justify a 11P gold to play for 10 points. If the combo is stopped or you didn't draw, he plays for horrible value.
Munro: Should be 10P. Or he should gain a charge on some conditions (like whenever you play Tempering or something). He can play for a max 16 for 12P in the best conditions and can as well play for mere 6 points. It is just a risky card without a secondary ability and 12P for that is already powercrept an year back.
Dennis should be 6P and his ability changed to: Melee: Boost adjacent units by 2. If they are dwarfs, also give 2 armor. Ranged: Boost all units on this row by 1. If the ally is a dwarf, also give 1 armor. Dwarfs want to play on Melee for Xavier and Gabor and Zoltan too. And Dennis plays for an 8 for 8 with no synergy with Dwarf's main thing (armor) is really bad. Unless he at least gest to 6P he wont see any play.
Zoltan's Company should be 5P. A 6 for 6 which needs two legendary cards to be powerful/useful is really bad. Sadly people still use it because the only wincon for Dwarf is Brouver and this can help in that. It is so fragile and weak and needs to be buffed.
Dwarf Berserker should be 4 strength and 4 armor. This can help Munro too. A 7 for 5 in 4 turn was powercrept 1 year ago.
The rest of the dwarf package is really good. Dwarf have solid 4P bronzes. But lackluster Legendaries. Hope to see some love for the dwarfs.