As a long-time supporter of Mahakam, and Dwarven culture, it pains me to say that Dwarves are currently down a shaft without a mattock! After numerous experiments in my persistent -- and often frustrating -- quest to maintain a pure Dwarven deck, I find most Dwarf units' current abilities either puzzling, difficult to employ, or not worth the risk of including in a deck. Moreover, it appears to me that we cannot build a deck based only on Dwarves, as the units require traps/artifacts, gold neutrals, or (Brouver forbid!) elves (ach!), in order to be played effectively. For me, this has been quite a disappointment, since I'm rather fond of the wee, axe-wielding beard-waggers! The most troubling examples include:
- Zoltan Chivay: Strength 5, Provision cost 9. Ability: 'Deploy, Melee: Destroy a unit with power less than or equal to the number of Dwarf allies.'
Sadly, unless one is very clever, and facing an opponent who's not running a removal deck, it's quite a challenge to build up a strong enough Dwarven presence on the battlefield to achieve much damage. On average, he might be able to deal 4, perhaps 5? (Not much good when your opponent has a unit boosted to 20+, and picks off your soldiers like flies from a glass of tainted ale!)
- Yarpen Zigrin: Strength 3, Provision cost 8. Ability: 'Every turn, on turn end, if there are no allied units on the battlefield, boost self by three.'
With only 3 strength, I can't really see how Yarpen is reasonably expected to survive, nor can I imagine many cases in which he'd be much good, without heavy reliance on artifacts or effect cards, which is problematic.
- Barclays Els: Strength 3, Provision cost 8. Ability: 'Deploy: Boost an ally by 1 for each Dwarf ally.'
Once again, this card relies upon building up numerous Dwarves on the Battlefield, which can be a risky challenge, easily countered.
- Dwarven Mercenary: Strength 3, Provision cost 5. Ability: 'Order: Damage an enemy by 1. Gain 1 charge whenever you play a Dwarf.'
This is one of the only damaging cards Dwarves have, and, once again, it requires a delicate set-up to function effectively. At 3 Strength, it can be easily removed, or locked, before it can ever use a charge, and requires plenty of other Dwarves to gain enough to deal significant damage.
- Mahakam Guard: Strength 2, Provision cost 5. Ability: 'Deploy: Boost self by the number of Dwarf allies on the other row.'
This one is quite a disappointment, since, not only does it require other Dwarves on the battlefield, they must also all be on the other row in order to trigger any substantial boost.
- Pyrotechnician: Strength 3, Provision cost 4. Ability: 'Zeal. Order: Destroy an allied artifact, and damage a unit by 2. Cooldown: 2'
This lad simply doesn't synergise well with other Dwarves, since most units which benefit from artifacts, such as traps, are elves. Therefore, since most Dwarves are not linked to artifacts, this card is a bit of an outlier from his kin.
- Dwarven Skirmisher: Strength 1, Provision cost 4. Ability: Deploy: 'Damage an enemy by 3. If it survives, boost self by 1. Reach: 1.'
Although it can be useful to remove some bronze units, this unit's low strength can prove a serious liability, especially against more powerful decks, which thrive upon stronger units.
There are a few additional risks in running most of these Dwarves: Against Nilfgaard Reveal decks the Dwarves' low strength permits the enemy units to repeat their reveal abilities; against Monsters low strength leaves the field open for their abilities which depend on controlling the most powerful unit on the board; and almost all of these Dwarves present easy targets for Sihil's juggernaut of increasing damage.
Finally, from a lore perspective, since not all Dwarves are so keen to collaborate with elves and humans, it seems logical to me that they should be quite capable of standing on their own, without support from non-Dwarves. Now, even if some of their abilities are intended to rely upon other Dwarves, there just don't seem enough of the chaps available to turn the tide on the enemy!
Granted, I've not exhausted all possible deck combinations, and I've never been very good at balancing, however, I think the Dwarves could use some more work, in order to become a viable, independent archetype.
- Zoltan Chivay: Strength 5, Provision cost 9. Ability: 'Deploy, Melee: Destroy a unit with power less than or equal to the number of Dwarf allies.'
Sadly, unless one is very clever, and facing an opponent who's not running a removal deck, it's quite a challenge to build up a strong enough Dwarven presence on the battlefield to achieve much damage. On average, he might be able to deal 4, perhaps 5? (Not much good when your opponent has a unit boosted to 20+, and picks off your soldiers like flies from a glass of tainted ale!)
- Yarpen Zigrin: Strength 3, Provision cost 8. Ability: 'Every turn, on turn end, if there are no allied units on the battlefield, boost self by three.'
With only 3 strength, I can't really see how Yarpen is reasonably expected to survive, nor can I imagine many cases in which he'd be much good, without heavy reliance on artifacts or effect cards, which is problematic.
- Barclays Els: Strength 3, Provision cost 8. Ability: 'Deploy: Boost an ally by 1 for each Dwarf ally.'
Once again, this card relies upon building up numerous Dwarves on the Battlefield, which can be a risky challenge, easily countered.
- Dwarven Mercenary: Strength 3, Provision cost 5. Ability: 'Order: Damage an enemy by 1. Gain 1 charge whenever you play a Dwarf.'
This is one of the only damaging cards Dwarves have, and, once again, it requires a delicate set-up to function effectively. At 3 Strength, it can be easily removed, or locked, before it can ever use a charge, and requires plenty of other Dwarves to gain enough to deal significant damage.
- Mahakam Guard: Strength 2, Provision cost 5. Ability: 'Deploy: Boost self by the number of Dwarf allies on the other row.'
This one is quite a disappointment, since, not only does it require other Dwarves on the battlefield, they must also all be on the other row in order to trigger any substantial boost.
- Pyrotechnician: Strength 3, Provision cost 4. Ability: 'Zeal. Order: Destroy an allied artifact, and damage a unit by 2. Cooldown: 2'
This lad simply doesn't synergise well with other Dwarves, since most units which benefit from artifacts, such as traps, are elves. Therefore, since most Dwarves are not linked to artifacts, this card is a bit of an outlier from his kin.
- Dwarven Skirmisher: Strength 1, Provision cost 4. Ability: Deploy: 'Damage an enemy by 3. If it survives, boost self by 1. Reach: 1.'
Although it can be useful to remove some bronze units, this unit's low strength can prove a serious liability, especially against more powerful decks, which thrive upon stronger units.
There are a few additional risks in running most of these Dwarves: Against Nilfgaard Reveal decks the Dwarves' low strength permits the enemy units to repeat their reveal abilities; against Monsters low strength leaves the field open for their abilities which depend on controlling the most powerful unit on the board; and almost all of these Dwarves present easy targets for Sihil's juggernaut of increasing damage.
Finally, from a lore perspective, since not all Dwarves are so keen to collaborate with elves and humans, it seems logical to me that they should be quite capable of standing on their own, without support from non-Dwarves. Now, even if some of their abilities are intended to rely upon other Dwarves, there just don't seem enough of the chaps available to turn the tide on the enemy!
Granted, I've not exhausted all possible deck combinations, and I've never been very good at balancing, however, I think the Dwarves could use some more work, in order to become a viable, independent archetype.
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