A heavy economic faction about a cycle of reap and sow that is happy to spend time summoning units only to sacrifice them to produce boosts that are used to produce Fungal Beasts.
A faction that is happy to take its time doing it's farming that will inevitably out-value every other faction out there. However often can also be played aggressively, pushing it's summoner and the farm of fungus into enemy territory to put pressure.
It's summon Kuldak is a support summoner with a very powerful economy ability. It needs to be the center of what is called "The diamond of fungus" A diamond shape defined by the range of 2 of it's ability, where all friendly units that die there will generate boosts to all other units in that diamond.
Fungal Dwarves power comes from triggering Kuldak ability as many times a possible. They have a lot of ways to chain deaths into boosts that produce more deaths and more boosts. Creating a chain of boost explosions to permeate their colony. If the engine starts, the amount of economic advantage they can gain can seem insurmountable.
Games of the Fungal dwarves are often a slow and long war with an opponent trying to tear through the beasts and fungus just for more to come.
If Kuldak keeps its engine going, the Fungal Dwarves will overwhelm any opposition, but if it doesn’t happen, Fungal Dwarves will fall apart.
The key unit of the Fungal Dwarves. Blood Bloom generates boosts, but you need to use them, and the main use of the boosts are the Spore Carriers, with 3 boosts making these inexpensive 0 cost units into very efficient Fungal Beasts. Fungal Dwarves want to quickly populate the board with these cheap units to both have a use for the boost and have a cheap way to trigger it. Try to summon as many as these as possible, they are good to trigger deaths, good to use boosts, and very efficient on their own as 0 cost 2/2 is great stats.
Don’t be afraid to kill them yourself with your own attacks to trigger Blood Bloom.
If the most important unit is the Spore Carrier, then it’s reasonable that the Epic Event is … well more Spore Carriers! You definitely want to play both copies every game. The problem is sometimes finding 2 Spore Carriers to put in the discard pile early game, but other than that, play this card without care, 2 Spore Carriers for the price of 1 card is just too good. Of course it also functions to protect Kuldak, especially after he killed a unit, but again you don’t need to do that to want 2 carriers for the price of 1 card.
Perhaps everybody's favorite event, and yes, it’s very powerful. Extra attacks are always great, extra from the same unit, are even more so. It’s negative - losing the unit, can be a bonus for the Fungal Dwarves which like to see their own units dying, even more so if it’s to make a Spore Carrier die before the end of turn to become a Fungal Beast.
Remember you don’t need to choose a unit that already attacked, so it can allow you to attack with 4 different units.
The big payoff of the Fungal Dwarves. It can be hard to pull it off, Monstrosity requires a lot of work, but the end result is worth it. Generally these guides don’t feature “current opinions of the playerbase”, but an exception is being made here because Monstrosity is quite possibly the most divisive Champion released so far. Some players worship Monstrosity as a key unit of Fungal Dwarves and play every game with the goal of getting it out, and then other players consider it a great but very situational - optional card.
It’s up to you to decide the right path on this one for yourself. But regardless if it’s worth pushing for it or just spotting the right time for using it situationally, it’s undeniably a game-winning condition of the Fungal Dwarves.
The first thing to think about is where you ideally want kuldak to be, depending on the matchup. In general you want to be in the center where you can decide to push more or retreat on how the game goes. But if the opponent faction has a strong range and economy play you may want to push more aggressive. Against factions with more weak ranged game sitting back may be better as Fungal dwarves have a decent ranged game and a strong economy to force the opponent to attack.
Is important to have lots of units around Kuldak, which sometimes it's not easy early on. Need to burn very aggressive and spam units around it.
Don't be tempted to overextend, which is what smart opponents will try to do. Accept you will have to move slowly and use your Blood mages to keep fighting at range while you reposition. Also even if you are getting attacked, if you are summoning spore carriers and are farming boosts, you may generate more health than you are reciving damage. Specially with the help of Maldar.
A lot of the decisions Involving fungal dwarves is in what direction to move the Diamond, after that most decisions are tactical and depends on how the game flow.
Fungal dwarves need to play slow and with patience most of the time, even if sometimes can find good situations and matchups to pressure. Often sitting back and calmly farm your beats while you attack with blood shamans from range.
If this appeals to you, Fungal Dwarves provide one of the most unique experiences by far in Summoner Wars to date.
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