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====Dispelling Magic==== Arguably, Dwarfs are one of the best armies at countermagic, even without a single wizard on the table. Because of their ''natural resistance'', Dwarfs always receive a +2 to dispel attempts, as long as there are no wizards in an allied army. Together with the Master Rune of Valaya, Dwarfs dispel at +4 like a level 4 wizard. Better, even, because they also receive the +4 after a failed dispel attempt. Runesmiths/Runelords generate power/dispel dice like wizards, and no Dwarf in their right mind would ever leave their hold without at least one anyway. Because of the rune system, Dwarfs are also the only army which can have more than one dispel scroll (i.e. Rune of Spellbreaking) and even ones which can destroy a spell after dispelling it. Because Dwarfs don't have magic outside the Anvil of Doom, you can freely use the power dice in your own phase to dispel anything which may have remained in play, meaning you rarely suffer spells for longer than one turn. The Master Rune of Balance can further tip the scale in your favor, on a 4+ robbing your opponent of a power dice while giving it to you for dispelling. Should you go for an Anvil of Doom, you will receive an additional guaranteed power/dispel dice per turn, so a dedicated anti-magic Dwarf list with a Runelord + Anvil, 1/2 Runesmiths, MR of Balance, 2/3 Runes of Spellbreaking (potentially at level 2) and MR of Valaya (remember it can be taken by Hammerers!) can seriously shut down a magic phase. Watch your Vampire Counts opponent cry his eyes out.
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