Dwarves of Durin
My customized version of the Dwarves of Durin starter deck.
Summary
The main strategy of this deck is to keep throwing dwarves at your problems until you don't have problems any more. Dáin Ironfoot makes dwarves huge, so keeping him ready is imperative.
Strategy
Early game
You really want at least 2 playable dwarves in your opening hand, as that activates Ori on turn 2. Readying is also very important for Dain, so cheap readying effects like Erebor Record Keeper and Cram are very good to see. Acceleration cards such as King Under the Mountain, Legacy of Durin, and A Very Good Tale can help you set up faster, but I've found Ori is usually sufficient for the early game.
Mid game
This deck only has Healing Herbs for healing (though you can recur it with Erebor Hammersmith) and lacks location control, so you'll want to play pretty fast instead of stalling for time. You'll want to play as many dwarves as possible so you can overwhelm the encounter deck through sheer numbers. For one, never underestimate how much A Very Good Tale can explode your board state, especially if it discards Ered Luin Miner. However, don't mine your deck too aggressively - I often wind up with nothing left in my deck if I'm not careful. Also, watch your resources carefully, as this deck doesn't have much resource acceleration.
Late game
Dori and Durin's Song allow Dain to safely defend against huge attacks (just be sure to ready him afterwards!). Lure of Moria allows you to attack with 10-20 dwarves, each of whom has about 2, so you can usually one-shot bosses.