
Azir, Emperor of the Sands
Budget deck : Azir, Emperor of the Sands
฿640.00
56 cards, all in stock
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Legend
1 cards
Main deck
40 cards
Runes
12 cards
Battlefields
3 cards
Deck stats
Energy curve
Main deck only. Runes, battlefields and the legend print no energy cost.
- 121
- 112
- 103
- 44
- 25
- 16
Domains
Main deck. A card in two domains is counted in both, so these add up to more than 40.
- Calm25
- Order15
Card types
Main deck.
- Gear15
- Unit15
- Spell10
Rarity mix
The whole deck, legend and runes included · this is the shopping list.
- Common43
- Uncommon9
- Rare4
Upgrades
Not in the budget deck and not in the cart: cards to add later.

Arise!replaces Crimson Pigeons
3 × SFD-198/221

Azir, Sovereignreplaces Azir, Ascendant
1 × SFD-177/221

Defyreplaces Twilight Shroud
3 × OGN-045/298

Vi, Peacekeeperreplaces Herald of Spring
2 × UNL-176/219

Kennen, Keeper of Balancereplaces Disciple of Shen
2 × VEN-135/166

Guardian Angelreplaces Hand Hammer
1 × SFD-051/221

Scuttle Crabreplaces Resonating Strike
1 × UNL-053/219
How to pilot it
Azir, Emperor of the Sands makes a 2 Might Sand Soldier for 1 energy on any turn you play a gear. Sand Soldiers have Weaponmaster: each equips a gear for free as it is played, even one worn by another unit. Play a gear every turn and pass the best gear to whoever fights next.
Mulligans: keep a 1-cost gear (Doran's Shield, Soul Sword or Eye of the Herald), Guards! and Royal Entourage. Send back a hand with no gear: on a turn without one, the legend does nothing.
Early game: a 1-cost gear, then the legend: 2 energy. With 4, add Disciple of Shen or Brutalizer. With 6: gear, legend, Royal Entourage to ready it, legend again. Take your own battlefield first: Ornn's Forge makes your first gear each turn 1 cheaper, and each conquest of Hall of Legends readies the legend for 1.
Mid game: Brutalizer is +3 the turn it is attached: give it to that turn's attacker. Hand Hammer is +3 at a battlefield with exactly one other unit of yours. Eye of the Herald makes a 1 Might Recruit wherever its unit moves. Soul Harvest kills a unit of 3 Might or less at a battlefield. Disarming Rake kills a gear on arrival. Herald of Spring brings 2 XP: at 3 XP, Soul Sword is +2.
Late game: Shen, Scourge of Shadows is a 6 for 5. Pair him with Disciple of Shen and nothing else: Disciple defends as a 4, Shen draws on every hold. Once per turn, even in a showdown, Azir, Ascendant pays a Calm rune to swap places with a unit of yours and take one of its gear: a 9 with B.F. Sword. Twilight Shroud is the insurance before you attack: +1, and enemy spells and abilities can't choose the unit this turn. Then it plays again from the trash for 2.
Mistakes to avoid: - A turn with no gear - Royal Entourage before you have used the legend - Brutalizer attached a turn early - A third unit next to Shen, Disciple of Shen or Hand Hammer