
Azir, Emperor of the Sands
Budget deck : Azir, Emperor of the Sands
฿640.00
56 cartes, toutes en stock
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Légende
1 cartes
Deck principal
40 cartes
Runes
12 cartes
Champs de bataille
3 cartes
Stats du deck
Courbe d’énergie
Deck principal uniquement. Les runes, les champs de bataille et la légende n’ont pas de coût en énergie.
- 121
- 112
- 103
- 44
- 25
- 16
Domaines
Deck principal. Une carte de deux domaines compte dans les deux, le total dépasse donc 40.
- Calm25
- Order15
Types de cartes
Deck principal.
- Gear15
- Unit15
- Spell10
Répartition des raretés
Le deck entier, légende et runes comprises · c’est la liste de courses.
- Common43
- Uncommon9
- Rare4
Améliorations
Hors du deck budget et hors du panier : des cartes à ajouter plus tard.

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

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

Defyremplace Twilight Shroud
3 × OGN-045/298

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

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

Guardian Angelremplace Hand Hammer
1 × SFD-051/221

Scuttle Crabremplace Resonating Strike
1 × UNL-053/219
Comment le jouer
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