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Shurima · Spiritforged · Advanced

Azir

Emperor of the Sands · Equipment token engine

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Azir gives Sand Soldiers Weaponmaster and creates 2-Might Sand Soldier tokens after you play Equipment.

Live data · our tournament results, last 14 days

Where Azir Stands Right Now

Tier

A

Tempo

Meta share

4.9%

276 tracked decks

Top 8s

8

across 18 events

Match record

53.5%

408W – 355L

CN / West share

4.3% / 5.1%

5 / 3 top 8s

The engine

What Azir Rewards

Emperor of the Sands · printed ability

Your Sand Soldiers have [Weaponmaster]. 1 Energy,: Play a 2 Might Sand Soldier unit token to your base. Use only if you've played an Equipment this turn.

Azir asks you to care about combat math; the fun is setting up fights where your units survive because the Legend ability changes the numbers.

How it plays

The Game Plan

Azir's setup is specific: play Equipment first, then spend energy and exhaust him for a Sand Soldier at base. Weaponmaster turns those tokens into real carriers for the gear package.

Strengths

  • Equipment converts into token bodies
  • Sand Soldiers carry gear efficiently
  • Strong board rebuilding

Watch Outs

  • Needs Equipment before activation
  • Tokens start at base
  • Can be slow under early pressure

Turn by Turn

  1. 1Early: play Equipment that will matter after a Sand Soldier arrives.
  2. 2Midgame: generate tokens after Equipment turns and use Weaponmaster to attach gear efficiently.
  3. 3Late: keep producing bodies so removal has to answer both the unit and the Equipment shell.

New to this Legend? Pick Azir if you like gear decks that manufacture their own units instead of waiting to draw enough bodies.

Proven lists · from our tournament database

What Winning Azir Looks Like

The full list below comes straight from a recent top-performing event run, runes and battlefields included. Use it as the reference build, then adjust for your collection.

御三家·witersong

S3 Tianjin Regional Open · 2026-06-07 · 56 cards

Legend (1)

  • Azir, Emperor of the Sands1

Units (4)

  • Vi, Peacekeeper2
  • Azir, Sovereign1
  • Scuttle Crab1

Spells (21)

  • Arise!3
  • Defy3
  • Discipline3
  • Hidden Blade3
  • Guards!2
  • Salvage2
  • Charm1
  • Cull the Weak1
  • Deathgrip1
  • Sacrifice1
  • Shadow's Call1

Gear (15)

  • B.F. Sword3
  • Brutalizer3
  • Doran's Shield3
  • Eye of the Herald3
  • Soul Sword3

Runes (12)

  • Calm Rune6
  • Order Rune6

Battlefields (3)

  • Hall of Legends1
  • The Arena's Greatest1
  • Trifarian War Camp1

Also putting up results: Eаster (S3 Tianjin Regional Open, 2026-06-07) and Joy's-Yukki (S3 Tianjin Regional Open, 2026-06-07).

The Cards Doing the Work

Riftbound Spell: Arise!. Play a 2 [M] Sand Soldier unit token for each Equipment you control. Then do this: Ready up to two of them.

Resource engine · 3x

Arise!

Play a 2 Might Sand Soldier unit token for each Equipment you control. Then do this: Ready up to two of them.

Riftbound Spell: Discipline. [Reaction] (Play any time, even before spells and abilities resolve.)
Give a unit +2 [S] this turn. Draw 1.

Card advantage · 3x

Discipline

[Reaction] (Play any time, even before spells and abilities resolve.) Give a unit +2 Might this turn. Draw 1.

Riftbound Spell: Hidden Blade. [Hidden] (Hide now for [A] to react with later for [0].)
[Action] (Play on your turn or in showdowns.)
Kill a unit at a battlefield. Its controller draws 2.

Removal & reach · 3x

Hidden Blade

[Hidden] (Hide now for 1 Power to react with later for 0 Energy.) [Action] (Play on your turn or in showdowns.) Kill a unit at a battlefield. Its controller draws 2.

Your first build

How to Start Playing Azir

Azir has no preconstructed starter deck, so this is a singles build — start from the proven list above in the deck builder and trim toward the cards you own.