Magical Meta Riftbound Meta

Azir - Emperor of the Sands: Deck Meta

Most common cards across 4 tournament Azir - Emperor of the Sands decklists in our catalog. See inclusion rate and average copies when a card appears.

4 tournament decklists

Top cards by inclusion

Core

Rune split

Typical rune splits for Azir - Emperor of the Sands.

Average Rune Split

6.8 Calm5.2 Order
Calm 56.7%Order 43.3%

Split distribution

Every observed 12-rune configuration across tournament lists.

1
7 Calm5 Order
Most Common
75%3/4
2
6 Calm6 Order
25%1/4

Battlefields

Most used battlefields with Azir - Emperor of the Sands.

1Hall of LegendsWhen you conquer here, you may pay 1 to ready your legend.100%4/4
2Trifarian War CampUnits here have +1 Might. (This includes attackers.)100%4/4
3Seat of PowerWhen you conquer here, draw 1 for each other battlefield you or allies control.50%2/4
4Ornn's ForgeWhile you control this battlefield, the first friendly non-token gear played each turn costs 1 less.25%1/4
5The Arena's GreatestAt the start of each player's first Beginning Phase, that player gains 1 point.25%1/4

All cards

1Arise!Play a 2 Might Sand Soldier unit token for each Equipment you control. Then ready two of them.100%4/43.0
2B.F. Sword[EQUIP Order] (Order: Attach this to a unit you control.) +3 Might100%4/43.0
3Brutalizer[EQUIP Calm] (Calm: Attach this to a unit you control.) If this was attached to me this turn, I have an additional +2 Might. +1 Might.100%4/43.0
4DefyREACTION (Play any time, even before spells and abilities resolve.) Counter a spell that costs no more than 4 and no more than 1 Power.100%4/43.0
5DisciplineREACTION (Play any time, even before spells and abilities resolve.) Give a unit +2 Might this turn. Draw 1.100%4/43.0
6Doran's Shield[EQUIP Calm] (Calm: Attach this to a unit you control.) TANK (I must be assigned combat damage first.) +1 Might100%4/43.0
7Eye of the Herald[EQUIP Order] (Order: Attach this to a unit you control.) When I move, play a 1 Might Recruit unit token here.100%4/43.0
8Hidden BladeHIDDEN (Hide now for 1 Rune to react with later for 0.) ACTION (Play on your turn or in showdowns.) Kill a unit at a battlefield. Its controller draws 2.100%4/42.8
9Guards![HIDDEN] (Hide now for Rune to react with later for 0.) Play a 2 Might Sand Soldier unit token. You may pay Order to ready it.100%4/42.5
10SalvageACTION (Play on your turn or in showdowns.) You may kill a gear. Draw 1.100%4/42.2
11CharmMove an enemy unit.100%4/41.8
12Azir - Sovereign[ACCELERATE] (You may pay 1 and Order as an additional cost to have me enter ready.) When I attack, you may move any number of your token units to this battlefield.100%4/41.0
13Soul Sword[EQUIP Calm] (Calm: Attach this to a unit you control.) [LEVEL 3] I have an additional +1 Might. (While you have 3+ XP, get the effect.) +1 Might75%3/42.7
14Deathgrip[REACTION] (Play any time, even before spells and abilities resolve) Kill a friendly unit to give +Might equal to its Might to another friendly unit this turn. Draw 1.75%3/42.3
15Vi - Peacekeeper[AMBUSH] (You may play me as a [REACTION] to a battlefield where you have units.) When I attack, [STUN] an enemy unit here. (It doesn't deal combat damage this turn.)75%3/42.3
16Ashe - FocusedWhen you play me, choose an opponent. They reveal their hand. Choose a card revealed this way and banish it. When they hold, return it to their hand (even if I'm no longer on the board).75%3/42.0
17En GardeREACTION (Play any time, even before spells and abilities resolve.) Give a friendly unit +1 Might this turn, then an additional +1 Might this turn if it is the only unit you control there.75%3/42.0
18Cull the WeakEach player kills one of their units.75%3/41.7
19Guardian Angel[EQUIP Calm] (Calm: Attach this to a unit you control.) If I would die, kill Guardian Angel instead. Heal me, Exhaust me, and recall me. Might +150%2/42.0
20Sacrifice[REACTION] (Play any time, even before spells and abilities resolve.) As an additional cost to play this, kill a friendly [MIGHTY] unit. (A unit is Mighty while it has 5+ Might.) Draw 2 and channel 1 rune exhausted.50%2/42.0
21Shadow's CallChoose a friendly unit without [TEMPORARY]. Give it [TEMPORARY]. Draw 2. (Kill it at the start of its controller's Beginning Phase, before scoring.)50%2/42.0
22Back OffHIDDEN (Hide now for 1 Rune to react with later 0.) ACTION (Play on your turn or in showdowns.) STUN a unit. (It doesn't deal combat damage this turn.) If you played this from your hand, draw 1.50%2/41.5
23Scuttle Crab(units with 0 Might can conquer and hold.) When you play me, draw 1. [DEATHKNELL] Choose an opponent. They reveal their hand. You can look at their facedown cards this turn. Gain 1 XP. (When I die, get the effects.)50%2/41.5
24Disarming RakeWhen you play me, you may kill a gear.50%2/41.0
25Desert's Call[REPEAT 2] (You may pay the additional cost to repeat this spell's effect) Play a 2 Might Sand Soldier unit token.25%1/43.0
26FacebreakerHIDDEN (Hide now for 1 Rune to react with later for 0.) ACTION (Play on your turn or in showdowns.) Stun a friendly unit and an enemy unit at the same battlefield. (They don't deal combat damage this turn.)25%1/42.0
27Wind WallREACTION (Play any time, even before spells and abilities resolve.) Counter a spell.25%1/42.0
28Janna - Savior[REACTION] (Play any time, even before spells and abilities resolve, including to a battlefield you control.) When you play me, heal your units here, then move an enemy unit from here to its base.25%1/41.0

Source decklists

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