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Battlefields: Game 1 - Warcamp With Eye of the Herald and Corina we go wider than anyone except Viktor, we will use warcamp better than our opponent no matter what Going First - Ornn's Forge Enables you to bounce a 1 drop equip with Quartermaster turn 2 and re-equip it to a soldier building a nasty board early If you don't have quartermaster you can still equip a soldier for 1 or 2 to float mana for discipline and get a good trade with your soldier at Ornn's, or drop herder in base to set up your draw engine Enables you to equip a soldier + make another play each turn Going Second - Hall of Legends The extra energy allows us to pay for hall of legends with our normal curve, so on turn 2 with 5 mana we can do plays like: Play two 1-cost equips to spawn and equip two soldiers with Azir Play one 2-cost equip and spawn two soldiers with Azir Notable Inclusions: Stellacorn Herder This card has done great in my testing, you can drop her on 4 and curve her into Azir next turn, allowing you to guarantee two draws. You can leave her hanging in a battlefield with an Eye soldier then move them both to base with Emperor's divide to draw 1 and spawn a recruit which will be ready on your turn, or have a d-shield soldier to tank for her. One of my favorite cards so far. Legion Quartermaster An overstatted 3 drop that allows us to re-use our equipment to activate Azir. Enables you to get extra mileage out of equipment you have already played which was one of Azir's biggest downsides in my experience. An automatic include in any azir deck, yellow or green. Meditate With the amount of expendable units we have this is a premier draw option to help us see our pieces for two energy. --Cut since I felt it didn't really help often, stella was enough draw Azir Sovereign (Main Deck) This card allows some absolute warcrimes if you get some early Eye of the Heralds out, and combos well with Arise!. However you are not always dropping him on 5 or 6 as green Azir gets more value if you haven't had time to build up your board yet. Azir Ascendant (Chosen Champion) This card is insane. He is a big body and can tank a singularity with 1 equip, you can play him on curve and immediately pressure your opponent with his ability to shift anywhere he is needed. He protects your smaller units, is hard to kill especially with battlefield specific removal, and turns Corina from 'worse watcher' into a late game powerhouse that spawns 12 might, or 15 if you have Warcamp. Corina As far as I'm concerned, she is the Empress of Shurima. A massive late game finisher with Azir Ascendent. Notably, her ability is on move, not on attack, so she spawns the recruits before any when-defending abilities trigger. We run lots of ways to speed her up, she has accelerate which enables you to drop her and proc her twice with green Azir for a 12 Might swing, or if your green Azir got popped you can Emperor's divide her back on your opponents turn or your next one to allow her to swing again for 9. This card is what allows us to end games before Green Azir chews through all our runes. BF Sword Was on the fence about this card, but it makes your Arise and your Green Azir swaps very juicy, and can be dropped turn 2 on ornns forge for a very big soldier Deathgrip Kill an equipped unit to give its stats to another, then equip the buffed unit allowing you to double dip on your equipment stats. AND draw a card?? Crazy spell! Notable Cuts: Sacred Shears The draw is great but the power cost is too expensive for me, often messes up your early curve, and we have other ways of getting draw Blade of the Ruined King A fantastic stat stick, and we usually have recruits to pop, but again the powercost is rough when we have to fuel a green azir, and can feel very bricky. Apprentice Smith We are only running 11 equipment, and cards like Stellacorn Herder, Meditate, and Hidden Blade provide us with better, more consistent draw. Royal Guard This card is just worse Desert's Call in my opinion. A sand soldier is almost always better than a generic 2 might unit because of weaponmaster Guards! Have not tested it yet, but it looks cool. Seals Have not needed them, I commonly end my games with 1-2 runes left from all the equipping and shuffling, but that is exactly enough to get me to 8 points





















































