Combo · ENGINE
Blade Dancer × Azir, Ascendant — a choose you can make every turn without spending a card
Pieces
- Blade Dancer ×1
SFD-195 · legend · calm/chaos
When you choose a friendly unit, you may exhaust me and pay 1 Power of any domain to ready it. When you conquer, you may pay 1 Energy to ready me.
- Azir, Ascendant ×1
SFD-050 · engine · calm
1 Calm Power: [Action] — Choose a unit you control. Move me to its location and it to my original location. If it's equipped, you may attach one of its Equipment to me. Use only once per turn.
Payoff
Deck
- Blade Dancer (SFD-195) IS the legend, and its Calm/Chaos identity covers mono-Calm Azir by construction (103.1.b).
Prerequisites
- THE POINT IS THAT THE CHOOSE COSTS NO CARD. Blade Dancer fires on any choose of a friendly unit, and every other partner in her nine-card list is a SPELL — one choose per copy, three per game (103.2.b). Azir's swap is an activated ability with '1 Calm Power' and 'Use only once per turn', so it is a choose every turn for the rest of the game, and it does something useful on its own: it teleports a 6-Might body to wherever the chosen unit stands and sends that unit back.
- 702.2.a is not needed here and that is worth saying, because it is how most of her list qualifies: 'To Buff a Unit, a player chooses a Unit and then places a buff on it', so every buff is a choose. Azir chooses outright, in his own words, with no buff involved.
- WHAT THE READY IS FOR, and it is narrower than it reads. Readying a unit buys one extra Standard Move (144.2) and nothing on defence — combat does not read exhaustion (464.2.c.3, 465.2.b, #61) — so its real use is a SECOND activation of an exhaust-cost ability. Point it at a body with one: a gear-carrier, a token maker, or Azir himself, whose swap is once per turn by its own text and so cannot be doubled.
- Her second sentence is the rebuy and it is conditional: 'When you conquer, you may pay 1 Energy to ready me.' On a turn you take a battlefield, the pair fires twice; on a turn you do not, once. 315.1.b readies her anyway at your next Awaken.
- The per-turn price is 1 Calm Power (Azir) plus 1 rainbow Power (her cost), against #44's measured free floor of 2 Power a turn — so it runs itself and nothing else does. CORRECTED 2026-10-25 (#461): it runs without shrinking the board, not for free. Two recycled runes a turn are the Channel Phase's whole two, because a recycled rune goes to the bottom of the Rune Deck (416.1.b) and 430.1 channels from the top: run every turn from T3, the board stays at six runes for the rest of the game going first (seven going second) instead of reaching twelve on T6. It is free from the turn the twelfth rune is out (T6 at the earliest from either seat, with nothing recycled before). The ready is unaffected and status unchanged; before then its price is the rest of the rune curve.
- Azir is a 6-Might body that ends each swap somewhere new; his 'if it's equipped, you may attach one of its Equipment to me' half is a free Equipment relay (818.1 would otherwise charge the [Equip] cost) and is a lead rather than a use, because this row's claim is the ready.
- R32 was looked at and NOT filed on this card's 'Use only once per turn' clause (docs/phase0/walks/2026-09-06-issue62-r32-once-per-turn.md); nothing here copies the ability, so the question does not arise.
Steps
- Blade Dancer is your legend. Play Azir, Ascendant (6 Energy + 1 Calm Power).
- Any turn, in your Main Phase or a Showdown (his ability is [Action], 806.1.b): pay 1 Calm Power and choose a unit you control.
- Blade Dancer's trigger fires on the choose: exhaust her and pay 1 rainbow Power to ready that unit.
- Azir's own effect resolves: he moves to the chosen unit's location and it to his, and you may relay one of its Equipment onto him.
- The readied unit takes a second Standard Move or pays a second exhaust-cost ability.
- If you conquer this turn, pay 1 Energy to ready Blade Dancer and do it again; otherwise she readies at your next Awaken (315.1.b).
Per iteration
+1 unit readied per turn (twice on a turn you conquer), for 1 Calm Power and 1 rainbow Power, spending no cards
How it ends
engine — a repeatable untap with a free position swap attached; it scores nothing by itself
Sources
Walked here, in this project
- Two-card pair walk, cause/trigger matrix rows 6-15 (docs/phase0/walks/2026-09-06-proven-rule-instances.md §24) 2026-09-06 record
How this entry was audited
REFUTE = a refutation pass, with its date and verdict · WOUNDED = the pass found a flaw and the entry was rewritten · BUDGETED = the pass checked the recycle-and-draw ledger · lens = the hunt that proposed it.
Card text verbatim from data/corpus_flat.txt; 103.2.b, 144.2, 315.1.b, 464.2.c.3, 465.2.b, 702.2.a, 806.1.b and 818.1 opened in the Core Rules file. Both cards checked against data/legality.json by base code: legal in both formats. No unruled reading. Azir was chosen over the cheaper UNL-046 Friendship (1 Energy) because every other partner in the list is a spell capped at three uses a game, and this one is an ability that repeats for the rest of it.
Walked against Core Rules 2026-07-16