The past month has been good to Azalea. The long-suffering hero of Arcane Rising has had her victories in the past, but nothing like the spotlight cast upon her by Brodie Spurlock's Calling: Phuket win. Brodie's brand of Azalea is a red-focused Death Dealer build, pushing aggressive playlines and gaining incidental advantage from the on-hit disruption that comes with the package. It's a seat-of-your-pants playstyle that relies on well-considered bets with the odds deckbuilt in your favor. You can learn more about it directly from Brodie himself here.
Brodie's success - along with the success of a number of other Azalea players - has caused the meta to take notice. You may have noticed people teching Warmonger's Diplomacy back into their decks lately, and content creators have been placing her in the upper rungs of their tier lists. As Azalea is a fairly easy hero to target with hate cards, I don't expect her reign at the top of the meta to last long without significant adaptation.
One such adaptation is an entirely different build.
The Sandscour Advantage
Sandscour Azalea has been a niche build within the diehard Azalea community for over a year now. It found success with a build by the Card Advantage team last year, and I extensively analyzed the deck and the concepts behind it in an article last June (like all archived articles, Rathe Times subscribers can read that piece here). But beyond that, information on Sandscour builds is incredibly scarce, and most players haven't run into one in a competitive setting.
The main advantage Sandscour builds offer is incredibly consistent access to and recursion of key arrows. It's not unusual to loop Red in the Ledger 5 or 6 times into a Ninja, or to keep Kayo from playing a full turn out by maintaining disruptive effects across the entire game. Once you learn to identify the arrow with the greatest potential for disruption in each matchup, the deck is built to assist you in finding and hitting with that arrow consistently.
The play pattern for a Sandscour deck begins by identifying if we've got a dominate available to us or not. If so, we only need to play enough buffs to ensure our arrow hits; in general, we prefer to end a turn with a buff in arsenal, to make sure we don't misfire on the following turn. If you activate Sandscour and find a good arrow on top, load from hand and use Azalea to flip that arrow into arsenal for dominate + aim. If you don't have an arrow in hand, you can pick up a free card by loading an arrow from the top of the deck; and if you can't get an arrow to the top of your deck, you can repurpose a leftover card in arsenal to flip into a buff, which is usually just as valuable.
Another advantage Sandscour offers into the current meta is misidentification. 100% of opponents will see your hero and sideboard for an aggro Death Dealer strategy; and while there's overlap enough that you'll still get tripped by a few of their cards, SSGB is divergent enough that you'll catch your opponent misplaying and making wrong guesses for the first half of the game - which is where the match is usually won or lost for us.
I ran Sandscour Azalea in my local Pro Quest, and was fortunate to make it on stream for my 3rd round. You can catch the replay here - I won't spoil anything until below the embedded link.
In case the video doesn't land in the right spot, my match begins at 2:49:55.
And if the embed isn't showing up for you, here's the direct link.
To give you a little more scrolling buffer without spoilers...
The header art is my own, it's a work in progress and miles away from finished but I needed something Sandscour and that fit the bill.
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So unfortunately that match concluded with a loss - you can't help when they put you on stream - but it gives a real clear sense of what Sandscour gameplay looks like. As you can see, the aim is to lock the opponent out of their preferred gameplay during the first half of the game; then by a combination of general disruption and conservative blocking (the latter being where I went wrong - always respect the Blacktek Whisperers!), slowly but steadily close out the game.
The key is learning just how tall you need to go to clear your opponent's blocking potential. A single +3 lands your 1-cost arrows at 8, and with dominate that's enough to overwhelm heroes without significant armor or defense reactions; it takes 11 with dominate to guarantee a hit on a more defensive Warriors, standard Guardians, or dense Mechanologist; and into Fatigue Guardians, you may not get there (I haven't solved that matchup yet).
What's New in Sandscour?
Since the last time I wrote about it, we've only picked up a few new cards for Azalea. But we've also shed Oldhim and Dromai, who both consumed large portions of our sideboard. With that added breathing room comes space for new and experimental tech. Here's the list I ran in the video above.
Weapons
- Sandscour Greatbow (1)
Equipment
- Bull's Eye Bracers (1)
- Fyendal's Spring Tunic (1)
- Hornet's Sting (1)
- New Horizon (1)
- Nullrune Boots (1)
- Perch Grapplers (1)
- Quiver of Rustling Leaves (1)
Loadout
- Barbed Undertow (Red) (2)
- Battering Bolt (Red) (3)
- Bolt'n' Shot (Red) (3)
- Codex of Frailty (Yellow) (3)
- Codex of Inertia (Yellow) (2)
- Dead Eye (Yellow) (3)
- Drill Shot (Red) (2)
- Fatigue Shot (Red) (2)
- Feign Death (Yellow) (2)
- Fletch a Red Tail (Red) (2)
- Hamstring Shot (Red) (2)
- Heat Seeker (Red) (2)
- Infecting Shot (Red) (1)
- Infecting Shot (Blue) (3)
- Judge, Jury, Executioner (Red) (1)
- Lace with Bloodrot (Red) (3)
- Lace with Inertia (Red) (3)
- Melting Point (Red) (2)
- Memorial Ground (Yellow) (3)
- Murkmire Grapnel (Red) (2)
- Nock the Deathwhistle (Blue) (3)
- Plague Hive (Yellow) (1)
- Premeditate (Red) (3)
- Read the Glide Path (Red) (3)
- Red in the Ledger (Red) (3)
- Release the Tension (Red) (2)
- Remorseless (Red) (2)
- Seek and Destroy (Red) (3)
- Sleep Dart (Red) (1)
- Sleep Dart (Blue) (1)
- Spire Sniping (Blue) (3)
- Withering Shot (Blue) (1)
We've streamlined the equipment, shedding Dreadbore and Crow's Nest entirely. Beyond that, the arrows have been reconfigured and we've taken out a few fatigue-related precautions - while I've identified fatigue as a difficult matchup for us, it remains much less prevalent than Oldhim was, so we're taking a calculated risk there (one that didn't pay off at my PQ, when I was paired into a rogue Fatigue Bravo during a round 5 that may have been win-and-in for me).
Judge, Jury, and Executioner performs at a much higher level here than it does in other Azalea lists because we have incredibly consistent access to aim counters. In fact, it's not uncommon for this to be the first arrow I tutor for; once it's in the graveyard, Memorial Ground can prep it for an aim + dominate flip from Azalea 3 more times. JJE is as potent as Red in the Ledger, and universally disruptive across every matchup.
Because we often know what's on top of our deck, Codex of Inertia is a viable option for Azalea, and lets us balloon our Codex count to 5. That said, a face-down card in arsenal is only half as useful as a face-up card, and if we need resources to play out our turn from there, we have to account for those before the discard hits us. One thing to keep in mind is that Azalea can trade out that card in arsenal for the top card of your deck, which will land face up and may even get aim and dominate. Sometimes the value is simply in having a card there.
Feign Death is a meme card no more! In this age of Zealous Beltings and Enlightened Strikes from Guardians and Luminaris' 3rd incarnation, a simple Tunic counter can completely block out that 2nd hit. Feign Death can also save you from a Kano kill turn, if you can find the right window to play it out.
Currently, I'm testing Seek Horizon in blue as another way to control the top of our deck. Often you'll draw into the arrow that you want to play, but from hand we can't give it aim or dominate. Seek Horizon lets us set up that arrow for an Azalea flip, while also acting as a soft attack that defies our typical tall attack pattern. At blue, they pitch well when you have no need for the card's topdeck-adjusting abilities. Early testing has shown promise - I dropped 2 Codex of Inertia and a blue Sleep Dart to get them into the deck's core.
Matchups in Brief
The matchup spread for Sandscour Azalea is fairly different from Death Dealer Azalea, which is one of the reasons it merits consideration - especially if you've found your local scene to be hostile to your efforts to go redline with the OG Ranger. I'll briefly touch on some key differences here.
Like Azalea, Katsu is having a moment right now. Fortunately, Ninjas are incredibly vulnerable to Red in the Ledger, which we're quite capable of presenting on repeat. Most versions of Katsu cannot overcome the disruption Sandscour pushes - this is one of our most favorable matchups, and a major reason to consider switching your bow. Play to your outs and make them have it; cautious play will find you on the other side of your RitL recursion, and from that point you have to play honestly with a hero who's been waiting all game to combo off.
We also have a good matchup into Kayo, whose bane is the Fatigue Shot - mixed with a healthy portion of Red in the Ledger, of course. When his first attack is coming in for 3, Kayo has a hard time breaking the value barrier on his turn. Do your best to read what he's setting himself up for; if you see signals that he may have dropped a Bloodrush Bellow into arsenal, RitL or even Judge, Jury, Executioner will ruin his day.
Uzuri is also sold as a counter to Azalea, and of course I have to own up to the defeat I was handed in the video above - a game I've learned from and don't intend to lose again. Uzuri is incredibly vulnerable to disruption as well, but in this case I focus on Judge, Jury, Executioner before Red in the Ledger. With only 1 card in hand, Uzuri has a hard time performing her signature swap-out. Melting Point gives us a leg up by burning Spider's Bite, especially if you can hit it early in the game. From your early lead, make sure you're blocking well, and don't take risks you don't need to.
It took a long time for me to gain ground on the new versatile Dorinthea. What works well against Dawnblade is much less useful into Hatchets and largely irrelevant into Decimator - which makes it hard to sideboard for the matchup. I found that adjustments in my play patterns and priorities mattered much more. Red in the Ledger remains the preferred arrow for this game, preventing the value found in Dori's 2nd swing. We also need to assume Dorinthea can block 8 with armor + a defense reaction; because of this, you need to put 2 buffs onto any arrow you're banking on hitting with, or you should arsenal a buff and set up for the next turn. This is a race, and if you remain disciplined, you can make this an even matchup.
The Victor matchup is probably Victor favored, but only if he knows that. It's easy to bait Victor into incorrect plays and ruin his value propositions. Fatigue Shot is, again, a great tool in the matchup, but our most potent arrow is Barbed Undertow. We can call 'no pitching blues' with absolute confidence, and Victor's often stuck with 2+ cards in hand as he goes to end his turn. Bravo suffers from the same vulnerabilities, but is better at making the most of his opportunities to attack, as his gameplay has more power spikes. Guardians who explicitly intend to fatigue - as opposed to merely pivoting to a fatigue strategy when they see you're a Ranger - are hell.
I'd rather not talk about Prism. I don't have many good things to say about this matchup. But as the other hero sharing our spotlight as 'most talked about meta considerations', we have to at least address her.
As a deck that stacks buffs before attacking, Sandscour Azalea is vulnerable to Arc Light Sentinel. But because we do that every turn, it's a little harder for Prism to call her moment. I highly recommend leading with an impressive buff or tutor, to see if she'll play it out before committing more resources; if she hasn't dropped the ALS, you might do best to just fire without proceeding further. With 2 arsenal slots available, we can carry over to our next turn more effectively than Death Dealer Azalea, in the event of an ALS. We're not nearly as caught up in the moment.
Barbed Undertow is a great tool for the matchup, as we know Prism will pitch yellows; and Murkmire Grapnel can destroy every angel/spectral shield on the board in one shot (this is probably good once, and then any Prism worth their salt learns the lesson and stops stacking their board so wide). Red in the Ledger does its usual work, and even Sleep Dart can be a role player.
Which is all to say, we have tools for the fight, but I'd still rather dodge her than count on our tech to thwart her.
The Off-Meta Advantage
Azalea has long benefited from being off-meta. But with Death Dealer going mainstream, a player has to turn to alternative builds to recapture that advantage with Azalea. Sandscour Greatbow offers an incredibly consistent game plan that most opponents haven't seen before. Compared to Death Dealer, it's much less reliant on luck, and makes full use of Azalea's ability. I've been addicted to this deck for over a year, and I truly believe it has potential once you've put in the reps required to learn it.