Legends of Runeterra Realm

Legends of Runeterra

1 Characters

Vi and Ezreal Go Hard!

Last updated 4 years, 1 month ago
  • Archetype Control
  • Deck Type Theorycraft
  • Crafting Cost 29300
  • Your Cost 29300
Derpyologist's Avatar Registered User 3

This is a deck built around the best K/DA card, Go Hard! The point of the deck is to use Ezreal and Go Hard as win conditions for a powerful control deck built to counter aggressive decks. I'm going to go through each card one by one as to why I included it in the deck.

 

Thermogenic Beam: This card is great removal due to it's flexible cost and damage, so it is an easy addition to the deck.

Go Hard: One of two win conditions in this deck. Draining 1 for 1 is already really good, and drawing it in multiples isn't even that bad, since the flip side of the spell is stupidly powerful for 1 mana. 

Rummage: Helps us dig deep for our Go Hard and other removal, and later helps us win with Ezreal if needed.

Zaunite Urchin: Defensive one-drop that lets us cycle a card in our hand. First card I would cut if I wanted something else.

Mystic Shot: Best card in Piltover and Zaun, and since this is an Ezreal deck, it's a must play.

Unspeakable Horror: We play this instead of Vile Feast because we appreciate being able to hit the face with it while also generating another card, which is good with Vi.

Ezreal: Our second win condition. This gives us a way to beat other control decks, such as Swain/TF. He will be receiving a change soon in a coming update, so this deck might change then.

Get Excited!: Like Mystic Shot, we have to play this card in PnZ. Great card in general, even better in an Ezreal deck.

Chump Whump: Necessary card in an Ezreal deck. Also helps with Vi.

Statikk Shock: Levels Ezreal, draws card. We definitely play this card.

Grasp of the Undying: Gains us life, removes enemies, and levels Ezreal. Of course we're playing it!

Vi: Vi is quite the versatile champion, great at removing midrange threats. She can also rarely win the game by herself, but that's not why she is in the deck. She is purely a control tool.

Vengeance: This card can be rather clunky, but it's a necessity versus ramp/midrange decks that outgrow our cheaper removal.

The Ruination: We run this for the same reasons we run Vengeance.

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3

Comments

  • sto650's Avatar
    Santa Braum 635 738 Posts Joined 03/30/2019
    Posted 4 years, 1 month ago

    Great writeup and interesting idea!

    1
    • Derpyologist's Avatar
      185 22 Posts Joined 07/31/2020
      Posted 4 years, 1 month ago

      Thank you! I wasn't hot on the idea of K/DA cards in the game, but these are too fun not to build around.

      0

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