A dashing adventurer, unknowingly gifted in the magical arts, Ezreal raids long-lost catacombs, tangles with ancient curses, and overcomes seemingly impossible odds with ease. His courage and bravado knowing no bounds, he prefers to improvise his way out of any situation, relying partially on his wits, but mostly on his mystical Shuriman gauntlet, which he uses to unleash devastating arcane blasts. One thing is for sure—whenever Ezreal is around, trouble isn't too far behind. Or ahead. Probably everywhere.
Teemo did pretty well during the Origins metagame, although it never managed to become a dominant legend. Early on in Spiritforged, Ezreal seems to follow a similar path, with a lot of players showing interest for the Prodigal Explorer, but tournaments results lacking a bit to support the hype.
One important note with Ezreal is the complexity of this legend compared to most others. Indeed, its ability is powerful, but requires a fine tuned deck to be used routinely, while not making a deck too focused on opposing cards, unable to develop pressure of its own.
The ability to draw with our legend can be a huge asset, as it frees slots in our deck we otherwise would have invested in that area. In exchange, we have to play cards able to chose enemy units or gears. While it is a restriction, dealing with opposing cards is a core component of playing the game, so the main challenge with Ezreal is to find how to optimize that process, and target twice per turn.
Fortunately, there are plenty of cards in the Spiritforged set able to target two cards on their own, or with the repeat keyword. Thus, Ezreal has enough to build a deck able to reliably trigger its ability multiple times in a game.
Spiritforged Ezreal Deck
Ezreal Signature Cards
The 3-cost champion quickly became a staple inclusion in the Chaos domain, with only Sivir and Miss Fortune not running it, due to OGN-160. Not only does the card adds one to our hand while progressing certain synergies, such as OGN-195, OGN-182 or OGN-036. It also forces the opponent to react quickly or allow us to get a discount on our additional costs.
An immediate strong ability paired with one we can leverage over time, all in a 3-might unit for that same cost, there is nothing bad about this card.
The same could be said for SFD-200, a card most Ezreal decks run three copies of.
Dealing three damage for that cost isn't great, but still progresses towards drawing with our ability. Plus, getting to replay a unit can be worth a ton of energy depending on the target.
For example, if you pick OGN-192, you get to see your opponent's hand and discard a card from it. With OGN-116, you give ennemy units -3 once again, while #SFD-132 allows you to trampoline that large unit back to your opponent's hand, again.
Unfortunately, the third signature card isn't doing as well. Actually, OGN-192 isn't doing good at all, seeing no play in the competitive environment at the moment.
The card is too difficult to protect and leverage. Most of the time, the ability is only good against low-cost units. Once 4-costs come into play, support Mind cards to lower opposing might is often necessary.
Ezreal Staple Cards and Synergies
Alot of cards in the deck have a power cost associated, so creating some SFD-T03 will be crucial to play without falling behind in runes early on. Often, SFD-069 is played alongside SFD-130 to make sure we find that ability early in the match.
SFD-080 is a great example of those cards we want to remove the power-cost of. Alone the spell will allow drawing with our legend, while it takes out a staple in Chaos decks: SFD-130.
Finding ways to both synergize with our deck and answer the popular play-patterns is the key for Ezreal to succeed.
Other cards we'd like to not recycle a rune for are SFD-122, OGN-204 or equip costs. Through keeping our runes, we can get to our bigger units by turn three or four, and start pairing their powerful abilities with SFD-200.









