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(TEEMO IS PURPLE PORO) [Flash will be tested after poro] Miss fortune reads rather curiously on first glance. While ganking is perhaps the most powerful keyword in the game, the apparent reliance on leaving units vulnerable on battlefields is a rather steep ask at first brush. Purple and orange dont very reliably protect their units, and without noncommital card draw you would seem to run out of gas before the game can end. This is where bag of wonders comes in Bag of wonders is in my opinion the most underrated card in the entire game. Why you might ask. What possibly is good about picking up my cards? How can losing myself tempo win me games? Bag solves your tempo issues in several ways. Looping your 2 drops off battlefields allows you to take an early point lead than keep your threats safe in the backline while committing removal to keeping boards open. This plan further accelerates with 4c miss fortune in the champion zone, allowing you to successfully curve a 2 into a 4mf almost every game, developing a 2-4 point lead in almost every mu. The ability to pick up otherwise exposed threats or conquerors(conquer triggers) and place them back in the base is additionally advantageous leading to lines of bag+first mate allowing you to gank 2 points of a qiyana, ramp twice, then pick her up and play purple mf in base, representing qiyana first mate the following turn. Bag also grants additional tempo in a rather odd way. Because your curve is so low, and you aren't very rune hungry(outside exactly snapvine) the ability to simply always have your full unit line in your base allows you to contest the opponents points and holds exceptionally well. The strength of simply always being able to pick up threats off battlefields and place them back in base allows miss fortune a unique axis of aggression, where your bag games often end on a full backline and 6 points. Once this happens its incredibly easy to simply end the game with the warstorm combo clearing one point and your full base clearing the second. This tight package is backed up by a consistency engine in traveling merchant, a card that let's you see far more of your deck than you otherwise would by utilizing cards like first mate and mf5 to repeatedly cycle 2-3 cards a turn. This rapid cycling does involve some planning ahead though, so be careful that you pitch and discard This additionally goes for qiyana, who's card draw and ramp both allow us to see our ideal cards and curve while also being a sticky and annoying threat, whose ability is put on double duty with ganking. Prioritize seeing the following in a sculpted hand: A copy of bullet storm(extras can be discarded depending on mu and board state.)Decks like viktor will skillcheck you by moving up units one at a time so be mindful of your timing of use on this card. Decks you want multiples include Darius aggro, jinx, ahri(playing around defy), viktor, and teemo(clears hold board+token follow-up) otherwise simply pitch the others on priority. 0-1 Warwick Pairs incredibly well with bullet storm often used to guarantee an ended game on turn 4-6 Additionally gankable with fm on 9 1 copy of pack Extras are rarely necessary unless the matchup is incredibly grindy and you actually can hit 11 runes AND also dont need to bullet storm when drawn. Tldr you often rarely need the second First mate (ASCAP: as many copies as possible) This card is key to winning your nonbag games. Enables double point on 2 off a 2 drop, enables the qiyana power curve of qiyana into your new buff 2 drop, and also enables more efficient point pathing. Further card filtering priority will be updated as I go Common lines/tips and tricks: Double ramping with qiyana off of first mate is often the play if you plan to pick qi back up with pack after a double gank this lets you untap on 9 with a first mate and pack in play, giving you access to more open lines in the mid game, where you can represent Warwick bulltstorm hold up rebuke, or simply go crazy with 2s Primal rage is a removal spell. Treat it as such. Primal rage enables your fragile gank holds to be relatively resilient as well as comboing incredibly well with cards like first mate and challenge so you can double clear both battlefields. Your rune thresholds are the following: 2->4->5->6/7->7 nonbag curve Ideal curve is merchant into 4 into either first mate+2 or a second 4 into interaction to get to 6 into warstorm combo 3->5->6->7 go second nonbag curve Looking for a 2 into quiyana/mf4 or 5, or if they're on a slow plan or a fumbled midrange start (no threatening 2) you can mf4 on an open point or first mate+a 2 This should curve into primal rage, Warwick in base, or a rested/ active mf if you could conquer with qiyana for the extra rune, allowing to push for the 5th/6th point. Follow up with warstorm or primal rage + restand effect for last 2 points Bag curve is simply going to involve using runes a bit more aggressively so you can continuously accredited advantage with qiyana, and mf4+5 Mu notes coming soon, consolidation and formatting coming soon. Tech choices and nonbag builds coming soon Further notes under construction.





















































