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Ramp Miss Fortune. Play big guys and stomp your opponents with your ganking big dudes. Fully sacrifice early game to ramp and have a dominant mid-game with a persistent late game. At late game, while others run out of cards, you should have no problem continuing to deploy threats, with 3 copies of Timelines and Merchant (which net draws you if your hand is empty), while your ramp still cycles for big threats to be deployed. Tips for using this deck: - In mulligan, you are only looking for seals, ramp, merchant and timelines. Throw everything else away. - If your starting hand has Timelines with no ramp, using Timelines with more than 4 cards as soon as possible is almost always the right play. Ramp is crucial for your gameplan. - Only move Merchant if there is a card you really want to discard. Merchant is your only source of card draw (without discarding your hand), so do not move Merchant just for points. - Save Rebuke for bigger key threats you cannot overpower such as Volibear or Lee Sin. - To deal with Sett, Bullet Time is your best answer. Use Challenge on key threat units in base, such as purple Yasuo, purple Jinx or Viktor (in addition to other high power units you can kill). - Almost always preserve a readied Miss Fortune so that you can rush whatever you deploy next turn into the battlefield. As you have no protection spells, do not leave Miss Fortune on the battlefield unless you have another one in hand as backup. Using First Mate to move Miss Fortune back is suboptimal (as the second move does not trigger her), but viable if there is nothing better to do. - Use Whirlwind when (1) you want to slow down the early game (2) you do not have big units on board (3) you do, but you do not mind them being recalled.













































