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Curve going 1st (Choose Miss Fortune Buccaneer as Chosen Champion): (Mulligan for Traveling Merchant and/or Pack of Wonders if no tech cards are needed) Turn 1: Traveling Merchant / Seal of Strength/Discord / Pack of Wonders Turn 2: Conquer a battlefield if you saw Traveling Merchant. If you did, play First Mate, ready your Traveling Merchant, and conquer another battlefield by giving it ganking with Miss Fortune's Legend ability. Leave 1 open for Gust. If no First Mate, play another Pack of Wonders/Traveling Merchant. Turn 3: Miss Fortune, Buccaneer or Carnivorous Snapvine, depending on draws/gamestate. Can also play Stealthy Pursuer if there is a First Mate or Traveling Merchant in base. I recommend Stealthy Pursuer if your board was not contested, Carnivorous Snapvine if your opponent played a unit you cannot afford to attempt to contest your battlefield in a showdown, and Miss Fortune, Buccaneer otherwise. You may also simply not play anything if you have action/reaction spells to defend your boardstate. Turn 4 onwards will depend on matchup and boardstate. Curve going 2nd (Choose either of the Miss Fortune Champions as Chosen Champions): Turn 1: Traveling Merchant / Seal of Strength/Discord / Pack of Wonders Turn 2: Attempt to conquer an open or weaker (1 might) battlefield if you saw Traveling Merchant. Establish Miss Fortune, Buccaneer if possible. If you don't, play First Mate & ready your Traveling Merchant, and attempt to conquer another battlefield by giving it ganking with Miss Fortune's Legend ability. Leave 1 open for Gust. If no Miss Fortune, Buccaneer or First Mate, play another Pack of Wonders/Traveling Merchant or you can establish Miss Fortune, Buccaneer. Turn 3 onwards will depend on matchup and boardstate. Establishing a Pack of Wonders early turns your First Mates into draw engines. You can consistenly cycle cards by playing First Mate and returning it to hand with Pack of Wonders. This can be helpful in certain situations and/or matchups. It also allows you to play a removal style with Warwick and Carnivorous Snapvine, albeit slow at first but powerful in the late game. Whirlwind is added for extra utility in multiplayer games, but card should be cut for 1v1. Against matchups that go tall like Volibear, Rebuke and Possession are necessary to delay/counter Volibear. Mulligan for these if possible. Against matchups that go wide fast, Bullet Time and Gust help a lot. It's important to attempt to establish Seals when possible if you think the pace of the game demands it, as Seals provide extra energy in the late game. In this deck, I run a 2/1 split of Seals to allow a potential out in tall matchups with a Seal of Discord. I'd rate this deck a 7/10 difficulty, because you need to make good use of the different combos in this deck to establish and maintain board control while scoring as many points as possible as fast as possible. This deck is fast and can require important decision making, with relatively demanding sequencing.













































