Bilgewater cards have plunder effects, and the Bandle cards have evolve effects. So the main strategy is about dealing Nexus-dmg and use the benefits from it to make the cards more worth than they normally would be.
Tags: Combo, Mid-game-explosive
This is the most fun way of playing Miss Fortune in my opinion. It builds up, is very explosive and also chaotic, like a pirate-deck should be. There are a lot of extra-tricks you can use, that the enemy might not see coming. It is also luck-based because of cards like "Make it rain", but also because it does not have as much draw cards as other decks, or zhaun/shadow isles for example, so sometimes you can defeat any deck, even strong meta-decks, but sometimes you don't, you should always have strong cards because the early/mid/late-units are very balanced to build up safely, but it's often luck based if you can really defeat a stronger meta-deck.
Early-game:
Try to evolve units, use dmg-cards in cost-effective ways. For example, it’s better to let the enemy attack, if you can play “Make it Rain” and “Jagged butcher” as a 3/3 unit after that. Always try to maximize the cost-efficiency even if you get some dmg the first rounds, it is often effective to wait a bit.
Mid-game:
Try to win fights, you must decide what is the most efficient strategy, evolve MF with attacking 2 times, evolve bandle-units, to have save-nexus-dmg and tanky units, or maybe play gnar or Gangplank to win fights. The dmg-spells and Mf can often win difficult fights in mid-game.
Late-game:
What wins most is “Riptide Rex” bombing everything, “Minitee” transforming everyone, or simply double-attacking with or without Mf. Drawing GP can also win, because he is normally already evolved. If you can evolve MF with a double attack, it can turn lost fights really fast, it is often the best strategy if you have the right cards, but if you don’t have double-attack-cards you can try using the other late-game-cards.
Cards with “plunder”:
-Jagged butcher (1)
-Citrus Courier (6)
-Riptide Rex (8)
Cards with “evolve”:
-Bitsy Lizard (2)
-Gnar (4)
-Teenydactyl (4)
-Spotted Toad (5)
-Minitee (7)
Other Cards that benefit from Nexus-dmg:
-Wharf Rat (2): +1atk per nexus-dmg
-Gangplank (5): Evolves after 5* Nexus-dmg
Spell-Cards that can deal Nexus-dmg:
-Poison dart (1): Best filler to trigger Nexus-dmg-effects, even if used on units, the 3 shrooms can randomly trigger plunder and evolve effects later.
-Make it Rain (2): normally play it when the enemy has 2 units to deal save nexus-dmg, or surprise the enemy in battle.
-Drop The Bomb (2): slow 2 dmg card, not as good as "mystic shot", but you can use it on 3-life-units and then play make it rain for example. Also creates a bomb that does nexus dmg later, which saves mana-ressources later in the game.
-Lightning Rush (2): Can be used on nexus, but it's mainly very good to defend in fights. When you get an evolved unit on the hand, it stays evolved without increased mana cost, so it is cost effective with evolve-units. You normally use it do def: block with a unit, but get it on the hand in battle, so it survives and you blocked the dmg, maybe also kill another unit if possible with the 2 dmg.
Blood in the water (5): Good, because of the nexus-dmg, that's why it is better than the 4 mana card "Playful Trickster". Extra-note: It is the only "lurk"-card in the deck, this is basically a legal mini-cheat, because when it is on top of the deck, a lurk animations plays, and you know you will draw this card next.
Units that can deal Nexus-dmg:
Nearly every unit, Miss Fortune is the most important. “Scout” and “Rally” are really good with Miss Fortune, after attacking 4 times she evolves. All Bandle units get an effect that deals nexus-dmg when evolved, to make other units also evolve more. “Bandle Commando” is elusive, which is also a good way of ensuring Nexus-dmg. Wharf Rat has “Overwhelm”. Gnar gets “Pokey Stick” when attacking or blocking, and it can also be used on the Nexus, he also gets “Overwhelm” when evolved.
Miss Fortune:
You can attack multiple times with "Island Navigator", "Citrus Courier", "Yordle Ranger", "The Syren" or "Blood in the Water", hopefully to evolve her in 2 rounds if possible, evolving her wins games alot because it's hard to block 3 dmg on everything. Normally you leave MF in the backline, only attack with her if it gives you a good advantage in the fight. This also gives her much more aggro, in the sense, that the enemy has to use high-dmg spell cards all on her, because it's dangerous when she still has 3 life. Gangplank is more the support, very often you can play him evolved when you draw him, which is very cost-effective.
Some things when fighting with MF:
-if the enemy unit has 1 Life, the MF-ability will kill it before the fight, it can not counter-attack your units then, so sometimes you can just attack.
-if the enemy has 4 life, you can kill it with 3 atk, etc., just remember.
-When MF has attacked 3/4 times, your evolve will trigger in the fight before the dmg, you will deal 3 dmg to all units and the nexus with the 4th attack. This is important to know, because it often wins games.
Strongest cards:
Cards that cost 6,7,8 mana should always turn the match immediately, and not only after a combo. Riptide Rex is is clearly the strongest card, but it would be very bad to draw it 2 times. Minitee is the second strongest card, it transforms the unit with the highest atk into a silenced 3/3 unit, every round. When the enemy plays a 10/10 unit or something undefeatable, always try to play Minitee. It transforms the enemy not only one time, but every round. It counters basically every deck, so it's always good, but it has to evolve first with Nexus dmg.
The List (0):
I figured out it is effective to have it. In earlygame you can always kill a unit with it and get ahead to build up stronger units, in lategame it's still strong for a 0-mana card. Gnar is the only card in the deck that can trigger the extra-effect. When you have Gnar and do nexus-dmg, he evolves and makes the unit with the highest atk vulnerable. If you play "The List" he will attack it for free which can also trigger Miss Fortunes dmg-effect, but this is only an extra-trick of course that happens rarely.
Draw Cards:
Dedicant of the Challenge (4), simply one of the the best Bilgewater draw cards. You can play him when you have no other cards but him. Then he is only a 2/2 unit, but you still get 2 new cards with only one effect without putting a card in the deck. Gnars "Pokey stick" is also a draw card, but you normally use it to tactically kill someone with 1 dmg, or to trigger a nexus-dmg-effect. I do not play "The darkin Harpoon", it's normally a good Bilgewater-draw-card, but when you draw a card with "fleeting" you have to play it immediately. This is often very bad in this deck, because you have to be smart a lot of times and play the right dmg-card at the right time. But since it is simply stronger than most cards, it wouldn't be that bad.
Cost effective cards:
The main idea of plunder and evolve is to get a card that is more worth than before after dealing nexus dmg. So your 1-mana card is then actually worth 2 mana for example. Marai Warden (2) is the best/cheapest unit-spawn card, and Journeying Sandhopper has the best stats (4/3) while still allowing you to cast your dmg-spells, so these cards are simply as cost-effective as possible to defend in earlygame.
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