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Runeterra Deck: Miss Fortune Pirate Queen


By TheJourneyman | Updated September 5th, 2026
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TheJourneyman September 5th, 2026
116
0 1 2 3 4 5 6 7 8
16 12 8 4 0
Avg. Mana Cost: 3.2 Shard Cost: 31,400
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29
9
2
Card Types
6
12
18
2
2
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11
17
6
6
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16 12 8 4 0

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Deck Details & Information
A Bilgewater deck with Zaun-cards. All cards work around Bilgewater’s "Reaver's Row", that spawns and buffs 1-mana-units, and Zaun’s “Chemtech-Catermobile” which gets a +1/0 buff for every spawned 1-mana unit in the game. Tentacles also have 1-mana-cost, and with Miss Fortune there are also double-attacks in the deck.
Tags: midgame-explosive, 1-mana-units, combo


Cards with 1-mana-cost (10 cards; without Tentacle-cards):
They give a +1/0 buff for all “Chemtech-Catermobile”, and all 1-mana-units can get the "Reaver's Row"- +2/1-buff when you play it.

-1 * Acorn the Hextechnician (1): Helps with mana-costs, does Nexus dmg for “plunder”
-1 * Epic Scraptation (1): playable as 3/3 in start or maybe 5/5, 8/8 later, etc. useful defense that also works good in the 1-mana-unit-combo, using spell-mana often gives you higher stats than the enemy-units have.
-2 * Jagged Butcher (1): play them after “Make it Rain” or after attacking if possible to get 3/3 units with plunder efficiently.
-1 * Marai Warden (2): Cheapest unit spawn for deffing, and a 1-mana-unit
-1 * Island Navigator (4): best MF support for double-attacks, and also spawns a 1-mana-scout-unit. Often you have to first use the 1-mana scout alone, let him die, and the next round use her for 4 attacks in 2 rounds.

-2 * Reaver’s Row (7): Play in your turn if possible. You get a unit to def in the opponents turn, and then a 2nd unit in your next turn. You have then the +2/1-”fearsome” in your next round for attacking. If possible you can throw a fast “Epic Scraptation”, a Tentacle or another 1-mana-unit in to get as much as possible from the buff. When you played it, it’s often better to let your 2-mana units die in battle and save the 1-mana units. You can play it after attacking, then you still have 4 mana in battle for safety, and you can place it with more knowledge of the next round. You can not combine two “Reaver’s Row” in 2 rounds. When you spawned one last round and it will activate the buff next round, you can not place a second one for another 1-mana-unit, because it will be on the right side of the previous one. The left one will always activate first, so it’s impossible to use the buff then for the 2nd one, it will spawn a 1-mana-nit without the previous buff, so it’s not “double-efficient” to do that.

-2 * Shark Trainer (7): Most important high-mana card, besides the must-haves (“The Syren”/”Riptide Rex”). It spawns a 1-mana-unit with 4/2-stats with every attack, and it does not have to attack itself, so it’s perfect with MF’s double-attack playstyle. It also has “Attune” for mana and 6/6-stats for deffing.


Chemtech-Catermobile:
Key card in the deck, because you want to have 1-mana-units for "Reaver's Row", and this Zaun-card is the strongest combo with it, so it has to be 3 times in it. I works like a standard “everywhere”-mechanic, if you draw a Chemtech-Catermobile in lategame it will have 5+ atk, hopefully more, and it has 4 def, so it’s also very good in the beginning, with 1/4 you can already kill most low-lvl-uits, and with "Direct attack" you can often free attack when you have high enough atk.
Tricks:
Attack with 1 atk, but spawn a Tentacle as attack-effect, you have then 2 atk in battle. Or maybe use “Tentacle Smash” to kill a unit and let the tentacle die with it, and then spawn a new tentacle after with an attack-effect to have +2 atk in total.


Tentacle-cards:
Tentacles are designed to have 1-Mana, “Buhru Leader” for example gives a free-attack for a “1 cost units” but he is only a 3/2-unit for 3 mana.

-1* Eye of God (2): Very efficient with MF’s double-attack combos.

-3 * Tentacle Smash (3): Spawns a 2/2-tentacle, or buffs one and does 2 dmg then. When it dies while dealing 2 dmg it’s not that bad, because it counts as a 1-mana-unit-spawn for “Chemtech-Catermobile”, and you wouldn’t get another spawn when it does not die. If it survives it’s of course also good, so it’s more efficient than normally in this deck.
A good trick is to attack with “Illaoi”, “Eye of God” or “The Sea’s Voice” to get a Tentacle, and then use “Tentacle smash” after battle to do more dmg.

-1 * The Sea’s Voice (3): Good Tentacle-spawn-support, but only a 3/3-unit, so two would be too weak to have.

-1 * Illaoi (4): She is a 2/6-unit, and with Tentacle-atk added, minimum of 3/6 which is very good itself. It’s not worth it to have two in the deck, because 2 * Nilah for draw-power and 3* MF for the main dmg are much faster and better. Nilah's champion-spell is also 2 dmg and MF’s is 3*1 dmg, which is more important in battles with MF. But she is good alone, and spawns 1-mana-units without dying so fast, once evolved, with “tentacle-smash” and maybe double-attacks, she can heal the strongest Tentacle fully, but will maybe die then without the “direct-attack”-equipment.

-1 * Buhru Lookout (5): More efficient Tentacle Support, but also high costs. One for combos and defining is good, but two would be too much mana-costs.

-2 * Eye of Nagakabouros (5): Draw cards are rare, this one has relatively good efficiency. If you can play it without getting attacked early too hard, then you will most likely snowball after, so it’s worth it most of the times. You can for example prepare a “Tentacle Smash” with 4 dmg for next round, and then you are maybe save. The reason why it’s “double-effiient” is that it’s also good with Nilah, you can draw “Slipstream” with it, and leveling her is much easier this way.


Draw Cards (8+ cards):
Draw cards work really good with “Nilah’s” “Slipsteam”-system to get “Slipstream” faster, and it levels her too. You also want to have 1-mana units, so draw-power is efficient to get the right combo-cards or maybe dmg-spells to win battles.

-2 * Nilah (2): Best Bilgewater draw-mechanic. Very good in the beginning, because only 3+-life units can block her, so you can maybe get a free-attack and “Slipstream” with it for the midgame. You can use dmg-spells to reduce life of course too. Don’t use “Slipstream” with low-mana or you will have to discard high-mana cards, but in midgame it’s always worth it and very explosive. It’s also good to draw Nilah in lategame, because then she evolves very fast. If you need a draw-mechanic in your deck with Bilgewater you should always check if Nilah works, because she is very efficient, and there are not so much draw cards.

-1 * Maryam, The Temple Caretaker (2): Good to swap the 6+ mana cards and get combos more easily.
-1 * The Darkin Harp (2): As 8-mana-unit you can draw 2, so the perfect late-game-addition if you get there.
-1 * Vikrash the Exuberant (3): Good Nilah draw-system-support, spawns an extra “Slipstream” and is “Elusive” for Nexus dmg or free attacks with “Eye of God” or MF.
-1 * Dedicant of the Challenge (4): Good draw card in general, you can play it as the last card to get 2 new cards without putting one in the deck, but then he is only 2/2, or you swap unnecessary cards and try to get “Slipstream” or dmg-spells, etc..
-2 * Eye of Nagakabouros (5): Strong Tentacle-Support draw card, high costs, but also high efficiency for all other tentacle-cards.


Dmg-Spells (9+ cards):
With MF you will want to use spells often in battle, to kill units that would destroy one of your units, to kill in general, and to stack dmg with the 1 dmg of MF’s ability to kill units with a lot of def.

-1 * Thermogenic Beam (0): One kill card for high-lvl-units is good to have or it can get very hard against some decks, but you don't have to save it if you can kill a 3-life unit in the right moment and get ahead.
-1 * Formless Blade (1): You can attack with 2 atk, so the opponent will block with 4 life, and then use it in battle. Also perfect synergy with MF’s “Make it Rain” and 1-dmg ability. You can get one as Nilah’s Champion spell too.
-3 * Make it Rain (2): Best dmg card, with 3 MF’s you theoretically have it 5 times in the deck with the Champion spells. With her ship “The Syren” it efficiently does 6 dmg for 2 mana, but in general it stacks really good and wins battles. It’s good with 2 enemies, with 3+ units it becomes random, and you don’t know if it will hit everyone, sometimes you can try it, the outcome might be good in any case.
-1 * Mystic Shot (2): Best addition, normally you don’t have a 2-dmg-fast spell, but with Zaun-cards you can use it, it’s one of the strongest spells to win battles, or keep effect-units save.
-3 * Tentacle Smash (3): Not a real dmg-spell but it does 2+ dmg depending on other tentacles-support cards, so it’s the most efficient addition for more dmg.


Double-Attack-cards:
No “Blood in The Water”, because with 5 mana it’s only worth it if you need the 1 Nexus-dmg for plunder-effects, but in this deck there are only 4 plunder effects, 2 * Jagged Butcher, 1 * Citrus Courier (6), 1 * Riptide Rex (8), and the Tentacle-support-cards and Draw cards are more important than more double-attacks. Double-attacks work also good with “Eye of good” “Illaoi”“The Sea’s Voice” or , “Shark Trainer” to spawn units with very attack, but you need them second, after you have the primary cards, so it’s not good to have too much in the deck.

-1 * Island Navigator (4): Best MF support, and spawns a 1-mana-unit at the same time
-1 * Citrus Courier (6): Best mobility-card, but you have to do nexus dmg with attacking or with spells first.
-1 * The Syren (7): +1 spell dmg-buff which is better the more units you hit, which is perfect for “Make it Rain” (2), but only while attacking with it, so you have to use spells then in battle for more dmg. When you already have MF, you get “Make it Rain” (2), her Champion spell.


Miss Fortune:
You can attack multiple times with the “Scout”-cards, 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.
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.


Other Strong cards:
-The Darkin Harp (2): A draw card for 8 mana; but for 2 mana very useful for attacking. You want to attack 2 times with MF if possible, and without “direct attack” you sometimes have to let some units die, this makes everything easier, also with Nilah, or for Tentacle-spawn-effects, but a second one wouldn’t be better than “Eye of Good” (2; 2/2-Tentacle-spawn) as the second equipment.

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