Body Chaos Miss Fortune Bounty Hunter Deck Guide
Learn how to play the Body Chaos Miss Fortune Ramp deck in Riftbound.

The Body Chaos Miss Fortune Bounty Hunter has been seeing more play and success in competitive tournament play, specifically the Aurora version that performs well against the top-performing decks. This deck is all about consistently dropping big bodies on the field and making it harder for the opposing player to make any sort of comeback in the late-game.
Legend

Miss Fortune Bounty Hunter can give a unit the Ganking keyword for the turn. The Ganking keyword lets you move a unit from one battlefield to the other, perfect for scoring Points and initiating attacks to conquer another battlefield.
Miss Fortune’s effect can be great in the late game when you’re trying to set up the winning turn, enabling one of your units from a battlefield to attack and conquer another battlefield, making sure you get to close out the game.
Decklist
Miss Fortune, Bounty Hunter
1
0
Body Rune
6
0
Chaos Rune
6
0
Aspirant's Climb
1
0
Obelisk of Power
1
0
Sigil of the Storm
1
0
Bullet Time
3
1
Gust
3
1
Sabotage
3
Stacked Deck
3
1
Challenge
3
Fight or Flight
3
2
Mobilize
3
2
Rebuke
1
Catalyst of Aeons
3
4
Primal Strength
3
Miss Fortune, Captain
1
Mindsplitter
3
Deadbloom Predator
2
Dazzling Aurora
3
Mountain Drake
3
9
How to Play Orange Purple Miss Fortune
The Aurora Orange Purple Miss Fortune relies heavily on ramping up in the early to mid-game to drop the Dazzling Aurora as soon as possible. From there, Dazzling Aurora will let you drop big bodies on the board, and the longer the game stretches out without your Gear getting answered, the more value you’re gaining, until your opponent can’t keep up with you.
Champion

Miss Fortune Captain is a 5-cost 5 Might unit whom you can pay an additional Energy and a Body Rune to play her Accelerated. Going for an Accelerated Miss Fortune Captain means we get to attack with her on the spot to conquer a battlefield. Whenever Miss Fortune Captain moves, you can Ready one of your exhausted units. This can be useful to Ready a unit you just played, or if you want to move a unit from one place to another.
Miss Fortune Captain‘s Ganking keyword fits perfectly here, as you’re able to Ready one of your units whenever she moves to another battlefield. And with your Legend Miss Fortune Bounty Hunter‘s ability, you can give that unit the Ganking keyword to also move from one battlefield to the other.
Although it’s tempting to play Miss Fortune Captain as early as possible, we need to keep our Dazzling Aurora play in mind since we’re recycling up to 2 Runes with Miss Fortune Captain (if accelerated). For example, if we’re at 7 Runes, we’ll usually avoid Miss Fortune Captain entirely as she’ll prevent us from playing Dazzling Aurora on the upcoming turn.
Battlefields



Since we’re a slow ramp deck, the longer the game takes, the higher the odds are of winning the game, so Aspirant’s Climb is perfect in the list for that. You’re forcing players to get to 9 Points to win the game, which can be just enough for you to stabilise with your high Might units. Ideally, we want to go with Aspirant’s Climb on the first turn.
Obelisk of Power channels one rune at the start of each player’s first Beginning Phase. This adds more consistency to our strategy, enabling us to play our Dazzling Aurora as early as turn 3, even turn 2 if your opponent also has Obelisk of Power in play. We want to choose this battlefield when we’re going first.
If you’re going second, Sigil of the Storm is the preferred choice. It can punish aggressive decks as they’re forced to recycle a rune when they conquer it, slowing down their upcoming turns, which can be enough to shut down certain plays. This can discourage them from conquering it early in the game, preventing them from scoring points.
Ramp Cards


Mobilize is perfect for the early game as you’re channelling 1 exhausted rune for 2 Energy on your turn 1. This pushes you closer to dropping your Dazzling Aurora win condition. If you happen to be full on Runes in the late game, Mobilize can instead draw you a card, so it won’t end up being a dead card.
Catalyst of Aeons accelerates your game quickly. You’re channelling 2 exhausted runes in one turn and drawing a card, setting up an extremely strong upcoming turn, especially if you’ve ramped on turn 1.
Control Plays



Gust can return a unit with a Might of 3 to the owner’s hand. In this deck, we’ll mainly use it to remove one of the opponent’s units from play, especially if they’re trying to conquer a battlefield with it. We’re weakening the board presence and can potentially shut down their attack turn, preventing them from scoring and buying us more time.
Fight or Flight can be played from hand or hidden on a battlefield, allowing a unit to be moved from the battlefield to its base. This can be useful if we want to prevent the opponent from scoring a Point, buying us more time, or even weakening their attack, making sure we keep a hold of the battlefield.
Rebuke is an expensive play, so we’ll often hold off on playing it until the late-game when we already have Dazzling Aurrora on the board. It’s also a consideration to keep it as a sideboard card for the mirror matchup or decks that want to drop big bodies.


Since we have a lot of high-might units, Challenge works great here as you can use one of those units to challenge an opponent’s units, and the one with the higher Might will remain in play. Don’t forget that your unit will not heal after a Challenge, so it can end up dying to a damage spell or if you choose to attack with it immediately after.
Bullet Time can be a crazy play, depending on how far you want to go with it. You can recycle any amount of Runes to play bullet time, and it’ll deal that much damage, perfect for targeting a whole battlefield to wipe out one or more units. In the late game, after you have your Aurora in play, you’re not too worried about committing Bullet Time to wipe out multiple low Might units and even high Might win conditions.
Dazzling Aurora Wincondition

Dazzling Aurora is how we win games! This is a 9-cost Gear that returns 2 Body Runes. We’re ramping to get access to this Gear as early as possible, and often we’ll be able to play it on turn 3 or 4 if we manage to ramp in the early game.
At the end of your turn, Dazzling Aurora lets you reveal the top card of your Main Deck until you reveal a unit. You can then play that unit for free and recycle the rest of the cards. Since the majority of the deck has high-cost units, we’re guaranteed to develop powerful plays each turn, putting win conditions on the board that your opponent has to deal with.
Remove Their Cards


Mindsplitter is a 7 Might unit that gives you critical information on the opponent’s hand. When played, your opponent is forced to reveal their hand for you, and you get to choose 1 card in their hand to discard it. This is dropping on the opponent’s resources, and you can snipe an important card for the matchup, potentially shutting down the opponent’s strategy.
Sabotage is a popular choice in the Miss Fortune deck as it gives you information on the opponent’s hand and lets you recycle one of their non-unit cards in their hand. This can be exceptionally strong to remove a counter play that they might be holding onto or even a win condition they heavily rely on.
Sabotage is cheaper to play but restricted to non-unit cards, whereas Mindsplitter card gets rid of any card you want from the opponent’s hand.
Battlefield Conquer

Deadbloom Predator is more suited to pressure a battlefield and conquer it. Deadbloom Predator can be played on an occupied battlefield, which means we can try to conquer a battlefield your opponent has control of, putting the 8 Might + Deflect keyword to use immediately.
Deadbloom Predator is also great when played through Dazzling Aurora, as you’re potentially shutting down the opposing player from scoring a point if you conquer a battlefield at the end of your turn.
Big Body

Mountain Drake is a high-stat unit, great for conquering and holding a battlefield and preventing the opposing player from getting it back. With our Legend’s ability, we can give him the Ganking keyword and have him attack another battlefield to make sure we can conquer it.
The Might Boost

In the late game, we’ll be relying on Dazzling Aurora to develop the board, so we can get away by holding a lot of Runes open. Primal Strength is an answer if your opponent is trying to take back a battlefield, and since we value our big bodies, Primal Strength‘s +7 Might boost can be enough to swing the combat in our favor.
It can also be played aggressively on one of our units to attack a battlefield held by a high Might unit.
General Tips
- Focus on Ramping early in the game. The main goal is to get Dazzling Aurora in play as early as possible, so we want to ramp and avoid returning Runes as it’ll slow us down.
- Consider your Rune before making plays. You don’t want to play cards with a Power cost early in the game if they will push the Dazzling Aurora play a turn late. However, if we’re at exactly 8 Runes, we can go for plays like Miss Fortune Captain (don’t activate accelerate) without losing our upcoming Dazzling Aurora play.
- Keep Runes open for reactive plays. In the late game, we want to make sure our opponent can’t easily retake a battlefield we’re holding, and we have plenty of cards that can mess up their attacking play. So having runes open will be important for playing cards like Fight or Flight or Primal Strength.
Mulligan Tips
- Search for early ramp cards like Mobilize and Catalyst of Aeons to speed up your game plan. Dazzling Aurora is also a must search for unless you’re up against a deck that can discard it from your hand.
Other Cards to Include – Sideboard




- Unyielding Spirit is a great addition to the list against decks with a lot of spells, specifically spells that can control the board. We can shut down their plays for the turn, keeping our units safe from removal.
- Flurry of Blades is strong against decks that swarm the board with low Might units, specifically the Viktor deck. 1 damage to all units at a battlefield can help you conquer it.
- Paying 2 Energy to play Confront lets us play our units in Ready, capable of attacking on the turn they’re played. This is great for our heavy units as we can use their Might offensively to conquer a battlefield, accelerating our game plan and can even be the reason we win games. Confront is also drawing us a card, so we’re not losing on resources and can even play it to look for the cards we need.
- Fading Memories can give a unit or a gear the temporary keyword, which means it will get killed on the opponent’s upcoming turn. It can also be an answer to Zhonya, as that unit will retain the keyword and still die on the upcoming beginning phase.


- Anivia Primal gets to deal 3 AOE damage to the opponent’s units when it goes for the attack, perfect to wipe out low Might units and damage higher Might untis to put them in range for your attackers to remove. The Ganking keyword from your Leader Miss Fortune, you can attack with Anivia to reactivate its effect and deal 3 AOE damage.
- Soulgorger is how we go wider on the field, letting us play one of the units from our trash. We’re developing two big bodies in one turn, changing the state of the game in my favor.
Closing Words
Orange Purple Miss Fortune Aurora has been seeing a rise in the tournament scene, especially since it holds up well against the top performers like Kai’Sa. If you’re a fan of ramp decks to speed up your game plan and start dropping big bodies as early as possible, the MF deck is definitely one to pick up!




