Farming

## **Intro to Farming and Boom Builds**

This is a general guide for the game's most popular approach to farming. This will accelerate how quickly you can build your decks, upgrade your gear, and kick start your journey to the top! This is about **Boom Builds.**

Credit to Insanitys for popularizing the strategy and initially sharing instruction with the community!

**What is it?** A deck building strategy to clear stages as quickly as possible for gold, chests, card drops and potion materials.

**Why do it?** Because it lets you upgrade your deck much faster, farm materials to craft the cards you really want, and accelerate treasure chest drops to get top-end equipment drops. It also provides potion materials to start mass crafting potions for pvp / events / challenges AND trophies to buy Expert Training from the Trophy Hunter to level (and maximize renown of) your heroes.

**When should I start thinking about this?** As soon as you decided that you love this game and want to play seriously. You being on this page is probably a good indication that you’re ready! In all seriousness, boom building is mostly effective if you have a few key epic/mythic cards, so you can’t do it from day one. However, as you’re collecting runes and deciding what cards to make, you will benefit from building a great farming deck *first*, since it will let you get more cards & gear faster than if you focused on other things.

**What if I’m not ready to fight Murgles?** Arcane Ruins and Lower Aldwood are great places to start farming for beginners. Leverage fire-based mage AOE spells that can take advantage of spiders’ weakness to fire and help you clear those areas more quickly. Plus, if you’re lucky in Arcane Ruins you might get the random encounter to get a free rare card! Sky Sanctum is also a great place to farm gold for mid-level players, since two of the battles are super quick. However, it still doesn't have the benefits of Murgle Village for endgame players (see below).

## **Some tips before you get started**

The classic Boom Build relies primarily on the interplay between a Priest and a Mage, and is usually supported by an Archer (namely, Laarn). The core of the strategy relies on drawing the mage mythic Chthonic Tremors and/or Cataract of Abaddon and then wiping the enemies out with just one cast. As a backup (or before you have mythic abilities), Blizzard can be used to clear all enemies quickly.

**Essentials to keep in mind:**

1. Boom builds are most effective if you have purchased the Triumph (and ideally also Lucky Dice) premium packages. They are extremely useful in both pvp and pve, and especially for the purposes of booming, since they allow every character to start their turn with the critical 7 mana you need. That said, this guide will contain suggestions for people without Triumph or Dice, and booming is most certainly possible (albeit slower) without this premium gear.
2. The cards you will be developing for this farming journey *will* be used in end game decks with different compositions (e.g. the tried-and-true Archer-Archer-Mage build that is among the most versatile in the game), so don't worry about "wasting" your precious runes!
3. Complete your neutral cards as soon as possible, they don’t have to be upgraded, but you will ideally need total of 20. With 20 neutral cards, it lets you take the bare minimum of 10 class cards per hero, which will maximize the chances of you drawing the class cards you want. Contingency and Focus are the two most important, followed by Momentum, Strike, and Sprint. Advance and Loot are a nice to have.

**Where do I farm?**

The most popular farming location is Murgle Village, challenge #1. Why? Lots of reasons:

* There are only two battles in the level, which lets you get end-of-level card drops more frequently (these drops are a better source of epic cards than card packs). There are also no cut-scenes or progressive battles, which makes it go even faster.
* Because it is level 12 difficulty, which gives you 3x Trophies for each rare boss you kill and is high enough level for you to get Gold Chest drops
* Murgles are weak to ice, which means Blizzard clears them much faster
* The starting position is defensible, so you can survive 3-4 turns if need be (for less advanced builds)
* One of the frequent material drops is the critical Thornpike, which is needed in very high volumes to craft advanced (rare/epic) potions
* Some players prefer challenge #3, since it is level 13 and the rewards are *slightly* better. If you can clear it quickly (and safely), then go for it. I personally prefer challenge #1 since enemy HP is lower and you can more consistently kill on the first turn.

## **Show me what the decks look like!**

The cards and equipment you have will likely vary from exactly what’s included in these builds, but hopefully these will provide some guidance for how to evolve from an early-game build into The Ultimate Murgle Genocide Machine™

#### **Beginner Murgle Farming**

This assumes no mythic cards, and relies on Blizzard as your only epic card. In most cases, **veterans recommend Blizzard be the first four epic cards you create** from runes since they are also super effective at crowd control in other PvE levels. In this build, your objective is to use the priest to draw cards and hide your mage behind the tents with Blizzard running. It works better with Rosaria, since she can also attack from behind cover, but Amras is the better mage to focus on in early game, and by the time you have Rosaria leveled, you should have advanced beyond this build

#### **Two Mages, Two Blizzards**

Bringing in a second mage (Witness or Rosaria) will let you be a little more aggressive with AOE spells, and hopefully draw two Blizzards running simultaneously for a faster clear. This build still assumes you have no mythic cards, but I’ve sprinkled in some craftable epic equipment that will help with farming, and will also be useful in other areas of the game (so you're not wasting precious Cold Steel). At this stage of the game, some players also prefer to use Violeta (and pickpocket), and/or Circle of Midas instead of other armor for the extra gold boost. I personally recommend a build that focuses on faster clears, and not more gold-per-battle, but others prefer a different approach, especially at this stage of the game

#### **Your First Actual Boom (f2p)**

What fuels the Boom is ensuring that Chtonic Tremors is the only Mage attack card in your deck. This way, "By the Sword" is guaranteed to draw a Tremors when cast on the Mage. **Veteran players recommend Chthonic Tremors be the first two mythic cards you create** from runes, because, like Blizzard, they are super effective at crowd control in other PvE levels. This build assumes no mythic gear, but requires some non-craftable epic gear and is fully f2p. This also assumes you’re still crafting some epics – my reco is that you prioritize **Guided Vision**, **Prophecy of Pain**, and **Hawksight** after you have four Blizzards

As a f2p approach, every mana point matters – note the use of Morverro (+1mp) and Silver Etched Armor (+1mp), along with Blood Robes (+2mp), to ensure that the mage starts the battle with 6MP, and guarantees 7MP on the first turn (after Morverro casts his first spell, thanks to the Sacramentum). Unfortunately, Morverro won’t start with much mana, so we can’t use Prophecy of Pain in this particular build.

#### **Advanced Boom**

This is your middle step as you progress towards the endgame deck. This introduces Triumph for mana, assumes you have most epic gear and got the clutch Tidecall drop, and you’ve crafted your Boom epic abilities...but haven’t yet switched from Tremors to Cataract.

Note that Triumph allows you to use Demonic Pact on the mage and gives the archer and priest more MP to cast more powerful spells (Hawksight, Prophecy) – all this extra damage adds up and brings you closer to a consistent turn-one win

#### **The Ultimate Murgle Genocide Machine™**

My (Gelt2) Murgle boom deck. This assumes you have basically everything you could want. Very reliable at 1st turn kills. Almost never goes beyond turn 2.

The extra mana from Lucky Dice and extra priest card from Tattered Stratagem gets Laarn and Amras to 9 or 10MP reliably so you can cast basically whatever you want. This lets you use Pontifex for gold (instead of Livia for damage or Morverro for mp), upgrade Pledge of Flames to Infernal Weapon, introduce Ancestral Wrath, and bring in a couple of Frost Arrows for extra punch/crowd control.

To get a sense of how quickly Murgles can be cleared (and why it's worth investing in a fully upgraded farming deck), check out this 90-second video below or on YouTube for higher resolution: https://youtu.be/UyX4JiEhDF8

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#### **Some other Notes**

* As a reminder, before you start a farming session, activate treasure map, wanted poster and sharpening stones. Treasure map helps you get more chests and additional gold, wanted poster gets more rare bosses to get trophies. Sharpening tools gets you a little extra damage. In boom builds, every little bit helps – especially to kill the lead Murgle in stage 1. Sharpening tools translates to 3-4 extra turn-one damage on that Murgle.
* Once you start booming with Tremors/Cataract, make sure you use **Contingency** on the Priest, not the Mage. You're more likely to pull one of your 4x **By the Swords** cards than one of your two Mage mythics
* Your boom build can also be modified to clear other stages, especially for Arms Race. A few tweaks, and you can holy boom to clear skeletons in Misty Ruins (make sure you use Tremors, not Cataract, and take away any fire buffs!)…or equip a dragon orb and your fire boom clears spiders in Arcane Ruins super quickly!
* If you like this game (and, let's face it, you've read this far, so you probably do), you should consider a Premium Account. The additional benefits like the additional crafting slot and extra card per stage completion add up very quickly, especially when you're farming.