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Murmur’s ash-choked realm inSolium Infernumis filled with the hopeless dead. According to Ars Goetia, mortal sorcerers invoke him to communicate with the deceased, so it’s fitting that he plays like a necromancer in-game.
Murmur favors a militaristic playstyle, and can go toe-to-toe with other combat-focused Archfiends like Astaroth. However, playing as Murmur means you always need to think one step ahead. If you’re able to lay the groundwork for victory ahead of time, your opponents won’t be able to do anything to stop you. If you’re caught unawares, though, your rise to power could be cut short.

Murmur’s Abilities
Murmur starts withtwo levels of Destructionand one each ofProphecyandWrath.This gives him access to some useful defenses against Deceit Rituals like Loot The Vault, but solidly focuses his strategy aroundwinning Vendettasand Blood Feuds.
His Dark Art,Danse Macabre, is an important tactical tool but won’t win games on its own. It costs nothing to cast, andsummons a Legion with weak stats (2/1/2)and 4 HPto a friendly space. Legions summoned by Danse Macabrelose 1 HP each turn, eventually crumbling back to the ash from which they’re formed.

The best use for Danse Macabre is tosummon new troops adjacent to the space where you expect a fight to occur, to provide support bonuses. They also make a useful distraction, potentially being destroyed by enemies in place of a Legion that you actually need.
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Murmurheavily favors the Infernal Phasein combat, which can put him at a disadvantage in the early game. However, if you can secure the service of Praetors and Artifacts that weaken or delay the Ranged and Melee Phases, you can win battles you would otherwise have no business even fighting.
Murmu’s starting equipmentleans into his preference for magical combat, but isn’t so critical that it has to be locked in. Murmur does exceptionally well when catching enemies off-guard, so he can be well-served by an unexpected loadout.
Early Game Strategy For Murmur
Murmur needs to establish a strong military presence in his corner of Hell early on. Start bysending the Accused to take the nearest Place of Power, ideally one near an enemy border; holding the structure will make the border more defensible throughout the game.
Summon troops with Danse Macabre to support the Accused; they can have a hard time breaking through to the Infernal Phase, depending on your target Place of Power’s stats.
In the meantime,build up some Tribute Tokensand bid on thebest Legion you can afford. Two Legions fighting side-by-side, with extra help from Danse Macabre, should give you enough punch to back up any Demands that you make.
Mid Game Strategy For Murmur
Murmur shouldfocus on developing Destruction and Wrath, with an emphasis on the former. Use Wrath to develop Stratagems for your Legions, especially if you may’t afford Praetors or Artifacts for all of them.
Make frequent Demandsof neighboring Archfiends, declaring Vendettas when they refuse. Keep your Legions in a triangle formation so that they always provide full support whenever they fight, andcast Destruction Rituals like Enfeebleto weaken enemy Legions just before engaging them. Try to fight three Vendettas against your weakest neighbor so that you candeclare a Blood Feudand eliminate them.
Take and activate thePower Of EvilEvent Card if it’s available, and use it right away. It provides extra Prestige each time you cast a Destruction Ritual,including Danse Macabre.
Late Game Strategy For Murmur
By turn 40, you’ll want to have accomplished three goals:
The last one is tricky, but it serves as your safety valve; Murmur is one of the better Archfiends for a Usurpation Victory, so if you can’t win on Prestige then you’ll have to rush the capital before the Conclave finishes voting.
Leveling up Destruction costs lots of Hellfire, so take any that’s offered in Tribute.
Whether you’re pursuing final Vendettas and Blood Feuds to weaken opponents ahead of the vote, or you’ve conquered Pandaemonium and have the other players united against you, maximum Destruction gives you all the power you need to crush your foes. As usual, Legions can be weakened or even damaged with your new spells, but if an opponent becomes an actual threat, you canshut them down with Planar Lock.
Planar Lock is expensive to cast and maintain, butlimits the number of actions a rival can take on their turn.Since you should be able to afford it easily by now if you haven’t already,pick up an extra level of Prophecyto open an extra Ritual Slot that you can dedicate to this monstrous spell.
If you’re using Murmur’s default Relics, having maximum Destruction alsosignificantly enhances your Legions in the Infernal Phase.