Place axes where they clear fast
Density matters: more working axes on good tree targets beat one expensive axe idling. The fan guide recommends filling the plot before buying space.
The complete entity list, the lineup doctrine for building around it, and the measurement records that make a build defensible in a game that changes weekly without patch notes.
A My Wood Farm "build" is a farm lineup: the axes you own (four documented tiers — starter, Rare, Legendary, Magical), the density they're placed at, the tree targets they feed (regular → stump → giant), and the timing of purchases against offline hours. The entity list is short because the game is focused: axes, trees, plot, cash — nothing else is documented anywhere we check. What separates a good build from a lucky one is a measurement log: dated before-and-after numbers for every purchase, which double as your personal changelog for a game that updates silently.
Sources: official description + fan guide (checked 2026-10-08). If it is not on this table, no checked source documents it.
| Entity | Documented form | Undocumented part |
|---|---|---|
| Axes | The only tool; 4 tiers: Entry → Mid-game → Late-game → Endgame. Upgradeable; chop actively and offline. | Names, counts, prices, speeds, yields. |
| Trees | Regular tree → Tree stump → Giant tree by rising durability; the target list your lineup is built around. | HP values, wood type list, per-wood sale values. |
| Plot | Personal farm space; officially expandable with cash; fits multiple placed axes. | Expansion cost ladder, size limits, layout grid. |
| Cash | Single currency, from selling wood only; buys axes, upgrades and expansion. | Any documented prices at all. |
The habits that survive updates — because they depend on your records, not on published tables.
Density matters: more working axes on good tree targets beat one expensive axe idling. The fan guide recommends filling the plot before buying space.
Axes farm offline, so the last minutes before you quit are the highest-leverage: spend cash on whatever raises offline output, then leave.
Cash only exists after the sell step. Whether selling is manual or automatic in your session, compare cash per wood between sessions to catch silent balance changes.
The official timestamp advances about weekly with no patch notes. Re-run the one-minute wood test after each jump — a silent rebalance shows up as a changed rate, not as an announcement.
Four columns, one row per decision. This is what a 'build' looks like in a game with no published stats.
| Column | Example entry | Why it earns its place |
|---|---|---|
| Date + official timestamp | Oct 8 · update Oct 1 | Ties every number to a game version — the only defense against silent rebalances. |
| Rate before → after | 50 → 65 wood/min | The measured gain that (or didn't) justify the purchase. |
| Cash per wood | 2 | Converts the gain into payback minutes and flags sale-value nerfs early. |
| Verdict | payback 300 min — keep | The decision, written down so future-you doesn't re-litigate it. |
Keep it in any notes app; compute the payback column with the calculator. Two sessions of records already put you ahead of every source that claims fixed answers for this game.
Explicitly absent as of 2026-10-08:
Short-form video content references extra flourishes (a "Void Tree" skin, chest-adjacent rewards) that no stable written source corroborates; when one becomes checkable, it joins the entity list with a source and a date. Until then, the honest build advice is the doctrine above — and the tier list explains exactly why named rankings stay withheld. The full absence register is on the sources page.
Your farm lineup: which axes you own and where they're placed, how dense the plot is, which tree targets you feed them, and how you time purchases against offline hours. There is no character or team system in the game — the official description confirms axes, plots, wood and cash as the whole entity list (checked October 8, 2026).
Documented entities: axes in four community-documented tiers (starter, Rare, Legendary, Magical), three tree targets (regular trees, stumps, giant trees), your plot with its expansion, and cash as the single currency. Undocumented: any enemy, pet, cosmetic, NPC shopkeeper, or second currency — none appears on any checked source.
The one your measurements defend: axes placed at full density on the toughest trees they clear quickly, upgrades sequenced by payback, and the best affordable axe bought right before logging off. Named 'best build' claims would require per-axe stats nobody publishes.
Your measurement log is the diff. Compare the last recorded wood-per-minute and cash-per-wood against a fresh one-minute test after each official timestamp jump — a drop without a purchase in between is a silent rebalance, not your imagination.
Equipment detail in axes & upgrades, the systems your lineup runs on in trees, wood & plot systems, purchase sequencing in the decision planner, and the whole loop in the guides hub.