
Monster Train 2 is a complex game with multiple clan combinations and loads of meta progression. As you're first starting out, you'll have access to the six new clans in the game: the Banished, the Pyreborn, the Luna Coven, the Underlegion, and the Lazarus League.
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PostsEach has its own unique mechanics, cards, and champion, and the combinations between them play out in interesting ways that can only really be learned by trying out all the different cards. This beginner's guide covers some early strategies, some fundamentals of the game, as well as how to beat your first few Covenant levels.
How To Get Started
Right at the start, you can choose which two clans you want to take on your run. You can choose a Primary clan and a Secondary clan.
Your Primary clan will dictate which Champion you'll get access to, as well as a selection of cards from that clan. You will also discover cards from your secondary clan during the run.
There are two Champions per clan, although you won't have access to both at the start - you'll need to level up your clans by playing the game.
The Pyre
As well as a clan, you can also choose which Pyre you want to use. The Pyre is the heart of your train - if it's destroyed, you will lose the run. The Pyres have different abilities and can be unlocked by completing runs and earning score.
Our absolute favorite Pyre is the Lifemother's Pyre, which allows you to duplicate cards. We'll cover this more in-depth below, but we think it's one of the strongest strategies in the game.
Random Cards
At the start of the run, you'll be given access to a set of random cards. These are typically two spell cards and a unit card, but the allocation is totally random run-by-run.
It's important to note which random cards you get, as these will ultimately shape how your run plays out. They will impact the early decisions you make - like which artifact and Champion upgrade to take - as well as how you want to build your deck over the course of the run.
Game Strategies
Monster Train 2 is all about finding interesting synergies between your clans and cards. One of our favorite runs was using the Underlegion to create an enormous tower of Funguys with infinite health regen. You can really break the game if you manage to pull off something special.
Here are some tips to help you get started on crafting that perfect deck.
- Focusing on a couple of core units is a good idea. It'll help you begin to understand some of the buff mechanics and allow you to experiment with different unit types.
- Usually, you want a frontliner (a unit with a lot of HP or armor) at the front of the floor, with damage-dealers and buffers on the backline.
- Card duplication is extremely powerful. You can use a Merchant of Magic to reduce the cost of your spell to zero, give it Holdover (it returns to the top of your draw pile), and then duplicate it multiple times to fill your deck with powerful spells.
- Direct damage cards should not be overlooked. We've lost many runs because we lack any cards that deal direct damage to the backline enemies, which often heal their allies or debuff your cards. At least some damage-dealing spells are recommended.
- Plan ahead for the bosses. You can structure your deck specifically to counter the final boss, one of the three variations of Seraph.
- Corruption sucks and needs to be countered with throwaway units at the front.
- The sweeping units will cleave your entire floor - if you have squishy enemies behind your frontliner, maybe try to buff them with extra HP.
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