Monster Train 2 Beginner's Guide
Monster Train 2 (MT2) is a Slay the Spire-style roguelike deckbuilder fused with vertical tower defense. With 12 clans pickable as Main + Sub, you get 132 ordered combos. More freedom than MT1 — and more rope to hang yourself with.
Game basics
| Element |
Detail |
| Goal |
Defend the top-floor Pyre across 8 stages |
| Deck |
Pick a Main + Sub clan; cards pool from both |
| Covenant |
Difficulty. Each win unlocks Cov +1, max 25 |
| Card types |
Spell / Unit / Equipment / Room / Artifact |
What to pick first
For brand-new players, Hellhorned and Awoken are the gentlest learning clans. Synergies are obvious, runs forgive mistakes.
| Clan |
Difficulty |
Identity |
| Hellhorned |
★★ |
Damage + volume, aggressive |
| Awoken |
★★ |
Spikes + Regen, low variance |
| Stygian Guard |
★★★ |
Spell-focused, late scaling |
| Melting Remnant |
★★★★ |
Death triggers, technical |
Core early rules
- Don't overload the deck: 15–18 cards is the sweet spot for consistency.
- Grab artifacts aggressively: prioritize healing and draw over flat damage.
- 3-floor structure: Floor 1 sacrifices, 2 transitions, 3 protects Pyre. Place valuables on 2–3.
- Ember management: 3 Ember per turn. Plan around it.
Tips to a first win
- Run 5–10 attempts on Covenant 0 to learn synergies before hunting wins.
- Take champion upgrades when offered — late-game leverage.
- Read boss telegraphs and adjust floor layout between fights.
- The Pyre itself fights — upgrade its HP and attack at every chance.
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