Monster Train 2: 10 Best Early Game Cards

Just like an authentic deck-building enthusiast, Monster Train 2 provides a multitude of cards to scrutinize and accumulate during each playthrough. Given that this isn’t your average game for newcomers to the genre, you might benefit from some additional guidance when choosing which cards to target.

In Monster Train 2, the cards available take on different shapes. They range from spells that can be used on your own troops or enemies, to items you can give to your preferred figurine, to conditions affecting an entire train level. You have several strategies to choose from.

After giving it some quality time with this fantastic mix of tower defense and deck building, I’ve carefully reviewed my jottings and snapshots to share with you ten unique cards that are worth your pursuit, especially if you’re encountering challenges during your initial playthroughs.

Absolutely, the effectiveness of certain cards can change based on your unique playstyle and the way you combine them with other cards in your deck. However, several of these choices are versatile and can perform well regardless of the type of strategy you’re using.

Tickets, please. We are now departing the station.

In this list, you won’t find information regarding unit or character cards. Instead, for insights on top early game units, check out this dedicated article.

10.
Hellfurnace

Could Be A Pilot Light Issue

If you enjoy layering damaging statuses on your opponents in game scenarios similar to Poison/Burn from other deckbuilders, then the Hellfurnace will be particularly beneficial for you when building a Pyregel setup in Monster Train 2. I personally find that Pyregel is an effective tool in my gaming strategies due to its ability to inflict damage over time.

Hellfurnace is a type of room card that influences the entire train floor where you choose to play it. This makes it an excellent choice for accumulating Pyregel cards swiftly due to its ability to affect the whole floor.

Whenever you use Pyregel against an adversary, whether through a direct attack by one of your units or indirectly with another card from your deck, that enemy will accumulate extra +3 Pyregel charges. Importantly, this effect applies to all enemies in the current area throughout the entire battle. Sweet!

9.
Cleave

Remember To Dismember

If you’re aiming for a powerful impact straight away, let me present Cleave. Unlike a continuous room keycard, this one has an effect – it impacts every enemy unit on the same level each time you use it.

Replace Cleave with an ability that inflicts damage on each opponent, equal to the attack power of your lead unit in the same area. While this may not seem extraordinary, the impact greatly varies depending on the layout and composition of your battlefield.

For instance, consider a scenario where Fel, the Champion of the Banished clan, is positioned at the forefront of your army formation within a room. If you’ve been skillfully boosting Fel’s Valor, an attack with Cleave could potentially deal over 100 damage to every enemy unit directly in front of her simultaneously.

8.
Selfless Sacrifice

Take One For The Team

Instead of solely focusing on offensive strategies, it’s crucial to consider defensive tactics too, given that Monster Train 2 is a mix of tower defense games.

In a tough spot when your lead unit is moments away from defeat, Selfless Sacrifice can intervene to save it. Use this card on any of your rear-positioned units, and they’ll move up front while also gaining the ability to withstand two consecutive direct attacks due to a +2 Damage Shield boost.

Unfortunately, this card can only be utilized once during each fight because it comes with a “Use Once Per Battle” restriction. Make sure to think ahead when using this, as it should be saved for critical situations.

7.
Liquid Courage

Chug, Chug, Chug

A defensive-oriented card known as “Liquid Courage” offers an instant defense boost when required and enhances your offensive capabilities during challenging situations too.

With this card, the selected unit can absorb one oncoming attack, and simultaneously increases your unit’s Valor by 4. For those new to this, Valor enhances both a unit’s attack strength and armor, making Liquid Courage an invaluable asset as it grants numerous advantageous traits simultaneously.

Because it needs just a single energy point to perform, it’s advantageous over Selfless Sacrifice in this aspect too. Cheers!

6.
Dragon’s Breath

May I Suggest A Lozenge?

As a fellow Monster Train 2 gamer, I can’t emphasize enough the significance of incorporating Pyregel early in your learning journey, and Dragon’s Breath is one card that truly excels during this phase. Yes, it requires a hefty 3 ember points to activate, but trust me when I say it’s more than worth the investment if you utilize it at the right moment.

When you play this card, it influences every enemy unit on the same level. This implies that you can increase the Pyregel count by 10 for all the opponents within range, and at the same time, it inflicts an extra 10 units of regular damage.

This mix can quickly take out multiple weaker adversaries on a single level, especially when they’re numerous. For tougher enemies as well, having more than ten Pyregels is typically advantageous.

5.
Bloodsoaked Arena

Malice At The Palace

Moving on, there’s another Room card coming your way, one that influences an entire level of the train throughout the duration of a fight. Among the early game choices, Bloodsoaked Arena is my preferred pick for this type of card.

As a gamer, I can tell you that stacking Valor in Monster Train 2 really amps up my units, making them formidable forces both offensively and defensively. The Bloodsoaked Arena, specifically, awards a significant +6 boost to all my allies on one floor whenever they claim an enemy’s life. Quite the edge in battle!

As a gamer, I recommend playing this card on the floor where my strongest attackers reside. They’ll swiftly grow more formidable, taking down foes left and right. If you can pull off duplicating the card into three identical ones, it would significantly amplify their power across the entire train.

4.
Penitent’s Bloodsuit

Dry Clean Only

The first piece of equipment on the list is special with an unusual trait. Typically, Equipment cards are used on your own units, but occasionally, some are meant to be strategically gifted to your opponents in a way reminiscent of the Trojan Horse.

The Penitent’s Bloodsuit causes 30 points of damage to the enemy you attach it to whenever they change or move their position within the train. Pondering over its effectiveness for a brief moment, you’ll probably agree that this card is incredibly powerful.

In Monster Train 2, the top-tier adversaries change positions following each move, effortlessly drifting among different levels. These are the solitary enemy kind that exhibits such behavior, and given their remarkable resilience compared to other enemies, they’ll frequently switch positions due to their extended survival time.

If you equip the Penitent’s Bloodsuit to your opponent at the start of the game, they’ll sustain 30 damage each and every turn throughout the entire fight. Simple put: it’s a wrap for them.

3.
Deadly Plunge

Do Not Open Before Boss Fight

In simpler terms, the Deadly Plunge card is utilized once during combat and carries significant power that makes it hard to overlook. As your unit’s health and strength grow in subsequent stages, so does the effectiveness of this card.

When activated, Deadly Plunge amplifies the total health and armor you’ve accumulated on a front-line machine by tripling the sum. You can then apply this enhanced value to any enemy of your choosing. With numerous unit cards having a starting HP stat around 30, it is not only feasible but quite probable to inflict damage exceeding 90 points with Deadly Plunge.

Next, take into account any additional enhancements/points/defensive increases you might have provided for a unit. Once everything is combined, Deadly Plunge offers a feasible route to deal over 200 damage at once. You can utilize it to eliminate a tough enemy or significantly reduce the health of a boss.

2.
Mind Cage

Despite All My Rage

I have a bit of a secret confession about Monster Train 2. I just can’t get enough of the unique abilities that some of the units possess. These aren’t just any powers, they are special ones that only a few units can use, and each one comes with a timer that resets after it’s been activated.

It usually takes two or even three rounds for an ability to recharge before it can be used again, which is too long for my liking.

Among all the standout features in the early game, I particularly admire Fel’s Savior ability. With each use, it grants her a substantial +5 increase in both Valor and Shield. Moreover, being a unit with a multistrike attack modifier, she transforms into an absolute powerhouse as you accumulate more Valor on her.

Equip the Mind Cage card to Fel the Powerful, reduce her ability’s cooldown, continuously use the Savior skill to maximize Valor stacks, and you’re in for an enjoyable experience.

1.
Benediction

#blessed

It’s evident if you’ve been closely following, I’ve discussed Valor and Damage Shield on multiple occasions. In this game, any card that enhances either of these attributes is fine by me. Notably, Benediction excels at doing both.

This buff not only affects each unit on the same level, but it stands out from other cards because it doesn’t have a “Consume” modifier, meaning you can use it multiple times in a single battle. Unlike some lesser cards that might offer similar benefits but are limited to one-time use. Benediction, however, is different.

To effectively utilize the three demanding aspects of Ember, you must be prepared to handle their steepness. However, this sacrifice can yield a powerful mix of reusable benefits provided by Benediction.

In essence, endure a critical strike, inflict additional damage, fortify your shield, and extend these effects across an entire floor. Indeed, that sounds appealing.

Read More

2025-05-21 17:12