Monster Train 2 It is a complicated game with multiple combinations of clan and lots of meta progression. When you start for the first time, you will have access to six new hornings in the game: Excluded, Pyreborn, Luna Coven, Underlegion and Lazarus League.
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Each has its own unique mechanics, cards and champion and combinations between them play an interesting way that can only be taught by trying all different cards. This beginner's guide includes some early strategies, some basics of the game, and how to beat the first few levels of the contract.
How to start
Right at the beginning you can choose which two clans you want to take for your run. You can choose a Primary clan and Secondary clan.
Your primary clan will dictate Master You will also get access and select cards from this clan. You will also discover cards from the secondary clan while running.
There are two Champions On the clan, even if you don't have access at the beginning – you will have to play the game on your clans.
Puree
Like a clan, you can also Choose which Pyr you want to use. Pyre is the heart of your train – if it is destroyed, you will lose run. Pyry has different abilities and can be unlocked by completing the runs and earnings.
Our absolutely popular pyre is Pyre that Allows you to duplicate cards. The cover will submit it below, but we think it is one of the strongest strategies in the game.
Random cards
At the beginning of the run you will have access to a set of random cards. Usually these are two magic cards and a unit card, but the allocation is a random run-by-run.
It is important to realize which random cards you get, because they will eventually shape how your run takes place. They will affect the first decision you make – like the one that upgrade the artifact and the champion you want to take – as well as how you want to build your package during the run.
Gaming strategy
Monster Train 2 is about finding interesting synergies between your clans and cards. One of our favorite runs was to use Underlegion Creating a huge tower of Munguys with endless health. If you manage to pull something special, you can really break the game.
Here are some tips to help you start creating this perfect package.
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Focusing on several basic units is a good idea. This will help you start understanding some of the Buff mechanics and allow you to experiment with different types of units.
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Usually you want a frontliner (a unit with lots of HP or armor) with damage and cache memories on the rear line.
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- The duplication of the card is extremely powerful. You can use a Magic Magic to reduce the cost of spell to zero, put it Holdover (Returns to the top of the pile of draw) and then duplicate it several times to fill the deck with strong spells.
- Direct damage cards should not be overlooked. We have lost many runs because we lack any cards that cause direct damage to enemies in the back line that often recover their allies or debate your cards. At least some Spells of damage are recommended.
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Plan in advance for bosses. You can structure your package specifically to face the final boss, one of the Three variants of seraph.
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Corruption sucks and must be on the front of the opposite unit.
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The sweeping units will break down your entire floor – if you have enemies behind your frontliner, maybe try to vacuum them with another HP.
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